RE: =DF= DeathKnight Discussion Thread (Full Version)

All Forums >> [Artix Entertainment Games] >> [DragonFable] >> DragonFable General Discussion



Message


Mr G W -> RE: =DF= DeathKnight Discussion Thread (10/3/2014 9:52:00)

quote:

It already checks that. That's why, if you weren't trying to find every single way possible to make it break, when you switch to the heal it knows to heal you. Let me put this into perspective for you. Deathknight has 1,568 lines of code, of that 715 are the passive. If it was a simple fix like "oh well stupid me I just forgot to put in a check for the healing passive...DOH!" then it would have been fixed already. I'll path out what's going on and try to get it fixed over the weekend. Until then, yes I know it breaks over multi battles.


It is strange how it breaks upon target switch then, considering the passive stays even targets are switched.

Also i wasn't exactly searching for ways to break, i just stumbled upon both issues when fighting multiple enemies. (recurring thing, i tend to break stuff on everything)

Still, near half the code is for the passive alone that is impressive, specially considering the bugs atm are rather minor.




Darius -> RE: =DF= DeathKnight Discussion Thread (10/3/2014 10:17:52)

If the next classes to be revamped are the regular and Evo PumpkinLords, when are Pirate and Ninja going to get theirs? Are they last on the list? Also, is Zardbie on that list, too?




Mr G W -> RE: =DF= DeathKnight Discussion Thread (10/3/2014 10:18:48)

I remember reading somewhere that the plan was to have all classes revamped by November/early December.

That being said, i look forward to the revamps even though deathknight was THE revamp i was waiting for. Of all revamps, this one is a masterpiece tbh




Darius -> RE: =DF= DeathKnight Discussion Thread (10/3/2014 10:26:13)

Well it'd have to be by December, because Frost Moglin Armor is a Frostval seasonal-rare, and is on the list to be revamped. Also, Togslayer is still incomplete, altho it's already post-9.0, so it's not on Ash's list.




Mr G W -> RE: =DF= DeathKnight Discussion Thread (10/3/2014 10:27:00)

Probably November then if you exclude the moglin armor.

This month we get pumpkin revamps.

A bit off topic but one revamp i would like to happen (though it won't) is doomknight. Life carve/blood rite should go off the player's hp rather than enemy's as currently it just breaks everything lol. Also void being glitched and killing yourself is funny too




Darius -> RE: =DF= DeathKnight Discussion Thread (10/3/2014 10:35:29)

Yeah, I don't know if Zardbie needs a revamp, too, or if it's already post-9.0 enough to skate by untouched.




Mr G W -> RE: =DF= DeathKnight Discussion Thread (10/3/2014 10:38:14)

Zardbie is outdated. The block only gives +80 instead of 140-180 like other classes. The damaging skills are decent though.




Mordred -> RE: =DF= DeathKnight Discussion Thread (10/3/2014 14:42:16)

Y'know, that DeathKnight Circlet is almost identical to the Dragon Defender's Ring top-level, but with more crit. It may not be as good in terms of resistances, but it's a very good end-game option. I skipped out on the belt and necklace because they don't stack up as well.




Jorath -> RE: =DF= DeathKnight Discussion Thread (10/3/2014 15:02:04)

The DeathKnight upgrades are actually as good as the Defender's items, but only defensive-wise. They have high Immobility resistance.




DarkLore -> RE: =DF= DeathKnight Discussion Thread (10/3/2014 15:51:43)

I just hope DK will be ready for Live play tonight!




Mr G W -> RE: =DF= DeathKnight Discussion Thread (10/3/2014 15:57:54)

Minor passive issues aside i think it is ready

Original DK was far buggier than this and went live back then. I shame i found like 4-5 bugs back, reported them, they were noted, yet they were never fixed all these years.

Another one of my reasons why i been looking forward for this rework tbh.




DarkLore -> RE: =DF= DeathKnight Discussion Thread (10/3/2014 16:05:55)

We'ge got some serious evil swag in this set! If we wear the upgrade/DC versions with the set. That glowing eye through eyelid issue needs fixing though.




Mr G W -> RE: =DF= DeathKnight Discussion Thread (10/3/2014 16:28:20)

quote:

That glowing eye through eyelid issue needs fixing though.


Does it? Perhaps the evilness is so great it pierces through the skin...

Plot twist: The eye glow is the necrotic presence.




Dracojan -> RE: =DF= DeathKnight Discussion Thread (10/3/2014 17:30:41)

light does go through your skin. the light of a laser goes through my finger... so some eyelids are no problem. it would be inaccurate if light couldnt pass through.




The ErosionSeeker -> RE: =DF= DeathKnight Discussion Thread (10/3/2014 19:48:37)

Would it be too much to halve the power of the current passive, but apply both the Paladin and Necro pieces?


First, this would mean working with already-established as working code, and then it also removes the purpose of the buggy switching skill that doesn't really do much of anything.

I actually thought that the old Infliction concept of costing HP for stronger attacks was very interesting.
Obviously 25% of max HP to pay for a 200% damage skill isn't very cheap, but it was still very interesting.




Mr G W -> RE: =DF= DeathKnight Discussion Thread (10/3/2014 19:55:52)

After all that work implementing the passive switch it might as well stay (with the bugs patched of course)

To undo all that work and go the lazy way with half both passives would be a waste.





The ErosionSeeker -> RE: =DF= DeathKnight Discussion Thread (10/3/2014 20:25:52)

That's... not laziness.

DK uses a distinctly different code as compared to both Necro and Paladin, as demonstrated by its higher passive, and likely has a bunch of other backend things that make it significantly more complex code-wise than the result.

Additionally, since lorewise DeathKnights are a combination of Necromancer and Paladin, there exists the thematic justification that although corrupted, the pressure that you inflict on your opponent translates to a near-vampiric effect to restore your own life force. The way it works now, the DOT by itself is narratively functional, but the actual HP recover isn't. It says that your presence grows, but that... doesn't restore health. Sure, something about shadows binding to mend wounds, but the current thing is called Blood Tap. Where is that blood coming from?




This was mostly stream of consciousness, so I apologize if it doesn't make too much sense, but uh... eh.




DarkLore -> RE: =DF= DeathKnight Discussion Thread (10/3/2014 22:33:24)

As long as DK is still in need of bug fixes... Ash can check this minor detail out if he can. Is our nose supposed to stick out like that? once again this is my OCD.




Veral77 -> RE: =DF= DeathKnight Discussion Thread (10/3/2014 23:05:36)

Are the DK accessories still obtained from farming the Death Knight quest, and have they been revamped?




133spider -> RE: =DF= DeathKnight Discussion Thread (10/4/2014 0:38:41)

@Veral77
Talk to Sir Malifact (where you equip/train the DK armor) and he will have a new option button called 'Items'

From there you can get the new level 40 DK items (which you need to upgrade to revamped) w/ a cost of 1 undead slayer badge each (6 total needed for entire set)

The new revamped DK items go up to level 80




Roxas45 -> RE: =DF= DeathKnight Discussion Thread (10/4/2014 0:56:54)

Can you reduce the mana costs please?

tried doing the latest amityvale quests and almost completely ran out of mana. [&:][:(]




NatsuDragneels -> RE: =DF= DeathKnight Discussion Thread (10/4/2014 1:04:13)

^ Well, my mana didn't run out.

How much your WIS? Mine is 80-85 to avoid run out of mana.




elite dark slayer -> RE: =DF= DeathKnight Discussion Thread (10/4/2014 2:09:19)

When will deathknight be properly released for Non DA holders?




Daimyo Daimyo -> RE: =DF= DeathKnight Discussion Thread (10/4/2014 2:11:25)

What I'm wondering is if non-DA will get to use one additional skill since Necrotic Presence Shift takes up a slot.




elite dark slayer -> RE: =DF= DeathKnight Discussion Thread (10/4/2014 2:18:48)

I think that the necrotic presence shift counts as a skill, so don't think so




Page: <<   < prev  14 15 [16] 17 18   next >   >>

Valid CSS!




Forum Software © ASPPlayground.NET Advanced Edition
0.109375