Bashara2008-04-27 03:20:36
Back in September I was working 7 nights a week, doubles on Saturday. I'd also stopped playing Lusternia at the start of summer to focus on World of Warcraft, and didn't pick Lusternia up again until about midway through February. I basically skipped straight to end of every news section because I didn't want to wade through meaningless drivel that didn't apply to me, but I guess I was wrong.
Also, I know it's not a new thing. I've known it ever since I switched to Orclach and was highly disappointed that my newly increased strength didn't matter for jack squat.
Also, Orclach only has lvl 1 equilibrium penalty, so the only thing the changes will mean is that when I'll be less slow if I get knocked off equilibrium. I'll receive no benefit from the balance half of it. Really, the balance and equilibrium changes are the only thing that has any kind of direct affect on me. Orclach's are rather well balanced, even if our Int is has already passed the sewers and into the oceanic abyss. On the whole, I'm rather pleased with being an Orclach because I can now bash areas that would take 1/2 to a whole vial of health and/or mana to bash as an Aslaran without even taking more than a few sips every now and then. The only thing that I would like to see a change in is either the two handed specializations, Axelord and Pureblade, receive some kind of compensation for the fact that we have the possibility of applying half the afflictions and poisons that Blademasters and Bonecrushers do, or a change in the strength formula that rewards warriors who choose to play the slower, more powerful races instead of blowing a raspberry in their face for not choosing a faster race.
And yes, I know there's the issue of Titan/Demigod/Ascendant warriors being omnitanks while dealing OMFGWTFPWN damage all at the same time, but that's the kind of reward you're supposed to get for clawing your way to the top.
Also, I know it's not a new thing. I've known it ever since I switched to Orclach and was highly disappointed that my newly increased strength didn't matter for jack squat.
Also, Orclach only has lvl 1 equilibrium penalty, so the only thing the changes will mean is that when I'll be less slow if I get knocked off equilibrium. I'll receive no benefit from the balance half of it. Really, the balance and equilibrium changes are the only thing that has any kind of direct affect on me. Orclach's are rather well balanced, even if our Int is has already passed the sewers and into the oceanic abyss. On the whole, I'm rather pleased with being an Orclach because I can now bash areas that would take 1/2 to a whole vial of health and/or mana to bash as an Aslaran without even taking more than a few sips every now and then. The only thing that I would like to see a change in is either the two handed specializations, Axelord and Pureblade, receive some kind of compensation for the fact that we have the possibility of applying half the afflictions and poisons that Blademasters and Bonecrushers do, or a change in the strength formula that rewards warriors who choose to play the slower, more powerful races instead of blowing a raspberry in their face for not choosing a faster race.
And yes, I know there's the issue of Titan/Demigod/Ascendant warriors being omnitanks while dealing OMFGWTFPWN damage all at the same time, but that's the kind of reward you're supposed to get for clawing your way to the top.
Ildaudid2008-04-27 03:24:51
QUOTE(Desitrus @ Apr 26 2008, 11:11 PM) 506475
Dwarves could probably use a couple more dex, same for igasho and orclach. We've been testing the spec races and while they are accurate, you can't get the actual wounds worth a hoot with that kind of dex. If not actual dexterity, perhaps add "increased chance to get specialized wounds" to the spec for the race?
I'm talking 8% affliction rate on a "light" (one hit for me) wound. Pretty bad for non demis with 10 dex as dwarf.
I'm talking 8% affliction rate on a "light" (one hit for me) wound. Pretty bad for non demis with 10 dex as dwarf.
The whole spec warrior thing needs to be fixed up really. I mean its not like you miss less when bashing, and with the tests you just did, it seems obvious that it isn't set to be able to get specialized wounds.
I agree. I think Igasho/Orch/Dwarves should get something for being their specced warrior caste in terms of being able to get specialized wounds in PvP
@Bashara: On the applied venoms thing... I tried that... but we ended up with a greater chance of inflicting the venom faster, but you are absolutely right in the long run... a BC/BM will be able to afflict with 2 venoms 100% of the time at the high end of the wounds spectrum, while although it took less time for the PB/AL to get to the high end of the wounding spectrum, they will still only afflict with 1 venom 100% of the time. Trust me I am not disagreeing with you in either sentiment.
Dysolis2008-04-27 03:25:45
I did some testing with being drunk at maximum level. The Resistances don't seem to help Dracanri all that much , but I doubt a level three would be any better. The passing out stops any action at maximum level. Perhaps if Performance mode sober in dramatics was upgraded to immunity to the drunken effects only the reduction would seem worth while in my humble opinion. Then the only cost really would have some constant mana loss to keep the performance mode on and then using the performance mode sober would have a point, so we could be understandable over aethers.
Unknown2008-04-27 03:25:49
The following is another test where I used symbol strike on Narsrim (whose race was indicated below). Narsrim’s health after each attack was compared to his max health (this was tested like the former, multiple times to ensure regeneration was not a factor). Furrikins have L3 magic resistance; Lucidians have L2; Human have base; Loboshigaru have L2 weakness; Tae’dae have L3 weakness.
Furrikin: 5038/5520 = 482 482/5520 = 8.73% damage to max health
*Lucidian: 5955/6555 = 600 600/6555 = 9.15% damage to max health
*Human: 5804/6555 = 751 751/6555 = 11.46% damage to max health
Loboshigaru: 6293/7245 = 952 952/7245 = 13.14% damage to max health
Tae'dae: 6531/7590 = 1059 1059/7590 = 13.95% damage to max health
*Note: Human/Lucidian for Narsrim had the same constitution allowing us to directly calculate the racial resistance.
Lucidians have a L2 bonus and Humans have base so... (751 base - 600 L2) / 751 = (0.20 * 100%) = (20% resistance/2 levels) = 10% resistance per 1 level
=====+=====+=====+
There are of course extreme limitations in this case. Each attack has a base health drain + a percentage of max health. As we have no means to adjust racial resistance and keep the same max health (with a lucky exception of human/lucidian), the above figures are somewhat skewed in a fair, objective attempt to judge their impact.
However, what isn't skewed is the fact that each level of resistance was tested and confirmed to be 10%. Therefore, I think it's fair to state that resistances have a huge impact. Given: A human has no resistances (base) and a kephera has L3 resistance to cutting/blunt. Assuming the human and kephera had the same constitution, the kephera would take 30% less damage to physical (assuming no other defenses, a human would have to come up with -40- DMP in physical to match this... which is basically impossible).
Random Example:
A Furrikin Nihilist (bunny furrikin, of course) would have access to: L3 racial magic resistance (30%) + Demon Scale (DMP 8 to all sources), Draconis (DMP 18 to magic). 8+18=26DMP 26 DMP = 23% reduction 30+23 = 53% reduction (this excludes magic proofs and the entire magic skillset which also provides straight resistance). A Furrikin Celestine would have -more- magic resistance with Benediction!!!
=====+=====+=====+
So back to my point made earlier: Speed has been nerfed. Intelligence means very little. Resistances have a HUGE impact. Sip penalities were lessened: Now please keep this in mind as we compare Imperial Merian vs. Master Viscanti.
Also, it is important to bear in mind that I’m comparing this from a combat perspective. This doesn't take into consider, for example, how well they influence/bash (although I would argue Merians influence better and Viscanti bash better given the changes, which largely cancels itself out of the argument).
Furrikin: 5038/5520 = 482 482/5520 = 8.73% damage to max health
*Lucidian: 5955/6555 = 600 600/6555 = 9.15% damage to max health
*Human: 5804/6555 = 751 751/6555 = 11.46% damage to max health
Loboshigaru: 6293/7245 = 952 952/7245 = 13.14% damage to max health
Tae'dae: 6531/7590 = 1059 1059/7590 = 13.95% damage to max health
*Note: Human/Lucidian for Narsrim had the same constitution allowing us to directly calculate the racial resistance.
Lucidians have a L2 bonus and Humans have base so... (751 base - 600 L2) / 751 = (0.20 * 100%) = (20% resistance/2 levels) = 10% resistance per 1 level
=====+=====+=====+
There are of course extreme limitations in this case. Each attack has a base health drain + a percentage of max health. As we have no means to adjust racial resistance and keep the same max health (with a lucky exception of human/lucidian), the above figures are somewhat skewed in a fair, objective attempt to judge their impact.
However, what isn't skewed is the fact that each level of resistance was tested and confirmed to be 10%. Therefore, I think it's fair to state that resistances have a huge impact. Given: A human has no resistances (base) and a kephera has L3 resistance to cutting/blunt. Assuming the human and kephera had the same constitution, the kephera would take 30% less damage to physical (assuming no other defenses, a human would have to come up with -40- DMP in physical to match this... which is basically impossible).
Random Example:
A Furrikin Nihilist (bunny furrikin, of course) would have access to: L3 racial magic resistance (30%) + Demon Scale (DMP 8 to all sources), Draconis (DMP 18 to magic). 8+18=26DMP 26 DMP = 23% reduction 30+23 = 53% reduction (this excludes magic proofs and the entire magic skillset which also provides straight resistance). A Furrikin Celestine would have -more- magic resistance with Benediction!!!
=====+=====+=====+
So back to my point made earlier: Speed has been nerfed. Intelligence means very little. Resistances have a HUGE impact. Sip penalities were lessened: Now please keep this in mind as we compare Imperial Merian vs. Master Viscanti.
Also, it is important to bear in mind that I’m comparing this from a combat perspective. This doesn't take into consider, for example, how well they influence/bash (although I would argue Merians influence better and Viscanti bash better given the changes, which largely cancels itself out of the argument).
Rika2008-04-27 03:35:39
Ok, with a 200 damage and 127 precision flail:
20 strength:
914 damage and 349 wounds
21 strength:
921 damage and 351 wounds
That makes me sad.
20 strength:
914 damage and 349 wounds
21 strength:
921 damage and 351 wounds
That makes me sad.
Bashara2008-04-27 03:38:47
QUOTE(rika @ Apr 27 2008, 03:35 AM) 506485
Hyrtakos2008-04-27 04:06:41
That is precisely what brought on these changes. They made high strength warriors not worthwhile and left most people heading for the speed races... which in turn were nerfed.
What they often avoid, is the fact that the recent problem lied in races that are fast (with lower strength) who increase their strength to the max of it not getting gimped. "You're faster, so we'll make strength matter more for you since you'll be using it more often." The logic is mind-boggling once you piece it together.
What they often avoid, is the fact that the recent problem lied in races that are fast (with lower strength) who increase their strength to the max of it not getting gimped. "You're faster, so we'll make strength matter more for you since you'll be using it more often." The logic is mind-boggling once you piece it together.
Unknown2008-04-27 04:09:32
Going to have to QFT that.
Ildaudid2008-04-27 04:13:23
QUOTE(Dysolis @ Apr 26 2008, 11:25 PM) 506482
I did some testing with being drunk at maximum level. The Resistances don't seem to help Dracanri all that much , but I doubt a level three would be any better. The passing out stops any action at maximum level. Perhaps if Performance mode sober in dramatics was upgraded to immunity to the drunken effects only the reduction would seem worth while in my humble opinion. Then the only cost really would have some constant mana loss to keep the performance mode on and then using the performance mode sober would have a point, so we could be understandable over aethers.
I didn't notice this at first.... but Dysolis, the whole point of it is so that it is a give and take. If you made dramatics bypass the drunken problem one faces... it would be way OP.
I would never ever use this unless I was bashing a Demon Lord/Supernal or if I wanted to kill guards. And even then I would try not to be alone in doing so. But the whole downfall with being resistant to the pain/damage is that you will miss sipping, pass out, miss swings, etc, etc.
@Sojiro - yea you right with the QFT
Dysolis2008-04-27 04:16:36
no, I don't think you would be using it at all. You would be missing and not getting any attacks in because of the statuses and unconsciousness.
Arix2008-04-27 05:03:43
Any way Lobos could get one more point of strength?
Ildaudid2008-04-27 05:04:46
QUOTE(Dysolis @ Apr 27 2008, 12:16 AM) 506494
no, I don't think you would be using it at all. You would be missing and not getting any attacks in because of the statuses and unconsciousness.
I tanked 8 archons, killed 1 before I died and ask Revan and Talkan, I was tanking them for some time. I also would have killed Ardrak as well if 20 guards didn't suddenly show up when I got him down to where he was low enough to start shielding. And no I didn't ever pass out at all, although I missed alot and I mean alot of sips, and my autobasher wouldnt work because of the fumbling... everything went manual for that.
It is not something I would use again solo but in groups it could keep you alive.
Dysolis2008-04-27 05:10:10
with a level three resistance?
Ildaudid2008-04-27 05:13:29
QUOTE(Dysolis @ Apr 27 2008, 01:10 AM) 506526
with a level three resistance?
oops yea the whole time I was talking about dwarves not dracnari my bad....
Callia2008-04-27 05:24:24
The pain that will be the future of Furrikin is already being felt... I had learned to depend on the level 1 bal boost, now I am back where I was as an illithoid, but minus the extra strength that helped me do wounding a little bit better.
Oh well, I like Furrikin, so I will just deal...
But an idea...
Drop the Magic Resistance to level 2, I always thought that was to high.
Increase the balance to level 2. With the new changes, that should not be a massive change,
Oh well, I like Furrikin, so I will just deal...
But an idea...
Drop the Magic Resistance to level 2, I always thought that was to high.
Increase the balance to level 2. With the new changes, that should not be a massive change,
Shiri2008-04-27 05:28:35
Rather than that, resistances should be dropped across the board.
And kephera/illithoid should be nerfed and then made better as monk specs. (Elfen/viscanti etc. should be bard specs.)
And kephera/illithoid should be nerfed and then made better as monk specs. (Elfen/viscanti etc. should be bard specs.)
Malarious2008-04-27 05:34:48
QUOTE(Callia Parayshia @ Apr 27 2008, 01:24 AM) 506530
The pain that will be the future of Furrikin is already being felt... I had learned to depend on the level 1 bal boost, now I am back where I was as an illithoid, but minus the extra strength that helped me do wounding a little bit better.
Oh well, I like Furrikin, so I will just deal...
But an idea...
Drop the Magic Resistance to level 2, I always thought that was to high.
Increase the balance to level 2. With the new changes, that should not be a massive change,
Oh well, I like Furrikin, so I will just deal...
But an idea...
Drop the Magic Resistance to level 2, I always thought that was to high.
Increase the balance to level 2. With the new changes, that should not be a massive change,
Let me show you this visually..
CODE
==Aslaran==
STATISTICS:
Strength    : 12    Dexterity  : 16    Constitution: 12
Intelligence: 14    Charisma    : 13    Size        : 12
ADVANTAGES:
  o  Have a racial language, aslari.
  o  Recover balance more quickly, level 2.
  o  Regain equilibrium faster, level 1.
  o  Have a level 1 resistance to cold.
DISADVANTAGES:
  o  Are susceptible to fire, level 2.
  o  Slower herb balance, level 1
STATISTICS:
Strength    : 12    Dexterity  : 16    Constitution: 12
Intelligence: 14    Charisma    : 13    Size        : 12
ADVANTAGES:
  o  Have a racial language, aslari.
  o  Recover balance more quickly, level 2.
  o  Regain equilibrium faster, level 1.
  o  Have a level 1 resistance to cold.
DISADVANTAGES:
  o  Are susceptible to fire, level 2.
  o  Slower herb balance, level 1
And your furrikin..
CODE
==FURRIKIN==
STATISTICS:
Strength    :  9    Dexterity  : 17    Constitution: 11
Intelligence: 13    Charisma    : 14    Size        :  6
ADVANTAGES:
  o  Has a racial language, furrikini.
  o  Can ROLL under obstacles.
  o  Recover balance more quickly, level 2.
  o  Recover equilibrium more quickly, level 1.
  o  Faster herb balance, level 1.
  o  Resistance to magic, level 2.
  o  Resistance to cold, level 1.
DISADVANTAGES:
  o  Are more susceptible to fire, level 1.
STATISTICS:
Strength    :  9    Dexterity  : 17    Constitution: 11
Intelligence: 13    Charisma    : 14    Size        :  6
ADVANTAGES:
  o  Has a racial language, furrikini.
  o  Can ROLL under obstacles.
  o  Recover balance more quickly, level 2.
  o  Recover equilibrium more quickly, level 1.
  o  Faster herb balance, level 1.
  o  Resistance to magic, level 2.
  o  Resistance to cold, level 1.
DISADVANTAGES:
  o  Are more susceptible to fire, level 1.
There is still differences but at this point I might rather be a furrikin.. less weakness.
Sarrasri2008-04-27 05:43:13
I'm still holding out for that +1 INT for lucidians. If Trill can get a +2 cha boost, lucidians should be able to get smarter.
Asarnil2008-04-27 05:47:20
You all might want to tone conflict down against Mag while things are being tested, there's a significant portion of Magnagorans for whom death mitigation effects are screwing up - Lich, Vitae, Conglute, etc.
I've lost like 5-10% already on Asarnil and even now Asarnil's stats are all screwed up because of dodgy reincarnation bugs.
I've lost like 5-10% already on Asarnil and even now Asarnil's stats are all screwed up because of dodgy reincarnation bugs.
Malarious2008-04-27 05:54:33
QUOTE(Asarnil @ Apr 27 2008, 01:47 AM) 506541
You all might want to tone conflict down against Mag while things are being tested, there's a significant portion of Magnagorans for whom death mitigation effects are screwing up - Lich, Vitae, Conglute, etc.
I've lost like 5-10% already on Asarnil and even now Asarnil's stats are all screwed up because of dodgy reincarnation bugs.
I've lost like 5-10% already on Asarnil and even now Asarnil's stats are all screwed up because of dodgy reincarnation bugs.
You mean you want them to tone down, griefers might make it a point to attack you.
Vitae and Conglute misfiring will actually screw up alot ofpeople though.