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Dofus versão 1.28 Em inglês... qq duvida questione

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Dofus versão 1.28 Em inglês... qq duvida questione Empty Dofus versão 1.28 Em inglês... qq duvida questione

Mensagem por Behemoth Sáb Jul 25, 2009 4:44 pm

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* ON THE TEST SERVER AT THE MOMENT *
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Patch note translation!

This is a summary and highlight, wait for our dev com to duly translate

Beta Version 1.28

The 1.28 Beta version is now available on the test server.

Challenges: Description fix and random selection improved

Items: Koulosse Staff: Weapon is now two handed. Critical hit goes from 1/35 to 1/20. Critical bonus goes from 7 to 10
Koulosse set: Wisdom bonus removed.
Dragoturkey set: +Damage bonus removed. the AP bonus is changed into a PM bonus.
Minotoror set: +summon bonus is removed.


Monster: Some minor fixes.

Zones: You can now aggress and teleport in fungus cave
You can now buy water at Brakmar's inn.

Conquest village: Resistance bonus goes from 20% to 5%

Initiative change:
Now is calculated as +1 init for every str/int/cha/agi.
Still is modified by the % of health/total
Was modified due to Osa and Sacrier abuse.

Traps and glyph are now colored to ease their detection. Enemy who detect those traps do not see them colored.

Breeding: Reproduction is capped to 20 instead of 21.

Heroic: You no longer can warp to your spouse

Cawwot is now a level 6 summon at level 6 of the spell.

Leek pie: Now is reduced to 2 cast at level 1 throught 5. Range of spell goes 3-4-5-6-7-8 at 1,2,3,4,5 and 6.
Critical hit probability of the spell goes from 1/60 to 1/50. We've modified it because it did too much damage with +dam with too much range. Was being abused at low level. Point invested reseted.

Ecaflip: Perception: Now correctly detect monster traps.

Sram: Location: Same.

Pandawa: Drunkenness: Description is fixed.

Sacrier:
Our statistic on "balanced" PVP match (With PH gain) revealed a W/L ratio which is way too high for the Sacrier class, and this, at all level.
We hence decided to overhaul severals of their spell to limit their PVP effectiveness while trying to not tamper with the PVM capacities.

--Long paragraph about the problem as seen by the team

The punishment brought by the 1.27 patch did not have enough counterpart in PVP fight in consideration of their immense strenght. We hence decided to modify them by bringing one to force player to determine when was the best time to use it. We do not want them to be mindlessly used and we want their great potential to be properly balanced by an higher vulnerability of the Sacrier. Now, during the duration of a punishment, the Sacrier can lose a % of his total hit point in the element which is linked to the punishment. This loss is triggered by any direct damage (Poison cannot trigger it).

This restriction is hence directly linked to the total hitpoint of the Sacrier. The more the Sacrier has hitpoint, the higher is his loses. The more the Sacrier is weakened, the more those loses are weakened and hence easier to counter or ignore.

We also reduced the maximum amount which those punishment can bring, while still permitting them to stack stats higher than any other classes. In order not to penalize PVM play, monster which die no longer take the punishment they inflicted with them. This should allow Sacrier to keep a decent offensive potential in PVM

The punishment restriction will be helpful for character who use multi-hit weaponry or skill, and it will be easier to hit them with low attack, but more frequent to deal higher damage while keeping their punishment low (Since the HP loss and punishment gain aren't linked)

The 4 element punishment evolve as follow: 60-80-100-120-140-200 (1-2-3-4-5-6). You will lose 2% of your hit point in the associated element everytime you're hit during their duration. Point invested are reseted.

Cooperation and transposition: Now is 8 RA at all level. Level 6 now cost 4 AP. Cast delay goes 8-7-6-5-4-3 (1-2-3-4-5-6 level) Invested point are reseted

Attraction: Minimal range set to 2. Critical hit removed. Range is now 7-8-9-10-11-12 (level 1-2-3-4-5-6). Spell now cost 2 AP at all level. Bring the opponent 2 square closer to you at level 1 and 3 square at level 2.

Vital Punishment: Reworked. PREVENT CLOSE COMBAT FROM WORKING DURING IT DURATION, but allow you to regain hitpoint lost during 2 turns when attacked. Invested point reseted.

Flying sword: Fire resist lowered at all level. Sword now has 2 AP. Cutting cost 2 AP, and can only be cast twice on a single target. Strenght is augmented to limit the impact of shared pain. Damage reduced and less random. Range at 6 is still 1 square. Invested point reseted.

Bloodthirsty madness: Hit point stolen reduced from 300 to 200 at level 6. Invested point reseted.

Dopples had their spell reworked to be more equals through levels

Soul stealer summon had their number of kill needed reduced. Only affect monster killed after the patch.

Several pet now have 10 Hitpoint.

Arena: You can no longer be morphed (Halloween Gobball or tofu) and enter the Arena, nor can you be morphed in this

AI: Spell rebound is now correctly seen by AI and they will not attack it.
Reduction damage is no longer incorrectly calculated.
AI no longer hit empty space in order to get bonuses.
AI will try and target summoner rather than summon when possible
AI improved for movement spells (Sacrier doppel will no longer use only it attract and will use it punishment spell for example)
Poisoning is now taken in account for dispeler (Wyrmling mainly)
AI no longer teleport if attacking is more useful.
"Interest" linked to movement malus are reduced (Kitten will attack a Moowolf under fury, for exemple).
Zone attack are improved and will no longer prevent monster from hitting their opponent in certain cases.
AI has been improved when needing to obtain a line of sight
Behemoth
Behemoth
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Mensagens : 15
Data de inscrição : 23/05/2009
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https://dofusbehemoth.forumeiros.com

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