- Feb 17, 2017
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Chris Davidson authored
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Chris Davidson authored
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DarkGod authored
Armor defense Defense: A year ago or so Combat Accuracy was updated to use a standard scaling function instead of TL*10, which was resulting in highly scaled NPCs getting 200-400+ accuracy from one talent, thus completely destroying the defense stat. As it turns out, combatBaseAttack was not calling getAttack at all and just multiplying the talent level by 10. The tooltip showed the update but it never actually happened. This formula matches TL*10 decently well for most of the early/mid game scaling up to TL7 or so, but at higher levels of scaling it is a *massive* nerf. Which is needed because as it turns accuracy regularly passing 90-120 on higher difficulties is kind of dumb. I suspect this formula is still hitting the very high end cases a bit too hard, but we can revisit that if needed. Defense should be much, MUCH more viable now. Heavy Armor Training: Updated to use a scaling function instead of TL*1.4*Armor type mod. The new values closely match the old ones for TL1-5 but are nerfed slightly, mostly in the crit avoidance part. The main impact of this is avoiding randbosses being generated with insane armor, and general mechanical consistency. The vast majority of NPC armor as is comes from this talent and Shield Wall. See merge request !389
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Chris Davidson authored
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Chris Davidson authored
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DarkGod authored
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DarkGod authored
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DarkGod authored
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DarkGod authored
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DarkGod authored
Rogue misc Toxic Death: Radius increased and chance is always 100%. This is a very tame effect and buffing it makes the "lesser" poison options of Volatile and Leeching a bit less niche. Trained Reactions: Cooldown to 0. This was intended to be a passive and thus immune to debuff stripping, but since it forces you to use stamina there are potentially situations you want to turn it off. Ideally, this should just be made immune to sustain removal, but I'm not sure if theres a way to do that? Blade Flurry: Adjacent enemy damage to 100% at all ranks. Endgame this is mostly a scaler you use when you have a lot of spare stamina, this makes it more useful early/mid for minor AoE. Snap: Stamina cost halved to 25 and cooldown reduced from 50 to 30. With fixed cooldown existing now and various other changes there is no need for this to be so expensive. See merge request !387
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DarkGod authored
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DarkGod authored
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DarkGod authored
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DarkGod authored
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- Feb 16, 2017
- Feb 14, 2017
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DarkGod authored
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Chris Davidson authored
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Chris Davidson authored
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DarkGod authored
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- Feb 13, 2017
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Chris Davidson authored
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Chris Davidson authored
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DarkGod authored
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DarkGod authored
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DarkGod authored
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DarkGod authored
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DarkGod authored
Buffed Shadowstrike multiplier. It also conserves the crit multiplier for a few turns after breaking stealth
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DarkGod authored
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DarkGod authored
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DarkGod authored
Cornacs get one more class and generic point every 10 levels
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DarkGod authored
Headhunter Headhunter I.D. Challenge Feasibility adjustments: Spawns demoted to random_elites (with 2 classes, drop 2 rares). Killing a target spawn causes all other NPC's to pause and untarget the player. Npcs lower than elite rank, or summons from a target spawn, may be killed without failing the quest. Spawns may be killed by party members or summons of party members, otherwise the quest will fail immediately if a spawn is killed by something else, or if the player exits the level. Fixed a bug in Mirror-Match boss placement. See merge request !385
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DarkGod authored
FixesForFixes Fixing Fixes. See merge request !386
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DarkGod authored
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- Feb 12, 2017
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Hachem_Muche authored
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DarkGod authored
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DarkGod authored
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DarkGod authored
Light Armor ego improvement This adds a bit more armor and life access to light armor egos as well as removing some egos that were cluttering the pool. Right now, Heavy armor has 5 egos, and they're almost all good. Light armor has 14 and almost all of them are comparably bad. Various misc redesigns as well. See merge request !382
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DarkGod authored
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DarkGod authored
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