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Glorfindel / Ys
@typhon qui sait de source sur qu'il s'agit de bug pour la 1.62 ?
Grab Bag du 6 juin:
For every person attacking a monster, a small bonus is applied to each player's chance to hit the enemy.
Sayeth the Executive producer: "We are aware that
there are many reports from players about the "to hit" problems against high level monsters in 1.62. We are looking into these reports now, and will be especially taking note of any high level raids that happen this weekend. We have run some initial tests internally
which do not show any lowering of "to hit" in those situations. However, we will run more tests and try to figure out where the problems many players are reporting are coming from. We'll keep you posted on what we find on Monday."
With what I said before his quote in mind, make sure everyone in your group is actively participating in combat, doing whatever their class does. Heal, crush, sing, shout, stab, nuke, slash – whatever. Everyone off their butts and out of the bathroom. Make sure you've brought enough people to the battle, because some NPCs have a set number of attackers that should be met for optimum death. MORE than this number won't make the to-hit chances any better, but fewer will make it harder to kill
et là PAF 3 jours plus tard...
Fixes du 9 juin:
The bug fixed in version 1.62 regarding the "Number of Attackers" check in combat which fixed the block/parry bugs as well as bolt "in combat" issues had
the side effect of making raid type encounters more difficult due to the extra accuracy which is now being used to decide who is attacking a target and who isn't. Because
this was not the intended result at all, we've switched around the way the attacker count check works to be more lenient in these situations. A player will now remain counted as an attacker for a given target until he is added as an attacker for a new target or until his new "attacker timer" expires. Note that healing or any other action which will add aggro will add you to the "Number of Attackers" list, not just damage
Il nous restera donc à verifier dans quelles mesures le patch a modifié le bug
Biode: tu oublies que la doc parle de l'xp quand on pex... il n'y avait pas encore de SC pour capper les degats/resists, pas de lifedrain, pas toutes les classes dispos, peu de gros loots de donjons pour maxer ses caps, des resists limitées... attaquer un orange au 50 en epique/SC+loots gros donjon et quetes n'est pas vraiment la meme chose qu'attaquer un orange lvl 30... Pour ce qui est de se soloter du rouge/violet, ce n'est pas non plus une généralité (surtout le violet !!!)... ce n'est pas parce qu'un enchanteur ou un necro ou un tank avec regen (et/ou IP) peut le faire qu'un thane ou un proto ou un eld va pouvoir y arriver...
Dans la doc, dans la partie des couleurs des mobs, c'est donné en dessous du paragraphe où je lis "En combat singulier lors des premiers niveaux"... et aussi "certains personnages peuvent toutefois vainvre de telles creatures en combat singuliers... peut-etre y parviendrez vous un jour egalement..." J'estime qu'à partir de 40, les codes sont à revoir un cran en dessous... (et puis bon... c'est la doc... avec son lot de boulette et/ou d'infos pas forcement correctes...)