1.10.0.0d Changes (2023-02-13 Reset)
Posted: Sun Feb 12, 2023 7:50 pm
-Changes to Control Crystals:
--Fixes to some issues involving the messages when close to server reset.
--Bonus added to attackers depending on how many control crystals you have vs how many control crystals the defender has. The bonus is (Defender Control Crystal Count - Attacker Control Crystal Count) * 0.5 and only applies if you have lower control crystals owned then the defenders .. So Maximum 1.5 and minimum 0. This is applied as a full stat bonus to all your stats. So if you have no control crystals but they have three, you will gain a 1.5 stat bonus to your stats. This bonus may be adjusted as we see fit and is there to help promote capturing crystals. ONLY IN CONTROL CRYSTAL ROOMS (obviously).
-Bug fix with arrows resolved when arrows run out.
-Wiki has been adjusted to support mobile better and also has been sized to be larger and easier to read.
-Global mute will work properly.
-/aignore and /ignore blocks everything from the account, including emotes/etc.
-Added a warning message when you have SB warning enabled for account bound items that lock on a character on first equip.
-Adjustment to points on Dragons (mostly to do with druids getting shafted when morphing, bumped up so they're equal to other classes)
-Talismans changed for druids. They now influence your armor and spell resistance on morph. Level 25 talisman should have around the same resistance/armor on morph, and if you have a radiant/humming/etc you'll be slightly higher. Will work on adding a talisman to an OAD soon as well.
-Pierceshot adjusted. Pierceshot is now functions differently as I wasn't super happy with how it came out last update. Pierceshot no longer gives 'bonus damage' but instead removes both active and passive armor. Having intelligence greatly increases the amount removed. The type of armor equipped on a player also influences the modifier. For NPCs the amount of armor influences the modifier.
Some examples:
24 intelligence shooting heavy armor: 95% active armor chance removed and 47.5% passive armor removed.
16 intelligence shooting heavy armor: 64.6% active armor chance removed and 32.3% passive armor removed.
10 intelligence shooting heavy armor: 41.8% active armor chance removed and 20.9% passive armor removed.
24 intelligence shooting medium armor: 60% active armor chance removed and 30% passive armor removed.
16 intelligence shooting medium armor: 40.8% active armor chance removed and 20.4% passive armor removed.
10 intelligence shooting medium armor: 26.4% active armor chance removed and 13.2% passive armor removed.
24 intelligence shooting light armor: 35% active armor chance removed and 17.5% passive armor removed.
16 intelligence shooting light armor: 23.8% active armor chance removed and 11.9% passive armor removed.
10 intelligence shooting light armor: 15.4% active armor chance removed and 7.7% passive armor removed.
24 intelligence shooting cloth armor: 20% active armor chance removed and 10% passive armor removed.
16 intelligence shooting cloth armor: 13.6% active armor chance removed and 6.8% passive armor removed.
10 intelligence shooting cloth armor: 8.8% active armor chance removed and 4.4% passive armor removed.
It will most likely be a play to figure out what you want to do in this case for stats.
The formula (as of now) is:
Minimum is 0, so you can never go beyond this for passive armor like original where you could get like 200% more damage. defenderArmorMultiplier is 0.019 for heavy, 0.012 for medium, 0.007 for light, and 0.004 for cloth. For NPCs its 0-140 = 0.004, 141-220 = 0.007, 221-300 = 0.012, 300-400 = 0.019, and over 400 we consider them being immune to it as it's only set this high for reasons to block damage all together (like dragons).
--Fixes to some issues involving the messages when close to server reset.
--Bonus added to attackers depending on how many control crystals you have vs how many control crystals the defender has. The bonus is (Defender Control Crystal Count - Attacker Control Crystal Count) * 0.5 and only applies if you have lower control crystals owned then the defenders .. So Maximum 1.5 and minimum 0. This is applied as a full stat bonus to all your stats. So if you have no control crystals but they have three, you will gain a 1.5 stat bonus to your stats. This bonus may be adjusted as we see fit and is there to help promote capturing crystals. ONLY IN CONTROL CRYSTAL ROOMS (obviously).
-Bug fix with arrows resolved when arrows run out.
-Wiki has been adjusted to support mobile better and also has been sized to be larger and easier to read.
-Global mute will work properly.
-/aignore and /ignore blocks everything from the account, including emotes/etc.
-Added a warning message when you have SB warning enabled for account bound items that lock on a character on first equip.
-Adjustment to points on Dragons (mostly to do with druids getting shafted when morphing, bumped up so they're equal to other classes)
-Talismans changed for druids. They now influence your armor and spell resistance on morph. Level 25 talisman should have around the same resistance/armor on morph, and if you have a radiant/humming/etc you'll be slightly higher. Will work on adding a talisman to an OAD soon as well.
-Pierceshot adjusted. Pierceshot is now functions differently as I wasn't super happy with how it came out last update. Pierceshot no longer gives 'bonus damage' but instead removes both active and passive armor. Having intelligence greatly increases the amount removed. The type of armor equipped on a player also influences the modifier. For NPCs the amount of armor influences the modifier.
Some examples:
24 intelligence shooting heavy armor: 95% active armor chance removed and 47.5% passive armor removed.
16 intelligence shooting heavy armor: 64.6% active armor chance removed and 32.3% passive armor removed.
10 intelligence shooting heavy armor: 41.8% active armor chance removed and 20.9% passive armor removed.
24 intelligence shooting medium armor: 60% active armor chance removed and 30% passive armor removed.
16 intelligence shooting medium armor: 40.8% active armor chance removed and 20.4% passive armor removed.
10 intelligence shooting medium armor: 26.4% active armor chance removed and 13.2% passive armor removed.
24 intelligence shooting light armor: 35% active armor chance removed and 17.5% passive armor removed.
16 intelligence shooting light armor: 23.8% active armor chance removed and 11.9% passive armor removed.
10 intelligence shooting light armor: 15.4% active armor chance removed and 7.7% passive armor removed.
24 intelligence shooting cloth armor: 20% active armor chance removed and 10% passive armor removed.
16 intelligence shooting cloth armor: 13.6% active armor chance removed and 6.8% passive armor removed.
10 intelligence shooting cloth armor: 8.8% active armor chance removed and 4.4% passive armor removed.
It will most likely be a play to figure out what you want to do in this case for stats.
The formula (as of now) is:
Code: Select all
local armorRemove = math.max(0, 1 - ((entityIntelligence+1) * defenderArmorMultiplier*2))
local armorRemovePassive = math.max(0, 1 - ((entityIntelligence+1) * defenderArmorMultiplier))
Minimum is 0, so you can never go beyond this for passive armor like original where you could get like 200% more damage. defenderArmorMultiplier is 0.019 for heavy, 0.012 for medium, 0.007 for light, and 0.004 for cloth. For NPCs its 0-140 = 0.004, 141-220 = 0.007, 221-300 = 0.012, 300-400 = 0.019, and over 400 we consider them being immune to it as it's only set this high for reasons to block damage all together (like dragons).