Originally posted by Infamous
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Game balancing provisional notes for game update 1.2.55 beta
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Originally posted by Infamous View PostAnd what about compatability betwern 1.2.49 and 1.2.55 beta?
If somenone will login in .55 and then on other device on .49
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Originally posted by Red (Developer) View Post
Assume a character having 100k health and 1000 life on hit. Once the shield procs, each hit stacks it up by an amount equal to your life on hit, up to the maximum threshold. While the shield holds, you take 10% less damage. When the shield falls, it falls and you need a new proc.
Can you answer my other questions also please ?
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Originally posted by Red (Developer) View Post
Assume a character having 100k health and 1000 life on hit. Once the shield procs, each hit stacks it up by an amount equal to your life on hit, up to the maximum threshold. While the shield holds, you take 10% less damage. When the shield falls, it falls and you need a new proc.
At any rate, that's a severe nerf to the point where I am not sure what the point of the encrypted shield even is any more, and certainly I see no point to 2 pieces of the apprentice set.
(I actually thought the shield bubble gave more than 25% based on how little damage I took while it was up, but I guess I was wrong.)
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Originally posted by Qeltar View Post
Not sure what "stacks it up" here means.. duration? Because it sounds like the damage reduction is fixed at 10%, so I don't know what else it could be.
At any rate, that's a severe nerf to the point where I am not sure what the point of the encrypted shield even is any more, and certainly I see no point to 2 pieces of the apprentice set.
(I actually thought the shield bubble gave more than 25% based on how little damage I took while it was up, but I guess I was wrong.)
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Red (Developer) did you fix the no boss trial bug and the lag on mobile devices in this beta update?GEPU GANA HEPO 9200
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So...no still no sheeps across the ether. I understand it. I understand your hard work to achieve only one great peak - the sheep level. At the end, we'll all be greeted to see your hard work hitting it's peaks, with the long expected sheep level.I will hunt you Ragadam, across the worlds!
Join the wiki here: http://mage-minions.wikia.com/wiki/Page_Index
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Originally posted by Mohin View Post
I think I still not understand, the shield stacks means armor of the shield is rising ?
Can you answer my other questions also please ?
Your other questions, allright: 1) don't consider these changes with the PvP feature in mind, we have a long way to go till we reach that, and when we will launch it, we will have another balancing patch similar to this one to make the game as fair and playable as possible in PvP. 2) Legendary mode xp should compare approximately to trial level 28 per monster XP. 3) Those stats were decreased because our balancing is focused around providing as equal as possible classes in the hardest game content; parry, dodge, block are not as reliable means of achieving high toughness as e.g. armor or vitality, nor are they as desirable stats as offensive stats given the fact trials are in the end a timed event, and the timer is totally dependent on killing stuff fast enough.
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Originally posted by Red (Developer) View Post
It means it adds up in shield value, not in damage reduction.
Your other questions, allright: 1) don't consider these changes with the PvP feature in mind, we have a long way to go till we reach that, and when we will launch it, we will have another balancing patch similar to this one to make the game as fair and playable as possible in PvP. 2) Legendary mode xp should compare approximately to trial level 28 per monster XP. 3) Those stats were decreased because our balancing is focused around providing as equal as possible classes in the hardest game content; parry, dodge, block are not as reliable means of achieving high toughness as e.g. armor or vitality, nor are they as desirable stats as offensive stats given the fact trials are in the end a timed event, and the timer is totally dependent on killing stuff fast enough.
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Originally posted by Red (Developer) View PostSmoke Screen stealth effect can now only last for 3 seconds. When the Bounty Hunter emerges from stealth, all damage is increased by 30% for 2 seconds and dodge rating is increased by 2000.
At least the blind effect stays as it is, right? Right?In precisionem non est in perfectionem.
[The pursuit of] Precision is not perfection.
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Originally posted by IPNEIP View Post
Oh for the sake of all that's good and holy, must all deviant play styles converge into a (excuse the pun) "shoot-em-up" game? What are we going to do with 3 secs - spit at the monster??
At least the blind effect stays as it is, right? Right?
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