1.4.1.0 Class Changes
Posted: Sat Jul 29, 2017 1:06 pm
Will have more on the changes but for the classes to start:
Assassins and Thieves can now hide in the same spot after backstabbing/sniping. It takes 1.0 seconds to rehide. The old system is still in place however and is obviously faster if you choose to use that method. So you can be a better assassin/thief if you move back and forth.
Zerkers flurry bonus starts at 40%, then second hit is 45%, and third hit is 50%. They also get up to 8% more damage while they have less health. (Scales based on health level. 50% health is 4% more damage.)
Rangers pets now protect the owner. It is based on TauntLevel and Agility (not attack agility.) TauntLevel is 5% per level starting at 2. Each agility point grants an additional 0.2% more chance. You'll want to find those TauntLevel 3 or TauntLevel 4 pets! Example> My pet has tauntlevel of 3 and agility of 20. This means my pet has 14% chance to protect. ((TauntLevel-1)*5) + (Agility*0.2)..
Those pets that have high damage and tauntlevel of 2 won't really cut it for protection directly. So now theres a nice option to some other pets with this.
On top of that Rangers arrows now have a higher chance to hit critical damage. Around 5-6% more for most arrows.
Druids and MR talked about viewtopic.php?f=10&t=1754 which I felt is just. They still have MR, just not godly amounts since they are obviously always going to have HIGH wisdom compared to others. I know not everyone will be pleased with it, but it had to be done. We'll see about making druids more interesting as we tweak them though.
Assassins and Thieves can now hide in the same spot after backstabbing/sniping. It takes 1.0 seconds to rehide. The old system is still in place however and is obviously faster if you choose to use that method. So you can be a better assassin/thief if you move back and forth.
Zerkers flurry bonus starts at 40%, then second hit is 45%, and third hit is 50%. They also get up to 8% more damage while they have less health. (Scales based on health level. 50% health is 4% more damage.)
Rangers pets now protect the owner. It is based on TauntLevel and Agility (not attack agility.) TauntLevel is 5% per level starting at 2. Each agility point grants an additional 0.2% more chance. You'll want to find those TauntLevel 3 or TauntLevel 4 pets! Example> My pet has tauntlevel of 3 and agility of 20. This means my pet has 14% chance to protect. ((TauntLevel-1)*5) + (Agility*0.2)..
Those pets that have high damage and tauntlevel of 2 won't really cut it for protection directly. So now theres a nice option to some other pets with this.
On top of that Rangers arrows now have a higher chance to hit critical damage. Around 5-6% more for most arrows.
Druids and MR talked about viewtopic.php?f=10&t=1754 which I felt is just. They still have MR, just not godly amounts since they are obviously always going to have HIGH wisdom compared to others. I know not everyone will be pleased with it, but it had to be done. We'll see about making druids more interesting as we tweak them though.