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Status Replies posted by 501warhead
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Sigh, modreq waits never change.
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@501warhead What is the source of the misinformation about Guck's PEX abuse?
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fun way to pk?
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Walk into Azaghol and tell the toughest orc you can find to "Skah ugself"
Get into a drunken bar fight with a dwarf.
Tell the emperor his mother was a
leper gnomefat pig.Hold hands with an unbetrothed Mali'aheral in public
Ask to visit the Mali'aheral "Hot springs"
Call Tristan a dirty indian
Pretend you're a snow elf and walk through Oren
Do a back flip into the void in the north of Tahn
Extra points if the Unbetrothed Mali'aheral is male.
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Update on the 1.9.4 update; I've visited a large amount of the bonus %'s on weapons. Weapon %'s have been lowered across the board so that Damage Per Second can be no more than 3.0 above their vanilla counterparts.
Example; Iron Sword.
Vanilla Damage Per Second: 9.6 (6 attack damage * 1.6 attacks per second)
LotC Damage Per Second (with the highest roll): Roughly 12.6 at it's highest. This would mean that rolls will go up to 33% (33% of 9.6 = ~3, 9.6+3=12.6) instead of the former 65% on Black Ferrum Blades.
Stonemason-crafted weapons will, as usual, be able to go higher than the other rolls (although it's minimum roll will be equivalent to the Black Ferrum-tier weapons, so you're paying more for the ability to get better weapons although it's no garentee it'll be better.)
Numbers (as of this moment, subject to change post-beta test.)
Swords 70% (Stonemason) (old highest) -> 33% (Black Ferrum) (12.8 Maximum DPS)
Axes 65% (old highest) -> 42% (Black Ferrum) (11.7 Maximum DPS)
Pickaxes 65% (old highest) -> 36% (Black Ferrum) (11.8 Maximum DPS)
Two other things of note:
These changes will be applied retroactively. Any existing weapons will have their numbers scaled down to match these new numbers.
Weapon bonus rolls are going to be following a different curve this time around, a vast majority of the weapon bonus damage will be obtainable within the earlier levels (~5-6 added each level) and higher levels will be more marginal with weapon damage increases (~0.4-0.5 added each level.)
These changes will be announced on the patchnotes released post-beta testing.
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On the topic of bows - Bows have received very little changes. I am doing heavy balancing on weapons due to the massive changes, but bows... are in a weird place. Shields block 100% of arrow damage. 100%. I've tested it, you literally laugh at anyone shooting you with a bow and arrow if you know where they are. Bows are strong currently not just because of the damage they do (which I am aware it's high and have been for sometime, I was spending a vast amount of time on 1.9.4 however) but because you just can't do anything about them other than try to dodge. Now, with shields, you can. It's possible even with the high damage of bows currently shields will still crush archers, or archers could obliterate shields. I'm uncertain, I need data - if bows still do the winning they'll see nerfs.
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Update on the 1.9.4 update; I've visited a large amount of the bonus %'s on weapons. Weapon %'s have been lowered across the board so that Damage Per Second can be no more than 3.0 above their vanilla counterparts.
Example; Iron Sword.
Vanilla Damage Per Second: 9.6 (6 attack damage * 1.6 attacks per second)
LotC Damage Per Second (with the highest roll): Roughly 12.6 at it's highest. This would mean that rolls will go up to 33% (33% of 9.6 = ~3, 9.6+3=12.6) instead of the former 65% on Black Ferrum Blades.
Stonemason-crafted weapons will, as usual, be able to go higher than the other rolls (although it's minimum roll will be equivalent to the Black Ferrum-tier weapons, so you're paying more for the ability to get better weapons although it's no garentee it'll be better.)
Numbers (as of this moment, subject to change post-beta test.)
Swords 70% (Stonemason) (old highest) -> 33% (Black Ferrum) (12.8 Maximum DPS)
Axes 65% (old highest) -> 42% (Black Ferrum) (11.7 Maximum DPS)
Pickaxes 65% (old highest) -> 36% (Black Ferrum) (11.8 Maximum DPS)
Two other things of note:
These changes will be applied retroactively. Any existing weapons will have their numbers scaled down to match these new numbers.
Weapon bonus rolls are going to be following a different curve this time around, a vast majority of the weapon bonus damage will be obtainable within the earlier levels (~5-6 added each level) and higher levels will be more marginal with weapon damage increases (~0.4-0.5 added each level.)
These changes will be announced on the patchnotes released post-beta testing.
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Update on the 1.9.4 update; I've visited a large amount of the bonus %'s on weapons. Weapon %'s have been lowered across the board so that Damage Per Second can be no more than 3.0 above their vanilla counterparts.
Example; Iron Sword.
Vanilla Damage Per Second: 9.6 (6 attack damage * 1.6 attacks per second)
LotC Damage Per Second (with the highest roll): Roughly 12.6 at it's highest. This would mean that rolls will go up to 33% (33% of 9.6 = ~3, 9.6+3=12.6) instead of the former 65% on Black Ferrum Blades.
Stonemason-crafted weapons will, as usual, be able to go higher than the other rolls (although it's minimum roll will be equivalent to the Black Ferrum-tier weapons, so you're paying more for the ability to get better weapons although it's no garentee it'll be better.)
Numbers (as of this moment, subject to change post-beta test.)
Swords 70% (Stonemason) (old highest) -> 33% (Black Ferrum) (12.8 Maximum DPS)
Axes 65% (old highest) -> 42% (Black Ferrum) (11.7 Maximum DPS)
Pickaxes 65% (old highest) -> 36% (Black Ferrum) (11.8 Maximum DPS)
Two other things of note:
These changes will be applied retroactively. Any existing weapons will have their numbers scaled down to match these new numbers.
Weapon bonus rolls are going to be following a different curve this time around, a vast majority of the weapon bonus damage will be obtainable within the earlier levels (~5-6 added each level) and higher levels will be more marginal with weapon damage increases (~0.4-0.5 added each level.)
These changes will be announced on the patchnotes released post-beta testing.
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Update on the battle;
Apologies folks. There was a bit of miscommunication leading up to the battle which resulted in some key things being left untended to, this was mainly born out of the battle being the first "real" warclaim in a while. Here are the two mistakes;
1. Knockout wasn't disabled until way later in the fight.
2. Render distance was set to 10 for the duration of the battle, which is a big no for large warclaims. It should have been ~3-4.
We'll be working to make sure these things don't occur again.
For those who wish to see performance numbers here is a link to (a) timings paste we did during the battle. If you don't know what the numbers mean please refrain from commenting about them. It's mainly for openness and clarity. https://timings.spigotmc.org/?url=16159030
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Coming to a minecraft 1.10 near you (Image Below)
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Should shields have some sort of skill-dependent stat or should they simply be vanilla mechanics?
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Set a world limit to gold and use it as currency. Problem solved.
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I got booted off the server before it reset and now I can't get back on. Have I been banned? gee, I hope not...
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And so, the return of Orc killing parents and Halfling eaters have returned.... I never knew I would see this happen again on such a scale.
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Why?
Why does your profile header look like a earthshaker is ******* a globe? -
Wait! How do I make a nether portal then?
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Wait! How do I make a nether portal then?
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whelp. RIP Dev/Ts server. Development on a bit of a hold for a while, can
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whelp. RIP Dev/Ts server. Development on a bit of a hold for a while, can
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whelp. RIP Dev/Ts server. Development on a bit of a hold for a while, can
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Repair times by skill level should be fixed by next restart.
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Repair times by skill level should be fixed by next restart.