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MUdanças Nos cra's

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MUdanças Nos cra's Empty MUdanças Nos cra's

Mensagem por Arqueiro-Shinigami Ter Set 15, 2009 10:44 pm

Cra:
We have reviewed the majority of Cra spells to increase the effectiveness of this class in PvP. All spell points invested are given back due to the number of spells that have changed. Here are the major "global" changes:

- The randomness of Cras’ damage has been reduced to make their attacks more predictable and facilitate the establishment of reliable, attack-minded tactics.

- The differences in the power of spells at levels 1 to 5 have been reduced to make them viable at level 1 and thus reduce the points investment required for the class to be viable in PvP (over the course of coming updates, this change will also be applied to all other classes). Obstructive spells (reduction of range, MP or AP, for example) have been generally modified so as to be almost as effective a barrier at level 1 than they are at level 6.

- All Cra spells now have a usage limit per target in a single turn or a minimum recast time. This limitation helps us to facilitate balancing spells by allowing us much more easily determine the maximum potential defensive or offensive restriction over each turn. This restriction also allows us to more easily reduce the spells' AP cost to facilitate setting up combos without increasing the raw power of a spell. We also believe that these constraints encourage more players to make tactical choices between several different spells rather than repetitively using the best possible action.

- The differences between critical hits and normal hits have been reduced to make builds that are not based entirely on critical hits more viable, and thus make the class more accessible, without making critical hit builds less efficient. Obstructive effects have been modified to be essentially the same on a normal hit as on a critical hit. We want the tactical effects of obstruction not to be subject to the randomness of critical hits. We have therefore changed spells so that a critical hit does higher damage more than anything else.

- The recast time of some spells has been changed, and the durations of some effects reduced, to make a Cra's game more vigorous, less sensitive to unbewitching and to make them a more dangerous opponent. We believe that Cras were far too dependent on their spells' bonuses, which made them very vulnerable to unbewitching. We want to limit the number of spells whose cooldown exceeds the duration of their bonus. For spells with very powerful bonuses, but whose duration is short, we allow Cras to exercise greater control over their opponent's game, by imposing significant tactical decisions on their opponents. Specifically, exposing yourself to the attack of a Cra benefiting from bonuses should be much more dangerous, but should not be continuous. The introduction of more powerful bonuses with shorter durations allows us to further enhance the Cra's tactical game since the decision to use a spell that gives a bonus at the right time will have a significant impact on the outcome of battles. Furthermore, these changes allow us to better differentiate between offensive and defensive phases in a Cra's game to offer more varied game for Cras and their opponents.

- Extra negative effects on enemies have been added to some offensive spells in order to provide Cras with better control of their opponent's game.

- Spells' critical hit rates at levels 1 to 5 are the same as at level 6. As critical hit bonuses are increasingly easy to accumulate as a character progresses, it is generally not necessary to make critical hits less accessible at levels 1 to 5.

- The critical hit rate of spells have been standardised according to 3 levels: 1/30, 1/40 and 1/50. This standardisation allows certain levels [of critical hit rates] to be reached through temporary bonuses to critical hits. Each Elemental build has at least one offensive spell at rates 1/30, 1/40 and 1/50. Low level spells are the easiest to achieve [at 1/2] in order to make a critical hit build playable at low levels. Offensive spells that have recast times have the highest chance of a critical hit (1/30 generally) and have moderate critical hit bonuses so as not to make their use too random. Spells giving bonuses are also based on this "three level" system of critical hit rates. This system makes it more desirable for each elemental build to want to move into the next "level" of critical hit rates, as for each transition to the next level [of critical hit rates], at least two spells reach 1/2. (Jiri's note: sorry about this paragraph, it hurts just as much in French as well as in English. When I'm less "addled" I'll try and improve it)

- The maximum potential reduction of MP through Cra spells has been reduced during one turn, but the average of MP removed per AP used has been increased. We want to reduce the randomness of the restriction caused by MP reduction. In return for reducing the maximum potential removal of MP, the number of spells that push back targets has been increased to allow Cras to more easily keep a safe distance from their opponents. We decided to focus on the effects of push back rather than reduction of MP because we believe that the effects of push back allow for more interesting tactical possibilities for the opponents, making their positioning much more important.

- The offensive capabilities of the class are increased when faced with opponents who use spells giving a temporary reduction in damage by increasing the potential damage of Cra's push back spells and with the addition of a poisoning effect of the 'new' spell 'Poisoned Arrow'.

- The effects of critical hits are modified to be consistently more effective than normal shots.

- The spell descriptions are updated.

- Magic Arrow: the damage is less random and is increased at all levels. The critical hit rate increases to 1/30 at all levels. The AP cost rises to 4 at all levels. The spell is limited to 2 turns per target within the same turn. The range goes to 7, 8, 9, 10, 11, and 12 cells at levels 1, 2, 3, 4, 5 and 6 respectively. In addition to the initial damage, the spell now reduces the target’s range for one turn.

- Homing Arrow: this spell is now called "Poisoned Arrow". The range of the spell goes to 7 cells at all levels, and is limited to two uses per target. The critical hit rate is now 1/30 at all levels of the spell. Damage is less random and is increased. The spell now causes Neutral damage. Half the damage is applied to the target when it is targeted by the spell, and the other half damage is applied at the beginning of the target’s next turn. This poisoning is not affected by the protections and reflections offered by other spells. The spell now costs 4AP at all levels. The minimum range of the spell is now 2 cells.

- Retreat Arrow: the spell's damage is now less random. The spell now pushes back 3 cells on both normal and critical hits at levels 1 to 5 and 4 cells on both normal and critical hits at level 6. The critical hit rate is now 1/30 at all levels of the spell.

- Frozen Arrow: the spell's damage is now less random and is increased. The spell removes 2AP on both a normal and a critical hit at levels 1 to 6. The spell is limited to 2 casts per target at levels 1 to 6. The maximum range of the spell passes to 6 cells at all levels. The critical hit rate is now 1/40 at all levels of the spell.

- Burning Arrow: the damage is now less random, and increased on a normal hit and reduced on a critical hit. The spell’s area of effect is now 4 cells at all levels. The critical hit rate is now 1/40 at all levels. The spell’s range is now 4, 5, 6, 7, 8 and 9 cells at levels 1, 2, 3, 4, 5 and 6. The spell costs 4AP at all levels. The spell is limited to 2 casts per turn. The spell now pushes all targets present in the area of effect back one cell.

- Distant Shooting: the duration of the range bonus is now 3 turns. The spell can be recast every 5 turns. The spell costs 2AP at levels 1 to 5 and 1AP at level 6. The critical hit rate is now 1/30.

- Atonement Arrow (aka Cra's Wrath ): the damage is less random and the spell now causes Water-type damage. The spell can be recast every 4 turns. The maximum range of the spell is 5 and the minimum range is 1 at all levels. The critical hit rate is now 1/30 at all levels. The spell applies the state Gravity (which prevents the target from using movement spells) for 2 turns. The spell costs 4AP at all levels. The spell now gains a damage bonus for a period of 4 turns when it is cast, thereby significantly increasing the spell damage (damage multiplied by 3), if it is cast every 4 turns. This damage bonus cannot be unbewitched.

- Bat’s Eye: The spell costs 3AP at all levels. The duration of the effects of reduced range last 2 turns at all levels. Range is reduced by 6 cells on both normal and critical hits at all levels. The spell can be recast every 4 turns at all levels. The spell now steals HP through water-type damage in all of the spells area of effect. The spell’s range is now 4, 5, 6, 7 and 8 cells at levels 1, 2, 3, 4 and 5.

- Critical Shooting: The spell costs 2AP at all levels. The bonus to critical hits lasts 3 turns at all levels. The spell can be recast every 5 turns at all levels. The bonus to critical hits is now 9, 10, 11, 12, 13, and 14 on both a normal and a critical hit. The range of the spell is modifiable and is now 1, 2, 3, 4, 5 and 6 cells at levels 1, 2, 3, 4, 5 and 6. A critical hit increases %damage.

- Paralyzing Arrow: the damage is less random. The spell now causes Water-type damage. The spell costs 2AP at all levels. The critical hit rate is now 1/40 at all levels. The spell now steals 1MP on both a critical hit and a normal hit. The range of the spell is now 4, 5, 6, 7, 8 and 9 cells at levels 1, 2, 3, 4, 5 and 6.

- Punitive Arrow: damages are less random. The spell can now be recast every 3 turns and gives a damage bonus for a duration of 3 turns which can significantly increase the spells damage when it is recast after 3 turns (damage is doubled). We changed this spell to enrich the Cra’s spells, to make a spell that is a significant deterrent and that has high offensive potential but that needs to be cast at the right time, and can potentially be countered by opponents. The damage bonus associated with the spell cannot be unbewitched. The critical hit rate is now 1/30 at all levels of the spell. The spell costs 4AP at all levels. The minimum range of the spell is now 4 cells. The maximum range of the spell is now 8 cells at all levels.

- Powerful Shooting: The spell’s effect lasts 2 turns on both a normal and a critical hit at all levels. The spell costs 3AP at all levels. The spell’s range is modifiable and is now 1, 2, 3, 4, 5 and 6 turns at levels 1, 2, 3, 4, 5 and 6. The spell increases damage by 110, 120, 130, 140, 150 and 200% damage on both a normal and a critical hit at levels 1, 2, 3, 4, 5 and 6. The spell can be recast every 6 turns at all levels. The critical failure rate is now 1/100 at all levels.

- Plaguing Arrow: the critical hit rate is now 1/40 at all levels of the spell. The spell costs 3AP at all levels. The spell is limited to two casts per target. Damage is increased at all levels of the spell.

- Lashing Arrow: the damages are less random and increased at all levels. The spell is limited to 1 cast per target at all levels. The spell removes 1MP for 2 turns on both a normal and a critical hit at levels 1 to 5. The spell removes 1MP for 3 turns on a normal and a critical hit at level 6. The spell costs 3AP at all levels. The spell’s range is now 7 cells at levels 1 to 5. The critical hit rate is now 1/40 at all levels of the spell.

- Eagle Eye: The spell costs 3AP at all levels. The range bonus lasts 4 turns at all levels. The critical hit rate is now 1/50 at all levels.

- Destructive Arrow: The spell costs 4AP at all levels. Damage is less random. Damage is increased at levels 1 to 4. The maximum range of the spell is now 6 at levels 1 to 5. The minimum range of the spell is now 2. As well as the initial damage, the spell now applies an additional penalty of fixed damages of 6, 7, 8, 9, 10 and 15 at levels 1, 2, 3, 4, 5 and 6 to the target for a period of one turn. The spell is limited to two casts per target.

- Absorbing Arrow: the damage is less random. The spell costs 4AP at levels 1 to 5. The damage on both a normal and a critical hit at levels 1 to 5 is reduced in order to offset the spell changing to 4AP. The average damage caused by the spell is maintained. Damage is increased at level 6. The spell is limited to two casts per target. The critical hit rate is now 1/50 at all levels of the spell.

- Slow Down Arrow: the damage is less random. The damage on a normal hit is increased and decreased on a critical hit. Damage is increased at levels 1 to 4. The spell costs 5AP at levels 1 to 5. The range of the spell is now 8 cells at all levels of the spell. The critical hit rate is now 1/50 at all levels.

- Explosive Arrow: the damage is less random and increased at levels 1 to 4. The spell costs 4AP at all levels. The critical hit rate is now 1/50 at all levels. The range of the spell is now 8 cells at all levels.

- Bow Skill: the spell's effects last 1 turn (the turn the spell is cast, and the following turn). The bonus is increased at all levels of the spell. The spell can be recast every 5 turns at all levels. The range of the spell is modifiable and is now 1, 2, 3, 4, 5 and 6 cells at levels 1, 2, 3, 4, 5 and 6.

- Dispersing Arrow: The spell costs 3AP at all levels.

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Mensagem por Arqueiro-Shinigami Qua Set 16, 2009 4:50 pm

gostei muito dessas mudanças , de 7 pvp d ontem para hj , ganhei 5 , só perdi prum iop int e prum osa int (isso nu beta test)

Matei osa full summon , 1700 pv sem perder pv , nun mapa kuaze colado =)

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Mensagem por Arqueiro-Shinigami Qua Set 16, 2009 5:01 pm

só perdi pru iop pq ele tinha 6 pm

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Mensagem por Escudeiro-Bruno Qua Set 16, 2009 8:59 pm

soh perdeu pq é nb >.<'
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Mensagem por Arqueiro-Shinigami Qua Set 16, 2009 10:00 pm

Ai , 1º sacrier q eu mato em PvP na minha vida.

MUdanças Nos cra's Sacrierkill.th

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Mensagem por Arqueiro-Shinigami Qui Set 17, 2009 12:14 am

Olha essa , eca 140 , 5pm ,n sei set pq tava d iten vivo, xD toh começando a pegar u jeito desse novo Cra...
TRips q se cuide....

MUdanças Nos cra's Ecakill.th

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Mensagem por Escudeiro-Bruno Qui Set 17, 2009 10:02 am

guriguri-xd....kda nome hein xD

e ark,boa lek o/
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