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Top General Discussions Announcements Code Changes Topic #260
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IshuliSun 05-Feb-23 12:24 PM
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#260, "February 2023"


          

* Shield paladins - Your shield weight can now give you some bonuses. A heavy shield will tend to do more damage (and other things you'd expect from weight), a light shield will tend to land things more often (things that are easier based on quick movement). You ARE NOT LOSING ANYTHING by not having a light or heavy shield. These only give bonuses and have no downside.

* Champ Paladins - Fend is getting changed a little bit. After watching it for a while, almost every Paladin was fending at a rate of over 100 percent. Some were reaching 400 percent. That's silly. The reason became obvious once I started digging - NOTHING a victim does could EVER change how well your fend worked. Having more people against you was only a bonus.

So fend will now work like every other skill in the MUD. Meaning it considers multiple things. From stats to skills to edges to legacies to AF's on you and the victim. At times this can be to your benefit. At times it can be to your detriment. This gives victims a chance to actually modify how well your fend works.

Part of this comes with a flat out debuff against mobs that are higher level than you. It doesn't mean you can't fend them, but you aren't fending them at a 350% rate anymore.

I put some tracking in for all of the above, so I'll keep an eye on it, and promise to adjust it if I went too far or did anything that is dumb.

  

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Reply Ranger Terrains and Races, Ishuli, 26-Feb-23 04:17 PM, #6
Reply Aerial Shot, Ishuli, 26-Feb-23 10:24 AM, #5
Reply Fend, Ishuli, 24-Feb-23 07:43 AM, #4
Reply Distance, Ishuli, 22-Feb-23 02:28 PM, #3
Reply Edgecost Adjustments, Ishuli, 07-Feb-23 02:25 PM, #2
Reply Champion of Man, Ishuli, 07-Feb-23 09:00 AM, #1

IshuliSun 26-Feb-23 04:17 PM
Member since 13th Feb 2017
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#266, "Ranger Terrains and Races"
In response to Reply #0


          

I added a number of buffs to varying ranger skills based on the race of the ranger.

Most of these are common sense. Example: storm giants are better at stormcalling.

The terrains touched:
* Caverndweller - Dark-Elf, Svirf, Fire
* Mariner - Storm
* Plainsrunner - Gnome
* Bedouin - Fire
* Mountaineer - Frost

I'm not going to list all the touch-ups I did since there are a bunch, but hopefully it makes a ranger's race feel a bit more unique in relation to their terrain.

  

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IshuliSun 26-Feb-23 10:24 AM
Member since 13th Feb 2017
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#265, "Aerial Shot"
In response to Reply #0


          

Aerial shot will now do some minor lag to falling shifters.

  

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IshuliFri 24-Feb-23 07:43 AM
Member since 13th Feb 2017
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#264, "Fend"
In response to Reply #0


          

* Fend boosted slightly in relation to how it works when you are tanking multiple things.

  

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IshuliWed 22-Feb-23 02:28 PM
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#263, "Distance"
In response to Reply #0


          

Short version at the top, details below for people who want to read more.

* Reworked distance skill.
- Minor buff to warriors
- Debuff to champions
- Minor buff to non-warrior non-champions who can wield polearms
* Two-handed weapons have a small benefit to bypassing distance
- This bonus is increased even more for Avenger paladins


The distance skill, used by polearm wielders as an extra form of defense, had a bit of a rework due to problems in it.

In reading the code, there were a few issues: people with pikeman's valor weren't getting the full benefit in all fights, warriors weren't getting any consideration that other polearm wielders were, and champions had their code misplaced in a way that was giving them the best distancing rate possible in all situations.

So let's hit each!

First, pikeman's valor. This edge helps you distance things, it's pretty great. It previously applied in most fights, but not all. Now it will apply in all fights, making the edge even more worthwhile.

Second, warriors. Warriors will find that they are going to distance slightly better than before.

Third, champions. Champions are unique because they neither get the DISTANCE nor SPIN skill, yet they are able to have those skills fire. Conveniently, the authors of this left a lot of notes in the code that made their intent clear. Spin was (and is) working fine - the rate is what it was originally meant to be. Distance wasn't. It was written to be exactly like spin, but due to how functions were clustered, it was getting applied at a point that was making it so Champions didn't have to worry about anything. Champions were reaching 163% in distance, meaning size didn't matter, you couldn't change their rate at all, etc.

As a result, champions will now distance similarly to how they would spin. This means you don't automatically, by virtue of wielding a polearm, distance better than anything else in the game. BUT you CAN still reach those rates - it just requires (as most skills do) that you maximize circumstance. Things of note to help you there so you don't feel lost: fend makes you distance better, and marshal phalanx makes you distance better. Other than that, all the usual distance improvements (like size) will modify you in a way as it would warriors or anyone else.

As a reminder, as champions never before had to think about this, the weapon of the person you are fighting will affect how well you distance. If they are also wielding a polearm you won't distance much, but if they are using hands/daggers or other "short range" weapons you'll be distancing more.

In all, the result is that you CAN still reach the max, but have to actually care about circumstances and details in the same way a warrior with a polearm would/does.

  

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IshuliTue 07-Feb-23 02:25 PM
Member since 13th Feb 2017
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#262, "Edgecost Adjustments"
In response to Reply #0


          

Edge costs adjusted for:
Vivimancer's Rejection
Dimensional Vision
Preacher

  

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IshuliTue 07-Feb-23 09:00 AM
Member since 13th Feb 2017
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#261, "Champion of Man"
In response to Reply #0


          

* Reduced immxp requirement

  

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