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f13.net  |  f13.net General Forums  |  The Gaming Graveyard  |  Age of Conan  |  Topic: 1.05 - System and item revamp 0 Members and 1 Guest are viewing this topic.
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Falconeer
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a polyamorous pansexual genderqueer born and living in the wrong country


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on: April 03, 2009, 08:42:10 AM

Quote
System Changes

General Itemization Changes
In general, items will now have more of an increased effect on core combat statistics than before. Hit points, stamina, mana, damage, and other mechanics will be more heavily influenced by your gear – and the scale of the numbers has increased. You will no longer see items that give a fractional percentage. With the new rating system described below, you should only see whole numbers on these statistics as well as your attributes.

We have opened up for more statistics to be available to more inventory slots. Where strength, for example, previously only was available to six slots, it will now be available on all your equipment slots. This has given us the opportunity to make a much greater variation in equipment.

The DPS stat on weapons will now have a more significant impact than before and will vary more with the power level of the item. As pure casters do not need this stat, spell damage statistics found on gear has been made high enough to match the weapon DPS stat.

As such, all the gear in Hyboria has changed one way or the other. With the removal of several stats from items, such as invulnerability ratings, defense rating and the physical bonus damage statistics (piercing, crushing, slashing, poison), we have converted the items to be more meaningful to the player with our new and enhanced set of item statistics. Inevitably, some items will have slightly changed personality – going from a class agnostic setup to a more class specific setup.

Out of combat regeneration statistics have also been removed from items, but these are replaced by new trickle-down effects from attributes.


Attribute Trickle-downs
Below is the complete list of how different attributes trickle into other statistics.

1 Strength
* Increases Combat rating when using melee weapons (except daggers) by 3
* Increases Armor by 2
* Increases Natural stamina regeneration by 0.05 (0.0125 stamina per second)
* Increases OOC stamina regeneration by 0.15
* Increases Stamina by 2
* Increases OOC health regeneration by 0.15

1 Intelligence
* Increases Spell damage by 0.6 for spells with Intelligence attribute (mage spells)
* Increases Mana points by 3
* Increases Natural Mana regeneration by 0.07 (0.0175 mana per second)
* Increases OOC Mana regeneration by 0.38
* Increases Protection from Electrical/Fire/Cold magic by 0.5

1 Constitution
* Increases Health points by a number depending on class
- Soldiers get 8
- Ranger, HoX and Assassin get 6
- Other classes get 5
* Increases Stamina points by 2
* Increases Natural stamina regeneration by 0.05 (0.0125 stamina per second)
* Increases OOC stamina regeneration by 0.15
* Increases OOC health regeneration by 0.15

1 Dexterity
* Increases Evade rating by 0.5
* Increases Stamina points by 2
* Increases Combat rating with ranged weapons and daggers by 3
* Increases Natural stamina regeneration by 0.05 (0.0125 stamina per second)
* Increases OOC stamina regeneration by 0.15

1 Wisdom
* Increases Spell damage by 0.6 for spells with Wisdom attribute (priest spells)
* Increases Mana points by 3
* Increases Natural mana regeneration by 0.07 (0.0175 mana per second)
* Increases OOC mana regeneration by 0.38
* Increases Protection from Holy/Unholy magic by 0.5


Armor and Protection Mitigation
There is a new mitigation system for both physical and magical attacks. Your items (and some spells) will now give you armor, which will mitigate damage from all physical damage types (slashing, piercing, crushing, and poison damage). You can also get items and buffs that give you protection, which will mitigate damage from all spiritual and elemental damage types (holy, unholy, fire, cold, electrical).

There are some abilities and spells that still give you invulnerability amounts, but that will no longer exist on any items (all items have been converted to use armor or protections). The effect from any invulnerability bonus (for example Defensive Stance) is applied after the damage mitigation from armor or protection is applied.

In PvP, there is a special case for your mitigation value. The defender uses their level to determine their mitigation, rather than the attacker’s level. This means that if you are exceptionally geared but attacked by a player of higher level, you keep your own mitigation and don’t suffer a penalty.


Hit Table
Conan has moved to a single roll system to determine the outcome of an attack. Previously, when making an attack, you had separate rolls to determine whether you missed, whether the target evaded, and finally whether you performed a critical hit. Your hit rating is used to overcome the miss and evade chance outcomes.

Spell attacks suffered from the same problem, with individual rolls for innate resistance, immunity, and critical hits. There is now just a single roll for spell attacks as well. Your hit rating is used to overcome the immunity outcome. Innate resistance (which some classes get through feats or spells, such as the Barbarian’s Insanity feat) is not overcome with hit rating.

Glancing Hits and Overwhelming Hits
Two new combat outcomes have been added for physical attacks. A glancing hit means you hit the target, but inflict reduced damage. You can overcome the glancing hit chance with high enough hit rating. Overwhelming hits occur only when you are being attacked by four or more non-minion monsters at the same time, and will cause increased damage. The more monsters that are attacking you at once, the higher the chance of suffering overwhelming hits.


Rating Stats
You will now see a number of new stats appear in the game, in the form of ratings. Some of these increase stats that you have seen before as percentages, while others are for all-new stats. Some of these ratings, like Immunity, will be introduced with this update, but heavier itemization around it will happen in later updates.

Rating stats will scale with level, meaning that if you do not improve your equipment the effect of the stat will go down as you level.

Converted ratings:
* Combat Rating – giving you increased damage with melee and ranged attacks
* Evade Rating – giving you the chance to evade melee and ranged attacks
* Immunity Rating – giving you the chance to fully resist magical attacks
* Hate Increase Rating – giving you increased threat generation
* Hate Decrease Rating – giving you reduced threat generation
* Fatality Rating – giving you increased chance to perform fatalities
* Offhand Rating – giving you increased chance to do offhand attacks

New ratings:
* Hit Rating – giving you increased chance to hit a target
* Critical Rating – giving you the chance to critically hit.
* Critical hits will now give you 50% extra damage
* Critical Damage Rating – increasing the damage of your critical hits


PvP Stats
Several stats will also have a PvP specific version that will exist on PvP gear. The effects of these stats will include the normal stat. For example, if you have 20 in evade rating and 20 in PvP evade rating, your effective PvP evade chance will be calculated from having a 40 evade rating.

PvP Stats:
* PvP Evade Rating – giving you the chance to evade melee and ranged attacks
* PvP Hit Rating – giving you increased chance to hit a target
* PvP Immunity Rating – giving you the chance to fully resist magical attacks
* PvP Armor – increasing your mitigation versus physical damage
* PvP Protection – increasing your mitigation versus magical damage


Pets Getting Gear Bonuses
The power of pets will now scale with your gear. Damage increases based on your highest magical damage bonus. Pets will fully inherit their owner’s hit rating and will inherit half of their owner’s critical rating. In addition, they gain one quarter of their owner’s protections. This will allow the reanimation necromancers, in particular, to scale correctly with their gear, although this affects all summoned pets and is not specific to the necromancer.


Heroic System Changes
We are removing the system with using heroic rating proficiencies on equipment. We are introducing a system with a similar effect, but we are instead checking against more natural statistics. The new system will only apply to raids.

For a tank being hit by a raid monster, there is a threshold value for armor being checked. If the tank meets or exceeds this value no damage adjustments are done except the normal ones. If the tank does not meet the armor threshold value the damage dealt to him is increased based on the amount of deficiency. This penalty comes in addition to the reduced amount of mitigation caused by having less armor. The value checked does not include contributions from temporary buffs, only from feats and items.

Such checks are also in place for combat rating, spell damage and protection. There is also a special case in which meeting your armor threshold also makes you automatically meet your combat rating threshold, but of course it still does not actually increase your combat rating. The actual threshold values will vary between classes.

Falconeer
Terracotta Army
Posts: 11124

a polyamorous pansexual genderqueer born and living in the wrong country


WWW
Reply #1 on: April 04, 2009, 07:38:06 AM

Mmmmm

just came back from the test server and let me tell you, the new stat system and consequential UI revamp is sexy. Stat heavy in a delicious way. That's why I keep saying wait for patch. So many new stats and info, and a few much needed adjustments to the visual representations of tooltips will make the experience a lot better if you get it with your fresh (re)start.

waffel
Terracotta Army
Posts: 711


Reply #2 on: April 04, 2009, 09:25:08 AM

From what I've been reading, people are saying its like a whole new game.

Hopefully it'll be on the live servers in a month or two and I can resub to check it out.
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