Tbh the forging system was the most tiltfactor in this game sadly it'll be gone
I like Rohan's forging system but you might like this socket system too. My main problem with forging is that unless you can create at least uniques then your gear is useless. It's forge high or gtfo. High rate servers make forging easier but then it gets a bit boring as the gear out there ends up being very similar.
This socket system makes even normal and rare gear usable to some degree. The stones in the sockets aren't removable but don't expire unless you want to overwrite them with a different type or higher grade. End game gear should end up being a lot more variable with all sorts of different option combinations available.
Players also don't have to go through the forge lottery to have usable PvE gear and be competent in PvP. Hopefully everyone wins
I like Rohan's forging system but you might like this socket system too. My main problem with forging is that unless you can create at least uniques then your gear is useless. It's forge high or gtfo. High rate servers make forging easier but then it gets a bit boring as the gear out there ends up being very similar.
This socket system makes even normal and rare gear usable to some degree. The stones in the sockets aren't removable but don't expire unless you want to overwrite them with a different type or higher grade. End game gear should end up being a lot more variable with all sorts of different option combinations available.
Players also don't have to go through the forge lottery to have usable PvE gear and be competent in PvP. Hopefully everyone wins
I agree on that would be wonderful to have a few more options :x but yeah we'll see what you present us :3
I liked your previous servers a lot.
I hope still that there more of the pro devs here on epvp would work together and create an insane server
I agree on that would be wonderful to have a few more options :x but yeah we'll see what you present us :3
I liked your previous servers a lot.
I hope still that there more of the pro devs here on epvp would work together and create an insane server
Well, because I keep good relations with other pro devs (which shall not be named unless they wish to be credited) instead of fighting with them, I've already been able to share a bit of info with them on certain things I'd like to do. I'm also working in partnership with another pro dev. So in essence, this server can almost be considered a cross-collaboration of sorts
I like Rohan's forging system but you might like this socket system too. My main problem with forging is that unless you can create at least uniques then your gear is useless. It's forge high or gtfo. High rate servers make forging easier but then it gets a bit boring as the gear out there ends up being very similar.
This socket system makes even normal and rare gear usable to some degree. The stones in the sockets aren't removable but don't expire unless you want to overwrite them with a different type or higher grade. End game gear should end up being a lot more variable with all sorts of different option combinations available.
Players also don't have to go through the forge lottery to have usable PvE gear and be competent in PvP. Hopefully everyone wins
This is unrelated, but do you know exactly how the critical hit ratio in-game is calculated? Is each boost cumulative, or do they interact separately like Obligation and weapon Damage Drop?
Let's say I have a crossbow, which has 5% base crit by default IIRC from one of your posts long ago.
Then there is 15% crit on it. I have Guild boost, so 2% more, and a Boost Scroll for 3 more percent. In total, that would be 25%. A level 3 Power tiger would top it off at 28%. If they Power Tiger was NOT a cumulative boost, it would multiple 25% x1.03 to boost it to 25.75%? Idk... Some may be cumulative and some may not be.
I am asking because I want to know if using a Power Tiger is worth it over a King Lion on my Ranger. It has all other crit modifiers at all times, except for Crit Aura, so the Power Tiger could possibly give me a higher DPS boost than the Attack Speed from the Lion... if I get lucky.
As @ said. Most things in Rohan are cumulative like crit chance and attack modifiers. They all add themselves together before applying the modifier.
The biggest exceptions I can think of are scenarios where success rate is increased. For example if you have a 50% success rate and a 10% increase in success rate, it doesn't become 60% (50%+10%) it becomes 55% (50%+(50%*10%)). This is because the 50% success rate is used as the base calculator, not 100%.
There's also some occasions where mobility and attack speed aren't additive as well because multipliers continue to be applied separately to the base value instead of all together in a cumulative fashion.
MS and AS are cumulative aswell, its just a different formular with hardcaps. But with everything in rohan, there are a shitload of exceptions, some modifiers of certain skills get treated differently and thats where the numeric issues come from.
As it was hijacking another server's thread, I thought I'd post in here about what templars will be like on this server.
First and foremost, I won't actually be nerfing temps per se. That is, I won't be messing around with their attack power but simply making them resemble their original design. You see, the fact they use melee % maces is an oversight by YNK. Blunt mastery wasn't intended to run through so many multipliers, it should have been a static addition to melee attack at the time of buffing that couldn't be increased any further.
I'm doing this by restricting maces to magic % only (defenders will use axes). This makes sure that the "blunt dump" doesn't get further inflated. Of course buffs like empower will bring in melee % modifiers so my method isn't foolproof and completely static, however the temp will still require party support to achieve this.
There are and always will be sceptics to templar nerfs, many are just in some kind of dumb denial and others just want a click to win button because they're f*****g stupid. So, here are some numbers I took after a lot of thorough testing...
The first thing you should see is that after Bedron, you've reached the limit where the amount of melee % starts to cause a templar's damage to skyrocket out of control. Granted the difference in tier damage between a guardian and magic % templar still favours the templar, it's still looking so much better already. Hardly a nerf is it?
Right, so I did tell a little white lie, I will be lowering that templar damage some more. That's because I'm removing the cast time on the int nukes as well as increasing their power slightly. I hope it'll be quite a fun class to play when I'm done with it. Much better than the whack a mole gameplay of today... assuming the players have the brain capacity to press a couple of extra buttons every now and again.
As it was hijacking another server's thread, I thought I'd post in here about what templars will be like on this server.
First and foremost, I won't actually be nerfing temps per se. That is, I won't be messing around with their attack power but simply making them resemble their original design. You see, the fact they use melee % maces is an oversight by YNK. Blunt mastery wasn't intended to run through so many multipliers, it should have been a static addition to melee attack at the time of buffing that couldn't be increased any further.
I'm doing this by restricting maces to magic % only (defenders will use axes). This makes sure that the "blunt dump" doesn't get further inflated. Of course buffs like empower will bring in melee % modifiers so my method isn't foolproof and completely static, however the temp will still require party support to achieve this.
There are and always will be sceptics to templar nerfs, many are just in some kind of dumb denial and others just want a click to win button because they're f*****g stupid. So, here are some numbers I took after a lot of thorough testing...
The first thing you should see is that after Bedron, you've reached the limit where the amount of melee % starts to cause a templar's damage to skyrocket out of control. Granted the difference in tier damage between a guardian and magic % templar still favours the templar, it's still looking so much better already. Hardly a nerf is it?
Right, so I did tell a little white lie, I will be lowering that templar damage some more. That's because I'm removing the cast time on the int nukes as well as increasing their power slightly. I hope it'll be quite a fun class to play when I'm done with it. Much better than the whack a mole gameplay of today... assuming the players have the brain capacity to press a couple of extra buttons every now and again.
Never tested str def with axe and fixation,how's the atk spd?
[Macro]Reset action bars (remove all spells from action bars) 08/08/2018 - WoW Guides & Templates - 9 Replies English
Hi, i just found a nice macro that i think many of you could need.
It will reset the action bars and remove any spell from it.
(You won't lose your keybindings ;))
/run for i = 1,120 do PickupAction(i) ClearCursor() end
Deutsch
Hi, ich habe gerade ein nettes Makro gefunden dass glaube ich viele von euch brauchen können.
Es entfernt alle Spells aus eurer Aktionsleiste und macht diese leer.
(Keybinds werden nicht reseted! ;))
if player1 killed player2 do this action , else do another action . 10/29/2011 - CO2 Private Server - 6 Replies Okay , sorry for this thread but the old one none joining it , or trying to correct my wrong , well .
if p1 killed p2 do this action , else do this action . is what i wanna to convert this into C# , so how to make it,
for example.
if (Player1 killed Player2)
{
Action-CO where real action comes in co privateserver 01/12/2011 - CO2 PServer Archive - 4 Replies At the begging I would like to say hi
I would like to produce you new server called Action-CO
Server is 5095 as patch and is on VPS
At first I want to say server is still Beta like on levels and that and shopping mall items worth alot atm we r decreasing in time so please we ask you for patience also atm there r no donations for ppl who lives out of egypt atm since there r no Paypay account to provide us with the money untill then there r no donations.
Server Features
1:-Server mobs...