Major Combat Updates
From Haelrahv Wiki
------------------------------------------------------------------------------- MAJOR COMBAT UPDATES! ------------------------------------------------------------------------------- [05.03.05] The following changes have been made to chance to hit or miss: - Lower level/skill players will find it easier to strike low level creatures. - Overall, various modifiers to hit or miss a target are flattened down so that they have a less severe effect on combat. - Melee attacks (all) now rely on coordination (primary) and mentality (secondary). No other stats effect chance to hit with melee. - Thrown and Fired attacks (all) now rely on coordination (primary) and mentality (secondary). No other stats effect chance to hit with ranged. - Evasion now relies on agility (primary) and mentality (secondary). No other stats effect chance to evade. - Shield Use now relies on coordination (primary) and strength (secondary). No other stats effect chance to shield block. - Parry now relies on coordination (primary) and mentality (secondary). No other stats effect chance to parry. - The effectiveness of defenses varies very slightly. Their effectiveness from most to least effective: shield, parry, evasion. - Evasion suffers additional penalties for armor hindrance. - A player or creature's level now affects offensive and defensive ability. - Being blinded and in a dark area will no longer have a combined penalty. The greater of the two penalties will be applied. - The difference between an attacker's level and that of a defender now has extra effect on one's chance to hit or miss.. - Defense is now impossible for stunned defenders. - Attack and defense "fumble" rates -- that is a small random chance one will fail to attack or defend regardless of skill, have not been added and are profession based. [05.04.05] - Skittering tseritze are now level 42 rather than 40. - The stats for most huntable NPC's were adjusted with extra weight given to mentality. - The skills of all huntable NPC's are now 3 points of skill per level, with a maximum of 200 skill until level 101+ at which point they have 200 skill plus 3 skill per level. - The health, stamina, and focus points of all huntable creatures have been reduced. For lower level creatures they were increased in most cases, and for moderate to high level creatures they were decreased. In some cases they were decreased a LOT. They are essentially on par with players now. - An apparent longstanding error that has caused NPC's to only flee from players under level 10 was corrected. - Modifications were made in general to the chance a NPC will flee. NPC's will not flee players level 10 or under, and will also not flee anyone who is within eight levels of their own level (i.e. a level 50 guard will not run from a level 58 player, but could from a 59). - NPC's will now bleed and take poison damage four times more quickly. - NPC's of level 6 and higher will now have a hidden profession designation (Agent, Guardian, Mage, Mercenary, Psionic, Tracker, or Trooper) and will enjoy the appropriate stat, skill and other combat related bonuses of that profession. - Flying Kick and Jump Kick will now properly allow critical deaths and messaging issues with both were corrected. - Combat damage is now based much more on the difference in level between the attacker and defender. - The effect of strength on melee and thrown attacks was increased. - The effect of perception on fired attacks was increased. - Trackers will now have a slight bonus to achieve a crit death kill when using archery weapons and firearms. - Guardians will now have a slight bonus to achieve a crit death kill when using unarmed attacks. - Troopers will now have a slight bonus to achieve a crit death kill when using pulse weapons. - Technicians will now have a very slight bonus to achieve a crit death kill when using pulse weapons. - Note: Mercenaries already receive such a bonus with all weapons; Agents already receive such a bonus with stealth attacks. - Fatigue has been lowered for general attacks, but will be raised for some special use attacks in the future. - Flying Kick and Jump Kick will now properly work outside of pole range when a Meditate Light is in effect. - Double Slash and Pummel are now much more effective and much more tiring. - The chance a stun or knockdown will occur are now lower. [05.06.05] - The role skills play in chance to attack/defend was slightly increased. - The role level plays in chance to attack/defend was greatly increased, especially for defense. - Due to a previous oversight, defense was in general a bit more difficult for even-level or slightly lower level fights than intended. This has been corrected. - An error that reduced attack ability inadvertently has been corrected. [05.08.05] - High level players hunting high level creatures will now be able to do so more reliably. - Spell and psionic attacks that use normal hit/miss mechanics (lightning bolt, spirit slash, etc.) will now strike more reliably. These attacks will properly consider level, as well as other factors common to hit/miss attacks such as encumbrance, fatigue and so on. The actual weighting of each issue varies. For instance, being undertrained in armor affects magic users more then those using conventional weapon/unarmed attacks. Likewise, a magic user's position (prone, sitting, etc.) is less of an issue. - Both magic and psionic attacks now use coordination as the primary stat for striking, and perception as the secondary. Intellect still augments spell damage and mentality still augments psi damage. - An error that could allow attackers or defenders who fumble an attack or defense to still succeed was fixed. - An error that could allow an attacker to miss a stunned defender was fixed. - Elemental magic spells now may hit or miss their target in part rather than all 'parts' of a cast either hitting or missing. - Elemental magic spells will no longer miss a stunned defender. - Elemental magic spells now have a profession-based fumble to-hit roll and defenders can fumble defense against them. - Elemental magic spells will now apply level differences between attacker and defender to a greater extent. - Flame Wave, Lightning Bolt, and Disintegrate may now be shield blocked. - Use of shields with electrical resistance will now properly reduce or eliminate the chance of being struck by the Lightning Bolt and Chain Lightning spells. [05.16.05] - It is now somewhat easier to strike a specific body part. - The level factor in attack and defense calculations has been slightly decreased. - The random factor in attack and defense calculations has been slightly increased. [05.17.05] - Adjustments were made which may balance low power and high power weapons more appropriately, especially lower power multi-shot weapons versus single shot weapons intended to have near-equal per-attack power. In other words, a gun that does 20 points of damage in one shot and a gun that should do two shots of 10 damage are more likely to follow this pattern now. Previously in some cases the single shot weapon might do 22 while multi-shot weapon did, say, 8-10. - An error that caused some ammunition to be grossly overpowered (in terms of damage dealt) was corrected. - An error that prevented the Awareness survival ability from providing its intended benefit to snapshot / low aim shot attacks has been corrected. - A large damage penalty has been added for failing to aim or not aiming long enough. The shorter one aims a fired weapon before shooting, the greater the penalty. The Awareness survival ability is able to mitigate some of this penalty for excessively short aim periods. [05.18.05] - Damage resistance levels were lowered for the following: eofaelsh paladin, chith mystic, chith oracle, fledgling kamohakun, Alteri skeleton, Jaddan skeleton, royal guard, elite royal guard, Z'dan royal sergeant, skittering tseritze. - The damage modifier based on level difference between attacker and defender has been greatly increased. [05.19.05] - Damage ratings, load times, firing roundtimes and ammo capacities were reviewed and altered for all fired weapons. - Firearm specific updates: Handguns generally have lower load times, more accuracy and are generally less powerful than rifle or shotgun type weapons. Shotguns require more frequent loading than handguns or rifles, but have more power. Rifles have very good power, generally high capacities but slightly higher load and fire roundtimes than handguns. ------------------------------------------------------------------------------- Author: Trevor Rage - 05/19/05 10:08 p.m.
Categories: News | Combat
