-Aonein-
08-18-2005, 11:21 PM
<DIV> <P></P> <HR> <P>Most of the major changes to combat and spells are complete. Some things still on the drawing board:</P> <UL> <LI>Adjusting the way hit point pools are calculated, including the effects of stamina buffs and debuffs.</LI> <LI>Making the various spell casting skills more meaningful.</LI> <LI>Changing the Attack rating in the Persona window so that it provides useful information.</LI> <LI>Revamping the Training spells you get to pick every 10 levels.</LI></UL> <P>And of course, we're doing lots of adjustments and fixes to spells and arts, including errors in their examine information.</P> <P>Please don't take this out of context to mean "what you see on Test now is what is going live, Moorgard said so!" What I'm saying is that most of the major code and data changes (that is, the most time-consuming stuff) is done, and now less time-intensive tasks that depended on those major changes can be put in place. While some of these changes are minor in terms of work required, they can still have a significant impact on the game.</P> <P>We're very pleased with how the combat and spell changes are playing out overall. In the three and a half weeks before this goes live, we'll continue to make improvements to provide the best experience possible. To say Live Update #13 is going to be a big is an understatement to say the least. <IMG height=16 src="http://eqiiforums.station.sony.com/i/smilies/16x16_smiley-wink.gif" width=16 border=0></P> <P>===========================<BR>Steve Danuser, a.k.a. Moorgard<BR>Game Designer, EverQuest II</P> <P></P> <HR> </DIV> <P> </P> <P>Found <A href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=testfeed&message.id=25540#M25540" target=_blank><STRONG><FONT color=#ff3300>here</FONT></STRONG></A>, also :</P> <P></P> <HR> <P><STRONG><FONT color=#ffcc00>*** Combat Changes ***<BR></FONT></STRONG> <BR>- Increasing your Strength now acts as a melee damage bonus and is no longer compared to the target's Agility.<BR>- Increasing your Agility improves your avoidance and no longer mitigates your opponent's Strength bonus.<BR>- Increasing your Intelligence now acts as a spell damage bonus and is no longer compared to the target's Wisdom.<BR>- Increasing your Wisdom improves your resistances to arcane damage types (Heat, Cold, Poison, Disease, Magic, Divine, and Mental) and no longer mitigates your opponent's Intelligence bonus.<BR>- The effectiveness of Strength, Agility, Intelligence, and Wisdom buffs has been increased. The effective cap is set at 10 times the character's level. For example, a level 30 fighter will receive an increasing melee damage bonus up to 300 Strength, while a level 40 wizard will receive an increasing bonus to spell damage up to 400 Intelligence.<BR>- Reactive procs that are triggered when taking damage will now activate properly even if the hit is fully mitigated or warded.<BR>- Defense and Deflection can now be buffed and debuffed across a wider range, making buffs and debuffs to these skills more meaningful.<BR>- The impact of the Parry skill has been adjusted to provide a more meaningful distinction between avoidance-based tanks and mitigation-based tanks.<BR>- Spell examine information will now show the range at which spells and combat arts can be cast.</P> <P><BR><FONT color=#999999>Ryan "Blackguard" Shwayder</FONT></P> <P></P> <HR> <P> </P> <P>Found <A href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=comtest&message.id=2961#M2961" target=_blank><STRONG><FONT color=#ff3300>here</FONT></STRONG></A>.</P> <P>Things arent looking so bad for Berserkers give or take a few CA's that will change and new ones added. Lord knows how usefull they will be, but at least there there.</P> <P>Looks like its mainly tweaking and fine tuning from here which is pretty clear is whats happening in reguards to Berserkers at the current moment.</P><p>Message Edited by -Aonein- on <span class=date_text>08-19-2005</span> <span class=time_text>06:24 AM</span>