Chasseur 1.62 ?

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At Long Last, 1.62
from Matt Firor
2003-06-03 08:25:40


Here are the notes for Dark Age of Camelot version 1.62. As you can see, there are a lot of notes to read through that touch almost all aspects of the game: melee, pet classes, archers, newbie guilds, respecs, etc. As always, 1.62 is not the end of bug fixes and tweaks - we'll keep working on outstanding issues for 1.63 and beyond.

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Dark Age of Camelot

Version 1.62 Release Notes

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ARCHER NOTES

It's time to give Archer classes a bump in ability, as they have been somewhat left behind by the addition of many new abilities and spells in other classes. In this version, we attempt to bring the Archer back in line to be a fun to play class. However, it is not our intention to ever return the Archer to the sniping overpowered force that he was at Camelot's launch. These changes should make the Archer useful and fun, but not make him overpowered.

By "Archer", we are referring to the Hunter, Ranger, and Scout.


General Archer Notes

- We've adjusted the way we calculate fumbles for Archery. Archery attacks have always had fumbles calculated differently than regular melee attacks. We've reworked this part of the Archery fumble calculation to be more in line with the way melee fumbles work, meaning Archers should notice a substantial decrease in their fumble rates, somewhere on the order of 1/4 what they were.

- Camouflage timers will no longer be reset by PvE attacks. Only an attack by the Archer on another player or a pet or turret controlled by another player will reset the timer. Camouflage is designed to let the Archer scout in PvP situations, so PvE interactions should not affect its timer.

- We have seen complaints that Archers miss their targets at a higher rate then melee fighters. Please be aware that we have run extensive tests as well as looked at the formulas and have found the miss rates for Archers and melee are the same. We will continue to look into this as more reports and logs are generated by Archers, but for now there are no miss fixes.

- We have modified how the See Hidden ability interacts with Archer classes. We've varied the range that an assassin can see a non camouflaged hidden archer anywhere from 1/4 to 3/4 of the current range depending on the archer's stealth spec vs the assassin's level. On average this means that an assassin will have to be within about 1/2 the range that he can see the archer from compared to how the system works currently on the live servers.


Critical Shot Notes

- We've changed the way that aggression is calculated when Archers use Critical Shot against monsters. Now, aggro generated from damage done by a Critical Shot is divided among all group members of the Archer. Please note that the Archer will still get a fraction more damage than any other group member, but it will now be much easier to pull the monster off the Archer once it has been hit by a Critical Shot. This should make Archers one of the better monster "pullers" for any PvE group.


Arrows And Bladeturn

All three Archers now receive a new skill called "Penetrating Arrow", which allow them to penetrate, to some extent, Bladeturn spells. Here's the details:

- Penetrating Arrow will never go through Bladeturns (both pulsing and single-target) on the character that cast the spell. This means that a Warden who casts a bladeturn on himself will never have his own personal bladeturn penetrated.

- Bladeturns cast on group/realm mates can be penetrated. So a Hero that has a pulsing bladeturn (or single target) on him from a friendly Warden can have that bladeturn penetrated.

- Archers receive Penetrating Arrow based on their specialization in their particular Bow skill. They get Penetrating Arrow 1 at 30th spec, Penetrating Arrow 2 at 40th spec, and Penetrating Arrow 3 at 50th spec. Lower levels of PA do less damage by not fully penetrating the bladeturn. The highest level of PA does normal damage.

- Additionally, Longshot and Volley penetrate ALL Bladeturns, regardless of who cast them.

- Please note that in this version we have made sure that self bladeturns will no longer be overwritten by other bladeturns.


Rapid Fire

The three Archers now also receive a new ability called "Rapid Fire", which allows them to release their bow shot before the normal bow timer. Here's the details:

- When an Archer has this skill, at any time after halfway through their normal bow timer they can release the shot.

- If you release the shot 75% through the normal timer, the shot (if it hits) does 75% of its normal damage. If you release 50% through the timer, you do 50% of the damage, and so forth - The faster the shot, the less damage it does.

- Rapid Fire shots takes the same endurance as a normal bow shot, but do less damage.

- Archers receive Rapid Fire 1 at 35 specialization level in their particular bow skill, and Rapid Fire 2 at spec level 45. The difference between the two is how much endurance they take - RF 2 takes less endurance than RF 1.

- Please note that you cannot use Rapid Fire with Longshot or Volley.


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rapid fire : I et II, aux niveaux de spé 35 et 45 en arc : permet de tirer à 50% de la vitesse en tir normal, pour 50% de degats à cout d'endu plus eleve, qui diminue avec rapid fire II. Ne fonctionne pas avec tir précis ni volley ou longshot.

Penetrating arrow I, II et III aux niveaux de spé 30, 40 et 50 en arc. Permet de passer dans les bulles non self-castée en faisant respectivement 50%, 75% et 100% de degats normaux.

Volley et longshot : passent toutes les bulles

See hidden reduction : sans camo, on vous vois a environ 3/4 de la distance de clip si 1 en fufu, à 1/4 si 50 en fufu de base, c'est a dire sans les bonus. A noter que le facteur de diminution passé 33-35 de base est faible : 1150 au 35, 900-800 au 50, ce qui ne représent qu'un demi-cheval si je ne me trompe pas.

Le pull au précis génère moins d'aggro, pour donner plus d'attrait en pve aux archers.
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