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  #31  
Old 10-20-2013, 01:16 AM
DeadlyApostle DeadlyApostle is offline
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With the last update I definately notice a difference in melee hits with one handers. It seems when you made defensive and and stonestance work in pvp it also turned on AC for melee hits.

As a Paladin, monks and rogues are definately not able to put out the same DPS on me anymore. I do not care if it looks like you hit us too often when you very rarely do max damage on a hit.

Cloth casters have never been able to tank a melee for extended periods of time and I think that them getting hit for more now is also alright. 2handed weapons do not seem to be affected by this and I still do mostly 50 damage hits in pvp.

The channeling issue, however, must be addressed. The previous dev made it so spell are way too easy to interrupt to give melees in classic a fighting chance. Tables are turned now and it should definately go back to classic where you can channel through a single melee who isn't bashing you easily.
  #32  
Old 10-20-2013, 11:23 PM
Alecta Alecta is offline
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Quote:
Originally Posted by Pudge [You must be logged in to view images. Log in or Register.]
Trying to understand this graph. What does "pure nukes that would have been outright resisted" mean? Does this mean null modified previous PvP/pve code to make it so no spell was ever resisted, and instead partialed?
Correct. As it is today under Null's system, If a pure nuke would have been resisted, it's damage range is instead scaled down.

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Originally Posted by Pudge [You must be logged in to view images. Log in or Register.]
Instead of scaling resists with level (which helps twins even more) I think resists should scale with server timeline. Also in general I'm afraid of casters getting too gimped. In general
I agree. One of the goals in this tweaking is to find values that work for red right now, but definitely will consider lower values for classic and higher values for Velious (or 1.5 debuffs in velious, etc). That's the nice thing about having these systems parameterized.

Anyway, am on vacation right now for a week or so, will bump this with some proposed changes when I get back.
  #33  
Old 10-20-2013, 11:30 PM
Alecta Alecta is offline
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Quote:
Originally Posted by DeadlyApostle [You must be logged in to view images. Log in or Register.]
With the last update I definately notice a difference in melee hits with one handers. It seems when you made defensive and and stonestance work in pvp it also turned on AC for melee hits.
Yeah, AC impacts in pvp melee were on my todo list, but I hadnt gotten around to digging into it yet. Would be nice if adding the mitigation bonuses to pvp combat fixed that, but I think there is still work to be done there (and bugs that I introduced to be fixed.)

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Originally Posted by DeadlyApostle [You must be logged in to view images. Log in or Register.]
2handed weapons do not seem to be affected by this and I still do mostly 50 damage hits in pvp.
2handers are on a gimped damage table until Velious, iirc.

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Originally Posted by DeadlyApostle [You must be logged in to view images. Log in or Register.]
The channeling issue, however, must be addressed. The previous dev made it so spell are way too easy to interrupt to give melees in classic a fighting chance. Tables are turned now and it should definately go back to classic where you can channel through a single melee who isn't bashing you easily.
I am open to that. At this point push + stuns + interrupts probably don't need an additional bonus per hit.
  #34  
Old 10-21-2013, 01:18 AM
Pudge Pudge is offline
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Does melee push now work in PvP? Thought it didnt
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  #35  
Old 10-21-2013, 01:26 AM
Smedy Smedy is offline
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before nerfing nukes into the ground and making melee unstoppable powerhouses (aren't they already?) please fix so casters can refresh their spell gems with jboots, like it was in classic.
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  #36  
Old 10-21-2013, 08:42 AM
Nizzarr Nizzarr is offline
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Originally Posted by Smedy [You must be logged in to view images. Log in or Register.]
before nerfing nukes into the ground and making melee unstoppable powerhouses (aren't they already?) please fix so casters can refresh their spell gems with jboots, like it was in classic.
they dont introduce bugs back
  #37  
Old 10-21-2013, 08:46 AM
Nizzarr Nizzarr is offline
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Quote:
Originally Posted by Alecta [You must be logged in to view images. Log in or Register.]
Yeah, AC impacts in pvp melee were on my todo list, but I hadnt gotten around to digging into it yet. Would be nice if adding the mitigation bonuses to pvp combat fixed that, but I think there is still work to be done there (and bugs that I introduced to be fixed.)



2handers are on a gimped damage table until Velious, iirc.



I am open to that. At this point push + stuns + interrupts probably don't need an additional bonus per hit.
They made the interrupt for PVE mostly. You could get hit 20-30 times and channel spells pretty much all the time. We do not want that back.
  #38  
Old 10-21-2013, 08:48 AM
quido quido is offline
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Quote:
Originally Posted by Nizzarr [You must be logged in to view images. Log in or Register.]
they dont introduce bugs back
Sure they do. Taunt bug was put in place purposely for like 6 or 8 months.
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  #39  
Old 10-21-2013, 11:33 AM
Alecta Alecta is offline
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Quote:
Originally Posted by Nizzarr [You must be logged in to view images. Log in or Register.]
They made the interrupt for PVE mostly. You could get hit 20-30 times and channel spells pretty much all the time. We do not want that back.
I am talking about the PvP specific bits, such as:
Code:
//Null:  PvP channeling mod stuff
channelchance -= (pvp_attacked_count * 5); //Null:  Yea, 5%...you heard me
Looking at the code, its seem to be:
  • For mobs hitting clients, 2% chance to interrupt per hit, capped at 15 hits = 30% chance max.
  • For PvP, it's a 5% chance to interrupt, with no cap.

Also, Pudge re: melee push in pvp, I'd have to check and see if that rule is enabled in the database when I get back. You've got a good point that it might not be.
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