Update Discussion Thread.

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Lionsm!ght

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This thread is for posting feedback on the Upcoming Update, Information of which can be found Here.

Implemented on Next reboot
Client

  • Collect all button.
  • Delete all button (Cannot delete items with either gold OR items)


Items

  • DarkArmours Penalty adjusted from 15% to 10%


Monsters

  • High level Lengendary Bosses (Not Subs) are Guaranteed to drop at least one Mythical Item.


Mechanics

  • Player Gold Cap raised to 500,000,000 to match Guild's Cap
  • Trust Merchant Gold Cap raised to 500,000,000 to match players new Cap.
  • Potion's have been changed to apply the stat Life Per Second rather than its own independent timer.
  • Healing is now a buff that applies the stat Life Per Second instead of its own independent timer.
  • New Stat added, Max Life Per Second however will not take effect until further testing. (Green Poison may play a roll in reducing this)
  • Event Stat: Luck removed from the game, (Random stat will be applied).
  • Monsters have had their regen changed
    • Old Regen: 1HP + 2.5% of Max Life per 10 Seconds (Effected by Green Poison)
    • New Regen: Life per second (Not effected by Green Poison) .
    • New Regen: Out of Combat Regen, (If monster has not been hit for 10 seconds it will regen much faster).


World

  • New Caves added with the focus on Soloing
    • Minimum Level 40
    • Maximum Level 50
    • Experience is rewarded on attack/damaging instead of on kill. (Not including Legendaries/Bosses)
    • Several floors, Sub and Boss included (Solo able by all classes).

Can you expand on how green poison and life regen will now work?

Will it just be a seperate damage source, ie 3 dmg per second, while bosses still regen? How will this factor in bosses such as behemoth that spawn monster at certain health stages, green poison plays a critical part in killing this boss, this change sounds like it will now be considerably harder to kill as it will go below and back above health spawn points?

New cave mechanic sounds very interesting
 
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Jamie

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Can you expand on how green poison and life regen will now work?

Will it just be a seperate damage source, ie 3 dmg per second, while bosses still regen? How will this factor in bosses such as behemoth that spawn monster at certain health stages, green poison plays a critical part in killing this boss, this change sounds like it will now be considerably harder to kill as it will go below and back above health spawn points?

New cave mechanic sounds very interesting


I will be adjusting the way Spawns work on bosses, the stages no longer reset if it regenerates. (The thresh hold will only activate once).
 

Jamie

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@Jamie/Hello if you have time pls dont forget http://www.lomcn.org/forum/showthread.php?96320-BigMap-Transparency

Also I don't quite understand the part about exp is rewarded on attack/damaging rather than kill, would'nt this render slashingburst useless? / make the cave afk leveling?

Slashing Burst deals extra damage on attack... so I am not seeing the problem?

If a Monster is worth 2000 exp, 400 will be awarded on kill, and 1600 will be awarded over the damage dealt, (if you hit a monster for 40% of its max life, you get 40% of that 1600)
 

Reverance

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You mention the new caves being targeted towards solo leveling - what is going to stop a complete stomp of these caves by guild groups?

The level range covers quite a large portion of user base surely.
 

Binary

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You mention the new caves being targeted towards solo leveling - what is going to stop a complete stomp of these caves by guild groups?

The level range covers quite a large portion of user base surely.

I'm assuming if you don't hit it yourself, you aren't getting the damage exp.
 

Jamie

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I'm assuming if you don't hit it yourself, you aren't getting the damage exp.

Bingo.

---------- Post Merged at 04:48 PM ---------- Previous Post was at 04:17 PM ----------

Updated:

  • Player's Passive Regeneration has been removed.
  • Player's now have "Out of Combat HP/MP Regeneration", this stat scales with level. (Replaces the old Regen).
 

KingCobra92

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I'm assuming if you don't hit it yourself, you aren't getting the damage exp.


I hope these caves caves have lots and lots of mobs Jamie ,as a level 40-50 cave covers 90% of active users , the cave will surely just become a PK festival , and in no way a viable experience? Should be a cave for 40-45 and 45-50 imo , as you will get groups of players rolling over every single casual player in the cave to kill the boss. Defeats the point of a solo cave when you have to group to stop yourself getting PKd which will inevitably happen
 

Jamie

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I hope these caves caves have lots and lots of mobs Jamie ,as a level 40-50 cave covers 90% of active users , the cave will surely just become a PK festival , and in no way a viable experience? Should be a cave for 40-45 and 45-50 imo , as you will get groups of players rolling over every single casual player in the cave to kill the boss. Defeats the point of a solo cave when you have to group to stop yourself getting PKd which will inevitably happen


You let me worry about that, You just worry about how you are going to cope without sleep for a few weeks.

---------- Post Merged at 05:18 PM ---------- Previous Post was at 05:05 PM ----------

Modification

  • Old Regen: 1HP + 2.5% of Max Life per 10 Seconds (Effected by Green Poison)
  • New Regen: Life per second (Not effected by Green Poison) .
  • New Regen: Out of Combat Regen, (If monster has not been hit for 10 seconds it will regen fast). (Not effected by green poison)
 

Razarus

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Bingo.


Updated:

To be honest this solo leveling cave sounds like a brilliant idea.
The damage exp is given to only the person doing the damage, am I right to assume there is no group bonus or guild bonus on that damage exp??

A very clever mechanic that I've not seen in mir before. hope it works out well.


Just one thought...
Is it exploitable. in the sense that...
Kill mob to 90% dead. leave it alone for x seconds to "regen fast" then do the 90% of damage exp again?

I guess the question is, can a single mob give unlimited exp if its allowed to regen to max again?
 

Koriban

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Actually looks good?

Simplifying things a little with health regen is good, glad they can all still stack. Good that you're allowing solo/casuals to kill bosses without the need for green poison (but doubling green pois' effectiveness on mobs for those that do bring a tao)

Nice idea with the cave too. Literally a solo cave. Should help people catch up. Hopefully its as good as BDD exp/gold/trash drop wise.
 

Jamie

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To be honest this solo leveling cave sounds like a brilliant idea.
The damage exp is given to only the person doing the damage, am I right to assume there is no group bonus or guild bonus on that damage exp??

A very clever mechanic that I've not seen in mir before. hope it works out well.


Just one thought...
Is it exploitable. in the sense that...
Kill mob to 90% dead. leave it alone for x seconds to "regen fast" then do the 90% of damage exp again?

I guess the question is, can a single mob give unlimited exp if its allowed to regen to max again?

Well,

Regen takes 10 seconds to start, then you need to wait for monster to Regen (lets say another 20 seconds), if it takes you longer than 30 seconds to find another mob instead of killing it, i suspect you are in the wrong cave.

These mobs just won't Regen, Simple.
 
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Jamie

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Do you have a date in mind for this update by any chance?

30th I hope.


Possible change to SunPotions.

Since Every Regren (Potions, Healing, Passive etc) has been converted to Life per Second, I am planning on moving SunPots to this as well...

SunPotions as they are instantly heal for 70 HP.

My planned change is this.

Using a SunPot will add 70HP to the next regen tick that happens. If you use 2 SunPots 140 will be added.

(This is How LifeOnHit works now too)
 

DarkSacred

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Sounds good ^_^ be interesting to see how the new HP regen and poison works together!

Any plans to look at crafting requirements? As it stands permanent and daily pots require exactly the same ingredients. In fact almost everything requires a WoomT Horn, any plans to "mix it up a bit" and make it so you need other/different items from different bosses?


Any plans to look at the following areas:

Casino / Gauntlet Maze - maybe not as a thing in Bichon but as the "maze" prior to a new boss? This would force teams to split up and attempt to get to the KR in a different format.

Set Items - some current sets could do with a tweak or two, either they are totally useless or dont make much sense based on the stats the items have / bonus given

World Bosses - Para Lord etc etc any plans to add world bosses?
 

Koriban

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If everyone has access to a carry limit of 40 suns, what good is delaying the time it heals by 1 second? What are you attempting to accomplish?

Just trying to understand the situation, as I still have a hard time figuring out why people want a delay.

If you ask me I think gingsengs are the issue. They're too common, can carry way too many (25) and are 3x the effectiveness of a sun pot. Anyone with a bag of GINGS can tank more than they should be able to. You simply don't have to care about burst damage if you've got gings on you. At least with suns they heal for so little, you're forced to use up several (in the span of a second anyway) to have the same effect a ging would.

At least suns require some sort of skill/mental capacity to know not to waste them. Ginsengs are simply an "I win" potion.
 

Razarus

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Well,

Regen takes 10 seconds to start, then you need to wait for monster to Regen (lets say another 20 seconds), if it takes you longer than 30 seconds to find another mob instead of killing it, i suspect you are in the wrong cave.

These mobs just won't Regen, Simple.

I think what you meant to say was "thank you for pointing that out, ill remove regen from them to avoid people mass luring and exploiting regen exp"

Most welcome.
 

Jamie

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I think what you meant to say was "thank you for pointing that out, ill remove regen from them to avoid people mass luring and exploiting regen exp"

Most welcome.

Not at all, I was already aware of the situation... (From testing).

Wasn't sure the best way to handle it.