Patch notes 0.5 - Character balancing

Play Now

Xx69xX

Golden Oldie
Golden Oldie
Dec 2, 2005
2,152
159
250
Hi all,

As you were aware we have been working hard behind the scenes testing spell damage, which may seem a nice quick fix, but with over 200 spells in game and each spell calling different variables for mobs/players/ac/amc/health etc, it takes time. We appreciate first and foremost your patience whilst we have been working on this and we hope you are pleased with some of the changes below:

Warrior:

  1. We have balanced and increased a warriors Basic hit damage.Warrior should now have less worries before hitting 32, although getting TDB will still greatly increase a warriors Damage.
  2. TDB has had a damage increase of 25%, however this rolled out today as we had changed before the server crashed, so people have already felt the benefits and we have had positive feedback from warriors.
  3. Blade Avalanche has had an increase in damage by 20% just to make sure it does its job of flinching monsters and gaining aggro where needed.
  4. Crosshalfmoon has been increased by 45% as we feel this was a little under-powered as it was.
  5. FlamingSword has had a 15% buff so that this is ready for warriors once they hit 35. REMEMBER Flamingsword is not great at level 0-1 but does get very good as it levels. Please do not worry its weak when you first get it, we have tested and at level 2/3, its very much worth its weight.
  6. With all of the above changes we have lowered slaying back to its original state and this is over compensated by thew new base damage, so warriors will level faster without TDB.
  7. Thrusting has had a minor nerf also with these changes but only by 10%, we still want to reward players who manage to get these hits off!


Wizards:

  1. ThunderStorm has been buffed by 45% and been tested in the undead areas. We tested as two wizards and now feel at level 35-38ish with level 3 TS we are comfortably killing mobs with this.
  2. Firewall was unfortunately effected by the recent change of mobs seeming to only call AC as their defense, since we changed this caused a problem with firewall, this has now been negated by the fact we lowered most mobs AMC to ensure firewall is viable and strong whilst leveling. This has also had a minor buff to ensure its strength is valued in line with the new AMC changes.
  3. FlameDisruptor: despite no 1 being 38 yet we wanted to make sure this was strong and viable. This has been buffed by 12% and feels quite strong in game.
  4. Other than these wizards have not been changed much as we and wizards feel are quite strong just behind the Assassin.

Taoist:
  1. SoulFireball has been given a 25% increase in damage. We want taos to have their role solo, but not be too strong, we have tested and feel combined with red poison and the skele pet this will now feel a little smoother but nothing too strong.
  2. MassHealing: We have reduced the mana cost considerably to ensure this is a viable spell
  3. Shinsu: has had its health buffed quite a bit to ensure the tankyness of this is as is descirbed. Unfortunately there was an issue with the spell damage file for Shinsu and this damage will need to be increased on the next reboot.
  4. UltimateEnhancer: We have corrected UE accordingly and now scales with SC.

Hunter:
  1. ElectricShot - New skill, level 26, not rare. This is an AOE spell that will be hit onto one mob and bounce off several times onto others. The amount of mobs it hits will increase with skill level: Level0- 3mobs. Level1 - 4mobs. Level2 - 5mobs. Level3 - 6mobs. Each bounce however will reduce damage by 10%.
  2. Explosive trap has been significantly increased as this is hard to land every time and requires a high drop out time of damage, this is reflected in the new damage output.
  3. Auto attack for hunters has been buffed by 40%. This is still a working progress, however will need feedback.
  4. Delayed explosion has had its damage reduced by 15% due to the powerful nature of cutting through shields and almost 1 hitting other classes when 2 hunters attack together. We are going to watch this closely and may still increase the stats once again, but we need to see pvp gameplay to be confident this is not too strong.
  5. HunterPet5 - The hog has had its hp Pool increased by 100%.

Assassin:

  1. LightBody has had its time increased exactly the same as we did for Haste to ensure less downtime and more swing time!
  2. FlashDash/PoisonSword: FlashDash procs were set to 1/3 in the code, however it was rather weak. This is the same for poison sword. We had poisonsword 100% instead and had FD at 50%, but it felt too strong, so we changed equation twice and on the test server it worked perfectly. As we have just been told ingame now, its not working properly again. This has already been resolved and will be straight onto the server once we reboot. Our mistake, but soon rectified.

General:
  1. Changed cooleye of a good amount of mobs to 1/5 chance of seeing you in hiding/stealth. We originally made all mobs 50% chance for a random effect, but after communicating with Taoists and Assassins we agree that this spell became silly and lost its place a little. This change should now mix both together and still add a little randomness but keep the spell actually in line with the class.
  2. PickAxe has been added correctly to BW/CastleG and Tao village
  3. BW Mines and insect cave are now mineable for BIO
  4. We have adjusted most mobs AMC as there was an error in the code suggesting all Classes pull the mobs AC and not the AMC. Since changing it effected a few spells quite badly so we have reduced the AMC and balanced spells accordingly.
  5. We have adjusted some simple drops such as bugbats droping gold. (this was an error we put in place during a test period and forgot to revert).
  6. Autopickup gold is now in place for anything under 1k.
  7. Group share gold is now in place.
  8. Bug cave reverted to its original status
  9. Wizard pet regen has been increased by 30%

There may be some teething problems and we have the ability to change spells ingame IF we feel they are needed. so no more reboots for spell damage.

Please make sure you test everything before letting us know how you feel, as we may have lowered one area of your class but balanced it by buffing another area.

We hope you are happy with the changes.

-Apocalypse Team
 
  • Like
Reactions: deathking

Martyn

Smir.co.uk
Staff member
Administrator
Mar 24, 2003
4,094
4
1,004
410
Kent - UK
Hate to say it.. but still something not quite right with warriors, I hit a lot of low numbers which I've never seen before.

Before you patched, it felt like I killed bandits quicker, just watch a wiz hit them for 170 each.. lol while Im smacking away doing

55,30,38,76,54,19,57,5,12,21,94,99,7,5,97

before

130,1,42,110,65,15,79,13,35,133

Did you alter slaying at all? as slaying seems to hit very low, when it should be hitting higher I think? maybe have a little look into that, as that seems to be whats causing the issue for me.
 
Last edited:

blah1233

Dedicated Member
Dedicated Member
Apr 30, 2009
195
1
44
Hate to say it.. but still something not quite right with warriors, I hit a lot of low numbers which I've never seen before.

Before you patched, it felt like I killed bandits quicker, just watch a wiz hit them for 170 each.. lol while Im smacking away doing

55,30,38,76,54,19,57,5,12,21,94,99,7,5,97

before

130,1,42,110,65,15,79,13,35,133

Did you alter slaying at all? as slaying seems to hit very low, when it should be hitting higher I think? maybe have a little look into that, as that seems to be whats causing the issue for me.

Really?

6. With all of the above changes we have lowered slaying back to its original state and this is over compensated by thew new base damage, so warriors will level faster without TDB.
 

Martyn

Smir.co.uk
Staff member
Administrator
Mar 24, 2003
4,094
4
1,004
410
Kent - UK
Really?

6. With all of the above changes we have lowered slaying back to its original state and this is over compensated by thew new base damage, so warriors will level faster without TDB.

clearly skim read it :P but its slower now, then before the patch... just saying.
 

Xx69xX

Golden Oldie
Golden Oldie
Dec 2, 2005
2,152
159
250
Hate to say it.. but still something not quite right with warriors, I hit a lot of low numbers which I've never seen before.

Before you patched, it felt like I killed bandits quicker, just watch a wiz hit them for 170 each.. lol while Im smacking away doing

55,30,38,76,54,19,57,5,12,21,94,99,7,5,97

before

130,1,42,110,65,15,79,13,35,133

Did you alter slaying at all? as slaying seems to hit very low, when it should be hitting higher I think? maybe have a little look into that, as that seems to be whats causing the issue for me.

Really?

6. With all of the above changes we have lowered slaying back to its original state and this is over compensated by thew new base damage, so warriors will level faster without TDB.

Thanks for feedback,

We tested before and after in 40 hits a warrior did considerably less dps then current state.

We increased basic attack by 100% thats double! and we lowered slaying by 20% to compensate.

Ill come and have a look now. we was using basic warrior kit such as greataxe/coral rings etc

It seemed really good, however will have a look on old source and compare on test server right now.

-Apocalypse Team
 

Martyn

Smir.co.uk
Staff member
Administrator
Mar 24, 2003
4,094
4
1,004
410
Kent - UK
Thanks for feedback,

We tested before and after in 40 hits a warrior did considerably less dps then current state.

We increased basic attack by 100% thats double! and we lowered slaying by 20% to compensate.

Ill come and have a look now. we was using basic warrior kit such as greataxe/coral rings etc

It seemed really good, however will have a look on old source and compare on test server right now.

-Apocalypse Team

once a warrior gets to 32 thrusting/slaying doesn't really get used much, its the only 2 skills we have to level with, more than happy to show ingame.

I do notice normal hits are harder, but I notice there are a fair few more lower hits then before aswell,

Also I'm using basic gear with a great axe with luck 1, DC is 7-50
 

Xx69xX

Golden Oldie
Golden Oldie
Dec 2, 2005
2,152
159
250
Hate to say it.. but still something not quite right with warriors, I hit a lot of low numbers which I've never seen before.

Before you patched, it felt like I killed bandits quicker, just watch a wiz hit them for 170 each.. lol while Im smacking away doing

55,30,38,76,54,19,57,5,12,21,94,99,7,5,97

before

130,1,42,110,65,15,79,13,35,133

Did you alter slaying at all? as slaying seems to hit very low, when it should be hitting higher I think? maybe have a little look into that, as that seems to be whats causing the issue for me.

once a warrior gets to 32 thrusting/slaying doesn't really get used much, its the only 2 skills we have to level with, more than happy to show ingame.

I do notice normal hits are harder, but I notice there are a fair few more lower hits then before aswell,

Also I'm using basic gear with a great axe with luck 1, DC is 7-50

I am not replicating this on the test server, its impossible to be lower we just added a simple buff multiplayer that increases damage by 10% each .1 in a text file, theres no possible way for it to be less. But im going to keep testing. Slaying is where i am focusing right now as i think the base damage is ok, but maybe slaying decrease has reduced too much damage. we tested at level 15 and lower and warriors get through mobs quick now. we also tested between 25-30 and still feel like we were killing PSC/PT mobs super fast (for a class with nospells i mean).

Ill have a look at slaying ASAP. may need a minor tweak.

-Apocalypse Team
 

Martyn

Smir.co.uk
Staff member
Administrator
Mar 24, 2003
4,094
4
1,004
410
Kent - UK
I am not replicating this on the test server, its impossible to be lower we just added a simple buff multiplayer that increases damage by 10% each .1 in a text file, theres no possible way for it to be less. But im going to keep testing. Slaying is where i am focusing right now as i think the base damage is ok, but maybe slaying decrease has reduced too much damage. we tested at level 15 and lower and warriors get through mobs quick now. we also tested between 25-30 and still feel like we were killing PSC/PT mobs super fast (for a class with nospells i mean).

Ill have a look at slaying ASAP. may need a minor tweak.

-Apocalypse Team

the mobs I tested it on was Beasts in the Bandits Jungle (fairly nice place to level with no range smacking me)
 

Xx69xX

Golden Oldie
Golden Oldie
Dec 2, 2005
2,152
159
250
the mobs I tested it on was Beasts in the Bandits Jungle (fairly nice place to level with no range smacking me)

Just had a play around, and adjusted accordingly. Still this its ok, but have increased slaying a small amount as i agree there was not enough gap consistency between slaying and basic hit. I think this is now rectified, thank you for the feedback hopefully this has now been resolved.

-Apocalypse Team
 

Xx69xX

Golden Oldie
Golden Oldie
Dec 2, 2005
2,152
159
250
mount quest change plz, no more deer killing

I took this out! i cannot believe its back in, no idea how this has happened.

I have now changed it again. Sorry guys.

Should be sorted for next reboot.

-Apocalypse Team
 

Erebus

Loyal Member
Loyal Member
Mar 16, 2017
60
2
20
WA, USA
Nice patch. Me and the wife using separate classes (warr and sin) believe that they are quite balanced at our levels (28). Nice change as it felt like she was simply using me as a pot mule previously
 

Martyn

Smir.co.uk
Staff member
Administrator
Mar 24, 2003
4,094
4
1,004
410
Kent - UK
Just had a play around, and adjusted accordingly. Still this its ok, but have increased slaying a small amount as i agree there was not enough gap consistency between slaying and basic hit. I think this is now rectified, thank you for the feedback hopefully this has now been resolved.

-Apocalypse Team

sorted for next reboot? or live already?
 

Aries

Loyal Member
Loyal Member
Mar 23, 2014
36
1
34
Will there be any changes to the way chars move? They feel sluggish especially on melee, if hitting a mob and u try to rightclick move you just stand there. Can’t seem to carry on running after you hit a char either. Also when u walk into an obstacle you just stand there instead of moving the the next space, not sure if I explained that right.
 
Last edited:

iMakeuQQ

Loyal Member
Loyal Member
Feb 26, 2017
22
1
30
THX forma chance the time force lighbody but irá usseles ... Lvl0 2 agility , lvl 1 3 agility ..... Usseles
 

Aidonlee

Dedicated Member
Dedicated Member
Nov 30, 2015
140
2
45
The basic attack on archers feels about right for monsters, but for pvp it's getting blocked 7/10 times, when it does hit its between 1-11 no higher.
I don't mind it hitting low on players, just needs to hit more and be more of an annoyance thing for pvp.

The electricshot spell for archers does not level when you are using it.

Please, please, please can you sort the website out? I'm still unsure if I've even got all the correct spells for my level.