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#1
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1. resist needs slight tweaking in the higher end partials, it seems with current code sunstrike is a minimum 500 damage nuke no matter how high your fr is.
2. melee damage needs to be toned the fuck down, especially the pure melees, warriors, monk, rogues are swinging and hitting for max and way to much/hard all the time, rogues are especially op, monks mitigation is alittle ridicolous too but maybe thats the way its suppose to be
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Wipe it clean. | |||
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#2
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Quote:
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#3
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agnostic? really?
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Current Games:
Naw | ||
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#4
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Quote:
PvP melee damage resolution should follow the same code path as that of PvE, unless there's evidence to the contrary, which means issues such as Strength to Attack Formula and AC may not be working correctly should be investigated before considering any changes. The devs have little enough time as it is, without wasting it following up absurdly false claims: Quote:
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#5
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#7
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Alecta needs to check and see if the original code for melee damage in PvP is in. It completely removes AC from the equation and instead uses your agility if you guys remember.
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#8
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My computer has been fixed, am just installing tools again.
Will add melee to list to be looked at. | ||
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#9
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alecta please pm pics. thanks in advance.
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Current Games:
Naw | ||
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#10
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please fix melees before velious is released, a 1handed damage/backstab reduction and the removal of the interruption component. melees will only be more overpowered with primal weapons and 15/19 delay weapons, while casters won't see any corresponding increase in spell damage
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