Home  | Login  | Register  | Help  | Play 

=AQ, Dev, Balance= Game Engine 44

 
Logged in as: Guest
  Printable Version
All Forums >> [Artix Entertainment Games] >> [AdventureQuest] >> AdventureQuest General Discussion >> AQ Design Notes >> =AQ, Dev, Balance= Game Engine 44
Forum Login
Message << Older Topic   Newer Topic >>
1/14/2019 18:07:29   
  In Media Res
 Chillin' Forme


Stats can now be trained to 250!
Right now combat stat bonuses are the same as before. We're looking at ways to adjust things (does DEX do too much or should it have a different role? can we make initiative more fair? can we make DEX and LUK overlap less? does END need a nerf, especially for mobs?), so we're not rolling out any changes yet.

We've updated stat assumptions for items that use your expected stat like Poelala:

Primary: =MAX(MIN(MROUND(2 * Level + 30, 5), 5 * Level, 250), 10)
Secondary: =MAX(MIN(MROUND(4 * Level + 32 - Primary, 5), 5 * Level - Primary, 250), 0)
Tertiary: =MAX(5 * Level - Primary - Secondary, 0)

And we've updated max MP to encourage you to train your INT:

Max MP: =4.1 * (33 + (5.1 + 2.3375 * Level + 0.01125 * Level^2) * MIN(1, INT / MAX(MIN(2 * Level + 4, 250), 10)))

Poelala and Friends
We still feel like Poelala, Dunamis, and Thernda are too powerful. Them being able to fully replace CHA with your stat of choice makes them almost always the best choice for non-BM builds. To help curb them back, they now use (75% of MainStat + 25% of CHA) instead of your MainStat.

Weapon Specials
We decided to tweak 100proc weapons, because who uses bows, anyway? While we're there, 0proc weapons got some love too:
#0proc weapons have gone from +9% additive damage to *1.08 multiplicative damage
#100proc weapons with a proper "special" special have gone from -10% additive damage to *1 multiplicative damage (no penalty/no bonus)
#100proc weapons without a proper "special" special have gone from +2% additive damage to *1.1 multiplicative damage.

Bug Fixes
Just some odds and ends to round out the week ^^
# Imbue should work properly
# Boosters that boost normal player attacks (like Poelala) will only give a Melee-level boost to weapon-based skills (anything that's a normal player attack and has its stat bonuses doubled).
## Example: If Poelala gives a +32% boost to Magic weapons and Dunamis gives +24% with a similar setup, then they'll both give 24% on weapon-based skills.
# Fixed some graphics bugs on Cleric of Carnafax, Spark of Serenia, and Geocastellum armours.
# Fixing some technical bugs with Bloodzerker and Spectral Chains
AQ  Post #: 1
1/14/2019 23:10:11   
  In Media Res
 Chillin' Forme


Oh, one more thing - I've removed the 200 stat cap from status system saving throws. Before, having to compete with a monster's 275 stat with your 200 was a bit unfair, but now there's not much of a difference between your 250 and the monster's 275. You should be able to handle it, eh?
AQ  Post #: 2
1/18/2019 15:18:47   
  In Media Res
 Chillin' Forme


Updated weapon special standards:

SBR = (1+10/PROC)*(1+0.03*PowLvl)*(1+MIN(2*PowLvl+30, 5*PowLvl, 250)*(1+0.066*PowLvl)/16/(0.00375*PowLvl^2+0.5625*PowLvl+5.25))
SBTH = PowLvl/4 + MIN(0.2*PowLvl+1.6, 25)
Level	SBR	SBTH		Level	SBR	SBTH
0	1.5	1.6		80	10.222	37.6
5	2.165	3.9		85	10.814	39.9
10	2.849	6.1		90	11.411	42.1
15	3.292	8.4		95	12.014	44.4
20	3.753	10.6		100	12.621	46.6
25	4.231	12.9		105	13.233	48.9
30	4.723	15.1		110	13.85	51.1
35	5.229	17.4		115	14.17	53.4
40	5.747	19.6		120	14.487	55
45	6.276	21.9		125	14.801	56.3
50	6.815	24.1		130	15.112	57.5
55	7.363	26.4		135	15.419	58.8
60	7.92	28.6		140	15.724	60
65	8.485	30.9		145	16.026	61.3
70	9.057	33.1		150	16.325	62.5
75	9.637	35.4		153	16.504	63.3
Pretty much all weapons released in 2018 have been updated to use these new numbers.
AQ  Post #: 3
2/28/2019 15:18:31   
  In Media Res
 Chillin' Forme


Game Engine 44.2

  • There's a new option to toggle on old sounds and damage icons.
  • When logging in, it'll load your armour only after it finishes loading the status system, balance engine, etc. This should help prevent bugs like "Bloodzerker is killing me because it's costing NaN HP because it loaded before the balance engine did".
  • AQ  Post #: 4
    3/2/2019 2:56:28   
      In Media Res
     Chillin' Forme


    Game Engine 44.3

    Fixed a bug where, if you started a battle against a pack monster without the "Ready Inv Before Battle" option on, the game would softlock.
    AQ  Post #: 5
    3/27/2019 18:02:11   
      In Media Res
     Chillin' Forme


    Game Engine 44.4

  • Fixed some bugs with the new options not saving properly. Apparently it's bad to store a boolean value as a string ^^;;
  • Old graphics for clovers when using old art.
  • AQ  Post #: 6
    8/21/2019 23:30:27   
      In Media Res
     Chillin' Forme


    Game Engine 44.444

  • Wars can now be set to disable packs so that you only fight single mobs. Thanks, Cap'n!
  • Fixed an issue where "piņa colada" would appear as "pia colada". (I guess it's better than it being a pita colada - strained flatbread sounds disgusting. [Darn, now I'm hungry for a solid pita. {Wait, is this thing still on?}])
  • AQ  Post #: 7
    Page:   [1]
    All Forums >> [Artix Entertainment Games] >> [AdventureQuest] >> AdventureQuest General Discussion >> AQ Design Notes >> =AQ, Dev, Balance= Game Engine 44
    Jump to:



    Advertisement




    Icon Legend
    New Messages No New Messages
    Hot Topic w/ New Messages Hot Topic w/o New Messages
    Locked w/ New Messages Locked w/o New Messages
     Post New Thread
     Reply to Message
     Post New Poll
     Submit Vote
     Delete My Own Post
     Delete My Own Thread
     Rate Posts




    Forum Content Copyright © 2018 Artix Entertainment, LLC.

    "AdventureQuest", "DragonFable", "MechQuest", "EpicDuel", "BattleOn.com", "AdventureQuest Worlds", "Artix Entertainment"
    and all game character names are either trademarks or registered trademarks of Artix Entertainment, LLC. All rights are reserved.
    PRIVACY POLICY


    Forum Software © ASPPlayground.NET Advanced Edition