Search found 73 matches
- Sat Sep 23, 2023 1:10 pm
- Forum: General Discussions
- Topic: update to players
- Replies: 41
- Views: 373744
Re: update to players
People have hobbies that don't make them any money! This and other breaking news stories tonight at 11!
- Tue Feb 12, 2019 4:58 pm
- Forum: General Discussions
- Topic: Paladin damage needs to be fixed
- Replies: 11
- Views: 15622
Re: Paladin damage needs to be fixed
Wheema, Like Jakkal said, abilities that do damage (direct or DoTs), heal (direct or HoT), buff (some aspects may be non-functional still) are largely scripted. Special case or "one off" abilities like Necro Death Touch or Sorc Chaos Volley do not work yet. Snares, roots, lulls, mezzes, charms, etc ...
- Mon Jan 28, 2019 10:13 am
- Forum: General Discussions
- Topic: Paladin damage needs to be fixed
- Replies: 11
- Views: 15622
Re: Paladin damage needs to be fixed
Great! I'll have to hop on my Paladin soon and play around with him.
- Sat Jan 26, 2019 9:34 am
- Forum: General Discussions
- Topic: Paladin damage needs to be fixed
- Replies: 11
- Views: 15622
Re: Paladin damage needs to be fixed
So, Foof and I discussed this and we figured out that between my desktop and my laptop, the client is reporting different strength bonuses in the tooltip. According to Foof's client and my laptop client, the damage bonus numbers are correct. My desktop client is reporting numbers that are far lower ...
- Sat Jan 26, 2019 6:33 am
- Forum: General Discussions
- Topic: Paladin damage needs to be fixed
- Replies: 11
- Views: 15622
Re: Paladin damage needs to be fixed
As right as Jakkal is, I spent last night going looking through the client and trying to figure out what is going on here. The best I have been able to determine is that the Paladin's should be getting a strength bonus from damage (the lowest of the three tanks, but it shouldn't be that much lower ...
- Wed Oct 25, 2017 9:36 am
- Forum: General Discussions
- Topic: Missing Class Features
- Replies: 4
- Views: 3113
Re: Missing Class Features
We have support for pets in but its in a basic form. Right now, Necros are the only class with a scripted pet summoning spell. I have been doing a lot of combat tuning lately incorporating things like attribute and stat based factors such as damage bonuses, resists, mitigation, crit mitigation, etc ...
- Mon May 15, 2017 7:08 am
- Forum: General Discussions
- Topic: Crafiting
- Replies: 1
- Views: 993
Re: Crafiting
There isn't any timeline on crafting yet. Its quite a complex system and we haven't really started the implementation. Right now our focus is getting the quest system, diplo, and adventuring fleshed out. We'll get to crafting as soon as we can.
- Wed Feb 15, 2017 8:30 am
- Forum: General Discussions
- Topic: Some Basics for Combat
- Replies: 22
- Views: 14581
Re: Some Basics for Combat
Can auto attacks crit?
- Tue Jan 24, 2017 6:45 am
- Forum: General Discussions
- Topic: Some Basics for Combat
- Replies: 22
- Views: 14581
Re: Some Basics for Combat
Thanks Amnath. I found some basic equations on GameDev.net so right now I am giving characters an inherent 10% to evade that gets modified by the level difference and their evasion ratings. Chance to hit then becomes equal to Accuracy*(100-Evasion). The next question will be whether I nest dodge ...
- Mon Jan 23, 2017 11:36 am
- Forum: General Discussions
- Topic: Some Basics for Combat
- Replies: 22
- Views: 14581
Re: Some Basics for Combat
So I started working on the routines to determine if you get hit by an attack. Right now I am just using a base accuracy value determined by the attackers skill in the relevant school. If maxed, it equals 0.94 or 94%. Then I calculate a first mod based on the attack type and the general accuracy ...