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RE: =DF= DeathKnight Discussion Thread

 
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10/3/2014 9:52:00   
Mr G W
Member

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.

< Message edited by Mr G W -- 10/3/2014 10:12:03 >
AQ DF  Post #: 376
10/3/2014 10:17:52   
Darius
Member

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?
AQ DF MQ AQW Epic  Post #: 377
10/3/2014 10:18:48   
Mr G W
Member

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

< Message edited by Mr G W -- 10/3/2014 10:26:25 >
AQ DF  Post #: 378
10/3/2014 10:26:13   
Darius
Member

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.
AQ DF MQ AQW Epic  Post #: 379
10/3/2014 10:27:00   
Mr G W
Member

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

< Message edited by Mr G W -- 10/3/2014 10:37:04 >
AQ DF  Post #: 380
10/3/2014 10:35:29   
Darius
Member

Yeah, I don't know if Zardbie needs a revamp, too, or if it's already post-9.0 enough to skate by untouched.
AQ DF MQ AQW Epic  Post #: 381
10/3/2014 10:38:14   
Mr G W
Member

Zardbie is outdated.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

< Message edited by Mr G W -- 10/3/2014 10:39:15 >
AQ DF  Post #: 382
10/3/2014 14:42:16   
Mordred
Member

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.
AQ DF MQ  Post #: 383
10/3/2014 15:02:04   
Jorath
Advocator of Wills


The DeathKnight upgrades are actually as good as the Defender's items, but only defensive-wise. They have high Immobility resistance.
AQ DF MQ  Post #: 384
10/3/2014 15:51:43   
DarkLore
Member

I just hope DK will be ready for Live play tonight!
AQ DF MQ AQW Epic  Post #: 385
10/3/2014 15:57:54   
Mr G W
Member

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.

< Message edited by Mr G W -- 10/3/2014 15:58:32 >
AQ DF  Post #: 386
10/3/2014 16:05:55   
DarkLore
Member

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.
AQ DF MQ AQW Epic  Post #: 387
10/3/2014 16:28:20   
Mr G W
Member

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.
AQ DF  Post #: 388
10/3/2014 17:30:41   
Dracojan
Member

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.
DF  Post #: 389
10/3/2014 19:48:37   
The ErosionSeeker
*insert cheesy pun here*


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.
DF AQW  Post #: 390
10/3/2014 19:55:52   
Mr G W
Member

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.

AQ DF  Post #: 391
10/3/2014 20:25:52   
The ErosionSeeker
*insert cheesy pun here*


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.
DF AQW  Post #: 392
10/3/2014 22:33:24   
DarkLore
Member

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.
AQ DF MQ AQW Epic  Post #: 393
10/3/2014 23:05:36   
Veral77
Member

Are the DK accessories still obtained from farming the Death Knight quest, and have they been revamped?
AQ DF MQ AQW  Post #: 394
10/4/2014 0:38:41   
  133spider
Moderator


@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
AQ DF MQ AQW  Post #: 395
10/4/2014 0:56:54   
Roxas45
Member

Can you reduce the mana costs please?

tried doing the latest amityvale quests and almost completely ran out of mana.
AQ DF MQ AQW  Post #: 396
10/4/2014 1:04:13   
NatsuDragneels
Member

^ Well, my mana didn't run out.

How much your WIS? Mine is 80-85 to avoid run out of mana.
DF AQW  Post #: 397
10/4/2014 2:09:19   
elite dark slayer
Member

When will deathknight be properly released for Non DA holders?
DF MQ AQW  Post #: 398
10/4/2014 2:11:25   
Daimyo Daimyo
Member

What I'm wondering is if non-DA will get to use one additional skill since Necrotic Presence Shift takes up a slot.
MQ  Post #: 399
10/4/2014 2:18:48   
elite dark slayer
Member

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

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DF MQ AQW  Post #: 400
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