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#1 |
Developer
Join Date: Nov 2004
Posts: 169
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As is usually the case when you see me posting about EverQuest II and how it all works internally, for the most part my direct involvement is at the conceptual level. The "whats" of what we're going after and the "why." The down and dirty "how" is usually the much more difficult part. It's easy to help identify a problem and write a sentence. It's sometimes an excruciating amount of work to make that sentence come true and then communicate it in a way that's relevant to the intended audience.For the detailed plans, the implementation, as well as the detailed explanations given below, I wanted to make sure that the distinction was made. What you see below is, as with most of the things I post about, the result of a lot of hard work of some amazingly dedicated people, with whom I'm exceedingly proud to be working.The message below is something we'll be making a large part of our beta testing for Echoes of Faydwer. It will eventually impact everyone and it solves a number of issues that people have with combat and progression in EverQuest IIWe wanted to make sure the goals and details were made public as soon as possible, as they answer a number of ongoing questions regarding the state of combat in the live game. In addition to being a part of our beta testing for Echoes, these improvements will also be available on the Test Server, prior to the launch of Echoes of Faydwer. Rest assured that whether or not you get into EoF beta, you will be able to see these changes firsthand on Test.- Scott Combat System and Statistic Cap Improvements for EoF launchWhile working on Echoes of Faydwer, as well as observing and participating on both the Standard and Player vs. Player servers, we’ve spent time over the past months evaluating many elements of combat in EQ2, with an eye on two things:
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____ Scott Hartsman Senior Producer Emeritus, EverQuest II |
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#2 |
Fansite Staff
Join Date: Apr 2005
Posts: 849
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WOW!
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#3 |
General
Join Date: Nov 2004
Posts: 157
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LOTS of info
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#4 |
Lord
Join Date: Nov 2005
Location: Istanbul, Turkiye
Posts: 1,305
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Finally!As long as "SCALED BY TIER OF MOB" Avoidance does not go away, same problems will occur again and again. If a player has 70% avoidance, seeing it as 30% against a lower level heroic fight in parses at end of fight is not fun.
Message Edited by selch on 09-28-2006 03:11 PM
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#5 |
Loremaster
Join Date: Feb 2006
Posts: 405
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Does this mean youll be scaling Bard buffs to even out these percentages? I mean 200% DPS/Haste cap and our max buff increases it by 26%. So does this mean youll finally scale buffs/debuffs correctly?
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#6 |
Loremaster
Join Date: Nov 2004
Location: behind you, stealthed.
Posts: 876
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![]() thx sir. /goes and takes a nap. |
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#7 |
Loremaster
Join Date: Feb 2005
Location: Illinois
Posts: 559
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I don't understand why if you're going to increase all of our caps, and then adjust the mobs in relation to this, what the benefit is. If you make us more capable, and the mobs more capable, aren't we where we started?Also, I'm concerned that the haste/dps increase will further increase melee DPS leaving casters even farther behind.Laslty, I would love to see a post like this come from the art depatment, as a huge population of your players really want to know what you guys are doing regarding art.
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#8 |
Loremaster
Join Date: Nov 2004
Posts: 1,336
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![]() Hmm this makes me wonder how useful will skill debuffs be after this change as in maddening swarm for furies for instance debuffing all casting skills? Hope this debuff will be somewhat useful now in pve. |
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#9 |
Loremaster
Join Date: Nov 2004
Posts: 2,311
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Thanks for finally posting the current stat cap formula of level *7 +20, i grew tired of telling people daily what the formula was. here were a things I posed when I wrote to my fellow wizard bretheren, intelligence will now be capped out at 1070, and have diminishing returns over 40% of the cap, which puts it at 428 for the old cap (meaning if your at 510 now your going to receive the same benefit after the changes plus some more) which will make that int gear much much more desireable. and may actually prompt me to wear the wrist reward from claymore with +30 to all stats, in a raid setting.This also will have an effect on spell damage, and will we all be getting additional dps? (as will everyone else) for int over 428 up to the new 1070 cap, we'll just have to wait and see how much of a bonus it is, but I'm going to assume its double than what it is now from 428 to 1070, since that seemed to be the trend in that post of doubling effectiveness. what it sounds like is the new cap will be 455 for skills, and once you reach that cap you will have a -20% resist modifieyer added to your casts, so in effect making a adept 1 damage spell hit as often as a m1 spell, and a m1 spell have a 60% resist check on it.
another point came up that with this increased damage, the sorceror issue concearning the amount of hate we accrue with be even more visible. Are there any current plans on assisting the sorceror subclass with our hate management, because I can see that as one approaches the new caps our damage will begin to increase at an even larger disparity than the tank's dps, and that will widen the gap on hate than it currently sits now. I know this topic is probably something that will not be discussed in this thread but I wanted to bring awareness of this, just mull it over a few times. Message Edited by IllusiveThoughts on 09-28-2006 03:14 PM
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The wizards creed: __________________________________________________ _____________________________________ you will die, you will die often, you will die for no reason, you will die for a reason, you will die because soe wants you to die, did I mention you will die? Start getting used to it. |
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#10 |
Loremaster
Join Date: May 2005
Posts: 238
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My head hurts......does this mean its going to get harder for fabled raid equipped people and easier for the average joe like me in all xegonite, save for a few legendary pieces?
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#11 |
Loremaster
Join Date: Nov 2004
Posts: 2,606
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Rats! No more fizzles
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#12 |
Lord
Join Date: Nov 2005
Location: Istanbul, Turkiye
Posts: 1,305
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![]() It means Fabled player will have closer difficulty than an Legendary geared player in "group combat", rather than soloing it. Simply making gap not enlarge more and more as level tiers go up... Message Edited by selch on 09-28-2006 03:14 PM
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#13 |
Loremaster
Join Date: Mar 2006
Posts: 104
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![]() with the mitigation/resist/skill changes, how will debuff be changed? and is there a way to overcome the resist check on debuff? for example, a character is getting resisted on his poison spell, but when he tries to debuff that particular resist, even that debuff itself get resisted due to debuff being a spell of the same element too, could debuff be made to have higher chances to stick compare to normal spells? or having a special element? (currently, there isn't really much of a difference between a resist check on debuff and normal spell) as debuff IS use to assist in overcoming mitigation/resist/skill, if the debuff itself can't stick, then what is the point of it? and will resistance/mitigation/skill/power pool/power regen Buffs be changed due to the changes on max powerpool/int cap etc.? Message Edited by Mordion89 on 09-29-2006 07:28 AM |
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#14 |
Loremaster
Join Date: Dec 2004
Posts: 226
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![]() looks interesting, but some more information on how the changes make avoidance tanking a viable option for epics would be nice. Making mitigation for tanks worth less over 4k closes the gap i guess but not sure how lowering the base parry AND deflect is going to help much seen as a raid buffed guardian for example still has close to the avoid of a raid buffed brawler.
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#15 |
Loremaster
Join Date: May 2005
Posts: 238
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So, you're saying that it closes the gap between Fabled geared players and Mastercrafted/Legendary geared players? I'm trying to get this in the simplest terms I can, because I have to explain it to my guild and if i'm not exactly getting it, I don't know if anyone else will. |
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#16 |
Tester
Join Date: Feb 2006
Posts: 67
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![]() This sounds awesome! Can't wait to see how my Wiz holds up.
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#17 |
General
Join Date: Nov 2004
Posts: 528
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Halfway home guys.. please address the same issues regarding debuffing of mobs. While you are at it, use the fact that not everyone will be capped to add fun difficulty to encounters. The game overall is very fast at top end due to huge player DPS, and huge mob dps. This is the main reason you guys have problems creating encounters that in between 'trivial - yellow' and 'extremely difficult - orange'.
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#18 |
General
Join Date: Nov 2004
Posts: 1,136
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While there are certaintly some long awaited changes coming, I fail to see how this balances the Fighter classes. The whole "all tank equally but different" that was the mantra for a while during pre-release beta and a good six-12 months after release. There's glaring imballances between Warriors vs Crusaders vs Brawlers for end game tanking, yet I don't see anything in the proposed changes that will solve this issue.I also don't really see how this is going to help mages in PvP, or any non-DPS Scout and non-brawler classes when hunting in solo/duo, especially if nothing changes if you're in the "sweet spot" for mitigation/resists.
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#19 |
Loremaster
Join Date: Jan 2005
Posts: 105
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omg!!! :smileysurprised:i LOVE you.. Marry me!
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#20 |
Loremaster
Join Date: Nov 2004
Location: Arizona
Posts: 9,500
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![]() Thank you, thank you, thank you. Its about time
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#21 |
General
Join Date: Nov 2005
Posts: 92
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![]() QFE! Message Edited by wyoung on 09-28-2006 05:31 PM |
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#22 |
Loremaster
Join Date: Nov 2004
Posts: 2,311
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from what i got brawlers who are at 4K mit will **edit** receive a higher benefit to mitigation**edit** this will probably overpower them as raid tanks because their avoidence and mit will now be substantially higher. Message Edited by IllusiveThoughts on 09-28-2006 03:33 PM
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The wizards creed: __________________________________________________ _____________________________________ you will die, you will die often, you will die for no reason, you will die for a reason, you will die because soe wants you to die, did I mention you will die? Start getting used to it. |
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#23 |
Loremaster
Join Date: Nov 2004
Posts: 78
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![]() I have to agree with Kat, please please look in to debuffs, offensive debuffs that is being more effective. As effective as the mitigation etc. debuffs are.
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#24 |
Loremaster
Join Date: Nov 2004
Posts: 278
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![]() These changes seem to favor the melee classes more then casters. Alot more. My survivability when I pull agro is probably up from 5% to 7%. With the changes. My DPS will probably decrease due to no longer reachign the int cap. Melee aucto attack DPS will incease, since the DPS/Haste cap is so easy to reach as it is currently. So please remember all classes when making the changes. With exeption to the LU that you fixed level 30-50 spells, every combat change has slowly nerfed the caster's. One Sad Warlock Elria
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#25 |
Loremaster
Join Date: Dec 2004
Location: Left of Center
Posts: 89
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Video killed the radio star! |
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#26 |
Tester
Join Date: Nov 2004
Posts: 7,842
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*blink*No. More. Fizzles.*faints*I do hope, though, this will lead to having bard song progression from upgrade to upgrade and quality to quality a lot better.The Master I of a T5 spell should not be -identical- to the adept III of a T7 (I think that was the DPS one.. 26% does seem familiar).If bard buff songs for T6+, especially T7, get improvements because this change I will be a very happy dirgy. But... not fizzling on rezzes or CoB will also help phenominally.
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#27 |
Loremaster
Join Date: Sep 2005
Posts: 518
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Thank you for the info. I can't wait to see these changes in effect =D.
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Naldir -=New Outriders=- |
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#28 |
Join Date: Jan 2005
Posts: 59
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Ok, I can understand the linear versus non-linear curves. But I do not fully understand what is being communicated by the "Break-even". Do you just mean the point where the "old line" and the "new curve" intersect?If so , the real question I have. On current mobs(solo, group and raid), if I am maxed out now in stats... are my current master 1 spells going to do the relative same % damage to the mob's total health? or has the capabilities I have now being maxed on stats, been moved to the point on the graph of the new max limit.Are all mobs being adjusted?If I get to the new max..will it feel like 510 int now does in regards to effectiveness vs current mobs or do better?Is the new limit just the old limit given a new number and a non-linear progression to that number? Or is the new limit represent an higher effective capability against current content.What was the balancing design choice?
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#29 |
Lord
Join Date: Nov 2005
Location: Istanbul, Turkiye
Posts: 1,305
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![]() No worries, their numbers are probably less than your fingers per server as mitigation. On the other hand, if you have read all the text, same rules for higher avoidance as well, so you won't be seeing "super mitigated" plate, nor "super avoidance" brawler, let alone both at same time. Message Edited by selch on 09-28-2006 03:43 PM
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#30 |
Loremaster
Join Date: Nov 2004
Posts: 4
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I understand all the changes based for other classes on the new mitigation system. But even in the current system, plate tanks, with the exception of guardians, are almost worthless., in #group encounters... Now you grant a diminishing rewards system, and our _basis_ for tanking and taking damage is going to be dramatically changed, in perspective to other classes. especially with our low DPS, this only hinders us. I dont disagree that something needed to be done about the 1-hit kills. Perhaps the end-game mitigation should be re-looked at, or perhaps even the plate classes themselves, I think they are all in need some work. I lie frustrated as a time-limited non-raiding paladin, and here I see just another reason why a swashie will be tanking my groups more than already happens... While this system sounds great for most players in the world, i think it will make a dramatic difference in the end-game encounters as far as tanks are concerned. I really hope this gets tested thoroughly, and possibly a little pally love thrown in for us under-used holy knights. SoE keep up the good work, I don't mean this to be deconstructive.
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