- Feb 10, 2019
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Chris Davidson authored
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Chris Davidson authored
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Chris Davidson authored
QoL
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Chris Davidson authored
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- Jan 30, 2019
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Chris Davidson authored
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Chris Davidson authored
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Chris Davidson authored
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- Jan 25, 2019
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Chris Davidson authored
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Chris Davidson authored
Evasions scaling their durations is infuriating for melee.
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Chris Davidson authored
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Chris Davidson authored
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Chris Davidson authored
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- Jan 21, 2019
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Chris Davidson authored
Generally trying to avoid having weapon multipliers this high on normal talents, and this tree needs toning down with the shield buffs anyway.
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Chris Davidson authored
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Chris Davidson authored
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Chris Davidson authored
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Chris Davidson authored
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Chris Davidson authored
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Chris Davidson authored
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Chris Davidson authored
- Reduce Shield proc rate. Since shields use the same accuracy bonus as staves this is currently the dominant option. - Remove Pulverizing Augur from the list of possibilities. As this syncs up with weapon damage types and works with the stave accuracy bonus (unlike Earthen Missiles) there is no reason to use anything else.
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Chris Davidson authored
This acts as a decent duration 100% crit rate+bonus crit mult steroid if you can't beat the stealth check. That is a bit unreasonable.
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Chris Davidson authored
These reeeeeally don't need ungodly accuracy/defense scaling.
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Chris Davidson authored
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Chris Davidson authored
- Lower AI priority - No longer breaks stealth
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Chris Davidson authored
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Chris Davidson authored
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Chris Davidson authored
This is actually just going to outclass the other weapon options way too much.
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Chris Davidson authored
This aligns with their themes much better, especially the regen being on Thalore.
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Chris Davidson authored
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Chris Davidson authored
- Energy gain can't take you above 2500 to limit out of combat banking - Sudden Growth base multiplier halved
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Chris Davidson authored
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Chris Davidson authored
This tree is based on sustained "hunting" of chosen creature types, doesn't make sense on NPCs.
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Chris Davidson authored
For whatever reason they are using this a lot when there is almost never a good reason to. Might be better to just redesign this talent to not have such a huge downsiide.
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Chris Davidson authored
Its worth maintaining some of the advantage of phys power against saves.
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Chris Davidson authored
- Coup de Grace now deals higher damage based on % of HP lost on the target instead of a % of their lost life - Mark of Death always deals its damage on removal even if cleansed
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Chris Davidson authored
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- Jan 20, 2019
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DarkGod authored
1.6 npc difficulty misc (Difficulty) - Most difficulty effects are now handled by birth descriptors - Rares, randbosses, and fixedboss classes now start at set *player* levels, not NPC levels. This lets us better align them with player power spikes like L8 talent unlocks and shops unlocking at L10. Level rates are chosen arbitrarily based on how strong the base+class is expected to be and how late in the game the NPC is. Most are in the 35-75% range - Fixed difficulty fixedboss class scaling not actually working (FIXEDBOSSES) - Added classes to many bosses, its unclear what the start level should be so I mostly just set it to minimum level of the NPC. This is likely to be hilariously wrong in some cases. I think we should probably redo this to not kick in at any specific level and just use a low level_rate for lower difficulties, but lets try this for now - Various misc updates, usually in the direction of making fixedbosses stronger across the board not just on higher difficulties. I'd like to get away from the current model of fixedbosses almost never being where the actual difficulty spikes are - Automatically activating sustains is now the default if the class is chosen randomly - Recalculating ai_tactic based on talents is now disabled by default, but set to true if the class is chosen randomly (MISC) - Increased the level range of tier 1 a bit, there are 6+ of these and they barely scale (POTENTIAL ISSUES/TODO) - Forced start zones breaking with new numbers or not being properly updated - Very little past tier 2 on higher difficulties has been tested much, no real reason to pre-beta - AI kiting is likely too frustrating but lets wait to get full feedback on this - Very little effort has gone into actually tuning the Sorc fight for the AI and difficulty changes See merge request !515
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DarkGod authored
fixed tooltips fixed See merge request !510
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- Jan 18, 2019
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Chris Davidson authored
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Chris Davidson authored
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