PvP Discussion

Grim_CSGrim_CS Contact@citadelstudios.net Administrator
Hail fellow Legends!

PvP Discussion is now open for business.
Feel free to discuss PvP balance, ideas and general feedback.
Be warned though, this is not a place to engage in PvP.
Rule breakers will be moderated.

Grim
Citadel Studios

Comments

  • MassimilianoMassimiliano www.legendsofaria.info - www.loashards.com
    atm i put into my community server this settings (players ideas):
    - combat mounted (not into region nomount like dungeons)
    - no mirror damage on monut
    - archer can load hit while moving and fire while stopped
    - mage freeze while cast 0.2 sec for all spells (spell delay based)
    - use weapon ability while moving
    - use prestige while moving
    - damage recalculation in few spells and weapons
    - heal potion restore half hp if u r poisoned
    -weapon range doubled (for combat while moving becouse melee have difficulty to hit another players in moving)
    - + minor fix and mods
    - + new fix and mods with this release, we wanna put a second skill required for heal spells like manifestation dmg.


    becouse:
    combat system is static
    unbalanced for movement speed sometimes
    newbies or pvp haters cant run away they die 99% of the times
    when u start a combat it end in the same screen
    static archer is a little messy. :D

    conclusion:
    we have this impo from december and no one wanna return to the old settings.



  • kiizkiiz The Deathjesters -DJs-
    edited January 2018
    So I decided to write some points from Alpha 3 and try them out before CB1.

    Test 1: performed on player using basic beggar newbie gear with 20 wisdom
    Test 2: Performed on player wearing t5 gear with 20 wisdom
    Casting player using t5 22 power staff 6xGM Mage setup.
    BIG THANKS to Thir a'Lahn from the Teiravon Community server for helping me test all of this!

    1. Poison - Heal over poison?
    - Can heal over poison
    - Average healing without poison 176-188.
    - Average healing with poison 66-75.
    - Approximately 40-45% of healing done with poison effect.
    #Conculsion: Good. No changes needed.

    2. Poison - Tick damage & tick timer
    - Tick timer 3.5sec )to be confirmed by CS)
    - Initial tick DMG 28. Average dmg 11. High dmg 17. Low dmg 6. Dmg with resist 8.
    #Conculsion: Good. No changes needed.

    3. Rock Bombardment - Delay timer - Dmg compared to ebolt
    - Rock Bombardment delay 4 second from release to hit.
    - Test 1: 6x Rock Bombardment: 118, 118, 119, 120, 121, 59 Resisted.
    - Test 2: 6x Rock Bombardment: 117, 122, 57 Resisted, 122, 126,114
    #Conclusion: Good. Higher tier armor does not seem to have any effect on damage. No change needed.

    4. Ebolt - Travel time & Dmg
    - Test 1: 6x Ebolt: 123, 125, 128, 123, 66 Resisted, 123
    - Test 1: 6x Ebolt: 125, 123, 126, 123, 123, 119
    - Ebolt travel time based on location of victim.
    #Conclusion: Ebolt travel time should be removed. Travel time makes it too random to time with Rock Bombardment as victim can be all over the map, either too close or too far to time with the 4 second delay.
    Higher tier armor does not seem to have any effect on damage.


    5. Ruin - Damage & Cast time
    - Test 1: 6x Ruin: 29, 29, 29, 29, 10, 29
    #Conclusion: Ruin seems to have the same 0.5-0.75sec (to be confirmed by CS) cast time. OK dmg, still interrupts. No Change needed.

    6. Cure - Cast timer (should be same as ruin to prevent poison ruin wars)
    - Casted Poison on player, and spammed ruined offensively vs victim curing.
    #Conclusion: Cure seems to have 1 sec cast timer, which will make it uncastable if poisoned and ruined to death. Needs to be reduced to same casting timer as Ruin spell.

    7. Spells - Any new spells?
    #Conclusion: Summon Portal & Recall. Manifestation Tree.

    8. Earthquake - Screen shake (brutal in A3 - need to be re-tested)
    #Conclusion: Earthquake no longer shakes window.

    9. Earthquake - AoE Damage - damage self?
    - Test 1: 6x Earthquake: 177, 187, 177, 178, 89 Resisted, 194, 179.
    #Conclusion: Still dmg self. Good dmg compared to cast time and utility. No change needed

    10. Stats - Revisit stats and attributes
    #Conclusion: Unable to test at this point

    11. Wisdom - Resist calculation testing
    - Test 1: Casting ebolt on target to see amount of resisted spells.
    - Test 1 with 50 Wisdom: 6/3 6/2 6/3 6/4 6/3 = 50% resisted spells
    - Test 1 with 40 Wisdom: 6/2 6/3 6/2 6/2 6/1 = 33.334% resisted spells
    - Test 1 with 30 Wisdom: UNTESTED
    - Test 1 with 20 Wisdom: 6/1 6/1 6/2 6/0 6/0 = 13.334% resisted spells
    - Test 1 with 10 Wisdom: 6/0 6/0 6/0 6/0 6/0 = 0% resisted spells
    #Condlusion: This might be luck and I just logged the data. % might be different in game coding. But Wisdom does have its advantages, at higher statcap. Unsure if worth having unless at min 40 points.

    12. Will - Resist calculation testing
    #Conclusion: Unable to test at this point

    13. Targetting system - Totally broken - needs to be tested (last target lost once target self applied)
    #Condlusion: Applying offensive spells on victim and then self healing/ self targetting breaks last target. Last Target becomes target self. Needs to be fixed ASAP.
    TIP: If you lose last target, Y target function does remember your victiom


    14. Drag bars ?? (Targetting with drag bars)
    #Conclusion: Non existing. Should be looked at to improve gameplay.

    15. Horse combat - Revisit
    - Test 1: 6x Ebolt: 120, 118, 124, 128, 121, 129
    - Test 2 Getting atatcked while mounted running: Getting atatcked by a player or taking high dmg reduces mount sprint speed to at least 50%. Enough for a player to catch up to you on foor if your are near when initially attacked.
    #Conclusion: Longer casting time but no reduction on DMG. Great hourse speed reduction when attacked! Encourages on foot PvP, yet it allows for mounted combat to exist. Horse no longer takes damage. No changes needed.

    16. Skills and abilities (new and old)
    #Conclusion: Unable to test at this point

    17. Lightining - Spell dmg & use
    #Conclusion: Approximately 60-65 dmg. Abit slower than fireball, but way faster than ebolt. can be used as finisher if needed. Option is 2x Ruins, but u lose time on targetting and casting mechanics.

    18. Fireball - Spell use & dmg (previously shit)
    #Conclusion: Does approximately 10 dmg more than ruin, takes twice the cast time, and has travel time. Used to gain skills at lower levels. Not very good for end game.

    19. Protective spells testing (protective armor etc)
    #Conclusion: Removed from game.

    20. General spell damage scaling with gear / power
    #Conclusion: Unable to test at this point

    21. Sync dumps (Rock Bomb + Ebolt sync together)
    #Conclusion: Due to Ebolt travel time based on victim location, timing these will never be perfect. For this to occur, ebolt needs to be insta hit.

    22. Enable / Disable pvp bug after zoning
    #Conclusion: Precast now works when going across server lines. Tested only in Southern Rim.

    23. Karma system - Red healing also negative effect if guild ?
    #Conclusion: Unable to test at this point

    Comment and give feedback please.
  • SachaSacha [Reino de Aldor]
    kiiz, nice testing, but wrong thread imho.
  • MenorMenor Brasil
    edited February 2018
    Nice testing Kiiz. I wish you could do more tests with wisdom. Your data seems small for a good conclusion.

    I put your data on excel and gave to me this equation: y = 1,2x - 11,835 with R² = 0,9912. It seems to be linear but i did a polynomial curve and got this: y = 0,0056x2 + 0,866x - 8,2167 with R² = 0,9931. Good correlation too.

  • DragorDragor Sarasota, FL
    Would be nice if you could mix armor types to get a bit more defense, but not the entire hit on mana regen. The moment you put on just a helm that is light armor, your regen immediately drops to .5 from 1.1
  • kiizkiiz The Deathjesters -DJs-
    Menor said:

    Nice testing Kiiz. I wish you could do more tests with wisdom. Your data seems small for a good conclusion.

    I put your data on excel and gave to me this equation: y = 1,2x - 11,835 with R² = 0,9912. It seems to be linear but i did a polynomial curve and got this: y = 0,0056x2 + 0,866x - 8,2167 with R² = 0,9931. Good correlation too.

    Wisdom = 1.25% per point from 10-50.
    10 = wisdom 0%
    50 Wisdom 50%

    Sorry I didnt have the exact numbers earlier. I do now :)
  • edited February 2018
    kiiz said:

    Menor said:

    Nice testing Kiiz. I wish you could do more tests with wisdom. Your data seems small for a good conclusion.

    I put your data on excel and gave to me this equation: y = 1,2x - 11,835 with R² = 0,9912. It seems to be linear but i did a polynomial curve and got this: y = 0,0056x2 + 0,866x - 8,2167 with R² = 0,9931. Good correlation too.

    Wisdom = 1.25% per point from 10-50.
    10 = wisdom 0%
    50 Wisdom 50%

    Sorry I didnt have the exact numbers earlier. I do now :)
    Is this not a curve like the other stats though? Say at 30 Wisdom it's something like 40% resist?
  • kiizkiiz The Deathjesters -DJs-
    20*1.25 is = 25%.
    its a flat curve.
  • RelsanctRelsanct Costa Rica
    I raised my wisdom to 35 and still barely ever resist and it those points have severely gimped the rest of my build. I do not think it is worth it. Best to just put your points into constitution and pray you survive a mage blast.
  • kiizkiiz The Deathjesters -DJs-
    edited February 2018
    Relsanct said:

    I raised my wisdom to 35 and still barely ever resist and it those points have severely gimped the rest of my build. I do not think it is worth it. Best to just put your points into constitution and pray you survive a mage blast.

    horrible idea.. but play the game as you wish.
  • RelsanctRelsanct Costa Rica
    kiiz said:

    Relsanct said:

    I raised my wisdom to 35 and still barely ever resist and it those points have severely gimped the rest of my build. I do not think it is worth it. Best to just put your points into constitution and pray you survive a mage blast.

    horrible idea.. but play the game as you wish.
    Then please explain what is not a horrible idea as you are so enlightened.
  • kiizkiiz The Deathjesters -DJs-
    well if you rather eat 150 dmg that 60 from a mage single spell, be my guest. Your way seems very enlightened and all..
  • GrayMouserGrayMouser earthworks0112358@gmail.com
    you need 40wis just to resist 37.6% of the time. Any lower seems a waste of a stat imo when you have agility that gives you runspeed, crit chance, evasion...
  • ZafuZafu California

    you need 40wis just to resist 37.6% of the time. Any lower seems a waste of a stat imo when you have agility that gives you runspeed, crit chance, evasion...

    Exactly.

    The problem as I see it is that to be a power house mage you only need Intelligence and Wisdom; with a dab of Constitution to provide hit points. To be an effective Melee or Archer you need Str., Agility, Constitution, leaving little room for much Wisdom which is why melee's and archers are getting totally owned by mages.

    Zafu
  • RelsanctRelsanct Costa Rica
    Zafu said:

    you need 40wis just to resist 37.6% of the time. Any lower seems a waste of a stat imo when you have agility that gives you runspeed, crit chance, evasion...

    Exactly.

    The problem as I see it is that to be a power house mage you only need Intelligence and Wisdom; with a dab of Constitution to provide hit points. To be an effective Melee or Archer you need Str., Agility, Constitution, leaving little room for much Wisdom which is why melee's and archers are getting totally owned by mages.

    Zafu
    Even with 50 wisdom, you wouldn't have enough defense to make any kind of anti-mage character, 50% dmg reduction on 50% of attacks only gives you a maximum 25% reduction in magic damage. If you completely specced for anti-mage and gimped yourself in every other way, it would not be worth it because then your hp and or damage output would be so low. You would basically trade around 50% damage and 50% hp for 25% magic damage reduction.
  • OuijaOuija Canada
    Make Ruins dmg based on distance from target , the closer the more dmg.
  • OuijaOuija Canada
    bandages should not be instant.
  • OuijaOuija Canada
    Spellbooks should raise power not attack.
  • RiskRisk Minnesota

    atm i put into my community server this settings (players ideas):
    - combat mounted (not into region nomount like dungeons)
    - no mirror damage on monut
    - archer can load hit while moving and fire while stopped
    - mage freeze while cast 0.2 sec for all spells (spell delay based)
    - use weapon ability while moving
    - use prestige while moving
    - damage recalculation in few spells and weapons
    - heal potion restore half hp if u r poisoned
    -weapon range doubled (for combat while moving becouse melee have difficulty to hit another players in moving)
    - + minor fix and mods
    - + new fix and mods with this release, we wanna put a second skill required for heal spells like manifestation dmg.


    becouse:
    combat system is static
    unbalanced for movement speed sometimes
    newbies or pvp haters cant run away they die 99% of the times
    when u start a combat it end in the same screen
    static archer is a little messy. :D

    conclusion:
    we have this impo from december and no one wanna return to the old settings.



    disagree. Sounds like gankville.
  • well, spell casts seems a bit fast, archery feels clunky. i think those two should be looked at
  • All of it needs such a re-work, this is the part of Aria that depresses me and that will spell its doom if they don't fix broke and balance it a lot better. I can hang around and wait for fun PvP but the whole system is borish and lame. I hate to be harsh but come on, limited abilities, weird mechanics, broken mechanics, stats are weak, armor needs an overhaul, how mages work....

    Just poorly thought through. Needs to be the focus for January
  • My suggestion for class balance would be item wise. For example I'm a warrior with no magery at all and I have no chance against a mage in the game at the moment. So if there was an item, which I can equip over my leather set (a robe for example), and become immune to certain spells. This robe could be crafted by fabricators and sold for a high price.

    Examples would be:

    a Fire Robe: immune to fire spells
    a Frost Robe: attacker is slowed 40% for 3 secs which can occur every 15 sec.

    The character must not have Evocation skill in order to equip these robes.
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