Welcome Board Archive - Code Update 8/26
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From: Rufus Title: Code Update 8/26 Appends: 2 Posted On: Sunday, August 26 2018, 08:18PM --------------------------------------------------------------------------- - Increased the success rate on Feint - Decreased the critical fail rate on Feint - Feint's debuff duration has been doubled - Mobs no longer get 'blindfighting' by default - AC debuff spells now have a 20 pt ac debuff instead of 10 - You can fix secondary attack and weapons with the repair skill again - Some mobs will have better AC, especially those in the run areas - The regen changes will be made live A note about this update: A number of variables surrounding the hit table and how melee hits are determined have moved to a run-time configuration. Though this was a pretty safe set of changes, as we've seen with throw, I'm amply capable of screwing things up to a really, really amazing degree. So be on the lookout. The numbers look right, but ya never know. That being said, with the note about AC on mobs above, you will sometimes miss a bit more often. Feint, cause and create debuffs, blindness, mark target and limn can be used to mitigate quite a bit of AC now ... :) Append 1 of 2 from Rufus on Sunday, August 26 2018, 08:20PM RE: Rufus Title: Code Update 8/26 --------------------------------------------------------------------------- - Item size and held objects is now a lot more consistent Append 2 of 2 from Rufus on Sunday, August 26 2018, 08:36PM RE: Rufus Title: Code Update 8/26 --------------------------------------------------------------------------- So I turned the artificial mob ac limit on. As I was stat'ing a few mobs around the mud to get a bit of insight, I realize there were a few that weren't prepared for such a radical shift. So nothing new in terms of hitting potential from players. All the mob ACs have returned to normal