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战斗力 鹅
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注册时间 2003-8-14
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发表于 2011-9-3 18:39
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更0.61了
官方更新情报
0.6.1
Changes to core system damage calculations
The old and mysterious Attack/Magic/Shield/Barrier rating values have now been removed from the system. Instead, the stats that previously contributed to these values now contribute directly towards Physical/Magical Base Damage and Physical/Magical Mitigation.
Weapons and Proficiency bonuses have been changed from adding a percentage value to the overall damage to adding a fixed value to the Base Damage. Note that raw values for weapons haven't changed, only their representation and scaling.
Proficiency bonuses are now as follows:
- One-Handed: +1.5 Physical Base Damage per point
- Two-Handed: +2.0 Physical Base Damage per point
- Dualwield: +2.5 Physical Base Damage per point
- Staff: +1.0 Physical Base Damage per point, +0.5 Magical Base Damage per point
For Physical Base Damage, one point of Strength adds +1.25 and one point of Dexterity adds +0.75.
For Magical Base Damage, one point of Intelligence adds +1.25 and one point of Wisdom adds +0.75.
For mitigation bonuses, these are applied separately in a multiplicative manner:
One point of Endurance adds +0.07% Physical and Magical Mitigation, capped to 90%.
One point of Strength adds +0.04% Physical Mitigation, capped to 50%.
One point of Wisdom adds +0.04% Magical Mitigation, capped to 50%.
Note that the caps are there for monsters that would otherwise turn invincible at some point.
These changes will have quite a bit of effect on damage output, but for the most part it should be for the better. Let me know if you encounter damage that seems way off.
Other battle changes
- Fixed a bug where certain damage bonuses were counted twice for counter attacks.
- Fixed a bug where the stun effect from a counter would expire almost immediately.
- Striking a monsters that is Stunned or Sleeping with a physical attack will now cause twice the normal damage.
- You can no longer Stun a target that is already Stunned. (That is, permastunning will no longer work.)
- Elemental gems were removed, and gems now drop half as often.
- The battle log now distinguishes between offhoof hits and crits. (Earlier, it just wrote "hit" for both.)
- Spell elemental bonus is now multiplicative instead of being added with the spell damage bonus - since that one is no longer a percentage value.
- Infusion effects are now exclusive. Using an infusion will dispel any other infusion effects that are running.
- Red and Indigo auras now add 1% attack/magic crit chance per rank. (+2 damage seemed a bit negligible.)
Crystals and Crystal Fests
- CrysFest, a new battle mode, has been added. This works just like a GrindFest, with some key differences:
-- All normal drops are replaced with Crystals.
-- Monsters drop no credits.
-- Artifact and token drops as well as EXP gains are as normal.
-- Stamina drain is half the normal rate, or 1/4th of Grindfest.
- Difficulty level now affects how many crystals you get for each drop. The highest multiplier is x3.
- Crystal drops for artifacts are now affected by the Crystarium hath perk.
- Because crystals are now easier to get, their Bazaar value was cut by half.
Equipment changes
- The way the equipment generator rolls on stats has been changed. Rolling higher stats is now much more likely. Of course, this means that...
- Magnificent and Legendary drops are now significantly more common. Not in the "they are now common" sense, but in the "the chance of getting one is no longer mathematically insignificant" sense.
-- The last one million equipment drops for monsters and trophies combined saw a whooping 2 magnificent pieces and 0 legendaries. Slightly less than intended.
-- According to my simulations, the next million drops from monsters alone should see about ~500 magnificents and ~25 legendaries. Still rare. Not unobtainable.
-- The highest tier of normally obtainable trophies (like the Platinum Ticket and Noodly Appendage) have a ~2-4% chance of yielding magnificent or higher. (The odds vary somewhat depending on the number of stats the equipment piece has.)
- Exquisite, Magnificent and Legendary equipment now get an additional bonus to all stats, just to make them more awesome. The stat bonus makes them about 5%, 10% and 20% cooler, respectively.
- The "quality" of an equipment piece is now weighted more heavily towards the more important stats. That is, stats like absorption, burden and interference now count less towards the quality than damage, physical/magical mitigation and avoidance.
- Dragon Hide Armor has been rolled into Leather Armor. Leather therefore assumes the role of elemental protection for light armor, without being worse at anything than the old Leather.
Misc
- Quickbars are now tied to the currently selected equipment set - in other words, each equipment set has its own quickbar setting. Note that you will have to set it again.
- The number of levels in the Item World now tapers off somewhat for very high level items. At level 100, the number of rounds changes from $level to round(log($level, 1.01)-363) - log being the natural logarithm.
- Consumable drop rates have been shifted somewhat from health potions towards mana potions. Instead of consumable drops being 40% health and 20% mana, it's now 30% health and 30% mana.
- Added several missing bindings and added descriptions. Not that you can do anything with them just yet.
- Since several tweaks have made the game easier on lower levels, the "Cake" difficulty was removed.
- The loot quality bonus is now higher for IWBTH than Battletoads.
- Some monster stats were tweaked slightly:
-- Giants lost 25 points of piercing resistance.
-- Sprites gained 2 points of AGI and 2 points of DEX.
-- Elementals gained 1 point of INT and 2 points of WIS.
-- Celestials gained 1 point of END and 1 point of INT.
- Monster lab rewards can now be traded.
- Fixed a bug where new members could start out with 0 stamina if their HV user was initialized outside of HV itself.
- Changes to experience bonuses from training and abilities should now be instant.
As for the forge, it's taking a bit longer than expected. It'll be done eventually.
翻译请稍等(也许会等到明天……) |
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