May 23rd

Started 23 May 2019
by Cooky
in Tavern
- reduced ballista / palintone / catapult / trebuchet damage and range
- craftable ranged siege weapons deal less damage than and have half the range of those statically mounted onto keeps / towers
- ranged siege weapons now need to have an unobstructed view to the sky (4096 range into the air) to be able to hit players
- only players with an unobstructed view to the sky (4096 range into the air) can be hit by ranged siege weapons
- ranged siege weapons and oil should now have a visible spell effect at the impact location
- the arming animation for most siege weapons should be better but it's still a bit wonky and will eventually reset to the default unarmed / unloaded animation
- reflex attack chance now takes weapon speed into account like other melee proc chances

Reflex Attack changes
Before the change was applied, classes using a slow weapon (especially the classes with 2h capability) had an unfair advantage above users of fast weapons.
Both had the some %-chance for a reflex attack proc, but the damage was vastly different because of the weapon speed.

The change tackled that issue, by incorporating your own and the attackers weapon speed into the proc chance of reflex attack.
The result is that all weapon speeds deal the same damage on average when looking at a longer time frame.

The formula to calculate your "effective RA chance" is:

RA%-delve * attacker spd / 3.5 * 3.5 / your spd

Attacker speed = the weapon speed of the attacker, without taking haste/celerity/qui into account
Your speed = the speed of your own weapon, without taking haste/celerity/qui into account

Fast weapons proc more often, but with less damage.
Slow weapons proc less often, but with more damage.

There is no cap of RA, so it theoretically can go up to 100% proc chance.

Here are some examples:
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