15 December 2013 - 2.2.12a

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Development
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Joined: May 8th, 2012, 10:28 pm

15 December 2013 - 2.2.12a

Post by Development » December 15th, 2013, 8:43 pm

A new build has been deployed for Cosrin: A New Dawn.

1 - When guarding, the rate at which you approach becoming staggered is decreased when parrying.

2 - When guarding, the rate at which you approach becoming staggered is increased when berserk.

3 - When staggered, all creatures advanced on the staggered character automatically disengage and will search for new targets on their next round.

4 - When staggered, the staggered character is also disengaged and will need to advance or charge to return to melee range on the next round.

5 - The effectiveness of magical strength for missile weapons has been reduced. This proportionally reduces the bonus for rangers as well.

6 - All sources of physical damage from rangers have been reduced slightly. The primary Fighters' Guild classes now pivot around the fighter class in terms of damage.

7 - The bonus spell damage sorcerers receive has been increased.

8 - All sources of elemental damage from shaman have been reduced slightly. This primary Mages' Guild classes now pivot around the wizard class in terms of damage.

9 - The berserker class is now always in a berserk stance. They can no longer parry or have a more conservative 'normal' stance.

10 - When any of the floating star signs appear, the cap on resistances listed under the defense command is increased by 15%. This stacks with the guild luck bonus of 10%.

11 - When the pantheon floating star sign appears, it grants an additional 10% to the resistance cap as well as grants all players 100% resistance to stun and non-elemental spell damage.

12 - The output of the defense command has a minor alignment change to accommodate the inclusion of cases where 100% resistance (immunity) is valid.

13 - The berserk stance has been redesigned:
  • A - Rather than a hard coded negative dodge chance, players simply receive a reduced effectiveness from the defense stat and shards.

    B - Additionally, since the character is attacking with reckless abandon, weak points are exposed in any equipped armor, resulting in a reduced effectiveness to physical resistance.

    C - The bonus accuracy is no longer a small, flat amount, but instead scales with the character's equipment now.

    D - The bonus damage for physical attacks has been reduced.

    E - While in the berserk stance, casters will now receive bonus damage to any cast offensive spells.

    F - It is no longer possible to gain additional damage bonus when guarded by another player.
Any questions or comments regarding the engine should be submitted to the Development Team.

Any issues, bugs, requests, or ideas should be added to the Development Tracker

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