Changes
- Fix item gain animation
- Fix cup value not updating
- Adjust reset lootlog wrapping
- Disable correct move to inventory button
- Quest transform tooltip
- Add context to ammo requirements
- Fix some typos / add some clarifications
What's Happening With Combat 3.0?
Work is still underway!
This is a complete rewrite on the technical side, fully replacing the existing combat code. This should resolve some tech debt as well as put us in a better position for modifying features or fixing weird edge case bugs that pop up.
One thing that is coming with the technical rewrite is simulator support, which will be available to players in some capacity that we haven't landed on yet.
On the gameplay side of things, everything should be far more intuitive and simple to understand, even at a deep level.
Here's some unsorted specifics:
Affinity System Rework
- Major Weakness: +25% accuracy and damage
- Minor Weakness: +10% accuracy and damage
- Equipment contributes element/style scores per slot (-1/+1)
- Thresholds: Minor at ±3 score, Major at ±8 score
Accuracy System Rework
- Defense roll: 0 to (Defense Level + Agility)
- Attack roll: 0 to (Attack Level + Accuracy)
- Hit if Attack > Defense
- Ability modifiers directly add to hit roll (+0 auto-attack, -15 AOE, +25 spells)
Crits
- Crit chance percentage as main scaling
- Fixed 1.5x damage multiplier
Difficulty Scaling
- Elite content: Higher treasure hunter bonuses and loot chances
- Overall difficulty increased to prevent raw stat progression abuse
- Enrage improves monster offense with higher min accuracy rolls & armor pen
Combat Style Philosophy
DPS Hierarchy and Overall Complexity (equal tiers):
Melee: 80% < Range: 90% < Magic: 100%
Role Specializations:
Tanking - Melee > Range = Magic
- Melee armor has 2x DR% vs others (pre-affinity)
- Range armor: lowest DR%, highest agility
- Magic armor: best resistance DR%, lowest physical DR%
Team Support - Magic > Melee > Range
- Magic: best support spells
- Melee: War and Wrath + enrage
- Range: minimal/no team buffs
Self Buffing - Magic > Melee > Range
- Magic: versatile buffs
- Melee: berserker/defensive buffs
- Range: stance system
Debuffing - Magic > Range > Melee
- Magic: broad debuffs
- Range: traps & debuff shots
- Melee: basic debuffs only
Style-Specific Design
Melee - Defacto Tanks and ANGY BOIS
- Full Tanks (Platebody + Shield): best DR%, full aggro, multi-target self-taunts
- Off-Tanks (Platebody + 2H): moderate DR%, taunts + DPS options
- DPS (Chainmail + no shield): agility + damage, full ability access, no platebody penalty
Range - Snipers and Hunters
- Longbow/Sniper: best accuracy, single-target damage, crit potential
- Shortbow/Hunter: faster attacks, skirmishing stances
- Throwing: best dodge, fastest attacks, lowest damage
- Crossbow/Gun: high max hit, slow, worse crits
- Debuffs: enemy agility reduction only
- Buffs: self-stance buffs only
Magic - Spellslingers, Mayhem Makers, Support
Schools:
- Fire: Overheating debuff, strong DoTs, Phoenix self-resurrect
- Ice: Freeze (-prot, -agi), defensive spells, piercing damage
- Nature: General support, best healing, blunt damage
- Poison/Necro: DOTs + Swift Agony synergy, party resurrect (weaker)
- Lightning: Speed-focused spells and buffs, cross-style use
- Chaos: Anti-magic, best raw DPS outside synergies, strong group damage
Equipment will be given a few passes to make sure they all fit within the new design as well as make less-used equipment more viable overall (like giving new unique enchantments to a few items)
Combat 3.0 will be tested first on the dev server and once it's ready it'll launch on live with a new season so that we can see how it plays from the very beginning of progression.