crits can be pretty good currently, especially with nuke damage like revenge
Not at all, I'm saying armor roughly equals extra hp in the sense that it increases your combat durability. You try tanking late game units with 1000 hp and no armor, see how you go without a good healer.
Analyse your own thoughts, you're suggesting making tanks that function absolutely fine, tanker, for no reason whatsoever, no logic, just because you think constitution should increase more and that strength should do the same job.
This is why people jumped on your idea, your logic is flawed and your ideas are broken. The community and game maker justified this.
And again, I will mention, being stronger doesn't mean you last longer in combat. An axe to the face will do the same job. Strength basically affects how hard you hit, and that is exactly what it does: Damage for strength based melee classes + crit damage multiplier.
OPTIONAL CONTENT WHICH REQUIRES A CODE WIPE (please give feedback wether you want this implemented or not!)
- a new npc in Mytargas that sells an upgradable storage which can be used to store (and save) items
- implementing the food resource into the save system to allow for a quest token system implemented in 1.2
Also shield slam has awful dps idk what you're on about there.
Hmm... just a matter of planning things out beforehand. Not really a problem.Another code wipe...
Well to be honest I would really like a "bank" feature, but if there is going to be a code wipe I'd like to have one final before 1.2 rather that several wipes to match with updates as they come.
I wanna see face of some1 who just maxed all chars to 43 and collected shit loads of gold and mc xD
I wanna see face of some1 who just maxed all chars to 43 and collected shit loads of gold and mc xD
Please tell me if I missed a bug here. This was all I could remember being reported.GENERAL:
- Rescaled almost all humanoid units and npcs to match the environment more than before
- Fixed cam modes have been altered to improve vision
- Free cam angle of attack now changes by a small amount if a high mountain is blocking the sight
- added a system that should greatly improve fps
- added a wall on the corner above the Shade encounter to disallow a ranger shooting at the shade from the other side to its spawn position
- Fixed a bug where picking up an unsaved stackable material will render a saved stack unsaved
- Fixed a bug that prevented other players from loading characters after one player exceeded the 3-load limit per game
- Fixed a bug that sometimes perma-stunned units when hit by the "shockwave" spell (i.e. Lieautenant encounter in D3)
- Fixed a bug that allowed Sergeant Gaspode to be duplicated
- Fixed Divine Fist tooltip appearing green instead of red
- Fixed Divine Fist sometimes remaining on friendly units permanently
- Fixed the duration of water globe soaked debuff
- Fixed a bug with the Coup De Grace ability not having a higher chance to score a critical hit
- Fixed the spawning of Sergeant Deakan encounter
- Pets will no longer retaliate when pet or master are attacked by friendly units
- Fixed a bug where the Nymph sometimes tried to 'heal' dead allies, thus doing nothing in combat
GAMEPLAY/BALANCING:
- All enemies will now reset their cooldowns when retreating/leaving combat (This fix was sponsored by: The Blazing Flame Corp.)
Completed the brand new casting algorythm and added a spell haste stat as a new item flavour, affecting both channeling spells like crucify or remedy and ordinary spells with casting time (heal, fireball, etc.).
Also, I found a way to let Feline reflexes not cancel issued orders.
That's what I like to hear, a patch that will enhance my druid performance more :]
Thanks for this.Also, I found a way to let Feline reflexes not cancel issued orders.
That's what I like to hear, a patch that will enhance my druid performance more :]
GENERAL:
- Rescaled almost all humanoid units and npcs to match the environment more than before
- Fixed cam modes have been altered to improve vision
- Free cam angle of attack now changes by a small amount if a high mountain is blocking the sight
- added a system that should greatly improve fps
- added a wall on the corner above the Shade encounter to disallow a ranger shooting at the shade from the other side to its spawn position
- Fixed a bug where picking up an unsaved stackable material will render a saved stack unsaved
- Fixed a bug that prevented other players from loading characters after one player exceeded the 3-load limit per game
- Fixed a bug that sometimes perma-stunned units when hit by the "shockwave" spell (i.e. Lieautenant encounter in D3)
- Fixed a bug that allowed Sergeant Gaspode to be duplicated
- Fixed Divine Fist tooltip appearing green instead of red
- Fixed Divine Fist sometimes remaining on friendly units permanently
- Fixed the duration of water globe soaked debuff
- Fixed a bug with the Coup De Grace ability not having a higher chance to score a critical hit
- Fixed the spawning of Sergeant Deakan encounter
- Pets will no longer retaliate when pet or master are attacked by friendly units
- Fixed a bug where the Nymph sometimes tried to 'heal' dead allies, thus doing nothing in combat
- Removed Divine Resistance and damage (Merged divine and magic damage into the magic damage/resistance type as I felt those two types had too much in common)
- Combat texts are now true local code to make it less likely to reach the 100 tag limit in the game in large battles
- Implemented a new, faster algorythm for adjusting HP and MP on units
GAMEPLAY/BALANCING:
- All enemies will now reset their cooldowns when retreating/leaving combat (This fix was sponsored by: The Blazing Flame Corp.)
- Added a new item stat: spellhaste, a %-modifier reducing the casting/channeling time of spells (channeling spells will have a shorter interval of ticks) - down to a minimum of 0.5 seconds
- all spells that had a cooldown equal to its casting time now have a cooldown of 0.5 seconds to allow for consecutive casting with spell haste
- Units can now have negative resistances
- The unit level of Doppelgangers has been reduced to 28.
- The CON stat now grants an increasing number of HP per skill level
- The WIS stat now grants only 12 MP per level but also an additional 2% to all resistances per level
CLASS CHANGES:
- Lightning Charge now has an improved critical damage modifier of 200% instead of 150%
Crusader - Leadership, Tactics, Defensive Training
Berserker - Fury, Dedication, Valor
Bishop - Tenets of Souls, Tenets of Wrath, Tenets of Guidance
Monk - Martial Arts, Peace of Mind, Endurance
Sorcerer - Conjuration, Invocation, Enchanting
Necromancer - Black Magic, Elemental Magic, Forbidden Arts
Assassin - Dueling, Ambush, Perfidious Tricks
Bard - Lorekeeper, Minstrel, Bladedancer
Hunter - Archery, Pathfinding, Animal Bonds
Druid - Preservation, Force of Nature, Spirits