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Updates from Summer 2015

Mon Sep 21, 2015 3:27 pm

Could we please have a list of the specific changes that have gone in over the summer? I'm not sure what has gone in on the game port and what hasn't, or what they're intended for.

Re: Updates from Summer 2015

Mon Sep 21, 2015 4:07 pm

On Code Port:

*2x XP gain bonus!
*No XP gain cap!
*Spells and Skills coming in at 75%
*Being able to spend practices to get skills and spells to 100%

---From code port note---
*AC was made to be viable. Right now, it is set to a pretty standard. You have a 50/50
chance to successfully land a melee hit on another if your hit roll is at 60 and your
opponents AC is at -300. For every 1 point put into hitroll after 60 your chances of
hitting an AC of -300 are increased by 5%. On the flip side for every -5 that is added
to your AC after -300 your chances to avoid a melee strike with someone with a hitroll
of 60 is increased by 5%.

All of this is figured out before, let me stress ... *BEFORE* any defensive skills
such as dodge, parry, shield block, palm block, etc etc.

As an example:
So if you want to "hit" 95% vs. -300 AC, you need to have 69 hitroll.
Or, if you want to "miss" 95% vs. 60 hitroll, you need -345 AC.

This is going to be something that needs to be tested extensively. So Any and all
feedback will be greatly appreciated. We would like to get this base AC tuned in
and balanced as possible. This, along with stats mattering after 50 will be the
precursor to digging into and fixing classes.

The CP-XP conversion ratio has changed to something a bit more reasonable.
It's a more linear progression...expensive characters will still be expensive,
but the high end won't be quite so punishing.

EDIT: As of today, these changes are in effect on game port.
Last edited by Minox on Mon Sep 21, 2015 5:39 pm, edited 2 times in total.

Re: Updates from Summer 2015

Mon Sep 21, 2015 4:20 pm

Is it possible to get a time frame on when creation defaults won't be broken?

Re: Updates from Summer 2015

Tue Dec 08, 2015 6:35 pm

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