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Info Item Team Update Thread - Latest Updates, Rebalance Changelogs & More - Update 28/6

Discussion in 'Wynncraft' started by SilverMirror, Dec 8, 2018.

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  1. AnonymousEXE

    AnonymousEXE Obscure

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    Why did you debuff morph set, you shouldn't even if you should :-(
    Ok I know why, but WHYYYYYy
     
  2. Epicness937

    Epicness937 Thesead water god. HERO

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    Wut's going on with aphotic or is this just so that super fast weps are always super slow?
     
  3. Druser

    Druser ele defs don't matter HERO Featured Wynncraftian

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    Yeah that's why. It already kills non-Super Slow melee anyway, might as well get the benefit of Super Slow steals/specials.
     
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  4. SilverMirror

    SilverMirror Retired IM HERO

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  5. Druser

    Druser ele defs don't matter HERO Featured Wynncraftian

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    About when should we expect the changelog?
     
  6. SilverMirror

    SilverMirror Retired IM HERO

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    A few quality of life fixes are being pushed in the game right now

    1. Courage is now fixed. It applies the damage boost correctly.
    2. Defence (defense sp, warscream, base def) are multiplicative (rather than additive). tl;dr defence on archer is massively increased, whereas decreased in warrior
    3. Defence in all forms now affects elemental damage
    4. Raw spell now displays correctly
    5. Durability decay on crafted items doesn't affect negatives values anymore. They'll always remain their value when crafted
    6. Position modifiers now round down, rather than rounding. Eg 5.9 floors -> 5.0 rather than rounds -> 6.0
    7. Health Regen now functions during combat. Receiving damage doesn't pause it.
    8. Health regen ticks every 7.5 seconds rather than 5 seconds
    9. Archer's arrows now have a larger hitbox
    10. Poison is now affected by your strength skill point boost

    A post will follow for more detailed description
     
    Last edited: Jun 28, 2019
  7. Druser

    Druser ele defs don't matter HERO Featured Wynncraftian

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    Um wut that was sudden... Thanks Crunkle!

    Is Def applied before or after ele defs are applied? (I do hope this was thought about carefully, I'm pretty sure it has an impact which makes Def and Again not quite exactly equal).

    Also can you explain 6 further? I don't quite understand that.

    Wait wait do we finally have max 2?

    Also @Pokerpo here's your hoped-for Shajaea buff.
     
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  8. SilverMirror

    SilverMirror Retired IM HERO

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    ye we're working on it right now
     
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  9. Major_Lue

    Major_Lue Famous Adventurer HERO

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    As mentioned before, this is the more detailed patch-notes as posted above.

    - Defence is now multiplicative rather than additive. This affects classes’ base defence, the defence skill points and warscream.

    Comments: Prior to this change, warriors greatly benefitted from defence boosting attributes such as skill points and war scream as the damage resistance they gained was added onto an already advantageous base defence. This put other classes, especially and most notably archer, at a significant disadvantage as defence only attempted to make up the difference between the classes, rather than giving each of them a fairer playing field.

    Now with multiplicative rather than additive defence will be more applicable to other classes as it would directly affect the damage taken you’d receive, rather than attempt to make up the difference.

    Examples:
    Pre-patch (damage resistance values in brackets):

    Warrior (+20%) with T3 warscream (+20%) and 68 defence skill points (+50%) would take 30% of incoming damage.

    Archer (-40%) with 68 defence skill points (+50%) would take a total of 90% incoming damage.


    Post-patch (damage taken values in brackets):
    Warrior (80%) with T3 warscream (-20%) and 68 defence skill points (-50%) would take a total of 32% incoming damage.

    Archer (140%) with 68 defence skill points (-50%) would take a total of 70% incoming damage.


    - Damage Resistance now affects elemental damage as compared to only neutral.

    Comments: Damage reduction affecting neutral damage only and not elemental was long considered a bug/oversight of the system. It’s finally being patched so that any form of damage reduction, including base class defence, will now affect all damage, elemental included.


    - Courage now properly applies the damage boost upon cast.

    Comments: Previously, the fire weapon special didn’t properly apply a damage buff to yourself and nearby allies upon use. It now does and is functional again.


    - Raw and Percents of opposite signs now interact correctly for health regen and elemental defence

    Comments: This change disallows percents to change the sign of raw values completely. The most it would now do is zero it out. For example: if you are to have a raw value of -500 but a positive % of 120, it would now work out to a flat zero. Previously this would yield a positive 100 as it used 100% to cancel the negative while using the remaining 20% to be made into positive. This interaction is standard for both health regen and elemental defence now.


    - Durability decay no longer reduces negative identifications.

    Comments: Previously, we had the issue where crafted items with negatives would have their negative absolute values reduced (ie, improved) rather than remain unchanged. This led to some situations where degradation on crafted items could be a buff to their overall strength.


    - Position modifiers during crafting now round numbers down, rather than standard rounding.

    Comments: This change is to combat the strength of effectiveness ingredients and to overall reduce their potency with specific breaking points. An example of this, which is quite common and considered a “staple”, would be Glacial Anomaly (+2-2 mana regen) and Pride of the Heights (+130% to left). This worked out to a total of 4.6 mana regen which rounded up to 5, now it will be floored to a 4.


    - Health Regen is no longer interrupted by combat.

    Comments: Health Regen being paused if you were being damaged often led to cases where health regen is considered to be a “passive” trait that wasn’t beneficial to combat as it required you to not get damaged whatsoever for it to be useful. Compared to something like lifesteal which didn’t require safety for it to activate led to health regen being much less impactful than we’d like it to be.


    - Health Regen now ticks every 7.5s, up from 5s.

    Comments: To help control the strength that health regen would have without any activation interruption, we’ve increased the time it takes to tick. Overall you should see significantly more health returned throughout the course of combat, but less while outside of it.

    - Archer's arrows now have a larger hitbox.

    Comments: Archer’s melee has always been hard to use because of it being single-target and thus making it harder to aim and deal damage. We have slightly increased the arrow’s hitbox to allow it to hit enemies significantly more easily compared to before.


    - Poison is now affected by your strength skill point boost.

    Comments: Poison damage amount will now be affected by the % bonus of your strength skill points. If you have 68 strength skill points with a 50% damage increase, poison damage will increase by 50%.


    - Raw Spell is now indicated with spell multipliers taken into account.

    Comments: Raw spell in the game right now does not display the actual damage your spell does. As raw spell IDs are affected by spell multipliers, that means a +100 raw spell damage actually does +400 meteor damage, as meteor has a 400% spell multiplier. However, the game does not display this correctly despite mobs receiving an accurate amount of damage. Now, this has been fixed.
     
    Last edited: Jun 29, 2019
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  10. Druser

    Druser ele defs don't matter HERO Featured Wynncraftian

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    This might just be the best balancing change ever.
     
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  11. MrH

    MrH Well-Known Adventurer VIP

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    So rainmaker and spiritshock and other melee archer builds are gonna be actually insanely viable now, because of its insane range and dps. :D
    EDIT: After a few minutes of testing in Thanos, I can't seem to get the "small aoe" to work. I can definitely feel the hitbox increase, but I'm not sure about the aoe.
     
    Last edited: Jun 28, 2019
  12. Major_Lue

    Major_Lue Famous Adventurer HERO

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    Yeah, sorry. That was a mislabelling. What we meant was that the arrows themselves have an increased AoE meaning that they'd hit things more easily.

    To clarify: it does not deal damage to multiple enemies.

    Sorry about the confusion.
     
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  13. Major_Lue

    Major_Lue Famous Adventurer HERO

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    Previously missed note that's added in now.
     
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  14. bloww

    bloww Shoutbox Fancam Account HERO

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    AAAAAAAAAAAAAAAAA

    AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
    ________________________________
    AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
     
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  15. Cosomos

    Cosomos Well-Known Adventurer

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    wait did you add in counter measures to prevent agility and defence from spiraling out of control when used together?
    or did you deem that it was not necessary?
     
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  16. Druser

    Druser ele defs don't matter HERO Featured Wynncraftian

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    Fire/Air wasn't exactly a standout before, and the change is technically a nerf to Warrior. I suspect hpr being 7.5 seconds is meant to prevent afk farming problems.

    Incidentally, is it now X/7.5s ingame? Feels a little awkward to me with the decimal.
     
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  17. Madkurre

    Madkurre construction worker HERO

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    started wondering about that myself so went and checked
    upload_2019-6-29_22-24-54.png
     
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  18. Major_Lue

    Major_Lue Famous Adventurer HERO

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    We didn't deem it currently necessary as F/A is considered one of the weaker combos by the community. You're trading damage for high survivability, which is intentional and fine. As usual, things will be re-evaluated if necessary.

    It is not that in-game, though that's a topic of conversation going around. The decimal does make it more awkward, but it's sure better than having no indicator at all. At least that's how I see it. We're looking into adding it but it's not the most game-changing thing as actually implementing it was, so it wasn't thought of alongside it.
     
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  19. JaydonTheWarrior

    JaydonTheWarrior Nerf tanks, buff warrior. HERO

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    Defense and agility working together seem to be fine.
    In duels your more less one shot by archers and everyone using crafted weapons.
    As for pve, the amount of dps you lose tends to mean really long and boring boss fights, some of which you would't be able to kill with a complete focus on both.
     
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  20. Major_Lue

    Major_Lue Famous Adventurer HERO

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    Yep, that's the reasoning for not changing things as of now.
     
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