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  1. Feb 18, 2017
  2. Feb 17, 2017
    • DarkGod's avatar
      Merge branch 'ArmorDefense' into 'master' · 8d94a8d6
      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
      8d94a8d6
    • Chris Davidson's avatar
    • Chris Davidson's avatar
    • DarkGod's avatar
      26c0468c
    • DarkGod's avatar
      c8323c38
    • DarkGod's avatar
      dc93264a
    • DarkGod's avatar
      I dont like 0 CD sustains, like at all · c8b840f2
      DarkGod authored
      c8b840f2
    • DarkGod's avatar
      Merge branch 'RogueMisc' into 'master' · 6cfa6879
      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
      6cfa6879
    • DarkGod's avatar
      gplop · 7dea8bbd
      DarkGod authored
      7dea8bbd
    • DarkGod's avatar
      rush hour challenge shows the hourglass · d9aa19f8
      DarkGod authored
      d9aa19f8
    • DarkGod's avatar
      better · 942be29f
      DarkGod authored
      942be29f
    • DarkGod's avatar
      marked for death has a gfx · 4985bdff
      DarkGod authored
      4985bdff
  3. Feb 16, 2017
  4. Feb 14, 2017
  5. Feb 13, 2017
  6. Feb 12, 2017
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