The Big Change - Combat

This is the thread to talk about the combat side of the Big Change - the knight changes, magi changes, alchemist changes, and so on. 
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  • edited January 2015

    The changes:
    ANNOUNCE NEWS #4245                                     
    From   : Tecton, the Terraformer
    To     : Everyone
    Subject: A new year, a new day for Achaea

    -------------------------------------------------------------------------------
    The day is here! The much anticipated tradeskill split is upon us! This is the largest single code 
    update we've ever done; introducing several new class skills, a slew of new trade skills, updates to 
    weapons and armour, and much more.

    Here's the list of major changes:

    - Class-based tradeskills are now available for all players! This adds another massive area of 
    character customisation, allowing you to be an Apostate who concocts venomous toxins, or a Bard who 
    harvests primes and minerals. See HELP TRADESKILLS for more information

    - Knight classes have had their forging skill replaced with a new skill, Weaponmastery! This is a 
    new specialisation based skill that allows four unique fighting styles! Check out HELP WEAPONMASTERY 
    for all of the details. Your skill level in forging has been directly transferred to the new skill. 
    If you were a journeyman, your chivalry skill level has been translated across to Weaponmastery.

    - We've opened up free Weaponmastery respecialisation for two weeks, and during this time, there is 
    no need for weapon proficiencies.

    - Alchemists have had the Transmutation skill replaced with Formulation! This skill provides 
    Alchemists the ability to formulate new gasses and liquids (usable only by the creator) that can 
    turn the tide of any battle. See HELP FORMULATION for further information.

    - Magi have had their enchanting skill replaced with Artificing, a new skill in which they create 
    and control a large crystalline golem! HELP ARTIFICING!

    - All lessons invested in previous tradeskills (Cooking, Gathering, Inkmilling, Jewellery,  
    Tailoring) have been refunded. Any previous permits have been converted back into "a bronze trade 
    seal", this item can be used in place of the 200cr fee for re-obtaining any tradeskill permit 
    (Cooking, Jewellery, Tailoring). These seals can be traded in for 200cr, should their owner no 
    longer want them.

    - Crafters who previously had Cooking, Jewellery, and Tailoring have been gifted with a special item 
    that will allow them to continue to cook/sew/craft all of their previous designs without learning 
    the skill again. Naturally, they're free to re-learn the tradeskill to continue designing new items.

    - The rapier weapon proficiency has been removed, all adventurers with this proficiency have been 
    gifted "a worn whetstone", which can be used to learn a new weapon proficiency at no cost.

    - Forging has been overhauled! The random element of forging is gone, meaning that if you're after a 
    longsword or a scimitar, you do not need to spend days or weeks at the forge trying to find that 
    perfect weapon or armour. See HELP FORGING for more details. All existing weapons and armour have be 
    normalised to their new stats.

    - Artefact weapon statistics have been adjusted; they will always be upgrades compared to the new 
    standardised forged values.

    - All artefact knight weapons have been given a one-off switch to another knight weapon of the same 
    level. This is a ***ONE-TIME ONLY SWITCH***, so be especially sure of your choice, as we will not 
    change it after it is done. To do this, simply EXCHANGE <weapon#> FOR <new weapon type>. e.g. 
    EXCHANGE RAPIER1234 FOR BROADSWORD. If the weapon was customised, you'll receive a figurine to be 
    used for a future customisation. Weapons with the ASP addon will transfer across, assuming the other 
    weapon can support it. In the event you're swapping an ASP'ed sword for a blunt weapon, the ASP fee 
    will be refunded.

    - Abilities that are affected by weapon stats have been rebalanced to factor in the new values.

    - Class-based armour and shield restrictions still exist, but anyone with the Armoursmithing ability 
    will be able to forge and sell any armour; fullplate is no longer bound to the forger who made it!

    - Armoursmiths and weaponsmiths can modify their forged goods with a variety of descriptors (e.g. 
    "elegant" or "serrated" can be specified to make "an elegant rapier" or "a serrated broadsword"). As 
    you forge more items, you will unlock more exclusive descriptors to set your wares apart.

    - The way armour and shield resistances are displayed has been modified to be more accurate. Rather 
    than an arbitrary value, it will show a percentage that is more in-line with the reduction for most 
    attacks. A 100/100 fullplate doesn't really block 100% of damage, for example. Nothing else has 
    changed with armour, just the way it's displayed.

    - Class-only benefits associated with tradeskills (like Concoctions' sip bonus, Enchanting's 
    necklace of purity, and Transmutations's potash bonus) will not be present in the new tradeskills. 
    They will stay in place for the relevant classes until they receive their overhaul (i.e. sentinels 
    will still receive the sip bonus until their replacement skill is implemented).

    - Transmutation tonics and balms, and concoctions elixirs and salves have been combined into a new 
    trade skill: Remedies, and have been standardised to the original concoctions names. We've converted 
    all of the vials and tuns of the transmutation cures over for you, and the server-side curing system 
    has been updated to use these, even with mineral/transmutation cures enabled.

    - All adventurers have been given a trait reset, if they did not have one already!

    - The Hammer of Forging artefact has been removed from the game, as it offers no benefit to the new 
    way of forging. We've given a full refund to anyone who had a hammer at this time.

    - Any tradeskill-related artefact purchased within the past 6 months (since June 31, 2014) is 
    eligible for a 100% trade-in. Please email artefacts@achaea.com to arrange this. Artefacts purchased 
    before this will carry their usual 66% value. All of the artefacts will continue to work with the 
    new tradeskills.

    [Type MORE if you wish to continue reading. (92% shown)]
    (p) 5635h, (100%), 100%w [I|H|M]  (19:52:28.789)
    [File continued via MORE]
    - To go alongside these, we've also implemented some other relevant changes to classes and combat, 
    which will be coming in a follow up post in the next few minutes.

    As mentioned in the opening, this is the single largest code change in Achaea's history! With this 
    many changes, there's bound to be some quirks! If you encounter anything that seems off, please file 
    a BUG with as much information as possible!


  • They're mentioned in the announce. Can someone pastebin them?
  • ValentinusValentinus Los Angeles, CA
    Where to get phials?  I don't see a skill that makes them and using the regular curative vials has been thus far unsuccessful.


    I take commissions.
  • Really cool changes, totally wasn't expecting this level of rework for Magi. Great work. :)

    Are artificing golems open for class customization, similar to falcons and snakes? They seem much more important than efreetis or water weirds.

     i'm a rebel

  • edited January 2015

    They work in a way vaguely akin to Spiritlore.  In general, it's a balance between golem abilities and use of specific vibes.

    Also, Retardation now pauses other vibes while in effect.

    Magi can now also directly strip blackwind/astralform (everyone in the room), as well as afflict with aeon.

    They also got an insta-kill.
  • Love it, love it all. This is a huge and amazing change. Definitely some bugs here, and some balance issues. But over all, really good.
  • Tesha said:
    Really cool changes, totally wasn't expecting this level of rework for Magi. Great work. :)

    Are artificing golems open for class customization, similar to falcons and snakes? They seem much more important than efreetis or water weirds.
    Currently, no. In the future, maybe!
  • Since AB files aren't updated, do runeblades still require lagua/lagul/laguz to create, or do we now have to choose between those and the already existing runeblade thingers?
    image
    When Canada rules the world,
    things will be... nii~ice.
  • Daklore said:
    Since AB files aren't updated, do runeblades still require lagua/lagul/laguz to create, or do we now have to choose between those and the already existing runeblade thingers?
    It doesn't look like Runeblades have changed yet.  I can't empower flails/morningstars, for example.
    ~Kresslack's obsession~
  • Sweetness. Was waiting for this update! Now just to see how it all goes...
    Hello! How about we be friends?

    Profile picture from: http://idriu95.deviantart.com/
  • "You have to learn the rules of the game. And then you have to play better than anyone else."

     -Albert Einstein


  • Are there any significant changes since test server (knight edition)?

  • Ernam said:

    Are there any significant changes since test server (knight edition)?

    Dual blunt has an insta-kill that only requires prone and mangled head.
    ~Kresslack's obsession~
  • edited January 2015
    I'm pretty miffed about losing my 2 back tattoo slots to this. Before it was just a 71 lesson investment but it seems the implications are going to be much harsher now if you want those slots for combat.


    It's really combat relevant change considering this was only supposed to affect trade skills.

    image

  • Pretty significant and sudden changes since the magi tests. I approve for the most part. Impurity and Hypnotise were smart additions. Now delete torcs.
    I like my steak like I like my Magic cards: mythic rare.
  • Santar said:
    I'm pretty miffed about losing my 2 back tattoo slots to this. Before it was just a 71 lesson investment but it seems the implications are going to be much harsher now if you want those slots for combat.


    It's really combat relevant change considering this was only supposed to affect trade skills.
    good thing I have two arty back tattoos before losing the skillset.

    2015/01/12 Tecton, the Terraformer has bestowed His divine favour upon you. It will last for approximately 1 Achaean month.

  • WEAPON                               DMG  TO-HIT  SPEED    MTHS LEFT
    ---------------------------------------------------------------------------
    scimitar63308                         52     164    230       121 446 ***
    bow63699                              26      42      0       n/a
    bastard sword42173                   203     164    136       240 503
    scimitar310748                        52     164    230       240 446 ***
    scimitar41328                         52     164    230       240 446 ***
    longsword281575                      119     164    182       249 465
    longsword23343                       119     164    182       249 465
    rapier51364                           51     164    231       133 446 ***
    rapier39900                           51     164    231       127 446 ***

    Proprietor: Merentesh.
    --------(Item)------(Description)------------------------------(Stock)--(Price)
            bastard7098 a Dreadblade bastard sword                     19    1600cr
                        Dmg: 222;  To-hit: 180;  Spd: 149
           bastard42537 a Dawnrender bastard sword                     19     350cr
                        Dmg: 204;  To-hit: 165;  Spd: 136
           bastard49145 a Soulreaver bastard sword                     20     800cr
                        Dmg: 213;  To-hit: 173;  Spd: 143

    Proprietor: Merentesh.
    --------(Item)------(Description)------------------------------(Stock)--(Price)
          scimitar46797 a Scimitar of Hawks                            19     350cr
                        Dmg:  56;  To-hit: 168;  Spd: 235
          scimitar49183 a Scimitar of Eagles                           20    1600cr
                        Dmg:  64;  To-hit: 180;  Spd: 245
          scimitar50799 a Scimitar of Falcons                          20     800cr
                        Dmg:  60;  To-hit: 173;  Spd: 240

    Proprietor: Merentesh.
    --------(Item)------(Description)------------------------------(Stock)--(Price)
            rapier21927 a Soulpiercer                                  20    1600cr
                        Dmg:  63;  To-hit: 180;  Spd: 246
            rapier60147 a blackened rapier                             20     350cr
                        Dmg:  57;  To-hit: 168;  Spd: 236
            rapier68061 an Eagle's Scream                              20     800cr
                        Dmg:  60;  To-hit: 173;  Spd: 241

    One thing I'm not digging is that a Level 1 Arti Bastard Sword is the same stats as a forged one.

    "You have to learn the rules of the game. And then you have to play better than anyone else."

     -Albert Einstein

  • Santar said:
    I'm pretty miffed about losing my 2 back tattoo slots to this. Before it was just a 71 lesson investment but it seems the implications are going to be much harsher now if you want those slots for combat.


    It's really combat relevant change considering this was only supposed to affect trade skills.
    If you're trans tattoos, you still have the slots. They were moved from Inkmilling to Tattoos.

    "You have to learn the rules of the game. And then you have to play better than anyone else."

     -Albert Einstein


  • Ernam said:

    Are there any significant changes since test server (knight edition)?

    battlerage is now battlefury.


    Outside of that, none that I've found yet.

    "You have to learn the rules of the game. And then you have to play better than anyone else."

     -Albert Einstein

  • @Tecton: Will I be able to empower blunt weapons?
    ~Kresslack's obsession~
  • Aelios said:

    WEAPON                               DMG  TO-HIT  SPEED    MTHS LEFT
    ---------------------------------------------------------------------------
    scimitar63308                         52     164    230       121 446 ***
    bow63699                              26      42      0       n/a
    bastard sword42173                   203     164    136       240 503
    scimitar310748                        52     164    230       240 446 ***
    scimitar41328                         52     164    230       240 446 ***
    longsword281575                      119     164    182       249 465
    longsword23343                       119     164    182       249 465
    rapier51364                           51     164    231       133 446 ***
    rapier39900                           51     164    231       127 446 ***

    Proprietor: Merentesh.
    --------(Item)------(Description)------------------------------(Stock)--(Price)
            bastard7098 a Dreadblade bastard sword                     19    1600cr
                        Dmg: 222;  To-hit: 180;  Spd: 149
           bastard42537 a Dawnrender bastard sword                     19     350cr
                        Dmg: 204;  To-hit: 165;  Spd: 136
           bastard49145 a Soulreaver bastard sword                     20     800cr
                        Dmg: 213;  To-hit: 173;  Spd: 143

    Proprietor: Merentesh.
    --------(Item)------(Description)------------------------------(Stock)--(Price)
          scimitar46797 a Scimitar of Hawks                            19     350cr
                        Dmg:  56;  To-hit: 168;  Spd: 235
          scimitar49183 a Scimitar of Eagles                           20    1600cr
                        Dmg:  64;  To-hit: 180;  Spd: 245
          scimitar50799 a Scimitar of Falcons                          20     800cr
                        Dmg:  60;  To-hit: 173;  Spd: 240

    Proprietor: Merentesh.
    --------(Item)------(Description)------------------------------(Stock)--(Price)
            rapier21927 a Soulpiercer                                  20    1600cr
                        Dmg:  63;  To-hit: 180;  Spd: 246
            rapier60147 a blackened rapier                             20     350cr
                        Dmg:  57;  To-hit: 168;  Spd: 236
            rapier68061 an Eagle's Scream                              20     800cr
                        Dmg:  60;  To-hit: 173;  Spd: 241

    One thing I'm not digging is that a Level 1 Arti Bastard Sword is the same stats as a forged one.

    But Aelios, it never decays  *flutter*.  I couldn't resist after all these years of people giving that as a serious answer to *exactly* that critique (and maybe you weren't even one of the guilty parties)... Anyway, wheeeeeeeee.  And I bet they'll figure something out.  
  • I could see that costing 100cr, as it's the same methodology as a vial. (300 gold -> 50cr) -- it costs under 1500 gold to make a bastard sword, but 350 credits?

    For 50 more, I can buy an ability. (flying)


    "You have to learn the rules of the game. And then you have to play better than anyone else."

     -Albert Einstein

  • Aelios said:
    I could see that costing 100cr, as it's the same methodology as a vial. (300 gold -> 50cr) -- it costs under 1500 gold to make a bastard sword, but 350 credits?

    For 50 more, I can buy an ability. (flying)


    By your answer, you probably actually *weren't* one of the guilty parties ;)  People literally used to say (and even continued to insist quite recently) that the whole crazy weapon stats system was "fine" and that (at the time completely non-competitive) artifacts were still worth buying because they didn't decay.  It was crazy and it's finally over.  
  • edited January 2015
    Jules said:
    Aelios said:
    I could see that costing 100cr, as it's the same methodology as a vial. (300 gold -> 50cr) -- it costs under 1500 gold to make a bastard sword, but 350 credits?

    For 50 more, I can buy an ability. (flying)


    By your answer, you probably actually *weren't* one of the guilty parties ;)  People literally used to say (and even continued to insist quite recently) that the whole crazy weapon stats system was "fine" and that (at the time completely non-competitive) artifacts were still worth buying because they didn't decay.  It was crazy and it's finally over.  

    There's always going to be the crowd of people who will insist that whatever currently exists inherently the best method (some might call them "conservative").  It typically isn't worded like this though - it usually sounds more like "It's fine how it is" (without providing any rationale behind this) or "stop whining".
  •                                                             ------ RANT ------
    Why the hell are all the balms / tonics removed, with server side curing absolutely refusing to use Alchemical cures in conjunction with sipping health / mana?

    Bah.


    "You have to learn the rules of the game. And then you have to play better than anyone else."

     -Albert Einstein

  • Alchemist Formulation skills and AB files.

    I've not tested any, but it looks interesting. I don't see any of them being targeted, just room-wide, except for the self-targeting ones.

    I HAVE tested the Philosopher Stone, but it didn't let me do it, since I did it once before in the Transmutation skill. I thought it gave advantages to potash consumption or something like that (could be wrong), so I'm not actually sure what it does now, and I have no idea if the message when you use it has changed, to give you a clue.

    Would really love if a Magi could post the Artificing stuff!
  • Lyrin said:

    AB files for artificing:     http://pastebin.com/CNW4fs28


    I like my steak like I like my Magic cards: mythic rare.
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