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Posted by Szeszej on 08-29-2007 at15:34:
The upcoming patch
The patch's implementation date is 22.IX
The patch you've been so much looking forward to is currently under tests on beta server and if its effects are positive then it'll be introduced on all servers.
But let's get to the point: what's exactly in the patch?
Rebalance:
- specials,
- damage,
- defence,
- toughness,
- agility,
- perception and
- the number of attack
Expedition mobs:
Phoenix, Hydra, Gold Dragon, Venerable Phoenix, Medusa.
- All expedition mobs gain +10% agility and -10% perception.
Changed:
- signet, chain and neckerchief requirements
- price/drop of signet, chain and neckerchief
- lowered luck on all items, 80% on avarage
- price of ritual prefix is now reflected in its biggest +luck bonus on helmet
- lowred +% critical for armour prefixes
- rised lvl requirements for armour prefixes light, flexible and elvish
- rised price (lowered drop) of prefixes flexible and elvish
- lowered +% critical for murderous prefix on 1h weapons
- lowered bonus +perception on shining suffix
- lowered drop rate of suicide suffix
- added knowledge and intelligence requirements to suicide suffix
- lowered stats of necklace
- changed all merging tables
- lowered drop and dupe rate for approximately 30% of items, suffixes and prefixes
- added knowledge and intelligence requirements to knife and dagger
- rised hidden bonus of kama
- increased drop rate of stones connected with gaining experience: bs=1k exp; hs=5k exp, ls=10k exp, ms=25k exp, ss=50k exp
- Lowered basic knowedge requirements for: swords, rapiers, axes and wakizashis
- Halved agility bonus of suicide suffix
- ATTENTION! The number of stones on each account will be increased according to their experience.
- WARNING! All tattoos will be reseted and their costs returned to players.
Also:
- all tattoos are available for all races,
- some tatoos have aura effect which is added all the time, no matter what equipment you were (eg. experience bonus, easiness for Demon Lord),
- conversion rate of to hit*3 is still valid, but base tattoos bonuses have been increased to compensate the difference,
- Arcana sets work on +4 instead of +7
- new list of tatoos in the next post
Posted by Szeszej on 08-29-2007 at15:35:
Gunman
Required weapon: One-handed gun
Tatoo requirements:
LEVEL 1 : helmet defence max
5, armour defence max
10, pants defence max
5
LEVEL 2 : helmet defence max
10, armour defence max
20, pants defence max
10
LEVEL 3 : helmet defence max
15, armour defence max
30, pants defence max
15
LEVEL 4 : helmet defence max
20, armour defence max
40, pants defence max
20
LEVEL 5 : helmet defence max
25, armour defence max
50, pants defence max
25
Eagle eye
Level 1 : chance for critical hit with guns
+5 %
Level 2 : chance for critical hit with guns
+10 %
Level 3 : chance for critical hit with guns
+15 %
Level 4 : chance for critical hit with guns
+20 %
Level 5 : chance for critical hit with guns
+25 %
Selective shot
Level 1 : all weapons damage
+2
Level 2 : all weapons damage
+4
Level 3 : all weapons damage
+6
Level 4 : all weapons damage
+8
Level 5 : all weapons damage
+11
Born with gun in hand
Level 1 : LUCK
+1
Level 2 : LUCK
+2
Level 3 : LUCK
+2, additional
1 attacks with every weapon
Level 4 : LUCK
+2, additional
1 attacks with every weapon
Level 5 : LUCK
+2, additional
2 attacks with every weapon
Hobbyist
Level 1 :
experience +4 % (aura*)
Level 2 :
experience +8 % (aura*)
Level 3 :
experience +12 % (aura*)
Level 4 :
experience +16 % (aura*)
Level 5 :
experience +24 % (aura*)
Sniper
Required weapon: Two-handed gun
Tatoo requirements:
LEVEL 1 : helmet defence max
10, armour defence max
20, pants defence max
10
LEVEL 2 : helmet defence max
20, armour defence max
40, pants defence max
20
LEVEL 3 : helmet defence max
30, armour defence max
60, pants defence max
30
LEVEL 4 : helmet defence max
40, armour defence max
90, pants defence max
40
LEVEL 5 : helmet defence max
50, armour defence max
120, pants defence max
50
Shooting ace
Level 1 : hit of all weapons
+8
Level 2 : hit of all weapons
+23
Level 3 : hit of all weapons
+38
Level 4 : hit of all weapons
+53
Level 5 : hit of all weapons
+75
Squad leader
Level 1 : ignores
3 % of opponent`s defence
Level 2 : ignores
6 % of opponent`s defence
Level 3 : ignores
12 % of opponent`s defence
Level 4 : ignores
15 % of opponent`s defence
Level 5 : ignores
20 % of opponent`s defence
Tactician
Level 1 : chance for critical hit
+5 %
Level 2 : chance for critical hit
+10 %
Level 3 : chance for critical hit
+15 %
Level 4 : chance for critical hit
+20 %
Level 5 : chance for critical hit
+25 %
Instructor
Level 1 :
experience +4 % (aura*)
Level 2 :
experience +8 % (aura*)
Level 3 :
experience +12 % (aura*)
Level 4 :
experience +16 % (aura*)
Level 5 : additional
1 attacks with every weapon,
experience +24 % (aura*)
Monk
Required weapon: One-handed weapon
Tatoo requirements:
LEVEL 1 : helmet defence max
0, armour defence max
0, pants defence max
0
LEVEL 2 : helmet defence max
0, armour defence max
0, pants defence max
0
LEVEL 3 : helmet defence max
0, armour defence max
0, pants defence max
0
LEVEL 4 : helmet defence max
0, armour defence max
0, pants defence max
0
LEVEL 5 : helmet defence max
0, armour defence max
0, pants defence max
0
Ascetic build
Level 1 : TOUGHNESS
+2
Level 2 : TOUGHNESS
+4
Level 3 : TOUGHNESS
+7
Level 4 : TOUGHNESS
+11
Level 5 : TOUGHNESS
+15
Dodging bullets
Level 1 : dodge guns
+4 %
Level 2 : dodge guns
+8 %
Level 3 : dodge guns
+16 %
Level 4 : dodge guns
+20 %
Level 5 : dodge guns
+25 %
Inspired warrior
Level 1 : character defence
+5
Level 2 : character defence
+10
Level 3 : character defence
+15
Level 4 : character defence
+22, damage increased by
1 for every 4 char levels
Level 5 : character defence
+30, damage increased by
2 for every 4 char levels
Discipline
Level 1 :
+3 to HIT PTS per hit,
experience +4 % (aura*)
Level 2 :
+6 to HIT PTS per hit,
experience +6 % (aura*)
Level 3 :
+9 to HIT PTS per hit,
experience +10 % (aura*)
Level 4 :
+12 to HIT PTS per hit,
experience +14 % (aura*)
Level 5 :
+15 to HIT PTS per hit,
experience +20 % (aura*)
Assassin
Required weapon: One-handed weapon, Two-handed gun
Tatoo requirements:
LEVEL 1 : helmet defence max
3, armour defence max
6, pants defence max
3
LEVEL 2 : helmet defence max
6, armour defence max
12, pants defence max
6
LEVEL 3 : helmet defence max
9, armour defence max
18, pants defence max
9
LEVEL 4 : helmet defence max
12, armour defence max
24, pants defence max
12
LEVEL 5 : helmet defence max
15, armour defence max
30, pants defence max
15
Anatomy expert
Level 1 : chance for critical hit
+4 %
Level 2 : chance for critical hit
+8 %
Level 3 : chance for critical hit
+16 %
Level 4 : chance for critical hit
+20 %
Level 5 : chance for critical hit
+25 %
Deadly precision
Level 1 : ignores
4 % of opponent`s defence
Level 2 : ignores
8 % of opponent`s defence
Level 3 : ignores
12 % of opponent`s defence
Level 4 : ignores
16 % of opponent`s defence
Level 5 : ignores
20 % of opponent`s defence
Deadly efficacy
Level 1 : all weapons damage
+2, chance for critical hit
+1 %
Level 2 : all weapons damage
+4, chance for critical hit
+2 %
Level 3 : all weapons damage
+6, chance for critical hit
+3 %
Level 4 : all weapons damage
+8, chance for critical hit
+4 %
Level 5 : all weapons damage
+11, chance for critical hit
+5 %
Daredevil
Level 1 :
experience +4 % (aura*)
Level 2 :
experience +6 % (aura*)
Level 3 :
experience +8 % (aura*)
Level 4 :
experience +12 % (aura*)
Level 5 :
experience +18 % (aura*)
Black knight
Required weapon: Two-handed weapon
Tatoo requirements:
LEVEL 1 : helmet defence min
7, armour defence min
11, pants defence min
7
LEVEL 2 : helmet defence min
14, armour defence min
22, pants defence min
14
LEVEL 3 : helmet defence min
21, armour defence min
30, pants defence min
21
LEVEL 4 : helmet defence min
28, armour defence min
46, pants defence min
28
LEVEL 5 : helmet defence min
35, armour defence min
70, pants defence min
35
Heart of darkness
Level 1 : hit of all weapons
+12
Level 2 : hit of all weapons
+24
Level 3 : hit of all weapons
+48
Level 4 : hit of all weapons
+60
Level 5 : hit of all weapons
+75
Power of faith
Level 1 : chance for critical hit
+5 %
Level 2 : chance for critical hit
+10 %
Level 3 : chance for critical hit
+15 %
Level 4 : chance for critical hit
+22 %
Level 5 : chance for critical hit
+30 %
Double strike
Level 1 : LUCK
+1
Level 2 : LUCK
+2
Level 3 : LUCK
+2, additional
1 attacks with every weapon
Level 4 : LUCK
+4, additional
1 attacks with every weapon, HIT PTS
+5 %
Level 5 : LUCK
+6, additional
1 attacks with every weapon, HIT PTS
+10 %
Apprentice of the Dark Side
Level 1 :
experience +4 % (aura*)
Level 2 :
experience +8 % (aura*)
Level 3 :
experience +12 % (aura*)
Level 4 :
experience +16 % (aura*)
Level 5 :
experience +24 % (aura*)
Gangster
Required weapon: One-handed gun
Tatoo requirements:
LEVEL 1 : helmet defence max
10, armour defence max
20, pants defence max
10
LEVEL 2 : helmet defence max
20, armour defence max
40, pants defence max
20
LEVEL 3 : helmet defence max
30, armour defence max
60, pants defence max
30
LEVEL 4 : helmet defence max
40, armour defence max
90, pants defence max
40
LEVEL 5 : helmet defence max
50, armour defence max
120, pants defence max
50
Urchin`s senses
Level 1 : dodge
+5 %
Level 2 : dodge
+10 %
Level 3 : dodge
+15 %
Level 4 : dodge
+20 %
Level 5 : dodge
+25 %
Tricks of alleys
Level 1 : all weapons damage
+1
Level 2 : all weapons damage
+3
Level 3 : all weapons damage
+5
Level 4 : all weapons damage
+7
Level 5 : all weapons damage
+9
Constant fire
Level 1 : character defence
+5
Level 2 : character defence
+10
Level 3 : character defence
+15
Level 4 : character defence
+22
Level 5 : character defence
+30, damage increased by
1 for every 4 char levels
Secrets of street life
Level 1 :
experience +4 % (aura*)
Level 2 :
experience +8 % (aura*)
Level 3 :
experience +12 % (aura*)
Level 4 :
experience +16 % (aura*)
Level 5 :
experience +24 % (aura*)
Hunter
Required weapon: Two-handed ranged weapon
Tatoo requirements:
LEVEL 1 : helmet defence min
1, armour defence min
3, pants defence min
1
LEVEL 2 : helmet defence min
2, armour defence min
6, pants defence min
2
LEVEL 3 : helmet defence min
3, armour defence min
9, pants defence min
3
LEVEL 4 : helmet defence min
4, armour defence min
12, pants defence min
4
LEVEL 5 : helmet defence min
5, armour defence min
15, pants defence min
5
Strong arm
Level 1 : chance for critical hit
+4 %
Level 2 : chance for critical hit
+8 %
Level 3 : chance for critical hit
+16 %
Level 4 : chance for critical hit
+20 %
Level 5 : chance for critical hit
+25 %
Rain of arrows
Level 1 : all weapons damage
+2
Level 2 : all weapons damage
+4
Level 3 : all weapons damage
+6
Level 4 : all weapons damage
+8
Level 5 : all weapons damage
+11
Camouflage
Level 1 : chance for critical hit
+2 %
Level 2 : chance for critical hit
+4 %
Level 3 : chance for critical hit
+6 %
Level 4 : chance for critical hit
+6 %
Level 5 : chance for critical hit
+10 %, opponent does not attack in the first round of combat
Forest lore
Level 1 :
experience +4 % (aura*)
Level 2 :
experience +6 % (aura*)
Level 3 :
experience +10 % (aura*)
Level 4 :
experience +14 % (aura*)
Level 5 :
experience +20 % (aura*)
Berserker
Required weapon: One-handed weapon, Two-handed weapon
Tatoo requirements:
LEVEL 1 : helmet defence max
0, armour defence max
0, pants defence max
0
LEVEL 2 : helmet defence max
0, armour defence max
0, pants defence max
0
LEVEL 3 : helmet defence max
0, armour defence max
0, pants defence max
0
LEVEL 4 : helmet defence max
0, armour defence max
0, pants defence max
0
LEVEL 5 : helmet defence max
0, armour defence max
0, pants defence max
0
Bloodlust
Level 1 : all weapons damage
+3
Level 2 : all weapons damage
+6
Level 3 : all weapons damage
+9
Level 4 : all weapons damage
+12
Level 5 : all weapons damage
+16
Sacrifice
Level 1 : HIT PTS
+1 %
Level 2 : HIT PTS
+2 %
Level 3 : HIT PTS
+3 %
Level 4 : HIT PTS
+4 %
Level 5 : HIT PTS
+5 %
Desire for battle
Level 1 : chance for critical hit
+1 %
Level 2 : chance for critical hit
+2 %
Level 3 : chance for critical hit
+3 %
Level 4 : chance for critical hit
+4 %
Level 5 : chance for critical hit
+5 %, additional
1 attacks with every weapon
Secrets of insanity
Level 1 :
experience +2 % (aura*)
Level 2 :
experience +4 % (aura*)
Level 3 :
experience +6 % (aura*)
Level 4 :
experience +8 % (aura*)
Level 5 :
experience +10 % (aura*)
Demon Lord
Required weapon: Two-handed ranged weapon
Tatoo requirements:
LEVEL 1 : helmet defence min
5, armour defence min
8, pants defence min
5
LEVEL 2 : helmet defence min
10, armour defence min
16, pants defence min
10
LEVEL 3 : helmet defence min
15, armour defence min
24, pants defence min
15
LEVEL 4 : helmet defence min
20, armour defence min
32, pants defence min
20
LEVEL 5 : helmet defence min
25, armour defence min
40, pants defence min
25
Enemies` bones
Level 1 : hit of all weapons
+5,
stat requirements lowered by +2 % (aura*)
Level 2 : hit of all weapons
+9,
stat requirements lowered by +4 % (aura*)
Level 3 : hit of all weapons
+14,
stat requirements lowered by +6 % (aura*)
Level 4 : hit of all weapons
+21,
stat requirements lowered by +8 % (aura*)
Level 5 : hit of all weapons
+30,
stat requirements lowered by +10 % (aura*)
Terror bringer
Level 1 : all weapons damage
+2
Level 2 : all weapons damage
+4
Level 3 : all weapons damage
+6
Level 4 : all weapons damage
+8
Level 5 : all weapons damage
+11
Devourer of souls
Level 1 : HIT PTS
+7 %
Level 2 : HIT PTS
+14 %
Level 3 : HIT PTS
+21 %
Level 4 : HIT PTS
+30 %
Level 5 : HIT PTS
+40 %
Shaman
Level 1 :
experience +6 % (aura*)
Level 2 :
experience +8 % (aura*)
Level 3 :
experience +12 % (aura*)
Level 4 :
experience +16 % (aura*)
Level 5 :
experience +24 % (aura*)
Collector
Required weapon: One-handed gun, Two-handed ranged weapon
Tatoo requirements:
LEVEL 1 : helmet defence min
5, armour defence min
8, pants defence min
5
LEVEL 2 : helmet defence min
10, armour defence min
16, pants defence min
10
LEVEL 3 : helmet defence min
15, armour defence min
24, pants defence min
15
LEVEL 4 : helmet defence min
20, armour defence min
32, pants defence min
20
LEVEL 5 : helmet defence min
25, armour defence min
40, pants defence min
25
Lucky shot
Level 1 : hit of all weapons
+8
Level 2 : hit of all weapons
+23
Level 3 : hit of all weapons
+38
Level 4 : hit of all weapons
+60
Level 5 : hit of all weapons
+90
Lust for money
Level 1 : LUCK
+2
Level 2 : LUCK
+4
Level 3 : LUCK
+6
Level 4 : LUCK
+8
Level 5 : LUCK
+10, damage increased by
1 for every 4 char levels
Guide
Level 1 : HIT PTS
+5 %
Level 2 : HIT PTS
+10 %
Level 3 : HIT PTS
+15 %
Level 4 : HIT PTS
+22 %
Level 5 : HIT PTS
+30 %
Aborigine
Level 1 :
experience +4 % (aura*)
Level 2 :
experience +6 % (aura*)
Level 3 :
experience +8 % (aura*)
Level 4 :
experience +12 % (aura*)
Level 5 :
experience +18 % (aura*)
Posted by Elisabeth on 08-29-2007 at15:57:
Few suggestion:
quote: |
Rebalance:
* specials,
* damage,
* defence,
* toughness,
* agility,
* perception and
* the number of attack
Expedition mobs: Phoenix, Hydra, Gold Dragon, Venerable Phoenix, Medusa.
* All expedition mobs gain +10% agility and -10% perception. |
quote: |
Changed:
* lowred +% critical for armour prefixes
* rised lvl requirements for armour prefixes light, flexible and elvish
* added knowledge and intelligence requirements to suicide suffix
* added knowledge and intelligence requirements to knife and dagger
* Halved agility bonus of suicide suffix |
It will be much harder to kill expedition mobs after patch. So here is my suggestion to reset expedition awards. After patch it will be much more harder to kill white dragon and black dragon. New players will have difficult in defeating them and pro players have advantage of it because they managed to slay them when they had stronger equip and weaker mobs.
After update I would have 134 agility if I manage to hold those suicide/elvish equip that I already have. Here is black drake:
http://r1.bloodwars.net/showmsg.php?mid=1518168&key=17a8358665
If he had those 110 agility then I would have 115 and -16 hit from weapon and damage lowered by 4. 4 damage = 8 less damage
You once changed hit of monsters so they hit even if you had huge advantage in agility and now you will make them even stronger. So you should think about reseting awards.
Could you write how black knight tattoo looked before update (defence required tattoo effect on each level).
I can't say much about guns or ranged weapon but 1h weapon tattoo looks fine. Monk should somehow lowered this hp regeneration 2/4/6/8/10 I think that 15 is way too much.
Berserker should have huge bonus to HP because mostly berserker had poor defensive equipment but they were usually tough. They could take many hits before they died.
you should think of changing names Monk with berserker because monk looks more likely berserker and berserker more likely as monk.
I will probably chose Black knight so here is some suggestion:
Tatoo requirements:
LEVEL 1 : helmet defence min 7, armour defence min 11, pants defence min 7
LEVEL 2 : helmet defence min 14, armour defence min 22, pants defence min 14
LEVEL 3 : helmet defence min 21->19, armour defence min 30, pants defence min 21->19
LEVEL 4 : helmet defence min 28, armour defence min 46, pants defence min 28
LEVEL 5 : helmet defence min 35, armour defence min 70, pants defence min 35
Heart of darkness
Level 1 : hit of all weapons +12
Level 2 : hit of all weapons +24
Level 3 : hit of all weapons +48 absorb 25/50% hit of weapon
Level 4 : hit of all weapons +60 absorb 50/75% hit of weapon
Level 5 : hit of all weapons +75 absorb 75/100% hit of weapon
It is very rare that 2h weapon have +hit.
Posted by Hyperborean on 08-29-2007 at16:16:
quote: |
Originally posted by Elisabeth
It will be much harder to kill expedition mobs after patch. So here is my suggestion to reset expedition awards. After patch it will be much more harder to kill white dragon and black dragon. New players will have difficult in defeating them and pro players have advantage of it because they managed to slay them when they had stronger equip and weaker mobs.
[...]
You once changed hit of monsters so they hit even if you had huge advantage in agility and now you will make them even stronger. So you should think about reseting awards.
|
I would not be so sure. I would much rather see the old hit-fix go than prizes increased. The exp prize increased should still benefit the strong players mostly. They should be getting more, and the weak players should have the very same problems you bring to moon light unsolved. Yeh. The old hit-fix should go.
Posted by Zauborin on 08-29-2007 at16:19:
reset badge? lol Just think. Before ppl can go in some group kill white dragon, now when player have 50-60 lvl can go in 2 person group, i dont think that they can kill dragon if they dont have good eq, i take vlade ekkimu or call anubis and we kill him, black dragon? what a problem we tike sniper and go and we have one more time open way to fenix... but what with other ppl which dont have good eq? for expedition u cant borrow item from clan armory
Posted by Elisabeth on 08-29-2007 at16:21:
You don't understand award from successful expedition is not experience but geting badge that allows you to go into stronger location.
Award = badge of xxx slayer
Edit:
Zauborin you are wrong check changes in suicide/elvish equipment. After update with hit Black Dragon started to hit more often players with higher agility. Before hit change with 10 more agility you dodged dragon hits more often than now. To kill black dragon you need sniper rifle or good strength equip for 1h/2h melee weapons. I can have 115 agility and do to black dragon 20-30 damage so if those hit change didn't come then I would have much more easier to slay it than now. 15 agility is very low it wont allow you to dodge too many hits from black dragon. So changes went into bad direction before this patch and after it it will be much more harder to slay even white dragon.
Posted by Hyperborean on 08-29-2007 at16:24:
RESET BADGE?!!! You must be out of your mind. It's the core of this game.
Posted by Zauborin on 08-29-2007 at16:27:
quote: |
Originally posted by Elisabeth
You don't understand award from successful expedition is not experience but geting badge that allows you to go into stronger location.
Award = badge of xxx slayer |
i understand
i dont write anything about experience ....
edit:
when we fight with black dragon he hit us every time
so if he hvae +10agi its not a problem for us ... -10 perc? ou yeah this help us
(i hit them for 30dmg with 1 handed weapon)
about white and fenix ... white still will have less agi then me or one of stronger will have equal
fenix? i have 40 agi more them they when i use str eq
Posted by Elisabeth on 08-29-2007 at16:28:
Reset should occur sooner after implanting additional hit to expedition monsters.
Posted by Zauborin on 08-29-2007 at16:35:
quote: |
Originally posted by Elisabeth
Reset should occur sooner after implanting additional hit to expedition monsters. |
???? for what?
this will change only one thing, ppl that have some badge must kill one more time white, black etc...
so if reset badge make it after patch, then lots ppl cant kill even white dragon
Posted by Hyperborean on 08-29-2007 at16:36:
Ohhhh... I do get you now.
You are right saying the
reset could have happened earlier. Now, I believe, it's too late. The new changes are not critical enough to force it. And the number of monsters awaiting is so huge that this issue shall seem puny when you look back in amazement.
Posted by Azz420 on 08-29-2007 at18:12:
RE: The upcoming patch
quote: |
Originally posted by Szeszej
Changed:
- lowered luck on all items, 80% on avarage
- rised hidden bonus of kama
- increased drop rate of stones connected with gaining experience: bs=1k exp; hs=5k exp, ls=10k exp, ms=25k exp, ss=50k exp
|
80% on average, does that mean a lot of items will lose all luck bonus???
hidden bonus on kama :/ what is hidden bonus ??? and what + will you need to get it ??
SS at 50k exp
nice, what happens after 50K ?? back to just BS every 5k ??
i agree on the badge resets,
if its as easy as Zauborin says then why should he care if it reset ???
Posted by Zauborin on 08-29-2007 at18:29:
after 50k will be the same of each 50k u get ss not on 50k
i care because of other ppl
and if u wanna ask why reset after patch? because that will be fair
if they make reset now like eli say that will be only for that to piss off ppl that have some badge now
Posted by Scillage on 08-29-2007 at18:40:
Zauborin no swearing or i will ban you if you get 1 more warning
Posted by Elisabeth on 08-29-2007 at18:44:
quote: |
and if u wanna ask why reset after patch? because that will be fair
if they make reset now like eli say that will be only for that to piss off ppl that have some badge now |
Check what topic is this. I want to reset awards from expedition after this patch is implanted. It should be reseted after changing hit of expedition monsters but administration didn't do it.
Posted by Death12 on 08-29-2007 at18:48:
Im not sure about badge. But the whole tattoo thing looks great
Though, you have changed around gangster and Gunman a bit... now im not sure what i want to get :S lol
Other than that i agree with most things in the new patch...
Good job guys, any idea when the changes will come into play? (so i know how long i have to save exp for tattoos
)
Posted by crazyb on 08-29-2007 at19:40:
what does it mean aura???
Posted by Elisabeth on 08-29-2007 at19:48:
quote: |
some >tatoos< have aura effect which is added all the time, no matter what equipment you were (eg. experience bonus, easiness for Demon Lord), |
Tatoo?? Tattoo is in english.
Posted by Azz420 on 08-29-2007 at19:48:
just means you dont need to meet defence specs to use
it will work all the time no matter the defence of equiped items
Posted by Zauborin on 08-29-2007 at20:03:
no metter of defence and item type ... so if u are zerk u can have 100 defence sniper rifle and tatoo will work
Posted by Elisabeth on 08-29-2007 at20:06:
D12 for me gangster is much more better than gunman.
The only advantage that Gunman have is 2 additional attacks. You can have 100 defence + some toughness bonus. Melee fighters will penetrate your defence but you have advantage in attacks.
Gangster can have 220 defence from items + some toughness bonus + 30 defence from tattoo. He can fight vs berserker but monks will be little harder.
Gunman can fight with monk but berserker will be harder.
If they fight each other then gangster have advantage.
12 attacks vs 8+25% dodge
so it is:
9 attacks vs 8 attacks +1 damage every 4 levels.
Posted by Death12 on 08-29-2007 at20:38:
Hmm, thanks for the help Lizzie.
In the old way gangster had +1 attack instead of damage bonus, and i was going to pick that...
But though the gangster is still good, i could only do about 500 damage per round with that tattoo... with Gunman i can do more like 800. But then again the dodge is really good...
Im still not sure... anyone else have any input on this?
Posted by Szeszej on 08-29-2007 at21:08:
RE: The upcoming patch
quote: |
Originally posted by Azz420
quote: |
Originally posted by Szeszej
Changed:
- lowered luck on all items, 80% on avarage
- rised hidden bonus of kama
- increased drop rate of stones connected with gaining experience: bs=1k exp; hs=5k exp, ls=10k exp, ms=25k exp, ss=50k exp
|
80% on average, does that mean a lot of items will lose all luck bonus???
hidden bonus on kama :/ what is hidden bonus ??? and what + will you need to get it ??
SS at 50k exp
nice, what happens after 50K ?? back to just BS every 5k ??
i agree on the badge resets,
if its as easy as Zauborin says then why should he care if it reset ??? |
It means that on the luck bonus on each item that has it will be lowered to 80% of present state on average.
Hidden bonus is, well, hidden.
You'll get one ss for every 50k xp you gain, one ms for every 25k you gain so for example when you reach 100 points you'll have (at least) 2ss, 4 ms and so on.
Posted by Death12 on 08-29-2007 at21:17:
about the Luck... that will set my item finding down i think... :/
So when you reach 100 points would you get 2 SS 4 MS etc. or just 1 SS for the 50 mark thing?
And all the stones that i will have missed out on, because i am a high level now, will i get them when the patch comes? So i wont lose out?
Posted by Evangelion on 08-29-2007 at21:21:
quote: |
ATTENTION! The number of stones on each account will be increased according to their experience. |
That explains everything
I don't think that for 100 points you'll get 2ss 4ms etc. because you would get 100bs
And that would be too much.
Posted by Scillage on 08-29-2007 at21:21:
The points roll over, so for each 25k you earn you get 1 MS
Posted by Elisabeth on 08-29-2007 at21:24:
Szeszej can't explain this properly.
A) 50 points = 1bs 1hs 1ls 1ms 1ss
B) 50 points = 1ss
C) 50 points = 50 bs 10 hs 5 ls 2 ms 1 ss
D) I don't know.
Szeszej chose one option.
From your explain it means that when someone reach 50 points he get option C.
Posted by Evangelion on 08-29-2007 at21:28:
Szeszej said that if you already have 100 points the you'll get 2ss, 4ms etc. Not when you reach 100 points. It's Death12 who made the mistake.
Posted by Death12 on 08-29-2007 at21:32:
I think Eval is right, sorry guys.
so i think option B is right now...
Posted by Evangelion on 08-29-2007 at21:36:
I think A is the proper one. You still got 1k more than last time so you should earn that bs.
Posted by Zauborin on 08-29-2007 at21:54:
omg
when u reach 1k u get 1bs
when u reach 2k u get 1bs
when u reach 3k u get 1bs
when u reach 4k u get 1bs
when u reach 5k u get 1bs 1hs
when u reach 6k u get 1bs
when u reach 7k u get 1bs
when u reach 8k u get 1bs
when u reach 9k u get 1bs
when u reach 10k u get 1bs 1hs 1ls
when u reach 11k u get 1bs
when u reach 12k u get 1bs
when u reach 13k u get 1bs
when u reach 14k u get 1bs
when u reach 15k u get 1bs 1hs
when u reach 16k u get 1bs
when u reach 17k u get 1bs
when u reach 18k u get 1bs
when u reach 19k u get 1bs
when u reach 20k u get 1bs 1hs 1ls
when u reach 21k u get 1bs
when u reach 22k u get 1bs
when u reach 23k u get 1bs
when u reach 24k u get 1bs
when u reach 25k u get 1bs 1hs 1ms
when u reach 26k u get 1bs
when u reach 27k u get 1bs
when u reach 28k u get 1bs
when u reach 29k u get 1bs
when u reach 30k u get 1bs 1hs 1ls
when u reach 31k u get 1bs
when u reach 32k u get 1bs
when u reach 33k u get 1bs
when u reach 34k u get 1bs
when u reach 35k u get 1bs 1hs
when u reach 36k u get 1bs
when u reach 37k u get 1bs
when u reach 38k u get 1bs
when u reach 39k u get 1bs
when u reach 40k u get 1bs 1hs 1ls
when u reach 41k u get 1bs
when u reach 42k u get 1bs
when u reach 43k u get 1bs
when u reach 44k u get 1bs
when u reach 45k u get 1bs 1hs
when u reach 46k u get 1bs
when u reach 47k u get 1bs
when u reach 48k u get 1bs
when u reach 49k u get 1bs
when u reach 50k u get 1bs 1hs 1ls 1ms 1ss
now u understand?
and if u now have 50k u get all this stone after patch
Posted by Szeszej on 08-29-2007 at23:37:
Zauborin's option is the one
Posted by Evangelion on 08-29-2007 at23:40:
What about the stones we already got for every 5k points? Are we going to keep them or we will get lowered amount of them after patch?
Posted by Death12 on 08-30-2007 at00:00:
quote: |
Originally posted by Szeszej
Zauborin's option is the one
|
WOW
that is alot of stones
I can finnally upgrade everything
lol
So when you reach 100 Points dose that mean 2BS 2HS 2LS 2MS 2SS? or just like the 50 points?
Posted by Evangelion on 08-30-2007 at00:06:
Just like the 50 points
Posted by Azz420 on 08-30-2007 at11:53:
It just seems like a hell of a lot of stones :/
will tattoos still cost 1 or 2 stones to make ???
and will we still find stones from quests ???
Posted by Zauborin on 08-30-2007 at12:20:
ad.1 yes
ad.2 no
Posted by Evangelion on 08-30-2007 at12:20:
Yeah, for haveng only 41 points you'll get stones worth 471bs
I think the cost of tattoos and finding stones on quests won't be changed.
Posted by Coles on 08-30-2007 at12:24:
I think that we will find stones on quests. It was said once that after patch the drop of stones will be better. Or am I wrong?
Posted by Elisabeth on 08-30-2007 at12:37:
I will get plenty of stones. When patch will be implanted I will have 150+ points.
So it will be 3 ss 6 ms 15 ls 30 hs 150 bs. I'm not sure when I got ls and hs in current point awards but it should be something like this because of tattoo reset. I will probably waste all those stones to buy/merge black knight equip.
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