Test Instance: Evasion (and misc) Part 1 06/30/2009 09:33 AM CDT
Heyo!

Since the discussion on fatigue seems to be dying down, I've added another batch of patches to the Test instance.

IMPORTANT: The following is live in the Test Instance only. As with all the upcoming combat changes, they are a small part of a much larger picture. I am releasing in small pieces so that I can make sure the basic mechanics of each part is working as intended. Please keep in mind that there is more to come before getting too excited or upset.


Like last time, I am going to make this one mostly PAFO for now. Here are some hints:

(1) A major bug linking spirit health to combat has been squished. Ever wonder why the state of spirit health is reflected in combat messaging? Because it is supposed to have an impact, but instead it was basically figuring fatigue penalties twice instead. Oopsy!


(2) The range of the combat random has been narrowed. As a result, while the random can still have a significant impact, it is no longer as large as it was previously.


(3) The fatigue penalty for offenses has been reduced to be in line with those applied to defenses.


(4) The rest of the updates are evasion-specific. I am not going to go into details on what changed at this point, because I want to see what (if anything) you notice during testing, and it is easier to get unbiased feedback if folks don't go in with certain expectations. As with fatigue, I will give hints and details as testing progresses. For now, I will say is that most if not all the changes will impact players only at this point. Critters should not see much change in their ability to evade (yet). In addition, because the effectiveness of parry and shield is directly related to the effectiveness of evasion, you may see a change in those skills as well. Nothing has changed (yet) for shield or parry, but it may seem that way because your evasion results may be different and that will trickle down to the other defenses.


Please confine all responses, observations, and queries to the Combat - Weapons and Armor folder, please. Everyone did wonderful at that the last time, and it makes my job so very much easier, so please please continue!


- GM Dartenian


If you think you can do a thing or think you can't do a thing, you're right. - Henry Ford
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Re: Test Instance: Evasion (and misc) Part 1 06/30/2009 09:53 AM CDT
Heyo!


IMPORTANT: Test instance ONLY!


I forgot one more important change:

(1) The equation for determining the impact of stats on combat has been changed (in the test instance as applied to evasion only at the moment!) due to a major design flaw that has crept in over the course of several patches in recent years. To make a long story short, on the low end, the stat bonuses for combat skills are not always bonuses. In fact, they were potentially severe penalties instead in most cases. The way stat bonuses are determined has been completely redone to insure that (a) they are always bonuses, and (b) the upper range does not go (too far) past what is reasonable with our current global skill bonus standards.

Again, this is only live in the Test instance, and is currently only being applied to evasion.


- GM Dartenian


If you think you can do a thing or think you can't do a thing, you're right. - Henry Ford
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