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Re: Latest info on Mod 9 1.11j [Archive] - ForumsHQ

Posted: Sun Jul 14, 2002 11:10 am
by Tristian
Just loop holes.. and shitty coding to begin with. heh.

Re: Latest info on Mod 9 1.11j [Archive] - ForumsHQ

Posted: Tue Jul 23, 2002 4:50 pm
by Tristian
IZaK

Charter Member

323 posts 06-26-02, 09:21 PM (CST)



"Reiteration"



LAST EDITED ON 06-27-02 AT 08:49 AM (CST)



Frankly I'm surprised at these reactions of shock and horror concerning 1.11j and it's effect on various characters, as if somehow requiring you hit the target before getting a critical hit would have no effect on your crit % or damage dealt, or that the dodge % mega reads to you would be unchanged, or that we wouldn't have bothered changing any of the spells/items that relate to combat such as accuracy or damage resistance.

I would have hoped that the Q&A I posted would have reflected these changes about the way things are going to be, but either not enough of you have read it, or I phrased the answers poorly, so my first post in this forum will be a blunt and to the point comment on some of the answers that seem a bit confusing in the Q&A post, afterwards I will make another post dealing with game changes that aren't covered elsewhere, and then I'll go into responding to your posts.

"Strength will play a role in only one aspect of combat, that being straight accuracy."

When it comes to straight accuracy

150 strength > 150 agility



"Agility will effect the outcome of critical hits, dodge, backstab accuracy as well as straight accuracy, so while Strength will impact how often you hit in straight combat, overall agility will be the more useful of the two."

When crits, dodge, or backstab are calculated

150 agility > 150 strength



"it's been mentioned before that the amount of spell damage done against Witchunters will now be less then the amount of spell damage done against other players/monsters"

A witchunter with 110 magic resistance will take less damage then any other class with 110 magic resistance



"the amount of damage a player/monster (that is not a Witchunter) will be able to resist from spells, dependent upon their magic

resistance, will be quiet a bit less then the current percentage."

level 40+ spells doing 10 damage will no longer be the norm against monsters with 100+ magic resistance



"...Depending on your class, stats and level, you may dodge 80% against an orc rogue, but also dodge 10% against the adult she dragon

with the exact same character."

You're dodge % is going to go down. This doesn't mean it's been "downgraded" it means that if you used to be dodging 90% in 1.11i, you're no longer going to be dodging for 90% unless you're fighting something VERY weak accuracy wise, and your armour really sucks. If you have ok armour and high dodge, you still won't be dodging 90% because your armour will be intercepting some of the chances to dodge.

If you want to find out your true dodge % script somewhere with decent monsters naked.



"Changes have been made to the following areas that you will want to be aware of upon release of 1.11j:

Orc Barracks

Misty Swamp

Rocky Trail

Hillgiant Fortress

Serpentkin Village

Dreary Village

Rakshasa Palace

These changes were done for mapping correction or area addition."



The astute reader will note the lack of the words "Fock", "Up" and "MegaMud" in this portion. So anyone who happens to read this and then later find their Megamud has somehow gotten lost in these above area's please do not accuse us of trying to "Fock up MegaMud" because it's not the case, as can be plainly read.



Lastly I end this post by saying that should your board happen to crash, regardless of whether it is upgrading to a new version or not, that during the long history of MajorMud's existance, loss of Life, Items, Experience, or Just About Anything else in the game has been known to happen, and thus, can still be expected to randomly occur.



Thanks,

-I



(edited to anchor it since this has some important stuff and I don't want it to get lost down the forum)

Re: Latest info on Mod 9 1.11j [Archive] - ForumsHQ

Posted: Tue Jul 23, 2002 5:48 pm
by Tristian
"The fix issued appears to have solved the problem. This was the last code

issue on my plate, for this release. Izak still has things in the dats to

take care of, to guarantee a stable, good release, so we aren't quite ready

yet... but we are very close.



The beta testing is now considered done with. Those boards who have the

patch will still continue to run it, just in case something else comes up.

No further patches/fixes will be issued unless something crops up... and for

those of you testing, if you didn't recieve a new .dll from me sometime

after 2:00pm (CST) yesterday, drop me a mail so I can get you the latest and

greatest that includes that fix."

Re: Latest info on Mod 9 1.11j [Archive] - ForumsHQ

Posted: Sun Jul 28, 2002 12:38 pm
by Unregistered
The combat changes actually sound pretty reasonable. The way things are now, it can be pretty ridiculous with a ton of dodging and crits everywhere, but it sounds like this will make it the way I think it should be: dependant on the skill of others, be it another player or monster.



At any given level, you should do more damage and take less damage (in this case, crit more and dodge more) against a lower level, and thus, less experienced foe, and vice versa. This sounds a lot like what Dark Age of Camelot does, but I'm hoping this will be better balanced. A level 50 char shouldn't be able to decimate a group of level 40s, as they should have a chance, and a good one at that, to kill him (which they don't in DAoC).



I suppose I'll withold judgment till I've played with the new changes, but for now, I remain optomistic.



On a side note, I don't give a damn about what they do with areas or items or spells and such, just the "engine" of the damn thing.



And on another side note, during my absence, was the exp code changed (meaning since the addition of mod 9), or is that going to be put in j? I noticed it said they kicked up boss exp, so are they changing that core item, or using text blocks to cheat? Anyone?

Re: Latest info on Mod 9 1.11j [Archive] - ForumsHQ

Posted: Sun Jul 28, 2002 12:45 pm
by sennis
Sigh. Sorry about that, but apparently I was logged out as well.



/me slaps himself in the forehead.

Re: Latest info on Mod 9 1.11j [Archive] - ForumsHQ

Posted: Sun Jul 28, 2002 1:03 pm
by AdmiralAcid
database changed to allow more exp... mod10 will change too from the looks of it.. their still limited in what they can add..