Rogue Accuracy, Increase or Remain the same.

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Rogues Accuracy


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    6

Samuel

Mir Chronicles Dev
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Currently Rogues base ACC is set to 5 and there are no skills to increase this.

I have had a few people message me regarding 5 being to low even with ACC +2 Bracelets etc.

Thinking of maybe increasing this to Base 8. So with 2 SharpBracelets + an ACC Neck your total would be +12 (still alot lower than Wars/Taos).

Let me know your thoughts.

Sam
 

Andreas

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mate sin on official server had some advantages and disadvantages : he had low acc/hp and defense but instead he had high attack speed , the ability to go totally invisible , to steal mp and to run faster because he is an ASSASSIN he was ment for pk and short/fast ambushes .

on here sin has only dissadvantages

no offence but u turned sin into a warrior with some tao/wizz spells , it has nothing unique about him he has attack skills eactly like war ones (different name just) , he has psn sword and trap = tao skills , heavenly sword and crescent = wizz skills
so basicaly he is a morphed class , nothing unique sorry
everything that was good about him u took off
 

Samuel

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Quite a negative post... But ok.

First things first, Rome wasn't built in a day (in other words it's far from finished)

Secondly all the skills that have been added work in the same respect as official... Their design not mine...

Thirdly there are plans to add mp eater and swift feet however I I don't think a skill that makes you invisible to other players is entirely fair... Seems a little over powered and the point of me doing this and putting test up was to bring some balance to the 4 classes.

Instead on commenting on what has been done and helping us to correct it you have immediately critised stuff that has not been added and told us (me) what a bad job we've done and it's unappreciated...

Sam
 

Omen_lom

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Quite a negative post... But ok.

First things first, Rome wasn't built in a day (in other words it's far from finished)

Secondly all the skills that have been added work in the same respect as official... Their design not mine...

Thirdly there are plans to add mp eater and swift feet however I I don't think a skill that makes you invisible to other players is entirely fair... Seems a little over powered and the point of me doing this and putting test up was to bring some balance to the 4 classes.

Instead on commenting on what has been done and helping us to correct it you have immediately critised stuff that has not been added and told us (me) what a bad job we've done and it's unappreciated...

Sam

IMO, I think the invisibility wouldnt be overpowered if its as described in this thread. low defense and accuracy would mean the sins would need to get in and do the damage they need to do, before say a warrior has time to react and put some serious DPS down.
 

Snufkin

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I think it should be set to the default for Mir 2.
 

Samuel

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What I'll do is, I'll add it in but give a turn on/off option in isetup...

How exactly does it work? If you get so close to a player then you become visible? (is that to everyone? Or just that player?

Also does it work in same fashion with mobs? Hides until they are close?
 

Snufkin

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I think it hides you from people offscreen so they cant see you but people who see you use it on their screen can see you barely (transparent). When you atk from behind you get a chance for bonus dmg for that hit.


"Hide yourself from monsters by turning invisible. Greater damage is done when you attack monsters using this skill. 15 second cooldown."

So not necessarily from behind...
 
Last edited:

TheDayIDie

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What I'll do is, I'll add it in but give a turn on/off option in isetup...

How exactly does it work? If you get so close to a player then you become visible? (is that to everyone? Or just that player?

Also does it work in same fashion with mobs? Hides until they are close?

Stealth -
Fully invisible to players but anyone 5 or 10levels higher (If within 3-5steps)
e.g. Mobs + people (if your 7levels higher then you could by within 2steps of mob and not be seen) 6lvls - 1step 5lvls - 0 etc
Once the player was within range (3-5steps) they could see the player like normal clear ring view
-----------------------------------------------------------
For every 5seconds you where in stealth you would loose -20hp (varies on level)
and to cast the spell you would consume a certain amount of HP (50-100) varies on level

This stops the spell being nerfed making sure the assassin has to come out of stealth at some point
++++++
When you used a pot/teleport/skill etc, you would come out of stealth :)
 
Last edited:

Breezer

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Rogues are rogues.....

Low Health
Low Defense
High Agility
High Accuracy
High AttackSpeed

I think to balance this out you need a different attribute (NOT MANA) ... instead , add Energy , making NO pots for this and have it regenerate like any other game would. That way , the sin has to use his spells accordingly to the amount of energy spent. So you cant spam attack / pot MP when ambushing people.

Best bet , read up on what rogues are .. **** official , they got it wrong. After all , this is a unique class isnt it ?
 

Samuel

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Rogues are rogues.....

Low Health
Low Defense
High Agility
High Accuracy
High AttackSpeed

I think to balance this out you need a different attribute (NOT MANA) ... instead , add Energy , making NO pots for this and have it regenerate like any other game would. That way , the sin has to use his spells accordingly to the amount of energy spent. So you cant spam attack / pot MP when ambushing people.

Best bet , read up on what rogues are .. **** official , they got it wrong. After all , this is a unique class isnt it ?

Yeah... I never really played USA Mir2 so im only going on what actual players have said, but many say that it was extremely OP compared to the other classes.

I was thinking for MP Eater making it random chance to steal MP abit like slaying where it does every so often. It would then steal a % of the opponents MP, % increases with skill level.

SwiftFeet im not keen on at all and doubt I will use in chronicles, but speed up movement for x amount of time...

Then Transparency Im not entirely sure how to code it yet as I dont know how to make the player invisible to all outside a certain radius (I can foresee an issue where by the player comes out of hiding completely when something is within its radius, not just to the player/monster in it).

Also plans to add skills like Backstab (If youv ever played DragonAge II) you would use a puff of smoke, pop up on the oppersite side of the opponent and strike with critical damage with a chance of blinding.

Then I will add some skills from Mir3 percentage based ones etc...

but atm would like to get the basic skills in and working :P

Sam
 
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Breezer

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Well if you was to add Energy and use that instead of MP for sins then you could balance things out abit. Another aspect would be to have a point system (Spells that add points to the target enemy and spells that require points to be casted). That way a sin would have to build up say 5 points to use a certain spell .. instead of just spamming it.

So , with MPEater , just make it like slaying (hits so often) but rewards Energy points. obviously ud need to rename the spell lol.

I dunno if this makes any sense , im just going of basis that other games have used... and they seem fairly balanced with they're own attributes (also not being able to pot up on Energy would help out with the overpowering factor).
 

Snufkin

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Yeah... I never really played USA Mir2 so im only going on what actual players have said, but many say that it was extremely OP compared to the other classes.
Sam, only Assassin Heroes were OP because they had 0 ping and could utilise the full amount of atk speed without slowing down from lag and jitter. The player-controlled Assassins got dropped all the time. On a final note most of the high level assassins on USA cheated also. So whoever told you they were OP either sucked or was one of them.
 
Last edited:

Omen_lom

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May 29, 2006
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Rogues are rogues.....

Low Health
Low Defense
High Agility
High Accuracy
High AttackSpeed

I think to balance this out you need a different attribute (NOT MANA) ... instead , add Energy , making NO pots for this and have it regenerate like any other game would. That way , the sin has to use his spells accordingly to the amount of energy spent. So you cant spam attack / pot MP when ambushing people.

Best bet , read up on what rogues are .. **** official , they got it wrong. After all , this is a unique class isnt it ?

I agree with this fully.
 

Koriban

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If I may add my many years of Mir experience input...

To be honest, come "end game", warriors in full kit become not only the best DPS, but become "Tanks". Why is this? Because you give them AC, HP, and DC. In my honest opinion, they should not get the amount of power they get for the amount of hits they take. If it were up to me I'd make Warriors the "Tank" class (literally there to soak damage, and do SOME dps) and that's that. If you want to take on a boss, you should require all classes. Currently the warrior role fulfils too much.

Wizards should be high DPS caster class, but dies in seconds. (No Protection Rings in other words)

Tao's the support class... obviously. Not the damage dealing own everyone class.

and Assassins the pure DPS class, but no defence what so ever.

If you can do that, you'll have a stable server. Put it this way, if an Assassin goes invisible (a perfectly fine skill to have if you have proper balance) and jumps a wizard on their own, they should probably die, this is to be expected. If they jump a warrior however, they will merely "dent" them. I think people seem to forget just what exactly balance is when it comes to Mir. Throwing stats about on a warrior just causes them to run around being unkillable and 1hit people. I do hope you find a good balance. I would prefer it if the "Tank" warrior class had ways of protecting his weaker, DPS classes. But this is something I planned to do on my own Server just never had the time nor coding knowledge (yet) to do so.

I voted for more accuracy (base 8) but honestly I hope you've removed Agility from the game, as that only destroys balance when someone becomes untouchable. If it's purely for monsters, sure, let assassins miss a hit or two without +ACC items, but when it comes to players, no attacks should miss unless by your own hand.
 

Azura

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Mir has never been about the characters and how a warrior can own a tao, people think they hit hard and have high HP for example.

I've known plenty of Taos to **** on warriors because they learn how to play the game.

From what your saying Warriors are OP not Assassins when no class is OP, Most people just spam and don't think about rotations / timing.

Assassins should deal high damage but die easy-sih, this is the point of either dmg dealing or picking people off. same with any game.
I wouldn't go after a full pally on wow with my rogue... why?
 

Koriban

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Mir has never been about the characters and how a warrior can own a tao, people think they hit hard and have high HP for example.

I've known plenty of Taos to **** on warriors because they learn how to play the game.

From what your saying Warriors are OP not Assassins when no class is OP, Most people just spam and don't think about rotations / timing.

Assassins should deal high damage but die easy-sih, this is the point of either dmg dealing or picking people off. same with any game.
I wouldn't go after a full pally on wow with my rogue... why?

Not sure if replying to me in stupidity by the looks of your reply,

or posting a normal post.

Please confirm.
 

Samuel

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Gonna up sin ACC to 8 so they hit more often... Haste provides +8 Speed (so 8x faster attacking for free basicly, so even if they hit 1/2 1/3 of those they are still hitting at a high rate then that of a warrior/tao/wiz).

Agility is in but is capped at 4, unlike all the other private servers with sins iv played which had made it like UE where the higher your DC the more agility you have (was getting +8 on the last server i played which made them ridiculous).

For those of you who have been ingame and tried class... What do you think of Doubleslash damage? (atm it does the same damage as a Warriors tdb, but I plan on lowering tdb's damage and possibly keeping doubleslash the same?)

CresentSlash/HeavenlySword seem a little weak to me? Considering how quickly you die but then iv not had a chance to test this with a Tao by my side.

Sam
 

Felicity

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Stealth -
Fully invisible to players but anyone 5 or 10levels higher (If within 3-5steps)
e.g. Mobs + people (if your 7levels higher then you could by within 2steps of mob and not be seen) 6lvls - 1step 5lvls - 0 etc
Once the player was within range (3-5steps) they could see the player like normal clear ring view
-----------------------------------------------------------
For every 5seconds you where in stealth you would loose -20hp (varies on level)
and to cast the spell you would consume a certain amount of HP (50-100) varies on level

This stops the spell being nerfed making sure the assassin has to come out of stealth at some point
++++++
When you used a pot/teleport/skill etc, you would come out of stealth :)

After reading the replies here this one seems the best option, in my opinion.