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WhiteFang

Game Update 07/11/2014

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Today we bring you a full blown update regarding the Dark Knight and Dark Mage Sets!

For some time we've been showing off new armors with our GMs, today is the day YOU can obtain them !

 

The current DK set will be nerfed down slightly to improve the PvPing in the server.

As a compensation for the nerf we have added the DK sets to MANUFACTURING skill (which has been slightly reworked in the armor category to compensate for the DK set manu'ing) [Manu'ed DK is NOT bound and CANNOT be upgraded, you MUST complete the quest from Dark Knight/Mage to obtain a DK Armor Binding Potion to bind a manu'ed piece to yourself]

 

DK Sets can now also be upgraded to +15, at which point it will turn into the Paladin/Bishop sets (= Upgraded NEW DK). (Upgrade is done using Majestic Points, same formula for swords/wands applies but only goes +1 instead of +2 each upgrade)

Each upgrade adds +2% endurance (+3% for manufactured DK)

 

DK Nerfing scheme:

xYHDuA.png

 

DK Great Sword and Rapier are re-vamped, they now change looks at +3 and +8 just like the DK sword does.

Both can be upgraded to +15 and receive the glowing look once fully upgraded.

Each time they change look, they gain +1 dice roll damage in their base-dices.

 

Manufacturing Changes:

* Armors are on averaged decreased by 20% manufacturing (might be slightly less/more on certain pieces)

* Ultra Coal has been downgraded to 60% manufacturing (max skill at 80%)

* Mithral has been downgraded to 65% manufacturing (max skill remains at 95%)

* Dark Ingot has been added at 85% manufacturing (max skill at 100%)

* DK armor pieces have been added ranging between 85 and 99% manufacturing (max skill at 100%)

* DK armor pieces gain 25% DR (instead of 50%) when they're manufactured.

 

New Creature: Lava-Golem

Spawn Location: Dungeon Lv3 (in small pits with few numbers) and 4 (in large pits with large numbers)

Primary Drops: Similar to Liche

Secondary Drops: Stone Golem drops + some added drops

EXTRA INFO:

* This creature's CORPSE can be MINED (from 80% and up for best success rate) to obtain Dark Ore (required to make Dark Bars).

* Has a 1% chance (same success rate as mining it) to drop Dark Ore as a "body part" - Can contain up to 12 ores (Iron, Coal, Silver, Gold, Mithral or Dark Ore)

* Corpse can be extended in time using Corpse Potions (see Alchemy how to make them)

* Corpse will stay 40 seconds on the floor (2nd drop appears after 10 seconds below the corpse) after which it'll auto-disapear.

* Corpse will disapear once there are no more mining attempts left. (so you don't swing half an hour to get nothing)

Portal Link: http://www.helbreathnemesis.com/portal/index.php?action=monster&id=89

 

Patch Notes:

* Added: Ground Item Details, Allows you to show ground item details (stats etc) when hovering them and holding down SHIFT (or without SHIFT when changing the setting - Default = Conditional)

* Added: DK Rapier look changing at +4 and +8 (+1 dice damage on each look change) - DK+4 and higher is now called "Prime Foil" - Also glows at +15

* Added: DK Great Sword look changing at +4 and +8 (+1 dice damage on each look change) - DK+4 and higher is now called "Runic Blade" - Also glows at +15

* Added: Paladin/Bishop Set looks - DK+15 armor will turn into Paladin/Bishop

* Added: DK Set Upgrading with Majestics (+1 each upgrade, up to +15)

* Added: New Lava-Golem monster (spawns in D3/D4), can be mined to obtain Dark Ore

* Added: Trade-Quest from Dark Knight/Mage to obtain "Armor Binding Potion" which ONLY allows binding DK Armor pieces to yourself.

* Added: New DK Armor Manufacturing (unbound when made, must be bound using "Armor Binding Potion" to start upgrading it)

* Added: 4 new spawning locations for Mana Stones in Middleland (130, 148 | 417, 91 | 97, 362 | 438, 427).

* Added: Liche pit spanning entire D3 and D4 to ensure a minimum amount of liches in both maps.

* Changed: Disabled World Quests due to causing Lagg Spikes and Graphical glitches on the semi-bosses. (will be re-added on a later date !)

* Changed: DK Great Sword Upgrading can now go up to +15 (from +7)

* Changed: Armor Manufacturing required and max percentages decreased (to make room for new manu)

* Changed: Staminar-Drain SP-Draining dices from 4D6+10 (14~34) and 2D6+5 (7~17) to 4D10+10 (14~50) and 2D7+6 (8~20)

* Changed: Safe-Mode no longer has a 40% increased mana penalty.

* Fixed: Hero Prices weren't applied accordingly and resulted in the dialog text being gray while having the requirements

* Fixed: Choice quest reward didn't get counted towards required inventory space.

* Fixed: Cast-Cutting while being paralyzed and hit above 40. (No longer cuts cast as it used to be in the past)

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I can only applaud a server which makes so much development and changes to keep the crowd entertained and challenged.

As a normal player we don't see the many hours and hours put in by coding and programming. Bravo.

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One thing not clear, does upgrading dk sets with majestics ups armors defense or only endurance? The upgrade new dk column refers to +15?

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One thing not clear, does upgrading dk sets with majestics ups armors defense or only endurance? The upgrade new dk column refers to +15?

 

Upgrading to +15 only adds more endurance.

Manufacturing it adds defense (DR) based on completion %

"upgraded new dk" refers to the DK+15 or paladin/bishop set pieces. (or simply put, a maxed out DK set)

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well... the updates are great, but sadly now I think it doesn´t worth become a Plate Mage... the difference between chain and plate are less than before and those extra 60 stats maybe are better in dex, i think its time to test again...

 

I really hope that in the updates you are considerating that in this game the player can create a lot more tipes of character than the ussual clones, because for what i see not all the DK parts were nerfed by the same ammount (%), the plate is not just for wars, also for bmage, plate mages, support mages.

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@OuterHeaven: The endurance was cut by an equal % (25% to be exact). The DR and PA was nerfed according to the extreme class builds (warrior and mage). Anything inbetween (being a hybrid build) will probably need some re-thinking or usage of different items in their builds.

 

Many updates only cause little change in the extreme classes but often a huge movement in the hybrid builds, an excellent example is the angel increment from +10 to +20, adding +10 additional stats changes the hybrid builds and opens new options and possibilities while moving others around. Also Salvaging and Enchanting skill opened up much more possibilities as it's much easier to create light items ideally made for hybrid builds or even the extreme ends taking benefit from it (i'm thinking about mages using helm or full helms or to the really extreme at the highest dedication and skill % even light wings or horn helmets). Each change, each feature, each addition or each nerf will always cause some movement in the builds and simply required new thinking and often re-testing builds to figure the "best" one out.

 

@T-Pain: It makes it slightly harder to do TW or HC, yet using manu you become far more powerful (even with a DK+0 manued set), which again gives you back your "lost power" against hc/tw. Some effort to make a decent tanker or have sufficient defense against such powerful creatures should be made. It's not like we completely removed your ability to kill hc/tw, it just takes some effort from this point in time to (re-)gain the ability to kill them.

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Nice update White, you thinking maybe about locked item for the person who drop it for like 10sec? But this plan for that game must be rethinking, because someone can wait 10sec on the spot item until times flow.

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Hello, I have the following questions about the manu'd DK sets.

 

1. What is the formula for DR - PA - END of the ones with less than 200% completion (DK / DK+15)?

I mean, are the numbers proportional and rounded down (as of almost every formula in helbreath), so it would be like this?

 

Example:

 

DK Hauberk (non upgraded)

100% completion

DR: 16

PA: 16

END: 2250

 

150% completion

DR: 18

PA: 16

END: 2250 (same END according to table)

 

200% completion

DR: 20

PA: 16

END: 2250 (same END according to table)

 

DK Hauberk (upgraded to +15)

100% completion

DR: 18

PA: 18

END: 3028

 

150% completion

DR: 20

PA: 18

END: 3266 (proportional?)

 

 

200% completion

DR: 22

PA: 18

END: 3505

 

 

So, would that mean that a 150% completion DK piece has the same DR as a 174% one (20.0 = 20.9 rounded down). Is this right?

 

 

 

2. Isn't it supposed that high completion manu'd items add aditional endurance? Because for the case of the non-upgrade DK items, the only difference I see in the table between a normal DK and a manu'd one is the DR, but normal manu'd items have much more natural endurance (200% completion normal items have double endurance), and according to the very same table, manu'd DK+15 parts have more endurance too.

 

 

 

 

Thank you in advance for your time :)

Edited by tristan

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@tristan: Yes, the DR formula is rounded down (as with all formulas in helbreath). Secondly, normal manued items don't gain additional endu, the only gain more endu when being upgraded (+1, +2, etc...), they gain +20% instead of +15% endurance. Where as this is similar for DK manued items, where the normal version gain +2% each upgrade and the manued counterpart gains +3% each upgrade. This makes the manued DK still superior in endurance. Also manued items gain increased DR, where it is a +50% DR for normal items and a +25% for DK items at 200% completion. This would be +25% and +12.5% (rounded down in the final calculation step only!) at 150% completion and would simply be 0% at 100% completion and even turn negative at less than 100% completion.

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@tristan: Yes, the DR formula is rounded down (as with all formulas in helbreath). Secondly, normal manued items don't gain additional endu, the only gain more endu when being upgraded (+1, +2, etc...), they gain +20% instead of +15% endurance. Where as this is similar for DK manued items, where the normal version gain +2% each upgrade and the manued counterpart gains +3% each upgrade. This makes the manued DK still superior in endurance. Also manued items gain increased DR, where it is a +50% DR for normal items and a +25% for DK items at 200% completion. This would be +25% and +12.5% (rounded down in the final calculation step only!) at 150% completion and would simply be 0% at 100% completion and even turn negative at less than 100% completion.

 

The DR part is very clear, is exactly how i thought it was.

 

The ENDURANCE part I think is not right, because you said "normal manued items don't gain additional endu, the only gain more endu when being upgraded (+1, +2, etc...)"", but that's incorrect. Proof:

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65rEn4Q.jpg

R7umeFM.jpg

 

 

So, then I think that non-upgraded manu DK armors are special, and do not gain extra endurance from completion above 100%. Is that right?

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You're right, after reviewing the source code I found a piece that indeed increases the endu for manufactured items. This also applies to the DK armors, thus the shown endu values for manued DK are actually doubled.

At the time of writing this we're unsure yet if that is an intended effect and this might change in the future.

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Ok! Thank you for your answers ;)

 

Anyways, if I recall correctly, in original Helbreath it always has been like that, high completion manu'd items have more endurance.

Edited by tristan

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