Monsters and Memories (Project_N) - Old School Indie MMO

Noodleface

A Mod Real Quick
40,709
20,817
My mana regen seems higher, definitely noticable. Something fucky with labels on abilities and items, but I feel like I can grind a little faster than last night.

Could be in my head
 

Flobee

Ahn'Qiraj Raider
3,528
4,282
ctrl+f -> Troll -> 0 matches found.

RIP

Seriously though changes look good for sure, love the Hearth buff timer freeze. Swimming fixes are nice too. Debuff application change is a huge one too, love that.

All Abilities that deal Weapon Ratio Damage will now have a higher minimum hit, and roll their damage in a smaller range between that and their current maximum. These abilities will do more damage on average as well as the worst case improving.
^ was one of my biggest pet peeves, not how I'd fix it personally but I'll take it! FWIW I stand by using a variable in the ability calc formula where you can let weapon speed (just actual weapon damage more likely) affect ability damage to a degree determined by your coefficient. Objectively superior approach even if you leave it at 0 for 99% of abilities.

IMO ratio being the only factor that matters in weapon choice is not as fun. You can use a lever like this to make it a factor. Backstab as an example could favor high damage weapons more and ratio slightly less so a rogue chooses chunky BS or higher white damage. Choice is good and with a coefficient attached to the abilities themselves it can be selectively applied.

Make slow weapons great again.
 
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Daidraco

<Gold Donor>
11,371
12,333
ctrl+f -> Troll -> 0 matches found.

RIP

Seriously though changes look good for sure, love the Hearth buff timer freeze. Swimming fixes are nice too. Debuff application change is a huge one too, love that.


^ was one of my biggest pet peeves, not how I'd fix it personally but I'll take it! FWIW I stand by using a variable in the ability calc formula where you can let weapon speed affect ability damage to a degree determined by your coefficient. Objectively superior approach even if you leave it at 0 for 99% of abilities.

IMO ratio being the only factor that matters in weapon choice is not as fun. You can use a lever like this to make it a factor. Backstab as an example could favor high damage weapons more and ratio slightly less so a rogue chooses chunky BS or higher white damage. Choice is good and with a coefficient attached to the abilities themselves it can be selectively applied.

Make slow weapons great again.
In early EQ - I remember switching over to something that had a really high damage, high delay weapon, when I wasnt MT'ing and would purposefully let my HP sit low so I would stay in perma-crit mode and just watch the chonkers fly. Was probably shitty DPS still, but I recall I loved it, even though I would almost assuredly die as soon as I got aggro from the crits and low health. Probably why I loved the Legion Shadow Priest insanity death, too.

Would probably "ring my bell" a lot if they just started finding ways to make combat have more ... depth? or just interesting, overall.
 
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Break

Golden Baronet of the Realm
4,893
13,312
Pet mana cost up 32x. Torment nuke damage is virtually identical. Mindshackle about the same, maybe slightly higher but nothing to write home about. They undid what the 35 min buff retard did after beta, so 1 hour buffs are back. The rest of the changes are a nerf disguised as a buff, but I'm happy to be wrong if my 2 min check this morn is wrong.
I only read buffs, what they d