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TestsFri Jan 18 22:39:44 2013 MST
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so I'm trying something out, and we'll see how it goes after reboot
nd whether or not I need to quickly undo it, but what I have done is
roughly increased player hps, eps, and sps by 1.5x. similarly regen
is upped, healing spells heal more, spells and skills cost more,
etc. familiars are also going to see the boost (including to regen
for those that regen).

the reason for doing this is that it gives us a wider range of
numbers to play with during testing, and will hopefully allow us to
better fine-tune things.

as of right now, there should be no tuned. i have gone so far s to
make sure that the healing from things like diffus magic and soul
drain and life drain etc are all marked up to meet the difference in
hps/etc.

now, the reason that this is not an uptune is that i have also made
players and player familiars take 1.5x as much dmg as they used to.

in theory everything should be equalled out, at which point i will
have a little more room to move numbers around in the future.

this does not take effect until reboot, hopefully. if it seems like
something is working way too well, then i guess i will reboot early
to make it all go into effect across the board.
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