Maintenance 2016-02-05: Difference between revisions
From Revival Ragnarok Online
(Created page with "{{Maintenance/Start}} '''Loki:''' *Biolabs 4 and Wolfchev's Laboratory **Introducing the final episode in the Biolabs 4 saga - Wolfchev's Laboratory! **The more astute of you...") |
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**Introducing the final episode in the Biolabs 4 saga - Wolfchev's Laboratory! | **Introducing the final episode in the Biolabs 4 saga - Wolfchev's Laboratory! | ||
**The more astute of you will realise there have been strange sounds and screams coming from Biolabs 4 lately. Finally, the secret entry to Wolfchev's Lab has been found by the brave adventurers of Rune-Midgard who have followed these screams deep into the Biolabs - past even the heavily-guarded northern side! Adventurers will find inside Wolfchev's Lab cunning tricks and devious traps set up by Wolfchev himself to deter any such incursions. Adventurers will need the help of at least three other friends to open those heavy, steel doors - and they should be wise to heed such words! Because who knows what will await them at the end... Maybe even Wolfchev himself? | **The more astute of you will realise there have been strange sounds and screams coming from Biolabs 4 lately. Finally, the secret entry to Wolfchev's Lab has been found by the brave adventurers of Rune-Midgard who have followed these screams deep into the Biolabs - past even the heavily-guarded northern side! Adventurers will find inside Wolfchev's Lab cunning tricks and devious traps set up by Wolfchev himself to deter any such incursions. Adventurers will need the help of at least three other friends to open those heavy, steel doors - and they should be wise to heed such words! Because who knows what will await them at the end... Maybe even Wolfchev himself? | ||
A new MvP has been made especially for this instance - custom made, of course - as well as the Bio 3 MvPs being buffed up to the Bio 4 standards (only within the instance). None of the mobs have any drops, but those daring enough to vanquish the MvP will find a treasure chest left behind containing some goodies, as well as a set of 18 brand new weapons - one for each class! Each weapon also has a speciality bonus specific to a certain class, meaning those classes will find an extra use for these weapons. Furthermore, at a very low chance, the chest may also contain one of any of the Bio MvP cards! | **A new MvP has been made especially for this instance - custom made, of course - as well as the Bio 3 MvPs being buffed up to the Bio 4 standards (only within the instance). None of the mobs have any drops, but those daring enough to vanquish the MvP will find a treasure chest left behind containing some goodies, as well as a set of 18 brand new weapons - one for each class! Each weapon also has a speciality bonus specific to a certain class, meaning those classes will find an extra use for these weapons. Furthermore, at a very low chance, the chest may also contain one of any of the Bio MvP cards! | ||
p.s. play with .effects on, for full enjoyment. | **p.s. play with .effects on, for full enjoyment. | ||
*Challenge! | *Challenge! | ||
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*Eden Group, Part 1 and Daily Rewards | *Eden Group, Part 1 and Daily Rewards | ||
**This patch sees the addition of part 1 of the Eden Group, including Daily Rewards. Eden Group has been fully customised for Loki so that we may get at least a little bit of use out of it. Found in the north part of Morocc in their HQ, players can find the Eden Group. This patch includes the middle-portion of what is planned; that is, Mission Boards! Mission Boards are available for those between the levels of 100 and 199 and are designed to help you level. Starting at level 100, you will gain access to the first Mission Board, which displays a number of mobs at or around your level for you to kill. Every 20 levels, you will progress to the next Mission Board. After you complete the mission, you will gain bonus EXP based on which mob you decided to kill. There are also two mission types: Auto-Renewal or Turn In. The former grants less EXP per mission, but the mission will refresh in the field once completed, allowing you to stay out longer defeating mobs. The latter will grant more EXP and will also give you a bunch of buffs to help you, but the mission will only be completed once you head back to Eden Group HQ. This part also sees the introduction of Daily Rewards. Sponsored by Eden Group, for each day you log in you will receive a little thank you reward for playing; you don't have to do anything else! For each consecutive day you log in until day 31, your reward tier will increase. For example, if I log in for seven days in a row, I will get different rewards for each of those seven days, however, if I don't log in on the eighth day then the next time I log in, I will get the day one reward. Please note, all rewards are bound and cannot be sold. Please also note, at the minute the first 14 days only have their rewards shown; we are still finalising the last two weeks' rewards and those will be added in a follow-up maintenance. | **This patch sees the addition of part 1 of the Eden Group, including Daily Rewards. Eden Group has been fully customised for Loki so that we may get at least a little bit of use out of it. Found in the north part of Morocc in their HQ, players can find the Eden Group. This patch includes the middle-portion of what is planned; that is, Mission Boards! Mission Boards are available for those between the levels of 100 and 199 and are designed to help you level. Starting at level 100, you will gain access to the first Mission Board, which displays a number of mobs at or around your level for you to kill. Every 20 levels, you will progress to the next Mission Board. After you complete the mission, you will gain bonus EXP based on which mob you decided to kill. There are also two mission types: Auto-Renewal or Turn In. The former grants less EXP per mission, but the mission will refresh in the field once completed, allowing you to stay out longer defeating mobs. The latter will grant more EXP and will also give you a bunch of buffs to help you, but the mission will only be completed once you head back to Eden Group HQ. This part also sees the introduction of Daily Rewards. Sponsored by Eden Group, for each day you log in you will receive a little thank you reward for playing; you don't have to do anything else! For each consecutive day you log in until day 31, your reward tier will increase. For example, if I log in for seven days in a row, I will get different rewards for each of those seven days, however, if I don't log in on the eighth day then the next time I log in, I will get the day one reward. Please note, all rewards are bound and cannot be sold. Please also note, at the minute the first 14 days only have their rewards shown; we are still finalising the last two weeks' rewards and those will be added in a follow-up maintenance. | ||
Following this update, there will be two other future expansions of Eden Group, focusing one those ranged between level 1 and 99, and 200 to max; so look forward to it! Credit to gcq for her hard work in the artwork for Eden Group! | **Following this update, there will be two other future expansions of Eden Group, focusing one those ranged between level 1 and 99, and 200 to max; so look forward to it! Credit to gcq for her hard work in the artwork for Eden Group! | ||
*Stat-based Resistance and Immunity | *Stat-based Resistance and Immunity | ||
**This maintenance will see stat-based resistance and immunity to status effects be reverted to how it worked on old Loki. This may get technical - again - so if you're just happy with knowing status effects should feel more like old Loki, then you can move on. Otherwise, read on! Previously on old Loki, status effects had a main stat (vit mostly, but also int, mdef, etc.) and luck that reduced both the chance of you being inflicted by a status effect and also the duration of said status effect. With the move to Hercules and SE, this was changed; now whether if this is a RE change or just Hercules streamlining code, I don't know, but that doesn't matter. | **This maintenance will see stat-based resistance and immunity to status effects be reverted to how it worked on old Loki. This may get technical - again - so if you're just happy with knowing status effects should feel more like old Loki, then you can move on. Otherwise, read on! Previously on old Loki, status effects had a main stat (vit mostly, but also int, mdef, etc.) and luck that reduced both the chance of you being inflicted by a status effect and also the duration of said status effect. With the move to Hercules and SE, this was changed; now whether if this is a RE change or just Hercules streamlining code, I don't know, but that doesn't matter. | ||
Before this maintenance, Loki used two variables to decide on how much you should resist a status effect: sc_def and sc_def2. sc_def is a percentage-based reduction on the chance you will be inflicted by a status effect, dependent on the main stat used to resist that status effect; this is how old Loki worked, and this remains unchanged. sc_def2, however, is luck-based reduction, which would be calculated as a flat reduction to the chance of being hit by a status effect; in old Loki, this would be calculated as a percentage of the remainder chance (if you are interested in how this works, read the spoiler in this post). Before maintenance, this meant that it was almost trivial to achieve near-immunity to status effects because the rate at which luck affects the chance of being hit by a status effect was not reduced or brought in line with our max stat of 255. Now, however, this luck-based reduction will work exactly as it did before the move (as described in that post), meaning it will no longer be possible to achieve stat-based immunity to status effects, nor will your stats reduce their rate to triviality. As for the duration of a status effect, this was divided up as well as tick_def and tick_def2. In almost all cases (curse, poison and deadly poison being the exceptions), tick_def was exactly the same as sc_def, which is how old Loki worked too. tick_def2, however, was again a flat reduction to duration based on luck. This flat reduction has been removed and uses the same formulae as above, meaning high-luck characters will no longer reduce the duration of status effects to near zero. | **Before this maintenance, Loki used two variables to decide on how much you should resist a status effect: sc_def and sc_def2. sc_def is a percentage-based reduction on the chance you will be inflicted by a status effect, dependent on the main stat used to resist that status effect; this is how old Loki worked, and this remains unchanged. sc_def2, however, is luck-based reduction, which would be calculated as a flat reduction to the chance of being hit by a status effect; in old Loki, this would be calculated as a percentage of the remainder chance (if you are interested in how this works, read the spoiler in this post). Before maintenance, this meant that it was almost trivial to achieve near-immunity to status effects because the rate at which luck affects the chance of being hit by a status effect was not reduced or brought in line with our max stat of 255. Now, however, this luck-based reduction will work exactly as it did before the move (as described in that post), meaning it will no longer be possible to achieve stat-based immunity to status effects, nor will your stats reduce their rate to triviality. As for the duration of a status effect, this was divided up as well as tick_def and tick_def2. In almost all cases (curse, poison and deadly poison being the exceptions), tick_def was exactly the same as sc_def, which is how old Loki worked too. tick_def2, however, was again a flat reduction to duration based on luck. This flat reduction has been removed and uses the same formulae as above, meaning high-luck characters will no longer reduce the duration of status effects to near zero. | ||
In the case of curse, vit is used as the stat for tick_def, not luck which is used for sc_def; you should find no difference in how the duration of curse is reduced. In the cases of poison and deadly poison, these were incorrectly (for pre-RE) using vit and luck to reduce duration at an increased ratio than they did for reducing rate; this has been fixed, and so you should find these last longer than they did previously. Overall, you should find status effects behaving more like old Loki. You may not notice the effect straight away - especially if you are not a high luck character - but it is a subtle difference that brings the server back in line as to how it should behave. | **In the case of curse, vit is used as the stat for tick_def, not luck which is used for sc_def; you should find no difference in how the duration of curse is reduced. In the cases of poison and deadly poison, these were incorrectly (for pre-RE) using vit and luck to reduce duration at an increased ratio than they did for reducing rate; this has been fixed, and so you should find these last longer than they did previously. Overall, you should find status effects behaving more like old Loki. You may not notice the effect straight away - especially if you are not a high luck character - but it is a subtle difference that brings the server back in line as to how it should behave. | ||
Latest revision as of 09:54, 6 February 2016
From the Maintenance Notes: |
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