by robby » Mon Jul 21, 2014 3:42 pm
THE NEW DAMAGE FORMULA
I figured I'd explain the new damage formulas and why they were changed for those who are interested. When I originally created the game I never anticipated people griding so hardcore and getting as high levels as they had, so the original formula had some big flaws because of this. The new formula is designed to be an "extension" of your weapons power rather than the weapon just being an "addition" to your power. This was needed for a few reasons and should help fix the following...
1. Weapon power increases from one weapon to a successor weapon were generally only a 3 - 10 point upgrade. This isn't a huge amount, and at higher levels it would hardly be noticeable at all. The new formula should yield a more noticeable increase when upgrading your weapon, adding to the feeling of progression that RPGs are known for.
2. Also because of what I described above, the difference between dual wielding and using large one handed weapons was negligible and I've often been told dual wielding was far superior. The new formula should give some more benefit to using a one hander.
3. This should makes warriors slightly stronger per hit vs a magician or an archer. Their weapons have also been slightly more powerful, but because of it being such small numbers it never mattered.
4. No one may have noticed, but for weapons I generally have blunt type weapons hit the hardest but have a wider spread damage range, while piercing type weapons (spears, things that are pointy) do the least but have a tighter grouping. This should make it a little more noticeable.
5. All of this should make things better for the future when more and more weapons and equipment comes out.
Overall you should be doing generally close to the same amount of damage as before IF your are using the best weapon possible for your level. You will notice a DRAMATIC decrease in damage if you are using an under powered weapon. Because of this as well, ultra high level players (400+) may notice they are doing less damage than before. This is mostly because there are not weapons that are ideal for that high of a level just yet.
All damage formulas apply to player vs enemy, player vs player, pet vs enemy, player vs pet, pet vs player, and everything. Throughout the week I am sure there will need to be some small tweaking and balancing with the new formulas, so be sure to post any well thought out proposals on anything that may be underpowered or overpowered, etc.
MORE MP
This may need tweeking as well but I've noticed that as you begin to get into the very high levels you have such an exorbitant amount of MP that no thought, timing, or skill has to be put into when to use special attacks. It begins to become so over-abundant that you can just spam skills with every single attack almost non-stop. Also, this should help tone down mages a bit as I've got lots of requests that they need balanced out. As with anything at this point, when I change or add something there are a million and one things it will effect or change, so let me know if some things need adjusted.
FISHING
Obviously fishing is now in. Everything you need to know should be told to you in-game. There is much much more that fish will be used for soon down the road such as crafting, building things, etc. So hang tight, they'll have more purposes soon down the road along with more proficiencies.
OTHER
I've also changed some code around (mostly just technical stuff) to make way for big future additions, so there may be small bugs in places that they didn't exist before. Just look for any bugs with menus, sound effects, or any random small things. Just post in the bugs and errors section if you find them.
I'm sure there are several bugs and glitches in the update that I missed, just post and I will get to them as soon as I can.