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Reducing evasions and randomizing damage skill?

#1
I just read the the newest news on Beltane 2015 and I noticed the small but breif explaination at the bottom that states they are working on "lowering evasions and randomizing damage skills" further and I have a few questions for OTM.

1. Will it be an overall effect for players and enemies alike or just on one side?

2. Considering evasions training up to this point has been a time consuming process and bosses still hit heavy and frequently with skills, how will lowering evasions effect the gameplay?

3. Damage already seems to be randomized on a broad scale with actual damage for most skills and auto attacks ranging from 40%-80% of the damage stated on the stat page after calculating enemy armor and resistances, are you planning to broaden the scale further?

Re: Reducing evasions and randomizing damage skill?

#2
I just read the the newest news on Beltane 2015 and I noticed the small but breif explaination at the bottom that states they are working on "lowering evasions and randomizing damage skills" further and I have a few questions for OTM.

1. Will it be an overall effect for players and enemies alike or just on one side?

I think it will mainly be focused on us as bosses don't miss that much.

2. Considering evasions training up to this point has been a time consuming process and bosses still hit heavy and frequently with skills, how will lowering evasions effect the gameplay?

Lowering evasion of all mobs will help mostly casters as most of their skills are evaded a lot. It will make leveling and a lot more easier for them as well as other classes.

3. Damage already seems to be randomized on a broad scale with actual damage for most skills and auto attacks ranging from 40%-80% of the damage stated on the stat page after calculating enemy armor and resistances, are you planning to broaden the scale further?
I think otm plans to reduce it to make it more focused damage rather than all over the place.
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Lightchamp
- chieftain of lazy drunks
- 223 Dg ranger

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Re: Reducing evasions and randomizing damage skill?

#3
1. Evasions will be reduced on mobs and bosses so that players' skills are not avoided as much.

2. Player evasions will not be lowered, so it will not affect the damage you take or the difficulty of evasion training.

3. The damage fluctuation of all skills will be lowered so that the damage done more equally represents the damage that the skill description says it will do.
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Re: Reducing evasions and randomizing damage skill?

#4
1. Evasions will be reduced on mobs and bosses so that players' skills are not avoided as much.

2. Player evasions will not be lowered, so it will not affect the damage you take or the difficulty of evasion training.

3. The damage fluctuation of all skills will be lowered so that the damage done more equally represents the damage that the skill description says it will do.
I can't wait :)
I am Relentless
Level: 230
Class: Ranger
Clan: Relentless
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Re: Reducing evasions and randomizing damage skill?

#6
I notice that no one is saying anything about auto hits fluctuations.
My question is : Are you going to lower the DMG fluctuations FOR THE SKILLS ONLY or you are going to fix auto hit DMG fluctuation too?
That's because at the moment they aren't fixing auto hits or they would have mentioned melee/auto dmg
Zyz 220 Druid
Noah Fences 220 Rogue

Re: Reducing evasions and randomizing damage skill?

#7
I notice that no one is saying anything about auto hits fluctuations.
My question is : Are you going to lower the DMG fluctuations FOR THE SKILLS ONLY or you are going to fix auto hit DMG fluctuation too?
That's because at the moment they aren't fixing auto hits or they would have mentioned melee/auto dmg
Which is lame because all damage types needs to be fixed as well as allowing auto attack to be viable for casters WITHOUT strength boosts.

Lugh
[list][*]Vulture - Level 220 Rogue
[*]Venus - Level 195 Druid[/list][/color]

Re: Reducing evasions and randomizing damage skill?

#8
I notice that no one is saying anything about auto hits fluctuations.
My question is : Are you going to lower the DMG fluctuations FOR THE SKILLS ONLY or you are going to fix auto hit DMG fluctuation too?
That's because at the moment they aren't fixing auto hits or they would have mentioned melee/auto dmg
Which is lame because all damage types needs to be fixed as well as allowing auto attack to be viable for casters WITHOUT strength boosts.
Auto attack for druid would be viable if they sped up the druid totem speed and allowed dot spells to last longer.

Now, I'd love for melee hits to hit 80 to 100% of the dmg stat but something tells me OTM doesn't share this view.
Zyz 220 Druid
Noah Fences 220 Rogue

Re: Reducing evasions and randomizing damage skill?

#9
Also, how will shatter effect this? Will shatter allow us to hit more than what the skill cap says? Or will it just make it closer to the skill dmg cap? If it just makes it closer to cap, and the fluctuation is being improved, wouldn't that just make shatter somewhat useless? Hope that all makes sense
Danu-Ericosity13 lvl116 (retired)
Sulis- SkaterGirl lvl 124+

Re: Reducing evasions and randomizing damage skill?

#10
^I would really want shatter to become useless, I dont get why do I have to wait 20 secs for it or else my skills barely do anything.

Two skills Im hoping to see the change on :
Pummel - Out of 5k+ it hits barely 600 on bosses if they're 5 or 6, but on ow bosses it hits equally to double, why did that ever change? Should be fixed.
Double Attack - never ever hits anywhere near close to max, if my melee dmg is 3.2k+ then my double should be 6.4k+, Ive never hit higher than 5.3k and that was on a dummy (5.1k on mob).
#NerfMages #AvoidBalance #WhyPlayARogue #MeatShieldOnly #HealingSlavesOnly

OP dps warrior on Belenus, hot af melee druid on Nuada. #Elementals #Apex

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