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 Post subject: Orcs
PostPosted: 16 Sep 2014, 08:22 
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I've been told today that Orc nation classes god a TONS of bugs that human nation don't. At first, this may look wrong, but I do believe its true... so here's my list of bugs regarding mages that I have found on orc side that never happen on human side...

1. Fire staff, when sliding or when chasing someone fail 95% of the time, even if your under him, its still failing. I played on human side, and it never happen. Fix this, orc mages got a BIG disadventage regarding that bug.. [To be solved]

2. Manes combo on orcs is bugging some times. Like, sometime casting the manes of fire is taking the correct time, means about .5seconds, and someetime, it takes time like if you were casting a nova... thats about 2 seconds, and that making things ridiculous, since manes combo is supose to be the combo used to cancel priests. [To be solved]

3. The ''Gate'' skill for mage, I can understand the fact that its a ''noob'' skill, but its for mages for a reason. While I were on human side, i could always find a way to use gate and to teleport myself to town, but now on orc side, EVERY SINGLE F*CKING ARROWS or any f*cking class cancel my Gate. Even a mage cancel my gates, thats not supose to happen... [To be solved]

4. Pretty much all skills that stun/slow has more effect when your playing human. Exemple, if your an archer, your lightning shot and your ice shot will have an higher chance to slow/stun if your human then if your orc. That is a bug reported from MaxDestiny, and I strongly believe that is true, cause i played human for about a month, and never get stunned/slowed, and I been playing orc for 1 day, and i get stunned/slowed like crazy... [To be solved]

I'm going to post more upcomming bugs regarding orc side. Don't come say me that those are not bug, and that it's normal. I'm not stupid... I asked like 5 players about the sliding/chasing and about the manes combo, and they all 5 agree with me, since they played on both side...

Thanks, TheGreatEvil

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 Post subject: Re: Orcs
PostPosted: 16 Sep 2014, 08:43 
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 Post subject: Re: Orcs
PostPosted: 16 Sep 2014, 08:51 
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+1 to all that TheGreatEvil has to say and,

this is all true. and i would like to ask staff to fix fire amour. it gives 200 fr. there is a master skill that does this. please make it amour that attacks ppl if they hit u like 30% of there attack maybe 60 sec refresh.

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 Post subject: Re: Orcs
PostPosted: 16 Sep 2014, 08:56 
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ToxicMachine wrote:
+1 to all that TheGreatEvil has to say and,

this is all true. and i would like to ask staff to fix fire amour. it gives 200 fr. there is a master skill that does this. please make it amour that attacks ppl if they hit u like 30% of there attack maybe 60 sec refresh.


lol, that Fire armor skill would make mages SHIT tons op, I can already vs pretty much all classes and win, exept warrior passion. And from what I know, that skill is a 19xx server skill. so he cant make it on a 12xx

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 Post subject: Re: Orcs
PostPosted: 16 Sep 2014, 10:56 
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+1 to TheGreatEvil
Please do something about this bugs....


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 Post subject: Re: Orcs
PostPosted: 16 Sep 2014, 16:12 
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@Toxicmachine: The 75 skill modification won't happen, it isn't possible with these server files + mages are OP enough already.


As for the topic, will try to mention it to any of the developpers // Flegy since i can't do shit with it myself, but:


1.: It has smth in it tho, you must be spamming the skill like crazy or simply overreacting, cuz even if it fails sometimes, it's just fine for me most of the times and rarely fails on orc side. So even if it fails, it's not even close to 95% fail rate. But anyway, the mage staff skill is itself bugged for both side, having longer range than they are supposed to have which will be reduced abit sooner or later.

2.: Skills like that sometimes getting bugged no matter what. I'm playing on both side approx the same amount of time and e.g my human priest's duff or cure occassionally slowing down too and taking like 3x more time than it usually takes for 1 cure or duff then it's fine again. It happens for both side with different classes too times to times. Personally with manes it only happened to me on human side, on orc it was fine so far, so doubt it's bugged but will try to mention it to them aswell.

3.: Gate skill getting cancelled easily for both side. Tho i menaged to make successful gates under attacks on orc and human mages too, approx the same amount, so doubt there is a diff but will mention them to check it.

4.: You are 100% surely wrong on this1 sry. As i said earlier i play approx the same time on both nation with different classes and the slow // stun rates are exactly the same for both side. Normally it hardly ever happens due to the high resistances we have here, but sometimes it happens plenty of times in a row if you are lucky or unlucky enough. Last time i was screamed (kinda this is the skill with the lowest rate to work) like 5x times in a row within 2-3 mins while playing on human char --> means orcs screamed me. It's just about the luck but the rates are fine on this1, that's for sure.

["slowing" sins/ archers doesn't count since it's 100% to prevent their LF use if they don't have it on]

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 Post subject: Re: Orcs
PostPosted: 16 Sep 2014, 18:47 
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GM_Dave wrote:
@Toxicmachine: The 75 skill modification won't happen, it isn't possible with these server files + mages are OP enough already.


As for the topic, will try to mention it to any of the developpers // Flegy since i can't do shit with it myself, but:


1.: It has smth in it tho, you must be spamming the skill like crazy or simply overreacting, cuz even if it fails sometimes, it's just fine for me most of the times and rarely fails on orc side. So even if it fails, it's not even close to 95% fail rate. But anyway, the mage staff skill is itself bugged for both side, having longer range than they are supposed to have which will be reduced abit sooner or later.

2.: Skills like that sometimes getting bugged no matter what. I'm playing on both side approx the same amount of time and e.g my human priest's duff or cure occassionally slowing down too and taking like 3x more time than it usually takes for 1 cure or duff then it's fine again. It happens for both side with different classes too times to times. Personally with manes it only happened to me on human side, on orc it was fine so far, so doubt it's bugged but will try to mention it to them aswell.

3.: Gate skill getting cancelled easily for both side. Tho i menaged to make successful gates under attacks on orc and human mages too, approx the same amount, so doubt there is a diff but will mention them to check it.

4.: You are 100% surely wrong on this1 sry. As i said earlier i play approx the same time on both nation with different classes and the slow // stun rates are exactly the same for both side. Normally it hardly ever happens due to the high resistances we have here, but sometimes it happens plenty of times in a row if you are lucky or unlucky enough. Last time i was screamed (kinda this is the skill with the lowest rate to work) like 5x times in a row within 2-3 mins while playing on human char --> means orcs screamed me. It's just about the luck but the rates are fine on this1, that's for sure.

["slowing" sins/ archers doesn't count since it's 100% to prevent their LF use if they don't have it on]




1. Lol, I told that I played both side, it looks like the range is super long, but its due to server lag itself, and i do am 100% sure about what I'm saying regarding to what I did on both nation. I win like 95% of vs with my mages on human side against other mages if they sliding, and I win 5% of my vs while being orc when sliding, most of them the opponents have like 60% hp left or more... I'm gonna do a video soon to show you...

2. hmm, it does happen on human side, I might have really bad luck, cause yesterday, i were doing tanking vs on orc side, and it were happening like twice during each vs, witch makes my combo fail forsure.

3. I told I been on both side, gate is fked up on orc side, no matter what you guys say, I know it is, DB codes might say they got the same % of chance, but it's bout cancel rates, not % of succeed.

4. I see, this were not my bug, just someone told me this and I had the coincidence that an archer were slowing me like every ice/lightning shot..

Anyway, thanks for the investigation.

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 Post subject: Re: Orcs
PostPosted: 16 Sep 2014, 19:11 
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TheGreatEvil wrote:

but it's bout cancel rates, not % of succeed.



They are the 2 sides of exactly the same thing. 60% success rate means 40% cancel rate..


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 Post subject: Re: Orcs
PostPosted: 17 Sep 2014, 06:10 
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Murtagh wrote:
TheGreatEvil wrote:

but it's bout cancel rates, not % of succeed.



They are the 2 sides of exactly the same thing. 60% success rate means 40% cancel rate..


At least if you'd know what your talking about. :l
Coding/programming is not that simple. Its not because you put a 60% of succeed rate, that 40% left is the cancel rate... dont come tell me that if you would put a 90% succeed rate, archers would barely cancel you. impossible.

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 Post subject: Re: Orcs
PostPosted: 17 Sep 2014, 12:40 
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They are working that way.. Atleast i made it like that on my server.. Doubt they would make it so different here.

And it seems to be accurate here too, e.g according to them priest has 80% succes rate on heals which is approx right, since it takes ~5 r hits to cancel the heals.
Not to mention what do you think success rate stands for then? W/o ppl attacking , cancelling every skills like heal, gate , etc has 100% success rate so it would be pointless to even speak about success rate. But since they said that priests has 80% success rate to heal, it's obviously has smth to do with cancel rate, means that 20% is the cancel rate currently for priest heals. Else it would make no sense. what would be that 80% if it wasn't referring to the 20% cancel rate? 2 out of your 10 attempt to heal would fail now, even if no1 is attacking you? obviously not.

For gates it's most likely lower, below 50% or smth --> making it basicly impossible to use it if more than 1 ppl attacking you, cuz they will deal you enough r hits to cancel it almost continously.


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