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 91 
 on: February 01, 2024, 09:13:31 am 
Started by Raygan - Last post by gnonim
Anyone get GSOWs?  No rush, but wondering if we'll get them from last weekend! Smiley  Could use a few upgrades.....

 92 
 on: February 01, 2024, 05:27:12 am 
Started by Draca - Last post by Sarthin
MINOR UPDATES:

I've added a few more dummies for you to test. The primary focus for now should be testing of 'one', 'three' and 'four', which relates to NPC: Test A, C and D.

Also, as noted, remember to say 'repop', not 'repop instance'.

Thanks!

 93 
 on: February 01, 2024, 02:26:15 am 
Started by Draca - Last post by Nyzin
Do not say repop instance i made that mistake also first time and crashed the instance had to character mover all 24 and delete the instance as it was broken
Just say repop

 94 
 on: January 31, 2024, 11:27:43 pm 
Started by Draca - Last post by Mixlor
24 toons

one/Test A - 2 mins

Was going to try for 2 / Test As but somehow I had 3 Test As up... and I lasted 20s. Raid wipe and I zoned back in.. rebuffed and was trying to repop the zone.... but I started to go LD on all toons and now I can't log them back in unless I do the character move to nexus on all 24. I guess I crashed the zone, possibly the server but definitely my desire to continue testing tonight. Will try more testing later this week/weekend.

Mix

 95 
 on: January 31, 2024, 05:25:11 pm 
Started by Draca - Last post by Draca
Additional Change:

• Auspice of the Hunter, the item click buff from leather Sunderock boots, was previously being boosted by the Earring of the Mystic Ages buff; Painfully Gorgeous. This interaction has been removed. Both buffs remain as they were, but EoMA will not multiply Auspice as before.


We understand that many people see these type of changes as unnecessary nerfs, but part of class balancing is correcting issues that can wildly affect the effectiveness of certain classes. Now, more than ever during my time, and in large part thanks to Sarthin's input and testing, we have a clear picture of where we want classes to fall, and are working to make that a reality, but when imbalances present themselves, they must be dealt with.

-Draca

 96 
 on: January 31, 2024, 04:01:18 pm 
Started by Draca - Last post by Calzin1978
24 Chars in Full UA + Tunare loot/Shields all UC4, War 12.5 and 6 12.5 rogs. 20 UW total and 19 ear 50
2 War,2 Cle,4 Pal,6 Rog,1 Dru,1 Shm,1 Mnk,1 Ench,1 Bst,1 Mag,1 Wiz,1 Zerk,1 SK,1 Rng

Test A - Single = 1m 47s to kill, MT grp consisted of 1 War,1 Cle and 4 pal... War kept up fine just off Pal heal procs
Test A - Double Pull = 3m 35s to kill, Same MT set up, Gredaruk was tanking both mobs at same time, spam heals from Dru/Shm rain, ORH III and Holy Cataclysm. Gred's lowest HP 22% and 36% with Cover.

Test B - Single = 5m 52s to kill, same MT group make up as Test A, lowest MT hp 27% with Cle spam heals along with Dru/Shm rain heals

 97 
 on: January 31, 2024, 02:29:12 pm 
Started by Draca - Last post by Fecs
Didn't have too much time to test - 33
3 war 7 rogue 1 wiz 3 zerk 1 monk 1 druid 1 shm 6 pal 3 cleric 1 mage 1 enchanter 1 sk 1 necro 1 bard 1 bst 1rng

About half the dps in uw12/uc4 equivalent, didn't really use cooldowns

Test A mobs ~2min per
frostbite drain hurts a lot.

Was able to handle 2 just fine until my stonewalls faded for some reason and my warrior got deleted (forgot to log this pull)

Test B ~6min
wasn't watching closely on 2nd pull of test b, got killed by 9x 1,469,993 + 208633 in 1 round

 98 
 on: January 30, 2024, 09:40:06 am 
Started by Draca - Last post by Nyzin
24 Charaacters all have full Ultimate armor + tunare armor and shields and UCv4 half have UW the rest have sleeper weapons half have ear 50 both Tanks have all Foxy augs
2 Warriors 5 paladins 5 rogues 2 monks 1 SK 1 Bard 1 Ranger 1 Beastlord 1 Necro 1 Enchanter 1 Wizard 1 Druid 1 Shaman and 1 Cleric

Spawn One/A - Single mob = 2 mins 4s did not need to use cleric druid or shaman heal hotkey 2 paladin in main group was enough
                       Two mobs = 3 mins 43s did not need to use heal hotkey once 2nd war had aggro on one of them 2nd mob just died with 27% HP left no idea why
                       Three mobs = Wiped 4 times i suck at getting my 2nd tank  to aggro one fast enough
                       1 melee plus 1 caster = Wipe

Spawn Two/B - Single mob = 6 mins 7s had to use heal hotkey after every mob combat round
                       Two mobs = Wipe

 99 
 on: January 30, 2024, 06:04:10 am 
Started by Draca - Last post by Sarthin
First of all, thank you all for testing for us. I know it's not necessarily exiting, but it's key to pushing the next tier. The more testing we get done, the faster the tier will be released.

MINOR UPDATES:

We've removed most of the NPCs for now. You have access to type "one" and "two". Those are the two NPCs that we want tested for now. It's the same as previously. We want information on their damage, how many you can handle and how long it takes to kill them.

Additionally, the NPCs now have a chance to be spell casters, so make sure you try to fight some of those. They should appear randomly among the spawned NPC's. If you want to test a spell caster and you pull a mob that isn't doing that after doing some damage to it, you can just say "repop" and test again. No need to go through the entire fight when looking for one.

 100 
 on: January 29, 2024, 09:22:42 pm 
Started by Draca - Last post by Draca
Quick Updates
Wanted to post a quick update about some recent changes that have made their way to EZ, as well as a T11 Update, and some persistent bugs.

T11 Update

 Sarthin and I continue to work feverishly on T11 - Kael Drakkel, and can almost see the finish line. As previously posted, we need as many T10+ players as possible to jump into (Live server) Dragon Necropolis, and do their best against the NPC's there, so we can try to hit a reasonable tuning spot prior to release. While it's completely possible that we could shoot low or high on tuning, with more feedback, we have a better chance of getting it right. It will likely release overtuned, and be scaled back as needed, but we don't want it so difficult that people are deterred. Which leads me into: don't overreact to anything in T11 within the first couple weeks of release. There is no way to account for everything, and there is no way for everything to be so fully tested that changes or fixes need to be made. T11 is a fully fleshed out Tier. There a number of quests and items above and beyond just the progression aspect, and I think it will be an exciting addition to EZ's progression. Sarthin has dedicated hundreds of hours to this development, poring over every detail, and refining everything to be as smooth as possible. I think you'll like it (I mean, you're gonna die...a lot....but you know, enjoyably.)


Bugs

There have been a few bugs reported lately, primarily an issue with pet procs not doing any damage, and an issue with Auras not working. Both of these issues seem to be at a server code level, but an immediate solution is not likely. I am not going to work on a big work around for either of these issues at this time, as hopefully the EQ Emulator devs can fix the issues in server code.


Recent Changes

Quick comments on some recent changelog activity:

• Monk/Berserker Epic Augment (10) was revamped - these only effect the 10th level Epic Augment, as balancing DPS through lower tiers simply isn't worth the time right now. Both changes resulted in DPS increases, specifically Monk's Tiger Claw combat ability sees a significant increase in damage, so make sure that's worked into your combat spam key. Obviously some other classes need some tuning as well, but we don't want to do it in a hasty fashion, so they will happen when time permits.

• Idol of the Jailed had it's Twincast effect removed, and nuke damage increased to compensate. This is related to giving us headroom on spell effects that we need to have available for upgrades going forward. Twincast is powerful, but between a few overtuned item effects, it was already becoming too inflated.

• Curious Creation I/II/III - This change was a spell effect switch, as the previous version would not properly stack with other spell effects in use, and resulted in little to no benefit. This should be better now.

• Stonewall Reduction - Stonewall (melee damage mitigation) is an incredibly powerful spell effect, and simply cannot be tuned for if it's allowed to be used to it's fullest effect. As most know, Warriors max out at 79% stonewall, but with varying buffs and abilities, could previously get to 99% stonewall rating (mitigating 99% of incoming melee damage - basically unkillable), before it was previously reduced to a maximum of 85%. This is also too high to tune for. Players have found that by chain casting Tower of Vie spells, and varying which ranks you cast, you could maintain 85% pretty easily over the course of a difficult fight, or pull. While the difference between 79% and 85% doesn't seem that big, in reality it is a huge advantage, and again, impossible to tune for. As such, stonewall's maximum effective percentage has been reduced again to 81%. We aren't just trying to make everything more difficult, but our longer term plans require that players can't trivialize encounters through this mechanic.

There have been a few other things here and there, but nothing of major consequence.

Admin Team

Sarthin and I have been working on T11 together, and as I expected when I asked him to join me as a developer, we're working very well together. I have some experience he can lean on when he needs it, but he also has the freedom to work out issues on his own when he feels like he can. Our thoughts and ideas are very similar, and we both have a passion for EZ, and developing quality content for all of you. T11 is just a start, and while Sarthin has certainly been burning the candle at both ends trying to get T11 out, we will both find our natural pace, and continue with future content together. My focus will shift back to Dragonscale Hills (T12) once we get T11 out the door, while Sarthin will begin the outlining and brainstorming process for a new 'Halloween' zone.  Everything comes in due time, but it's an exciting time for EZ. Akkadius' support of our work is unwavering, and we'll continue to make sure we earn that.

For Sarthin & Akkadius,

                   -Draca
                   EZ Admin Team

TEST IN NECROPOLIS!!!!11!

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