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Looking forward at v0.6.11

Discussions of the development process of the game.
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der_Hosenwyrm
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Re: Looking forward at v0.6.11

Post by der_Hosenwyrm »

Thank you Scott, that is exactly the explanation I was looking for :D
Prometheus
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Re: Looking forward at v0.6.11

Post by lady black »

So is that a 40% maximum for the effective critical chance? Will the monsters have the same limit? If I am not mistaken, some of them are higher than 40%, but I may be confusing CC with the chance of inflicting a condition like chaotic grip.
LVL 108; XP 23,138,749; Gold 1,827,209; 4/23/12
HP 130; AP 4/12; AC 328; AD 55-66; CC 9; CM 0; BC 127; DR 2
RoLS 4; RoL 2; ElyR 4; ChaR 11; GoLF 4; ShaF 4
S Rgn, SP: 1:CE,Ev,SM,EB,PB; 2:WA,HH,Cl,BS,MC,BC,CS,QL,IF,Rgn,MF
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Re: Looking forward at v0.6.11

Post by sdevaney »

lady black wrote:So is that a 40% maximum for the effective critical chance? Will the monsters have the same limit? If I am not mistaken, some of them are higher than 40%, but I may be confusing CC with the chance of inflicting a condition like chaotic grip.
Monsters use the same formula.
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Re: Looking forward at v0.6.11

Post by Sarumar »

Excellent post and graph, thanks sdevaney.

I like this new ECC system. Can you please double (at least) every current monsters crit hit chance. Dont dowgrade monster in this proses :twisted:
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Lvl 313|XP 559721474|Gold 7965188|AP 3/12|AC 516|AD 161-175|ECC 48|CM 6|BC 311|HP 591|DR 2|RoLS 3|RoL 2|ElyR 2|ChaR 45|GoLF 3|ShaF 9|SRoV 28|VSH 13|GoW 1|WMC 1
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Re: Looking forward at v0.6.11

Post by oskarwiksten »

The formula we'll be using can be found in this document:
https://docs.google.com/spreadsheet/ccc ... DJWSUlIY2c

The change basically transfers the current value of "critical chance" (CC) from v0.6.10 into something with equal value called "critical skill" (CS) in v0.6.11. The effective critical chance (ECC) will then be calculated as a scaled version of the square root of the CS value, which gives the graph posted above.

The formula is ECC=-5 + 2 * sqrt(5*CS)

Having CC higher than 100% provided no real benefit in v0.6.10, but with the system introduced in v0.6.11, having higher values will still give some benefit. Reaching very high values of ECC is, however, very hard.
Sarumar wrote:Can you please double (at least) every current monsters crit hit chance.
Good point Sarumar. We'll go through the monsters before release and increase the critical skill on some of them, to keep the intention of some monsters being really good at critical hits. Not all of them though, since that would be unfair to the players :)
/Oskar
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der_Hosenwyrm
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Re: Looking forward at v0.6.11

Post by der_Hosenwyrm »

Thank you for the information Oskar.

Just wondering if you would consider the possibility of restoring all skill points previously invested in "More Criticals" and "Better Criticals" when v0.6.11 is installed? The reason I suggest this, is that those who previously invested points into these skills presumably did so on the basis of the benefits those skills provided in previous versions. Now in v0.6.11 those benefits will be markedly reduced, and therefore some people might have actually chosen not to invest in those skills in the first place if they had known about this change.

Personally, it doesn't bother me much, as I've only put one point into "More Criticals" and none into "Better Criticals". But I know that a few other players have invested heavily into building critical-focused characters, and it seems that such a drastic change might unfairly impact upon those players.
Prometheus
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RoLS:1, ElyR:0, RoL:0, ChaR:2, GoLF:1, ShaF:0,
HP:211, AC:255%, AD:49-55, AP:2/12, CC:-4%, CM:-, BC:165%, DR:0
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Re: Looking forward at v0.6.11

Post by buddyCasino »

I don't think this is necessary. New quests will require a player of lvl 25 at most. If you heavily invested in skills, then you are probably way above that level.
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Re: Looking forward at v0.6.11

Post by Antison »

der_Hosenwyrm wrote:Thank you for the information Oskar.

Just wondering if you would consider the possibility of restoring all skill points previously invested in "More Criticals" and "Better Criticals" when v0.6.11 is installed? The reason I suggest this, is that those who previously invested points into these skills presumably did so on the basis of the benefits those skills provided in previous versions. Now in v0.6.11 those benefits will be markedly reduced, and therefore some people might have actually chosen not to invest in those skills in the first place if they had known about this change..
+1
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Re: Looking forward at v0.6.11

Post by Samuel »

der_Hosenwyrm wrote:Thank you for the information Oskar.

Just wondering if you would consider the possibility of restoring all skill points previously invested in "More Criticals" and "Better Criticals" when v0.6.11 is installed? The reason I suggest this, is that those who previously invested points into these skills presumably did so on the basis of the benefits those skills provided in previous versions. Now in v0.6.11 those benefits will be markedly reduced, and therefore some people might have actually chosen not to invest in those skills in the first place if they had known about this change..
IMO there is no need for this.
There will always be game changes that can only be dealt with if we start over. When skills were introduced, we had no chance to fully use the increased fortitude skill without restarting.
What if we change how "minor fatigue" works? Someone might want to reassign the skills he put to the resistance skills.
Level: 101, XP: 18780586, Gold: 358739
HP: 398, AC: 303%, AD: 84-95, AP: 4, ECC: 12, CM: -, BC: 13%, DR: 0
RoLS: 2, ElyR: 1, RoL: 1, ChaR: 1, GoLF: 1, ShaF: 1, SRoV: 2, VSH: 1, WMC: 0, GoW: 0
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Re: Looking forward at v0.6.11

Post by lady black »

Perhaps any points above 2 or 3 could be "refunded" but the first 2 or 3 would remain in MC and BC.
LVL 108; XP 23,138,749; Gold 1,827,209; 4/23/12
HP 130; AP 4/12; AC 328; AD 55-66; CC 9; CM 0; BC 127; DR 2
RoLS 4; RoL 2; ElyR 4; ChaR 11; GoLF 4; ShaF 4
S Rgn, SP: 1:CE,Ev,SM,EB,PB; 2:WA,HH,Cl,BS,MC,BC,CS,QL,IF,Rgn,MF
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