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Official racepatch public testing discussion thread

Started by Celeborn on Mar 11, 2006 · 34 posts in thread

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Celeborn (#1)

#1
Post any bugs, questions and remarks relating to the public testing of races, starsigns and ancestries here! I'm keeping a close eye on this thread.

(visit http://testing.dark-legacy.com for more information)

Celeborn (#2)

#2
Q. I cant use COMBINE on testing.dark-legacy.com!

A. This is on purpose: It is to prevent people from trying to find runeword combinations.

Chilliwack (#3)

#3
you can still use spell add <rune> <prism/idol> though
Check it ouuuuut

lingolas (#4)

#4
we need some general help files for new common commands.
here are some commone ones:

changing forms: cast "howl"
change back to orginal form: cast 'dispel"
activate starsign: ?

lingolas (#5)

#5
as a Lich race is changed to skeleton orc, does that Lich still get orc's bonuses?

Kiasyn (#6)

#6
lingolas wrote:
changing forms: cast "howl"
change back to orginal form: cast 'dispel"
activate starsign: ?
IIRC you can change back to original form with unmorph.
Kiasyn Kelle

Quintos (#7)

#7
Perhaps you should allow us to be set to e1000 so that we can test the forms for dragons and elementals?
Quintos Aelon, Progenitor of the Aelon line

Nuitari (#8)

#8
Don't worry, I'll be testing those for you tonight ;)
Guns don't kill people; I do!

Jerardo (#9)

#9
Dwarf's cannonball only works at the start of combat on non-automatically hostile npcs (ie you can't already be in combat to use this). This is a huge disadvantage because most npcs are hostile ('red', all of epics) and also at a disadvantage when in partying (meaning you have to make the first move on non-red targets).

For those that haven't tried cannonball, it's basically 2 thrust(in 1 move) at the beginning of battle, similarly to a 'spin'(except spin is able to work while in combat).

A possible change would to make cannonball on dwarf's timer of 1 use per 15 seconds and able to use while in combat.

Quintos (#10)

#10
Jerardo wrote:
Dwarf's cannonball only works at the start of combat on non-automatically hostile npcs (ie you can't already be in combat to use this). This is a huge disadvantage because most npcs are hostile ('red', all of epics) and also at a disadvantage when in partying (meaning you have to make the first move on non-red targets).

For those that haven't tried cannonball, it's basically 2 thrust(in 1 move) at the beginning of battle, similarly to a 'spin'(except spin is able to work while in combat).

A possible change would to make cannonball on dwarf's timer of 1 use per 15 seconds and able to use while in combat.
Cannonball also has the bonus of acting as a couple of rushes at the same time. This means that it's meant mainly as an opening move against ranged fighters.

Jerardo (#11)

#11
Dragon's innate spell 'breath' seems to scale at level 50, meaning no additional boost for epic levels. Not sure if this is intended.

Nuitari (#12)

#12
The starsign "The Knight" does not have any noticable effect on my balance. I am using a +25 balance inner peace, Autumn's Balancing Embrace III, and I have 50% equilibrium.

I have tried attacking on both the testport and the mainport at the same time, with The Knight on the testport and obviously without it on the mainport. I lost the same amount of balance per attack.

Isabelle told me that this is due to some huge, undocumented combat changes on the testport and that The Knight was actually helping me a lot if it gave me the same balance I had on the mainport, so I tried using a different starsign and checking my balance. There was no noticable difference between my balance with The Knight and any other starsign.

Either The Knight doesn't affect balance, it doesn't stack properly with some other balance-boosting effect, or the bonus is negligible.

If it /is/ working as intended, it needs a major boost in the balance bonus.

Isabelle (#13)

#13
i tested it with some random starsign, versus the knight, and there was a very noticeable advantage

first, with the knight character, i was using less balance per hit, and recovering (seemingly) alot faster than the other.

lunges were taking away like 2 stars on the knight, and like 4 on the other.

i don't want the knight starsign being immune to balance, i think that would be very imbalanced :)

but it definitely appears to be giving the 15% balance that it says it gives.

i'll try to test it with all the things you mentioned in your note, and try to give it another shot.

Nuitari (#14)

#14
That's odd, considering Celeborn said that it's slower balance drain, not faster balance recovery.

Also, two stars instead of four = 50%; The Knight is only 15%.

IF you are actually getting the effects you describe, it's probably not The Knight that's causing them, unless it's not working properly.

Isabelle (#15)

#15
i did it with adding the race of lizardman and the embrace III, (and knight) and i did nothing but lunges an entire fight, spammed lunge for a couple minutes, then slowed down as it eventually started reaching imbalance.

it still looks great so far, ill try to make a warrior cleric to test out the inner peace thing.

Chilliwack (#16)

#16
maybe there is a balance cap so youre not seeing a difference, donno

Guest (Alexiel) (#17)

#17
erm... well... this is just a suggestion on the stat rerolling that appears when you "rebirth" your chara on the test port.

Could you make the stat rerolling as the base stats? because otherwise it's rather confusing, as the stats which are being rerolled is at your level, excluding equipment affects... as at tri-av (or epic 59 in Alexiel's case) the numbers get kinda big and i'm just kinda going @____@ what????? 'cuz it's kinda hard to tell whether the stats which are being rolled are good? :P something like that.

Jerardo (#18)

#18
I tested the balance of knight and it works for me. I get 1 extra lunge/spin. This test was done on a combat machine with innerpeace, equil, and gaunt of dex.

Without knight, I get 7 lunge(7 spins too), 8th time=fall.

With knight, I get 8 lunge(8 spins), 9th time=fall.

Quintos (#19)

#19
Jerardo wrote:
I tested the balance of knight and it works for me. I get 1 extra lunge/spin. This test was done on a combat machine with innerpeace, equil, and gaunt of dex.

Without knight, I get 7 lunge(7 spins too), 8th time=fall.

With knight, I get 8 lunge(8 spins), 9th time=fall.
How many times did you do this test? If it was only once for each, this is nothing conclusive. If it happened 100 times, you have something.

Jerardo (#20)

#20
About 5 times of each. A friend(Veld) also told me he did the same test and gotten the same results. I did the same test just now and resulted: with knight=8 spins, w/o knight =7 spins. The speed was was 38.

However... with 82 speed as a knight, I can only spin 6 times, 7th=fall. Without knight, it's also 6 spins, 7th=fall.

My 2 conclusions:
1. speed makes a huge factor, if one where to have high speed, the 15% extra blance would be very hard to notice

2. spin was nerfed sometime and takes more balance now, as normally I can spin 7 times(with all possible balance bonus) with 100 speed before.

weems (#21)

#21
To clear some things up:

Equilibrium:
Heavy armor and weapons used in a warriors combat training give them
exceptional skill in finding their equilibrium more quickly.

Warriors trained in this skill regain their balance with greater speed.


That is quoting the help files. This explains why Jerardo gets more consecutive spins with a slower speed, because it gives him more time for his balance to regenerate in between spins. When your speed is very fast, the speed at which your balance regenerates will make no difference. Only after you have stopped spinning, will it kick in.

If you want to test this, I suppose you will have to completely drain your balance pool, then take a stopwatch and time how long it takes for it to completley fill back up, with and without the Knight starsign.

Isabelle (#22)

#22
well, each time i do it, i still come up with the same result of seeing a cool bonus with having knight

so, if my methods are flawed, those here who are posting and saying that knight doesnt work should logon to testing.dark-legacy.com and show me.

(please)

let's do it now before the patch goes live

Nuitari (#23)

#23
So The Knight seems to be working properly, but its bonus is pitifully weak at high levels.

How about this:

Solution A)

Leave it as it is, but add

+15% balance(level 50)

Solution B)

Leave the reduced balance drain as it is and add

+5% bonus to equilibrium(level 10)
+5% bonus to equilibrium(level 20)
+5% bonus to equilibrium(level 30)
+5% bonus to equilibrium(level40)
+5% bonus to equilibrium(level50)
+5% bonus to equilibrium/100 epic levels up to e500(for a total of 99% equilibrium skill for warriors and 50% for non-warriors)

This would help it scale better with epic level and make it useful to higher-level characters, without giving infinite balance or giving low-level characters too much balance. As it works now, it's slower balance drain, but the bonuses on top of that would be balance regeneration, which are less significant and don't stack exponentially.

Ultimately, adding the equilibrium bonus would give +33% balance regeneration to an e500 warrior and +50% balance regeneration to an e500 non-warrior. That makes it more useful at higher epic levels without being overpowered, and might make it feasible for melee characters to choose it over the pentagram.

Nuitari (#24)

#24
Isabelle wrote:
well, each time i do it, i still come up with the same result of seeing a cool bonus with having knight

so, if my methods are flawed, those here who are posting and saying that knight doesnt work should logon to testing.dark-legacy.com and show me.

(please)

let's do it now before the patch goes live
It might be that you are getting better results because you are using a slower character. If you do the spins more slowly, you have more time for your balance to regenerate between spins, and the reduced balance drain from The Knight(if it IS reduced balance drain, like Cele told me) would put you over the 1-extra-attack threshhold. Conversely, faster characters are getting a fractional extra attack that doesn't do them any good.

For example:
(note that these numbers are made-up for the sake of example; they are not the actual values used in DL)
Lowbie warrior does all but his last lunge. He's been going slowly, so he's regenerated .2 more points of balance during his attacking than triav warrior. Triav warrior starts with 5 balance and pays .85 balance per lunge instead of the standard 1. At 1 balance per lunge, he gets 5 lunges (5/1 = 5). At .85 balance per lunge, he gets 5.88 lunges, but he doesn't actually make that .88 of a lunge, he just loses balance because the game doesn't let you make a fractional attack for fractional balance. The lowbie warrior, on the other hand, regenerated an extra .2 balance during the longer time he took to make his attacks, and that .2 gives him enough balance to make that last, bonus spin. As a result, the lowbie sees a tangible benefit from The Knight wheras the triav does not.


Weems could also be right and it could be that The Knight gives regen, not reduced drain, but it doesn't seem to be that way and Celeborn specifically told me it was slower drain.

Nuitari (#25)

#25
Grig seems very overpowered. With the significant movement speed bonus and the fact that retreat and cast do not share requirements, a caster using Grig would be untouchable by a melee character. Additionally, any character with Grig can control the flow of battle: their opponent cannot flee from the Grig unless they have other speed/mobility factors that greatly outclass the Grig(ie: higher speed stat, much larger size, entangle that the Grig can't resist and the ability to resist the Grig's entangle, superior slow spell)

Orc and Half-Orc also seem overpowered. Not taking bonus damage from aggressive berserk is, as has already been discussed, effectively a huge hp or damage bonus in melee. 50-100 damage reduction is very significant versus magic and will be at least somewhat effective versus melee after the resistance change. All of my 1035 epic points on the testport only buy me 60-something dr; nowhere near what an orc gets at level 50.

Troll still seems to get the shaft. Their wound/limb regeneration simply isn't fast enough to be useful at all. Regeneration score costs just as much to epicbuy as damage reduction, yet a troll gets only a small fraction of the regeneration that a troll gets dr(I had 20 regen with troll/hospic), plus the troll's wound/limb regeneration is vastly inferior to an orc's "no bonus damage from aggressive/berserk style"

lingolas (#26)

#26
nuitari wrote:

+5% bonus to equilibrium/100 epic levels up to e500(for a total of 99% equilibrium skill for warriors and 50% for non-warriors)


In my opinion, a non-warrior (with the exception of rogues) shouldnt get any. You dont see warriors asking for 50% magic do you ? :lol:

Quintos (#27)

#27
lingolas wrote:
nuitari wrote:

+5% bonus to equilibrium/100 epic levels up to e500(for a total of 99% equilibrium skill for warriors and 50% for non-warriors)


In my opinion, a non-warrior (with the exception of rogues) shouldnt get any. You dont see warriors asking for 50% magic do you ? :lol:
I'm gonna bet most first class warriors are still gonna be doing starsigns that give them plenty of bonii to complexities, so why shouldn't a non-warrior be able to recieve some equilibrium?

ShanaArkai (#28)

#28
i like that idea

Nuitari (#29)

#29
I'm taking The Pentagram, even though I'm an almost pure warrior and my character was designed specifically to have the best balance possible.

ShanaArkai (#30)

#30
Nimisis will be taking The hospic, i just cant pass up that body %

Zidane (#31)

#31
i notice on the test port we can cast sagacity, clarity, fortune, and other stats.
This intented with the race patch?

The old way is just sagacity with another stats spell. :D
Dr. Zidane of The Forsaken

Isabelle (#32)

#32
hey celeborn, we were noticing that shapeshift can still be dispelled.

personally, i don't consider this a huge big deal, since it only dispels random effects anyways, although.. it did seem as if dispel had a very quick cast time.

perhaps it was me, is it possible to make casting dispel on self reasonably quick, but casting dispel on others have like a large penalty to time delay?

Zidane (#33)

#33
(Request)Just an idea for the racepatch to add a quick added with it. Can we have the score with the Current stats and the Maxium stats?
Exmaple: not real stats
Strength: 35;48 Very strong
Dexterity: 39;50 Extremely nimble
Constitution: 32;50 incredibly fit
Intelligence: 50;52 Genius
Wisdom: 48;50 Very wise
Charisma: 19;50 Attractive
Luck: 16;50 Lucky
:arrow: i hope this is not hard to code or have to wait for another patch :)

Nuitari (#34)

#34
I think The Thrall's resistances should scale with level. +25 to all resistances is a huge bonus for a low-level character, but once the resist changes go in it becomes less and less useful at higher levels. By picking The Thrall, as of the resist change, you are trading a +5% complexity bonus for 37500 enchantment space(or 42500 if divine and scourge are included). At low levels, this is extremely powerful and much better than anything any other ancestry gives at level 1. At higher levels, it becomes less and less useful, meaning this ancestry is almost a no-brainer for low-level characters and not a great idea for characters that will be epiced extensively. Perhaps this ancestry could give a percentage bonus to your resistances, or it could give a bonus which starts much lower but increases with level and epic level.

Lycanthrope, Vampire, and Construct all seem pretty worthless. I know some players will pick Vampire for RP reasons and some will pick Lycanthrope because they think werewolves are cool, but the bonuses these ancestries get are inferior to those of the complexity-increasing ancestries. Lycanthrope gives a moderate enchantment space bonus in resists which wouldn't really make it worthwhile even if the wolf form couldn't be dispelled. Vampire gives blood complexity and bloodpoints, which are useless(and even if blood magic is made useful, that's still a bonus in one school and nothing in the other 10). Construct gets immunity to critical hits and a bit of resistances, but that seems to be it. They might get some kind of hp bonus, but if so it doesn't show up in their description. Playing a non-healing, extremely tough character sounds nice, but they really don't get much in the way of toughness.

The Knight's balance bonus, which is the only reason to pick this starsign for a serious character, is still insignificant and unnoticable to a triav with high speed(which is every serious character). The increased attack speed is nice, but sustained balance is really what matters in melee combat. +5 AR is a nifty little enchantment space bonus, but nothing to write home about. The damage reduction is kind of like icing on the cake, but unfortunately the cake seems to be missing.

The Hospic is pretty good, but lacking compared to The Pentagram. If the hp bonus applied to all hp, I'd consider it to be on even terms with the pentagram, but Celeborn said that would take too long to code. I recommend either adding a small general complexity bonus or increasing the hp bonus drastically. Making the hp bonus apply to all hp would be ideal, in my opionion, but it's probably not worth a week of Celeborn's time.

The Hero is pretty lame. 5% complexity is vastly inferior to what the pentagram gets. Resistance to bloodloss is all but useless, as severs are rather rare and easily regenerated. The ability to control an extra normal summon is laughable, as non-elemental summons are useless and one extra summon is only a small percentage increase in the number you could summon anyways. The attack and AC are moderate enchantment space bonuses; little more than gimmicks at high level. +2 charisma is laughable and doubling bardic empathy is only useful for a bard alt who sings verses of the magi for an enchanter and psalm of knowledge for epicers.

Hierophant and Hermit give reduced complexity bonuses plus some useless or near-useless other abilities. The corpse/favor stuff is only a minor convenience, half failure rate is nice but could be accomplished with higher complexity bonus anyways, spell reflection could be somewhat useful if MR is changed, sensory complexity bonuses are not very useful, and truesight/darkvision are merely gimmicks.

The Fool is great for a chestfinding alt. That's about it.

The Comet largely depends on the power of its Haste spell, but ultimately falls short due to the speed cap and lack of complexity bonuses. If its innate haste is powerful and stacks with the real haste spell, it's pretty useful until you can hit the speed cap without it. The travelling and walking delay are convenient but not powerful. +15 AC is nifty but not a major bonus.

I'm undecided on The Artist. It's great for levelling quickly, but levels are effectively capped until gear is uncapped, and xp bonuses are less useful than other bonuses when you can barely kill the mobs you need to kill to level. If the crafting level is ever uncapped, this is a decent starsign, but until then I wouldn't even consider picking it.

Elementals, Dragons, Mycondid, Mindflayer, Slime, and Lich are all roughly equal. Some stand out above others for their non-complex bonuses(innate entangle vs innate recharge; one is awesome and one is virtually useless, can you guess which is which?), but overall these are of similar power and superior to the other ancestries, except maybe Thrall.