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Autor Topic: Helm's Deep - nowy dodatek  (Read 182782 times)
Edhenor
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« Reply #345 on: December 04, 2013, 08:51:58 AM »

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Odnośnie postu Edka, łatwo sprawdzić dps nawet na starym CA, morale moba dzielisz przez czas który zajęło zamordowanie go i wychodzi dokładany dps. Stary CA się przydaje bo pokazuje czas walki co do dziesiątych sekundy, niezależnie od tego czy wczytuje nowe skile czy nie - czasu walki nie przekłamuje. Trzeba wsiąść pod uwagę tylko to że moba na którym chcecie sprawdzać możecie bić tylko Wy (może to być kłopotliwe dla szmatek, nie ustoją za długo na czymś mocniejszym).
Zgadzam się ale..., jeśli to nie dotyczy nowych lub przeskalowanych mobów. Więc najlepiej testować na żółwiu.
Bo CA w momencie gdy zaatakujesz moba pobiera dane z servera dotyczące danego moba, m.in gameStartTime (moba , nie serwera) i deathTime ( też moba).
Jeżeli nie jest znane ID moba to te dane (MobSummaryData) mogą( jeszcze raz zaznaczam mogą) być źle odbierane. Nie jestem programistą ale tak to wynika z kodu programu.


ps. Update 12.1 - "Currently the plan is shortly before the Yule Festival which is currently slated to start on the 18th. "/Sapience/

I z ciekawostek -  "As a heads-up, we'll be introducing new versions of the 'Armaments' which train players in how to summon a specific Herald appearance, like how Lore-master's Talismans currently function. You'll be able to exchange your existing Armament class items at Captain trainers for the new versions. This'll be coming in sometime after 12.1. " /RockX/
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« Reply #346 on: December 05, 2013, 12:07:59 PM »

Sorry że tak post pod postem.
Ale ponownie wracam do pluginu Combat Analysis - i nie tylko do niego.
Otóż jak znalazłem u źródła - każdy plugin korzystający z danych servera ( API server data.lotro.com ) nie działa poprawnie i może generować co mu się podoba.
Trwa to od ostatniego padu serwerów ( dwa dni przed HD). Został uszkodzony server z tymi danymi i do chwili obecnej nie działa prawidłowo. Dlatego też pluginy korzystające z niego nie działają. Dlatego też nie działają loterie.
Jak pisze  Sapience " ...The team is looking into getting them back up and fully functional,..., I do not have an ETA for you."
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« Reply #347 on: December 06, 2013, 10:56:18 AM »

Sorry że tak post pod postem.
Ale ponownie wracam do pluginu Combat Analysis - i nie tylko do niego.
Otóż jak znalazłem u źródła - każdy plugin korzystający z danych servera ( API server data.lotro.com ) nie działa poprawnie i może generować co mu się podoba.
Trwa to od ostatniego padu serwerów ( dwa dni przed HD). Został uszkodzony server z tymi danymi i do chwili obecnej nie działa prawidłowo. Dlatego też pluginy korzystające z niego nie działają. Dlatego też nie działają loterie.
Jak pisze  Sapience " ...The team is looking into getting them back up and fully functional,..., I do not have an ETA for you."
czy Combat Analisys przypadkiem nie analizuje logów po stronie klienta tylko?
Edhenor
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« Reply #348 on: December 06, 2013, 12:03:05 PM »

Pluginy wykorzystują dane z servera data.lotro.com (wcześniej korzystało z tego stare forum leaderboards itp.) Np. przez "GetStance" pobiera dane dotyczące wybranej przez nas stancy dla danej klasy wraz wynikającymi z niej bonusami.
Jak popatrzysz na Pluginy to zobaczysz że większość wykorzystuje te dane.
RK pod dps analizował m.in poziom attunementu poprzez wykorzystanie GetMasterOfTragedyLevel, GetWinterstormLevel itp. Obecnie te dane są całkiem inne bo czegoś  takiego już nie ma.

A jeszcze wracając do samego CA to prawdopodobnie nowego już nie będzie bo twórca przestał grać w Lotro. Jak sprawdzałem to ostatnio logował się w czerwcu. No chyba że ktoś inny to pociągnie.

I jak pisałem na temat pluginów w HD napisał na forum Sapience
Quote from: Sapience;6861529
As a non-supported aspect of the game and one that requires a dev to devote personal time and not work time to support, I wouldn't expect a lot of interaction. When a dev working on the system has time they may post, or they may do the work.  Again, it's a pure volunteer project so set expectations accordingly.

ps. Ostanie zmiany w  Lua były wprowadzone przez Turbinki po wyjściu Riders of Rohan ( https://www.lotro.com/en/forums/showthread.php?483037-Riders-of-Rohan-Lua-Skinning-updates&p=6466213#post6466213)

ps2. z uwagi że nie działa lotro.data.com nie można też korzystać z Lotro stat checker (http://ttahvo.webatu.com/index.php). Czasami chwilę działa ale pokazuje to co chce. Nie działa też lotro alt finder w przypadku nowo tworzonych postaci.
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« Reply #349 on: December 06, 2013, 11:43:51 PM »

HD 12.1 na test serverze
https://www.lotro.com/forums/showthread.php?534112-Update-12-1-Preliminary-Release-notes-BULLROARER-ONLY-SUBJECT-TO-CHANGE
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« Reply #350 on: December 07, 2013, 08:19:45 AM »

500 zmian, napraw, dodatków... Tylko ciekawe ile kolejnych bugów wyjdzie po tym patchu? :P
 
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Why so serious... Its only a game.


« Reply #351 on: December 07, 2013, 09:54:58 AM »

Brak zapowiedzi zmian w dps u Chmpa... czyli co jest ok czy jak?

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Healers now sell the Westemnet Draughts and Salves.
;D
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« Reply #352 on: December 07, 2013, 10:10:18 AM »

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There was a bug which would cause the Lore-master to gain a significant amount of Will every several levels. This extra Will has been contributing to awkward jumps in difficulty and player strength. This extraneous Will has been removed, and combat should be more consistent.

To już wiem skąd Twardy miał tyle willa, liczyłem u sibie agi/vit i więcej jak 4100 nie chciało mi wyjść niezależnie od sprzętu ;P

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Tanks now generate additional threat when using healing skills.

nice, może być pomocne w łapaniu aoe agro u wrd.

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All force attack skills have had their durations reduced to 5 seconds.

w sumie fajnie, może tankowanie nie będzie opierało się tylko na spamowaniu force tauntów, o ile będzie możliwość utrzymania mobów inaczej.
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« Reply #353 on: December 07, 2013, 10:19:43 AM »

Wczoraj/dziś w nocy zalogowałem się na testowy server żeby zobaczyć co popsuli ;D
Potki są ale znalazłem tylko te do użycia na kogoś/siebie, tych które używamy na siebie nie było. W skirmish campie dalej nie ma emerald sharda. Skile wardena do ściągania wounda/poisona itd. działają jako fast i nie mają animacji. Choć dalej nie podmienili tych trzech identycznych ikonek trzech różnych skili.
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« Reply #354 on: December 07, 2013, 10:25:00 AM »

ikonki przeboleję, ważniejszy efekt.
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« Reply #355 on: December 09, 2013, 08:43:11 AM »

Po kolejnych 2 godzinach na test serwerze stwierdziłem że większość z tego co napisali w patch notes 12.1 i tak nie działa albo działa jeszcze gorzej niż było.

Biżuteria w HD ( ta do kupienia za seale) dalej wymaga zrobienia Erebor T1, skile dalej mają te same ikony, surowce T9 dalej takie jak obecnie, dps bez zmian itd.

Popatrzę później na BB czy coś poprawiono czy bardziej zepsuli.
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« Reply #356 on: December 10, 2013, 09:17:26 AM »

Post na temat zmian dot. lotu w 12.1

Quote from: Verizal;7033051
So there's a good chance I may just end up making a general post about itemization for Helm's Deep, but for the time being I'll see what I can do to explain some of the decisions that were made that have been brought up here.

So first off, changes were made to the scaling instance loot and, per the requests of most of you, I will be compiling a list of all available gear that will be released on the forums a bit closer to the launch of 12.1

Regarding these changes, I re-organized all of the incomparable loot drops in an attempt to pair off as much of the gear as I could so that if an instance were to drop, say, a will-based trinket, it would drop there for Lore-masters, Minstrels, and Rune-keepers, rather than there for Lore-masters, another instance for Minstrels, and another instance for Rune-keepers. This will help a bit with tracking, and should cut down on the randomness on Challenge Chests, which should now be functional, and will include a pull from all possible drops from its respective instance. With this re-organization, a drop should typically never be seen in more than two instances. There will, however, be a few exceptions for classes that are unable to use off-hands or shields, as they do not have quite as large of an overall pool to pull from, and will see a couple pieces appear in three instances.

From there I suppose I can address the issue of non-unique loot. Basically, what this decision boiled down to, was how many pieces of gear I felt would be adequate for instances. Yes, it would have been possible to restrict particular drops to particular instances, but doing so would have left very limited loot options, leaving some classes with 0-1 drops per instance. I felt that the current system was a much better option, and would at least provide most instances with an equal chance of being run.

When it comes to the new gear stat-ings, I have a few reasons behind the decisions that were made, so I'll do my best to hit everything. So first off, the item level bump. My intention here was not to force everyone into taking the new gear, but to instead provide some worth to some of the lesser item rarities. I did not simply want players coming into the expansion with a full set of incomparables/epics, that would not be replaced until they came across a new set of incomparables/epics. Item rarity was initially implemented for a reason, and the main intention here was to create some sense of progression through the newly released gear.

The big push behind the new stat groupings was largely from a standardization/progression standpoint. Yes, having large amounts of Might/Vitality on every piece of gear does make balancing things a bit easier, but the bigger reason behind this decision was the sense of growth. With previous set-ups, it was possible to get a new piece of gear of a higher item level, but still be unsure as to whether or not it was truly an upgrade due to fluctuations in stat offerings and magnitudes. To solve this, I implemented static values that correlated to class, role, and iLevel in order to provide that definite sense of progression.

In regards to what stats are currently being offered on gear, a large part of that was driven again by standardization. I found it unfair that tanks had to itemize for nearly twice the amount of stats as a dps or healer, so I sought to close the gap by pulling some of the less integral stats from gear, and utilizing the newly implemented trait trees to account for any large holes. Mitigations for instance, are already increased by Might, Vitality, Will, and Armour. Sure, not all classes have access to all of these stats, but those that tend to benefit most from them do, and should have further access in their trait trees. Taking up further space on items seemed a bit overkill. When it came to Incoming Healing, I honestly was just not a huge fan of a stat-ing yourself largely so that another class could do their job better, especially when those other classes already have their own means of increasing their potency (tactical mastery). This, however, is another stat that can be found through traiting, which I feel is a much better home. And resistance, well, that isstill present. However, it has been moved primarily to PvMP, as its uses in PvE are/were very limited.

The biggest thing to take into account with all of this, is that there is still a good deal of balancing to be done. You can expect adjustments to mob difficulty, damage and healing output, and stat caps to account for all of the changes, both itemization-related and not. As it stands, yes, many classes have little use for defensive stats, and many people aresitting on or near a number of stat caps. This will change, however, and my intent is to have you be at a point where you will need to make conscious decisions on what you wear in order to progress through some of the harder challenges in the game.

On that note though, I'm going to stop, as I'm starting to lose train of thought. By all means though, feel free to comment, criticize, whatever, and I'll do my best to jump back in here and on the forums in general to address what I can.

EDIT: Ah yes. PvE armour sets. No, they are not planned for 12.1, but yes, they will be coming in the future. Honestly, a large part of the reasoning here is that I wanted to make sure many of the other aspects of itemization were straightened away before providing access to a new set. For the time being there are the jewelry sets in Big Battles, which have their own set of requirements. I do not want to simply throw sets at you guys , however, and I worry that that's what may have happened if I tied them in with instances/raids at launch. There should be some sense of prestige with obtaining them, and that's what I am hoping to create in the future.

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« Reply #357 on: December 12, 2013, 02:42:26 PM »

http://postimg.org/image/62lp54u3p/

Z tego co widzę CA czyta wszystkie skile, upshot to chyba nowość u hnt. Swoją droga jeśli to co pokazuje screen jest rzeczywiście single target dps parse to hnt wymiata każdą inną klasę jako st dps.
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« Reply #358 on: December 12, 2013, 02:45:17 PM »

Upshot wali nawet po 30-35k.
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Why so serious... Its only a game.


« Reply #359 on: December 12, 2013, 04:13:36 PM »

Training dummy 75lev... czy taki dps to naprawdę tak dużo na "mobku" 20lev niżej...
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