vagory01 0 Report post Posted August 14, 2011 Hi, i was just wondering if any 1 knows when more new tier 5 skills will be coming out for other clases that dont even have 1 yet? Share this post Link to post Share on other sites
Crius 0 Report post Posted August 14, 2011 Simply put, no. Share this post Link to post Share on other sites
Rehv 0 Report post Posted August 14, 2011 If you wanna know the reason, it's probably because buffs are easier to be done than attack skills... so, classes that have an active skill as first T5 skill "seems" to be delayed. Share this post Link to post Share on other sites
vagory01 0 Report post Posted August 14, 2011 but mechs 1st 3 skills r buff and they dont even have 1 Share this post Link to post Share on other sites
Rehv 0 Report post Posted August 14, 2011 but mechs 1st 3 skills r buff and they dont even have 1 Next T5 Skills to be Unlocked: - Precision (Mechanician) I don't see any active skill on the list (archer, knight, fighter anyone?) Share this post Link to post Share on other sites
Setsuna 0 Report post Posted August 14, 2011 Ice Meteorite is an active skill and I would have thought that this is one of the "hardest to do" skills. 10 meteorites hitting at different places each with their own little damage zone (or does it work different?). I think Chimera of Light is pretty awesome too. At least I doubt that a new Brandish skill for Knights would be harder to implement than what they have already done. As for Mechs it seems like the Chain Skill of precision causes some trouble. Fighter's Charge has already been on the "next skills to be unlocked" - list together with precision but disappeared shortly after . Not sure how this was supposed to work but if they wanted the Fighter to run towards his enemy (like charge in wow) , I can imagine that this is realy hard to implement here. Share this post Link to post Share on other sites
Rehv 0 Report post Posted August 15, 2011 Ice Meteorite is an active skill and I would have thought that this is one of the "hardest to do" skills. 10 meteorites hitting at different places each with their own little damage zone (or does it work different?). I think Chimera of Light is pretty awesome too. At least I doubt that a new Brandish skill for Knights would be harder to implement than what they have already done. As for Mechs it seems like the Chain Skill of precision causes some trouble. Fighter's Charge has already been on the "next skills to be unlocked" - list together with precision but disappeared shortly after . Not sure how this was supposed to work but if they wanted the Fighter to run towards his enemy (like charge in wow) , I can imagine that this is realy hard to implement here. ice meteorite was "ready" a long time ago. you can search some vids about 1 year ago where you could see ice meteorite being used... It was easy because it uses chaos cara gfx and meteorite mechanics were kind implemented already... Share this post Link to post Share on other sites
Crius 0 Report post Posted August 15, 2011 Yeah, the meteorites seems to have an individual impact. I wouldn't say it's hard(er) to do than just one meteorite, you just do it once and repeat it X times, but it's a bit more complicated than simply doing it the mage Meteorite way with a fixed area and a fixed damage in it. I'd actually prefer that anyway, much easier to compare the skills then. Right now we get some sort of roundabout diminishing damage effect outwards from the center, and a very unreliable attack (I need to use it at least 2 or 3 times to be reasonably sure that everything in the area has been hit). I have a vague suspicion that it borrows code from elsewhere in the game. Share this post Link to post Share on other sites
Electron 0 Report post Posted August 15, 2011 Yeah, the meteorites seems to have an individual impact. I wouldn't say it's hard(er) to do than just one meteorite, you just do it once and repeat it X times, but it's a bit more complicated than simply doing it the mage Meteorite way with a fixed area and a fixed damage in it. I'd actually prefer that anyway, much easier to compare the skills then. Right now we get some sort of roundabout diminishing damage effect outwards from the center, and a very unreliable attack (I need to use it at least 2 or 3 times to be reasonably sure that everything in the area has been hit). I have a vague suspicion that it borrows code from elsewhere in the game. Actually its all new code. Only thing re-used in Ice Meteorite is the blue Ice Meteorite that falls from the sky which is from Chaos Cara Share this post Link to post Share on other sites
Electron 0 Report post Posted August 15, 2011 Everytime a new skill requires something new it takes longer. Like with Precision there is now new things I have to take care of: - Chain with non-T5 skills - Prevent the ability to combine the skill with non-T5 skills - When switching from bow/jav to non-bowjav then disable the skill - Critical modification Once this is done then any skill with the same attributes are easier to make. However since I'm currently also working on Coin Shop it's not high priority atm. Share this post Link to post Share on other sites
rptps 1 Report post Posted August 15, 2011 Its not on top list.However, if you can fix precision's bug we would much appreciate. This bug seriously affect on game's balance ATM. Another T5 skills can be on the queue list until coin's shop is fully functional. Share this post Link to post Share on other sites
GuiBitencourt 0 Report post Posted August 15, 2011 Sandur, I saw in the picture about Moriph that Wartale posted the skill Inner Soul, it seems that the skill is ready, or am i wrong? why didn't come out yet? Some bug, maybe? http://www.realmpt.net/forum/index.php?topic=47229.msg305649#new Share this post Link to post Share on other sites
Crius 0 Report post Posted August 15, 2011 Actually its all new code. Only thing re-used in Ice Meteorite is the blue Ice Meteorite that falls from the sky which is from Chaos Cara Oh, okay. I knew it was related to the Chaos Cara attack (having modified the visuals to avoid being blinded by it), so I figured that attack worked like IM does and you had simply adapted that code. On a slightly unrelated note though, how far away from the caster can a meteorite fall (and is there a minimum for that matter)? I'm bothered by not being able to predict IM damage, but to do it I need to know the maximum range in addition to the impact radius. It's already pretty obvious that the further out an enemy is, the less damage it will take (on average), but not how much less. Share this post Link to post Share on other sites
Electron 0 Report post Posted August 15, 2011 If a meteorite hits a monster it gets x damage If 2 meteorites hit a monster it gets x*2 damage Etc. Currently the Force WP damage doesn't affect Ice Meteorite damage, but will in next patch, this means 180 additional damage when using a Oredo Force. However I'm thinking about reducing the amount of Meteorites and then increasing the Meteorite Impact Area, with the reason being to making the skill less visual since people are complaining about that. Also planning to reduce the light that appears on the floor. Share this post Link to post Share on other sites
JotaPe 0 Report post Posted August 15, 2011 Sandur,r will u fix the Precision bug soon??? It's impossible play with this shit =7 Share this post Link to post Share on other sites
rptps 1 Report post Posted August 15, 2011 Sandur,r will u fix the Precision bug soon??? It's impossible play with this shit =7 get away from BC.only go there if u have PS 13x with 120+ 20 wep and bellum force min for hit and run tactic. BC now is a dead hole for other class than Mech and PS..a really big dead hole. Share this post Link to post Share on other sites
JotaPe 0 Report post Posted August 15, 2011 Sandur,r will u fix the Precision bug soon??? It's impossible play with this shit =7 get away from BC.only go there if u have PS 13x with 120+ 20 wep and bellum force min for hit and run tactic. BC now is a dead hole for other class than Mech and PS..a really big dead hole. u are right rsrs Share this post Link to post Share on other sites
punkrocke 0 Report post Posted August 15, 2011 T5 skill precision from mech bugs: the skill its supossed to chain automation and maximixe 100% and maybe it does, but also i can cast atumoation or maximixe(only 1 because this 2 skills cancel eachother) togheter with precision skill giving a hole lot of speed and and dmg. plus if u change weapon to meele precision skill still works of course the extra automation u casted togheter with precision loose the effect as always but not the automation 100% chain from precision thats why instead u can cast precision with maximime and it will be something like this Precision + maximixe lvl precision(it chains maximixe and autmation) +10 critical +100% projectile speed +200 atack rating +500%dmg boos(from automation) +6 atack speed(from automatiom) +150% dmg boots(from maxime) and at all this add the extra maxime that u can cast maximixe lvl 10 150% dmg boost no wonder there is many people complaining about mechs killing every1 in BC since last patch Share this post Link to post Share on other sites
Crius 0 Report post Posted August 15, 2011 If a meteorite hits a monster it gets x damage If 2 meteorites hit a monster it gets x*2 damage Etc. Currently the Force WP damage doesn't affect Ice Meteorite damage, but will in next patch, this means 180 additional damage when using a Oredo Force. However I'm thinking about reducing the amount of Meteorites and then increasing the Meteorite Impact Area, with the reason being to making the skill less visual since people are complaining about that. Also planning to reduce the light that appears on the floor. Yes, I know that much. What I need to know is how far away from the epicenter a meteorite can land so that I can create an approximate model of how many meteorites an enemy at a given range is likely to be hit by. I assume there is a max range and possibly a min range from the center that the meteorites can land, and that this point is completely random (i.e. the meteorite impact point is fully independent from the other meteorites). If this is the case, you already know that you have a circular area of effect, with a hit probability that gets more dense as you approach the center of the area (which translates into an average of more damage the closer you are, and less the further away you are from the center). To know more, specifically how much the damage decreases, you need to know a) how big is the impact area of a single meteorite (20 units), and b) what is the min and max range from the center that a single meteorite can land (81 doesn't sound right). I still don't have a clue how far one range unit is, but that's of less importance. Reducing the number of meteorites is one way to go, though it's mostly the light flash that is the problem. If you just want to change the visuals, then removing or dramatically decreasing the intensity would be enough, and the rest of the visuals can be adjusted. It's not hard to get something that looks fairly okay, as I have discovered, but I'm sure there are people who could share their modified visuals. If it comes to that, I'll even post mine. I think adjusting the effects of the spell just to alter the visuals is a bit much work though, especially when you start to consider balance issues. Share this post Link to post Share on other sites
rptps 1 Report post Posted August 15, 2011 If a meteorite hits a monster it gets x damage If 2 meteorites hit a monster it gets x*2 damage Etc. Currently the Force WP damage doesn't affect Ice Meteorite damage, but will in next patch, this means 180 additional damage when using a Oredo Force. However I'm thinking about reducing the amount of Meteorites and then increasing the Meteorite Impact Area, with the reason being to making the skill less visual since people are complaining about that. Also planning to reduce the light that appears on the floor. Yes, I know that much. What I need to know is how far away from the epicenter a meteorite can land so that I can create an approximate model of how many meteorites an enemy at a given range is likely to be hit by. I assume there is a max range and possibly a min range from the center that the meteorites can land, and that this point is completely random (i.e. the meteorite impact point is fully independent from the other meteorites). If this is the case, you already know that you have a circular area of effect, with a hit probability that gets more dense as you approach the center of the area (which translates into an average of more damage the closer you are, and less the further away you are from the center). To know more, specifically how much the damage decreases, you need to know a) how big is the impact area of a single meteorite (20 units), and b) what is the min and max range from the center that a single meteorite can land (81 doesn't sound right). I still don't have a clue how far one range unit is, but that's of less importance. Reducing the number of meteorites is one way to go, though it's mostly the light flash that is the problem. If you just want to change the visuals, then removing or dramatically decreasing the intensity would be enough, and the rest of the visuals can be adjusted. It's not hard to get something that looks fairly okay, as I have discovered, but I'm sure there are people who could share their modified visuals. If it comes to that, I'll even post mine. I think adjusting the effects of the spell just to alter the visuals is a bit much work though, especially when you start to consider balance issues. most of your post is very contributing but can you make it shorter.just explain your main point as sandurr did.then player can easier follow your ideal.imo.dont get it personally.sry to be pain Share this post Link to post Share on other sites
Crius 0 Report post Posted August 15, 2011 I'm not sure how many would actually be interested, and I'm not sure how to make it all that much simpler without leaving things out, but the really simple version is this: the further away the enemy is from the center of the spell (either the target or the priestess), the less damage will it take. If I can find out how far away a meteorite can land from the center, I can figure out how much less damage an enemy far away will take compared to one at the center. What makes it complicated is that I'm talking about a probabilistic average. There's no guarantee that an enemy further away will take less damage than one close if you look at a single cast. For all I know, a single enemy could be hit by all 10 meteorites. If you look at many casts though, that damage will even itself out. I really need to start drawing pictures to illustrate it if you want a more accurate explanation. Share this post Link to post Share on other sites
meeks 0 Report post Posted August 15, 2011 T5 skill precision from mech bugs: the skill its supossed to chain automation and maximixe 100% and maybe it does, but also i can cast atumoation or maximixe(only 1 because this 2 skills cancel eachother) togheter with precision skill giving a hole lot of speed and and dmg. plus if u change weapon to meele precision skill still works of course the extra automation u casted togheter with precision loose the effect as always but not the automation 100% chain from precision thats why instead u can cast precision with maximime and it will be something like this Precision + maximixe lvl precision(it chains maximixe and autmation) +10 critical +100% projectile speed +200 atack rating +500%dmg boos(from automation) +6 atack speed(from automatiom) +150% dmg boots(from maxime) and at all this add the extra maxime that u can cast maximixe lvl 10 150% dmg boost no wonder there is many people complaining about mechs killing every1 in BC since last patch 100% false thats not how it works right now preci right now doesnt chain auto or maxi atm u get only the effect listed in preci beside that u can cast auto or maxi, so overall u get: maxi or auto +preci = 10crit 200atr 100% projectil speed if u dont believe test it on ur own. i did it with hammer and jav... Share this post Link to post Share on other sites
Crius 0 Report post Posted August 16, 2011 By the way, just to give you an idea and because I had some time to spare, I did draw >a picture< (well, not drew so much at generated, but still). That's the probability density of 10000 meteorites (1000 L10 IM uses), a splash radius of 20 units and a maximum meteorite range of 80 units. The inner circle is the maximum meteorite range, the outer is the maximum area of effect. The darker an area is, the more damage will an enemy within it be likely to take. As you can see, the damage drops rather dramatically as the distance from the center increases, but how much depends on the splash radius (distance from inner to outer circle) in relation to the meteorite range (distance from the center to the inner circle). Share this post Link to post Share on other sites