misc updates thread

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Re: misc updates thread

Postby EmoMage » Sat Feb 24, 2018 4:26 pm

eggmceye wrote:
SanJorge wrote:disappointing , bye


I kinda wish could come up with a way to keep you haopy ... i was wondering about having stat ratios not even matter but concluded that wasn't a good idea. Or maybe a new class+weapon that was 75/25. Like ranger or something.


he killed off his 1k on PD. i think he's done for real. the butt hurt is strong in this one.
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ParadoxOfChoice wrote:Zombie using bow/sling probably shouldn't give disease.

the zombies are pulling the arrows out of their ass
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Postby Heikki » Sat Feb 24, 2018 6:27 pm

eggmceye wrote:* all fighter weapons now 90/10 strdex ratio


Tested and this is GREAT! Great maul is still best on xp/min BUT now there is lot places to other weps also! Cannot find use for yet "axe skill weapons" (Both 2- handed axes are fast with low damage) .. but trying find :)
Fast + low damage works great with rogue dual weal enchants.. but not in 2-handed fighter weapon.

UA is still 50/50 for fighters that is great news also for dex fighters! Also staffs unchanged?
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Re: misc updates thread

Postby Shino » Sun Feb 25, 2018 2:02 am

eggmceye wrote:
SanJorge wrote:disappointing , bye


I kinda wish could come up with a way to keep you haopy ... i was wondering about having stat ratios not even matter but concluded that wasn't a good idea. Or maybe a new class+weapon that was 75/25. Like ranger or something.

Aww yeah give us a ranger class <3
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Re: misc updates thread

Postby Azalynn » Sun Feb 25, 2018 2:20 am

It would be pretty cool. Bows are completely obsolete now. Make them classless or a whole new class with them! Situational bow usage is nice haha
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Re: misc updates thread

Postby Onyxt » Sun Feb 25, 2018 2:21 am

Azalynn wrote:Also ghosty nerf on enchants? its almost half the damage it was, not mad about it just curious haha

What enchants are you using? I just tested VAM/IJO on Seph on regular and they do the same amount of damage.

VF/OG/VOG will lose some damage to certain mobs based on their resistances.
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Re: misc updates thread

Postby CumfartPrincess » Sun Feb 25, 2018 3:16 am

Azalynn wrote:It would be pretty cool. Bows are completely obsolete now. Make them classless or a whole new class with them! Situational bow usage is nice haha


please, not this.
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Re: misc updates thread

Postby eggmceye » Sun Feb 25, 2018 7:57 pm

* completed new daily "boss hunt" quest - in Nord (I had help with this, but unsure if they want credit :geek: )
* added medium craftable dropping 'girdle' waist item. Renamed 'girdle of the dead' to 'sash of the dead' (because it is still a belt, ie UA, not a girdle, ie medium)
* fixed bug saving crops
* might have fixed a random crash in server
* added enchants to "look dps" (poorly)
* longswords & axes all get slight dps boost (like 0.3333%)
* labrys stats matched to claymore so it no longer sucks
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Re: misc updates thread

Postby EmoMage » Mon Feb 26, 2018 7:23 am

eggmceye wrote:* completed new daily "boss hunt" quest - in Nord


neat!! i like it!
eggmceye wrote:
ParadoxOfChoice wrote:Zombie using bow/sling probably shouldn't give disease.

the zombies are pulling the arrows out of their ass
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Re: misc updates thread

Postby LaughingCoyote » Mon Feb 26, 2018 7:50 am

Would be great if you could see the low, medium and high boss monsters before accepting it - like you can with the other daily challenges. Right now you have to accept it blind. I would like to have the choice of getting less crystal coins for an easier mob to grind, etc.

Also in parties only the person who gets the last hit can claim the boss reward, which is annoying. Not sure it would be too cheesy the other way around though...
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Re: misc updates thread

Postby LaughingCoyote » Mon Feb 26, 2018 7:59 am

eggmceye wrote:* added medium craftable dropping 'girdle' waist item. Renamed 'girdle of the dead' to 'sash of the dead' (because it is still a belt, ie UA, not a girdle, ie medium)


Can't find this in the bonecrafting knife list. Do we need another tool for it?
Nevermind, somehow i read girdles as being a bone item, its not. Its a normal armourer item. Derp.

Also, noticed that rubied skulls aren't yellow anymore.
Ignore that as well. Clearly need a coffee injection into the brain today.
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eggmceye wrote:pretty cool having vigour put in the manual after 14 years X-D
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Re: misc updates thread

Postby SanJorge » Tue Feb 27, 2018 5:35 am

I know i said "bye" , but i couldn't find a replacement for EUO right know , one game i played 30min without killing 1 monster , in EUO it takes 5 seconds.
Then i played with Themis and noticed the that her vamp labrys VF got nerfed . 14% slower than before. I took labrys because of speed, more chance for VF and faster constant HP gain from vamp , damage didn't improve because 75/25 got nerfed and i dont have a vampy 2h axe VF, i cant make VF anymore anyway.
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Re: misc updates thread

Postby eggmceye » Tue Feb 27, 2018 6:38 am

"labrys ... 14% slower than before"


this is only half true and overall, actually incorrect when you look at the big picture.

labrys's base delay went up from 2.8 to 3.2 (which means slower, yes)
however all axes got a tad faster
plus labrys's damage went up from 3d4 to 2d8
slower weapons fire their enchs more often, so a vf or any ench will trigger more
so the labrys is now basically a clone of claymore and has the same dps

labryss went from easily the worst of the big 2h weps to all four (clay,gmaul,halb,labryss) all being basically the same with gmail being slightly the best

btw on Themis, your dps with that labryss went from 261 to 231 after the 90/10 change. But if you use your free respec to put your stats to something like 1706 190 25 you will get your dps back but also gain 383 hp. plus with those stats you can use any fighter weapon you like with max dps. That is the beauty of the change, and you don't need to thank me
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Re: misc updates thread

Postby EmoMage » Tue Feb 27, 2018 8:29 am

eggmceye wrote: That is the beauty of the change, and you don't need to thank me


LAUGHING OUT LOUD LIKE A MORON
eggmceye wrote:
ParadoxOfChoice wrote:Zombie using bow/sling probably shouldn't give disease.

the zombies are pulling the arrows out of their ass
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Re: misc updates thread

Postby AlexisMagnus » Tue Feb 27, 2018 10:42 pm

Hi,

Just a question (or two) and not a judgment, but I'm learning here and would like to be corrected if I'm missing something.

Respec fighters to 90/10 doesn't mean also that they get slower due to dex reduction? I always thought that a fighter using 75/25 was also investing in more speed, both in movement and hit speed, and that setup option seems now lost.

Is that the concept behind a possible new class such as ranger, i.e., some sort of fighter with less damage and more speed, with a chance to be dual-classed with dex-based classes such as rogue?

Thanks.
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Re: misc updates thread

Postby Heikki » Tue Feb 27, 2018 11:47 pm

AlexisMagnus wrote: movement and hit speed, and that setup option seems now lost.


Yo :). Minimum movenet speed got boosted few year ago.. so it is LOT less important now... You can play well even almost zero dexterity (As most mages do).

I think Dex does not affect hit speed. Or is it changed?
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Re: misc updates thread

Postby LordMortiferus » Wed Feb 28, 2018 2:05 am

Walking speed should be capped at 250 dex. Furthermore, dex should not have any influence on attack speed.

I could not find any post on the forum to back this up. However, some years ago I wrote an auxbox script based on the c++ server scripts that calculates walking speed. So unless something changed 250 dex grants you max walking speed.

Code: Select all
     -- SPEED
        local p
      if armour_weight[i] <= 7 then
         p = 0.018 * (armour_weight[i] - 7)
        else
         p = 0.03 * (armour_weight[i] - 7)
        end
       
      if p > 0 then
         p = p * ( 2 * armour_weight[i] * 7 - str[i]) / (armour_weight[i] * 7)
         if p < 0 then p=0 end      
      end
      
      if dex[i] > 250 then
         speed[i] = 1000 / ((300) * (1 + p))
      else
       speed[i] = 1000 / (math.floor((79 * (250 - dex[1]) / 200 + 300) * (1 + p) + 0.5)) -- 79 was determined empirically
      end
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Re: misc updates thread

Postby Onyxt » Wed Feb 28, 2018 2:26 am

Copper, berserker stance, and different weapon combos are the only things that affect weapon speed.
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Re: misc updates thread

Postby Heikki » Wed Feb 28, 2018 2:28 am

LordMortiferus wrote:Walking speed should be capped at 250 dex. Furthermore, dex should not have any influence on attack speed.

I could not find any post on the forum to back this up. However, some years ago I wrote an auxbox script based on the c++ server scripts that calculates walking speed. So unless something changed 250 dex grants you max walking speed.

Code: Select all
     -- SPEED
        local p
      if armour_weight[i] <= 7 then
         p = 0.018 * (armour_weight[i] - 7)
        else
         p = 0.03 * (armour_weight[i] - 7)
        end
       
      if p > 0 then
         p = p * ( 2 * armour_weight[i] * 7 - str[i]) / (armour_weight[i] * 7)
         if p < 0 then p=0 end      
      end
      
      if dex[i] > 250 then
         speed[i] = 1000 / ((300) * (1 + p))
      else
       speed[i] = 1000 / (math.floor((79 * (250 - dex[1]) / 200 + 300) * (1 + p) + 0.5)) -- 79 was determined empirically
      end


Yeh. I would say dex 250 is almost perfect for 90/10 fighter. (even if you get dex 250 on pretty low levels you can still hit perfect ratio later)
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Re: misc updates thread

Postby eggmceye » Wed Feb 28, 2018 7:45 am

right, so DEX does not affect attack speed, tho it used to: all weapon categories now have a fixed base speed that is varied depending on the weapon's own speed

250 is the DEX you need for max walking speed. The base (ie DEX=25) walking speed is something I've been secretly increasing over many years tho it appears that people have noticed anyway
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Re: misc updates thread

Postby Heikki » Wed Feb 28, 2018 3:46 pm

eggmceye wrote:250 is the DEX you need for max walking speed.

Yep. And using horse mount (no RL $ needed). You can hit max moving speed with minimal Dex even in dungeons nowadays.
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