This one becomes more relevant with the changes to starter classes : The game allows a person to increase an active skill higher than the passive skill attached to it if said person refreshes to upgrade the active. For example my passive skill is level 4, and my active skill under it is level 2. I have 20 points to spend. I upgrade the skill from 2 to 3 , then refresh to go to 4, refresh to go to 5, and (presumably) refresh to go to 6. I only ever went 1 above so I can't say for certain if it will allow more than that above.
I had listed that bug in the bug thread , but it doesn't show up anywhere in the plans for this age.
Wound/Stun is not working properly. Read battle log bottom up. For this battle my stats are 2 stun and 3 wound.
Darkfriend McShipper attacks. The Gara is stunned for 4 Poison wracks The Gara's body for 5 damage The Gara's taint increases by 5 Darkfriend McShipper gains 1 health Darkfriend McShipper has 97 health and The Gara has 123 health
The Gara sends a well placed strike. Darkfriend McShipper takes 17 damage The Gara takes 5 taint damage The Gara has 128 health and Darkfriend McShipper has 96 health
Darkfriend McShipper comes forward with a predictable attack. The Gara is stunned for 2 Poison wracks The Gara's body for 3 damage The Gara's taint increases by 5 Darkfriend McShipper has 113 health and The Gara has 133 health
Darkfriend McShipper attacks. The Gara is stunned for 1 Poison wracks The Gara's body for 4 damage Darkfriend McShipper has 113 health and The Gara has 136 health
The Gara's blow has little force behind it. Darkfriend McShipper takes 4 damage Poison wracks Darkfriend McShipper's body for 3 damage The Gara has 140 health and Darkfriend McShipper has 113 health
Darkfriend McShipper sends a well placed strike. The Gara is wounded for 3. Darkfriend McShipper has 120 health and The Gara has 140 health
1) Wound is not going off the proper amount of the time. Since now it is supposed to go off automatically, the only time it shouldn't show up is when it pulls wound 0. I have 3 wound currently, so that should only be about 25% of the time. In 3 battles, wound only went off 6/22 turns.
2) Wound is not being properly added to stun. In the first turn, I got 3 wound which I'm guessing should be showing up as 3 stun too ? In my 2nd and 3rd turns I only had 1, 2 stun which I'm guessing came from my actual stun stat. But then how , in the last turn, did I get 4 stun without wound going off unless wound shows in stun every turn ?
Very confusing. First, please explain how you envision stun/wound are supposed to work so that I can verify that matches up with reality, but the way it works now is definitely wrong.
It appears what is happening is that if the wound for a particular turn is the new highest wound for the battle, it displays the wound but doesn't add it to the stun. If the wound for a particular turn is not the new highest wound it does not display the wound but it DOES add it to the stun.
I would guess it should add to the stun in both scenarios.
Kaldar, you are right about how Wound is currently working (not adding stun on turns it replaces that maximum). I forgot how I said I was going to handle that and implemented it this way instead. I'll change it to apply every time (match what CD post says), but a little worried that might make it TOO strong...
Can you please add the horde bug fix to the previous age so we can test it out with our high level characters to offer feedback on the power level of the hordes ?
My first suggestion would be that fighting NPC and fighting hordes should not use the same skill progression. NPCs are good just as they are. The issue is only with hordes because you can't kill them , only try and survive the battle while dealing as much damage as possible.
I could, but no new hordes show up after the last battle.
I have a plan to test things at high levels. Soonish (Sunday night maybe?), I plan to give all characters currently created the xp to boost the to level 80, add 200g to everyone's banks, add a 0 onto the end of all the clan Ji in cities, and put 1000g in all the clan banks. That should spice things up a bit.
I changed Wound tonight to add Stun every time and I think it's just too powerful. Even without it, 10 Wound and 1 Stun was consistently giving 8 of the 12 turns. So I changed it back to how I had it: - Wound will either up the Wound amount OR add stun each turn (unless it's a 0 obviously).
If I can, for the second, be the voice of the devil's advocate about the proposed wound change being "too powerful"?
First, too powerful is very relative in this situation because it depends on the order that you get the different wound values.
If you got 6 turns in a battle, and your wound value increased from 1 to 6 during the battle, you would end up with a total of 21 points from their speed stack. Under the proposed implementation, where it adds stun every time regardless, you would end up with a total of 42 points from their speed stack. This makes it appear very powerful a change, given.
However, if you instead got 6 turns in a battle, and your wound value went from 6 down to 1 , you would end up with a total of 51 points compared to 57 under the proposed implementation. Only 6 difference.
The reason I don't like your current suggestion is that it makes too big a swing based on a small thing like , did I draw 9 wound then 10 wound or did I draw 10 wound then 9 wound.
If I draw 9, then 10, that would account for 19 points from the speed stack. If I draw 10, then 9, that would account for 29 points from the speed stack. That is a HUGE deviation in result for such a small change in order.
The reason I don't like your current suggestion is that going from a 9 wound max to a 10 wound max only increases my effectiveness by 1 point. For that 1 point of increase, you are going to take away all of the stun effectiveness I would otherwise get from it ?
It just doesn't make any sense. With the current implementation you will have battles where wound sucks and doesn't do much, and you will have battles where it dominates. Like every other mechanism in battles now, it is just completely random which sucks.
Also, we could test the horde changes in the previous age using horde quests. That way we would still have our fighting gear available to us. It will be hard to determine the strength of hordes if we don't have many of the high level TAs available to us to actually create a decent fighting build.
I'd really rather not try to duplicate/clone changes over to the last version. The first few days will be rough getting gear setup, but after that it should balance out. I'll make the changes to everything tonight. Prepare for the time warp!
I agree with you that it's more random, but it just seems too strong otherwise. I'll consider on turns that Wound does increase that you get stunned for the whatever the wound was at previously. So if you Wound for 3 then wound for 4 the next turn, the second turn Wound goes up 1 and they would also get Stunned for 3. That way something happens based on the Wound amount every turn.
Just kidding Tim, seems like you have fixed all of these. Thought I would come back and check out all of the changes. Looks great so far, still trying to get a grasp on everything that is going on now.
Ok. Thought about Wound more and went ahead and did what I said above: If you wound someone for amount more than they were previously wounded, their Wound will increase to the new amount and they will be Stunned for the previous amount.