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Status Updates posted by 501warhead
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The Open beta is now closed.
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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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Do you really think that could work in LotC PvP? I mean we already have weird modifiers along with large scale PvP LotC does? I mean, i know Kalen has tested everything he can, but I wouldn't call him a PvP'er, and although he may look at the data of, "This blocks 100% damage," he can't be as experienced as someone who has actually practiced in 1.9 PvP a bunch. So, what do you think of shields? When do they lag? Why do they lag? Is it just you missing your blocks?
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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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Quote
Lots of highlighted stuff for livingEntity...odd
LivingEntity = Players
Quotewow SpecialItems v1.0 Total: 0.248 s ?
that's plain unacceptable
Ha.
Quotehow much lag does knockback cause? i know many people prefer it to enabled
0.02% in the warclaim. Very minor footprint, it's more so to make it so that players die faster so the periods of intense server effort are shorter
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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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whelp. RIP Dev/Ts server. Development on a bit of a hold for a while, can
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Alright, had a slight hiccup last minute. I
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Lumberjacking buffs below.
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@Whimsylicious IT's not borken?
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Whew! Almost done!
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> tfw salary version code developers are making minecraft plugins (yes, this is a plugin. Not even a client-side mod, 100% vanilla client)
for what pvrpose
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Server is down due to an issue with the backup server. A bit of an overflow has caused a fault in the server, Tythus will be sorting it when he's awake. Until then, sit back, watch some twitch get something to drink study or do whatever it is nerds usually do.
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Sorry for the server issues, this time it was on our end as far as the lag went. I'm investigating now, and will be implementing a fix shortly.
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Enchanting news and update on server status.
So, first and foremost the server's status is currently due to issues with our DDoS protection provider, a lot of traffic is passing through and tests are being conducted at the same time to help ensure stability. it means, for the meanwhile, connections will be a little bit unstable - nothing I nor Tythus can do about it.
And now, enchanting!
https://www.reddit.com/r/Minecraft/comments/3j7ld2/next_target_for_19_combat_rebalance_armor/
This is a good post for anyone who is remotely curious about the changes in 1.9, why they were made, and what the future holds. For LotC, after reviewing this, it's very likely that enchanting will gain a lot more versatility as we'll be less afraid to allow higher level enchantments which can possibly break the game for us.
Diamond armor could also possibly make a come back with the armor re-scaling, a lot of possibilities are on the table with the minecraft 1.9 update!
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Short patch notes.
9/17/2015, 12pm update;
Unbreaking now functions on pickaxes relative to the level.
Higher breeding levels now can have more than 1 pet.
Short notes on mining;
Fortune has a beneficial effect on pickaxes. It assists with the drops of rarer items.
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Horses are fixed tonight. Read on for more.
Breeding has been fixed as of the 8PM restart (~3 hours from now) in a variety of ways.
Horses now do not vanish on restarts, even if you're riding them (Crashes may still cause them to vanish, untested)
High level breeders had the unfortunate disability of making every animal they bred into a baby. Go figure.
And most importantly - you can now call pets at all times, no matter how far away they are. This is an experimental fix, and might cause issues but it works as of this moment.
If you notice any issues please report them! Thank you.
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Pro tip: Cats aren't as useless as you think. Try feeding your pet cat something shiny, perhaps you might be surprised...
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