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Adjusting how mob resists and defense work
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Maelfyn
Site Admin
Joined: Thu Jan 03, 2013 12:56 am Posts: 4133 Location: Crofton, Maryland
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Mobs defense and resists will now be set to 0 for most mobs. This means that tooltips will appear to be more accurate. However it will differ when the mob has "Fire Resistance", "Tough", "Phased" or similar traits. To compensate for setting their defense and resists to zero, mobs will be receiving more health.
Overall I think this will make mob resists appear more relevant and tooltips will appear more accurate.
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Sat Apr 19, 2014 12:53 pm |
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Alton
Gnoll
Joined: Tue Apr 22, 2014 6:33 pm Posts: 7
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I posted this in another thread, but I think this update broke tash. Base nuke hits for 500-600, but after tash it never hits for more than 60. As I'm typing this, I wonder if this update also had unintended consequences for charm too. Will charm ever fail if the mob resist is 0? Does the duration have anything to do with mob resist? Will it ever break?
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Tue Apr 22, 2014 9:49 pm |
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Maelfyn
Site Admin
Joined: Thu Jan 03, 2013 12:56 am Posts: 4133 Location: Crofton, Maryland
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Yes, I'm still cleaning up a lot of stuff the resist re-design affected. Tashania. Martyr's Will. Status resists. Charm durations. Sleep? Probably some other crap I'm forgetting. Tashania and Martyr's will have been fixed this evening and will be patched tonight. Starting to clean up the rest now.
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Tue Apr 22, 2014 11:34 pm |
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Maelfyn
Site Admin
Joined: Thu Jan 03, 2013 12:56 am Posts: 4133 Location: Crofton, Maryland
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While we're on topic I'll just say this new resist algorithm is much cleaner. Probably won't matter to 99% of people, but the more you write these little algorithms up, the better you get at them.
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Wed Apr 23, 2014 12:05 am |
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Maelfyn
Site Admin
Joined: Thu Jan 03, 2013 12:56 am Posts: 4133 Location: Crofton, Maryland
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Will be adjust resist rates on status effects too.
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Wed Apr 23, 2014 12:06 am |
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