0.11.0 Patch Notes
" Not so good at English, could anyone explain this to a easy understanding form? IGN: AnnieCecil
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" RoA was bugged to always hit because when it "missed" the game just assumed the attack missed because the enemy was not there when you FIRED the shot, but they were there when the shot LANDED. As such, it just counted misses as hits anyway to account for the delay. Now it won't. RoA can now miss. i too fas fo youuuuuuu
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I'm a little worried making the talents too normalized value-wise is going to dull down the game. Getting inner force is always a really exciting time in my skill progression. I really wish strong skills would remain, even if they do wind up being must-haves for every class. They make the game more fun in my opinion. Otherwise getting skill points is just a little more... meh because none of the individual points end up being noticeable.
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i dont get the whole damage reduction and life/es nerf.
they will hit you for less and you have less life or es. whats the differents ? IGN: IceIceLady Last edited by Robin_Ho0D#1238 on Jun 3, 2013, 9:55:48 PM
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If the Fire Trap bug fix means my IIQ/IIR kicks in for burn DoT then YES, FINALLY I have a chance to pick up the roughly 50% of items I've been missing since all I've got credited for so far is death by initial fire trap explosion and not burning DoT..
Timezone: GMT +10 (Australia). CASUAL player but I play whenever I can.
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Love the patch , it really gonna change the meta game. Tanky char is too powerful now, and is the only viable option for end game progression
Now there are some incentive to build mire dps oriented builds |
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" Thank you for the explaining! So now the RoA will depand on the accuracy rating as same as the other attack skills, yes? Oh that's a really bad news to those RoA users,fortunately I'm not. :) IGN: AnnieCecil
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" which part is wrong? scaling mean the result is same except the number is different it will affect other stuff of course, such as life flask. now it will become more useful because of reduce of max hp, blood magic are more dangerous since reduce of max hp but cost the same, but reduce mana passive for blood magic player will be more valuable. duh please don't just say you are wrong and did not think thing in multiple way. that's call QQ |
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As someone who hasn't beaten Merciless yet due to all the rerolling I'm gonna say it's a really interesting patch. But I still have a lot to learn about the game. Can't wait for the Onslaught/Anarchy leagues and my first melee character.
Anyway, about the responses...needs more QQ. |
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" A lot of the QQ is surrounding high life RF too, allow me to add some math you missed for that build. Max potential heal/burn differential after patch 11.0 using Ambu(2% low heal), Araku(1% low heal), Phoenix(8% max res), Vitality(1.5% heal), Purity(4% max res), all passive heals(7.4% heal), and EleAdap(2% max res) Without InnFor ////// With InnFor 8.90% ::high regen:: 9.17% 11.90% ::low regen:: 12.17% -0.90% ::differential high:: -1.45% 2.90% ::differential low:: 1.55% -10.00% ::burn:: -10.62% Not to mention the scaling is also flawed with RF because the damage of RF is based on the player's health which is now nerfed, reducing the enemy damage doesn't reduce the enemy health, this means RF receives a damage debuff beyond just the player's nerf of life. He has to kill the same with less. Where others now get to kill the same with more. Edit: FYI, the new InnFor with Purity is 4.72% max res, I'm not sure how this will round but my math assumed up.. it only hurts worse to round down, I was trying to be optimistic :( Last edited by Sophung#2030 on Jun 3, 2013, 10:36:46 PM
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