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[DEVELOPER PREVIEW] Armor Set Redesigns

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Azarael
Posts: 5332

Re: [DEVELOPER PREVIEW] Armor Set Redesigns

Post#251 » Fri Jan 15, 2016 7:48 pm

Your info is out of date. Harbinger converts 1:1.

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Kaori1
Posts: 87

Re: [DEVELOPER PREVIEW] Armor Set Redesigns

Post#252 » Fri Jan 15, 2016 7:49 pm

Azarael wrote:Your info is out of date. Harbinger converts 1:1.
Thank you Az for clearing that up for me.

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aelic
Posts: 39

Re: [DEVELOPER PREVIEW] Armor Set Redesigns

Post#253 » Sat Jan 16, 2016 11:07 am

so when can we expect to see this in game? :)

killeuse
Posts: 8

Re: [DEVELOPER PREVIEW] Armor Set Redesigns

Post#254 » Sat Jan 16, 2016 11:58 am

great job !!

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Tesq
Posts: 5713

Re: [DEVELOPER PREVIEW] Armor Set Redesigns

Post#255 » Sun Jan 17, 2016 11:57 am

Spoiler:
Scrilian wrote:
Tesq wrote:@spellbreaker always removed absorb morals the same way rampage always ingore defensive morals.

It's write absorb effect which also mean remove absorb effect, not sure about patch note, but spellbreaker in live both removed my tactic and also my lotd weapon proc, quite buggy indeed. (refering about 1.4.1 more or less)
That is simply not true.
First of all I've tested it back in the day with Choppa M1 and healers M3 and in never ever removed them, meaning that first 2-3 hits were still absorbs. Done tests on many occasions, in duels and rvr, if only I had my old hard drive still alive to provide the screenshots. So here is some story to it.
On my server destros quickly discovered that DoK could boost moral and they used to hide on the balconies with their warbands, where AOE abilities didn't hit them, during stage 1 on the old Altdorf city siege. So we as order had to stop them with single target builds and thats where I used to spec spellbreaker, but it never removed any of those healer M3 destros used to chain one after another. That was a bit of a shock for me and my fellow guildie slayers, we even wrote to mythic at that time but they as always didn't reply to our forum and CS reports.
Second, neither it removed tactics, but even if it did, SB still dealt damage prior to the remove effect and the hit was always harder than any absorb tactic.
On LotD items spellbreaker worked surprisingly well and did remove both pocket and weapon absorbs just as any skill absorb in the game, if such absorb survived the first hit of SB damage and sometimes even auto attack hit prior to it. Thats how it worked until the 1.4, after that I have no knowledge.

well since my metiont is refering to 1.4.1 + why you made such post in the first place?
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Scrilian
Posts: 1570

Re: [DEVELOPER PREVIEW] Armor Set Redesigns

Post#256 » Sun Jan 17, 2016 12:06 pm

Then you should've not used the word always.
Вальтер Рыжий RU => Gaziraga BW, Valefar WL, Lovejoy
Retired
ex-Greenfire/Invasion RvR leader
Wonderful RvR music videos ;)

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Scrilian
Posts: 1570

Re: [DEVELOPER PREVIEW] Armor Set Redesigns

Post#257 » Sun Jan 17, 2016 12:19 pm

Besides, come to think of it, I sincerely doubt that the SB interactions were somehow bio-mythic altered in the last ~year and a half the game.
Вальтер Рыжий RU => Gaziraga BW, Valefar WL, Lovejoy
Retired
ex-Greenfire/Invasion RvR leader
Wonderful RvR music videos ;)

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Tesq
Posts: 5713

Re: [DEVELOPER PREVIEW] Armor Set Redesigns

Post#258 » Sun Jan 17, 2016 1:54 pm

@scrillian

"always" was refered to the after 1.4.1 more or less and it was wrote at the end of the post. It was clear what i wrote.

champion challenge was changed in 1.4.8 to not allow ppl escape or tank immunity to bug it, in 1.4.3/4 all melee got one free +1 sec to KD that was not reported in patch notes, no one know about, and no one ask about it, everybody wanted a revert that only happened in 1.4.7; never underestimate what may had happened on live. If you weren't there you just do not know it.


@anyway about some more specific feedback about the sets

WP/DOK
as some ppl suggested the healing stats of wp/dok seems too much good but for me not just due to their willpwoer but a lot about their crit which 7% is a value you have more likely on sovereign.
Regarding stats assignation, dok/wp should have as primary stat or as equal primary tough or primary tough+willp
They are def healers which mean they must have more relevant def stats on their sets rather than healing stats.

EXEMPLE: the body should have instead +32 will --> +16tough/+16will this mean spam will heal less which mean you need to spam more which also mean if it's balanced right the conseguence is requiring play more frontline

About the crit chance it's totaly insane for a t3 sets. 7% is a sovereign value for healing.
The 5% bonus of the dev should not be healign which it should be 5% less chance to be crit. Even if the offensive stat can be used aoe and so that 5% matter more just give a free 5% crit heal on classes that requrie crit as primary meccanic and the more they stack the more they became broken is just a bad idea. Also the more these 2 classes heal better the more they can play as backlines healers which should be avoid.
A WP would have a base 27% heal crit chance in this way which is dumb for me. (base+kobs+set)



WH/WE

the def set seems for me a lot better than the offensive ye you do better damage with the offensive (70 str point are like 14 dps more x hit on a classes that mostly does his damages via armor ingore skill so nto really a lot even critting) but the def one fill one of their weakest meccanics, positional snare; and it also provide a huge parry.
Since you just have to stack str+crit + parry and other classes can spec HD or you can also, having both sets cover 2/3 of your primary stats mean the one which have the best proc won and in this case is the snare one.
Which i would like to ask if it's considered as debuff or is an aliment/hex/curse and so cleanseable=?
These 2 sets need to be re thinked

SW/Squig
Initiatie stats seems too low, as bw/sorc make more damages this mean these 2 classes should have for base a better durability under some aspects and initiative considering these classes seems the way to go for this, even if they get more stats contribution this is funtionally to their gameplay and their swap to melee classes option which if they have lack of a damage increase like other melee classes do must have some extra crit chance reduction and some for both more generaly scout option (stealth detection )

Mara/wl
the offensive proc seems something that it should not related to classes that can alredy debuff armor, to over debuff armor even more (if it's stack) or it's uselss if it's not stack or either let mara go over another path which mean 1 path better than another in anyway ( if the proc is not usefull due the cutting claw) or in otherway extras for a class that can alredy do fine with an ablative armor debuff when proc.
Wl side a 10% chance to proc on few sec burst class is really k? i Mean you can go armor debuff and have that value for base after pounce.

Mara--->clarity
WL--->domination/overwhelming

Mara have a longer rotation so "clarity" would be more appropriate. Wl have a fast burst wich mean have a better % for proc anc debuff as component which make ideal domination or overwhelming. Def proc feel fine to me.
I dont know why domniation was changed for wl in first place it feel fine for me.


AGGRAVATION general statement:
Aggravation is a broken proc. it just mean 1 healer can be focussed down by 4 tanks due spam and it's really bad what happened on live due to focus + this proc + normal setback + set back increase + interrupts + normal taunts.
This is exatly one fo the reasons ppl saw the incoming of offensive sets as bad. It's just the op way as strong premades ruin the days of all ppl and is not strange by me no one alredy report it as a major issue.
I'am all against give it to more than 2 tanks which due the fact thay have poor aoe and dont usually run offensive or 2h could be chosen/kobs. Other tank should all get other debuff.

in the case of BO/SM something not op to proc when they spam aoe
Last edited by Tesq on Sun Jan 17, 2016 7:48 pm, edited 2 times in total.
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Dharchaon
Posts: 95

Re: [DEVELOPER PREVIEW] Armor Set Redesigns

Post#259 » Sun Jan 17, 2016 5:38 pm

Did I miss something, or got the new implemented gear "no" set-bonuses at all?
Thought they would, for closing the gap in some cases.

Sorry for not reading the whole sites 4 - 26 :D

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satanicomoderno
Posts: 131

Re: [DEVELOPER PREVIEW] Armor Set Redesigns

Post#260 » Sun Jan 17, 2016 5:54 pm

Buddy, the work you had is something incredible! I didn't test yet but i'm sure to give you all my respect. Thanks a lot!

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