About casting speed

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Jacko

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In mir chronicles will we go back to slowish euro cast speed or the same cast speed as on acem2?
 

Samuel

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Casting speeds have been adjusted in order to bring balance back to the classes... However, it is still noticeably faster and smoother than that of euro/2.3/ruby etc.

Sam
 

Sanity

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Casting speeds have been adjusted in order to bring balance back to the classes... However, it is still noticeably faster and smoother than that of euro/2.3/ruby etc.

Sam

This was the update which led me to quit V1, may i ask without every Wizard and Taoist jumping on me what the exact cast speed is now?, I can fully understand increasing Taoists cast speed but Wizards i just don't understand at all.
 

Samuel

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This was the update which led me to quit V1, may i ask without every Wizard and Taoist jumping on me what the exact cast speed is now?, I can fully understand increasing Taoists cast speed but Wizards i just don't understand at all.

I think one of us may be confused?

When I said they have been adjusted, I meant they will be slower than AceM2 had previously been, but still faster than 2.3/Ruby to accommodate the smoothness the AM2 Engine brings.

Can you clarify what your concerns are? :D

Sam
 

Sanity

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I think one of us may be confused?

When I said they have been adjusted, I meant they will be slower than AceM2 had previously been, but still faster than 2.3/Ruby to accommodate the smoothness the AM2 Engine brings.

Can you clarify what your concerns are? :D

Sam

Well for one it kinder buffs Wizard up in leveling? I think we can all agree that is the last thing they need.
The other thing is PVP against a melee, it lowers their chance of running after being hit.

2.3 and Ruby are Euro speeds if am not mistaken? and you lost me on the "smoothness of the engine part", it's still the heroes code after all.
 

Samuel

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Well for one it kinder buffs Wizard up in leveling? I think we can all agree that is the last thing they need.
The other thing is PVP against a melee, it lowers their chance of running after being hit.

2.3 and Ruby are Euro speeds if am not mistaken? and you lost me on the "smoothness of the engine part", it's still the heroes code after all.

Yeah agreed, the main class that needed balancing was Wizards and the current speeds have been balanced to hopefully let each class use the best of their advantages.

The Engine isn't Heroes no, the am2 client gets through images/code alot faster than any other delphi based client.

2.3 and Ruby are euro speeds yes, however, their walk/attack/run (every other speed) is also euro speed, which as I explained above, the am2 client gets through all of its images/frames faster than euro, so we had to work on a balance.

Hope this explains.

Sam
 

Jacko

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Yeah agreed, the main class that needed balancing was Wizards and the current speeds have been balanced to hopefully let each class use the best of their advantages.

The Engine isn't Heroes no, the am2 client gets through images/code alot faster than any other delphi based client.

2.3 and Ruby are euro speeds yes, however, their walk/attack/run (every other speed) is also euro speed, which as I explained above, the am2 client gets through all of its images/frames faster than euro, so we had to work on a balance.

Hope this explains.

Sam

this is true but theres a small difference
the reason people thought cast speeds needed upping was cause when you setup your pc to play mir2 at high speeds your casting animations get a lot faster.Now people are just to a overly fast runnign 2.3 client and suddenly enter mir like it was just to be.this caused people to think casting was slow but actually it was how it shouldve been.

also samuel can't you balance skills in a more easy way?
by making some frames duplicate(this is unnoticable to the eye) making the casting animation longer without having to change global animations.
just sayin
 

Pottsy

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making the casting animation longer without having to change global animations.
just sayin

I'd rather not be sat on my lorals waiting for a cast animation to finish lol. Your forgetting the movement of the character doesn't restart till the animation ends (At least that's how it's meant to be) hence why Wizzys can't move during the ever lasting Meteor Strike.

The way Sam has done it is better, it's best to counter the bad effects of a decent engine then to follow them
 

WildGirl

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it was the aoe spells that caused problems

Yes, some skills like FlameField needed balancing aka reducing speed while other basic ones (like Thunderbolt/SoulFireBall) were ok speed. I guess we will have to try and see anyway.
 

Jacko

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i mean that if you use my way to increase flamefield it's cast time instead of globally slowing casts it should be balanced.
 

Rollcage

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Just remove the delay on moving after casting for a wiz and any cast speed is fine. same for taos, dunno how many taos got ate cos they stood around after casting 1 soulfireball at me
 

Hoody

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we havnt played in so long i doubt well notice the cast speed now!

and sanity, slow or fast cast speed people will never panic or worry when your name pops up that you have turned up in a fight against sombody, unless your gruntle and charging at blablah..... fun times fun times :D


oh ye sam! has anybody done any testing on the new changes? i mesn people that actualy know how to play the class? have they been tested hunting and not just cast in a sazezone? (these are questions, not moans.... fags)
 
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Violet9

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When making a decision on casting speed, think about the fact that mobs also don't slow when they flinch; on Euro / Ruby files, they used to be slowed a lot by magic skills/aoe. On the previous version of AceM2, mobs didn't slow a bit when they received magic hits, so they followed you as fast as they would normally follow without being hit. If casting speed will be reduced too much (Euro like), then luring on this version will be unbalanced.
 

Jacko

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When making a decision on casting speed, think about the fact that mobs also don't slow when they flinch; on Euro / Ruby files, they used to be slowed a lot by magic skills/aoe. On the previous version of AceM2, mobs didn't slow a bit when they received magic hits, so they followed you as fast as they would normally follow without being hit. If casting speed will be reduced too much (Euro like), then luring on this version will be unbalanced.
well only skills like hunderstorm did make monsters flinch which was the issue here i recon lightning should flinch, icestorm and firewall all should make mobs flinch like t storm did
 

Hoody

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well only skills like hunderstorm did make monsters flinch which was the issue here i recon lightning should flinch, icestorm and firewall all should make mobs flinch like t storm did


all undead mobs flinched to magic
 

Hoody

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you need 2 people to cause the stun you ****ing moron, thats why TWO wizzies go thunder storming
 

Jacko

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you need 2 people to cause the stun you ****ing moron, thats why TWO wizzies go thunder storming
i know tstorm worked fine

Iwas talking about the fact that mobs didn't get the semi stun when spamming lighting making it easy to line them up and wipe their faces
so i moved on to mino temple to do that shet lure em up spam lightning= profit :)