to-Hit bonus for lower group members
21 posts
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I found the following statement in patch notes for Patch 1.70:
"New Grouping Level Range Changes With this version, we are also relaxing the rules that govern the level ranges that can effectively group together. The intent of this new system is to allow lower-level players to group with substantially higher-level group leaders, and enable them to make some contribution to combat and spellcasting. - Whenever a low-level character (5th level or higher) joins a group led by a higher level character, they are temporarily adjusted so that they can hit and land spells on monsters of the range that are normally fought by the group leader. They will be able to hit, and also to do damage to these monsters. - This adjustment kicks in when a player approximately 90% of the level of the group leader or less joins a group. This means that if anyone less than 17th level joins a group led by a 20th level group leader, their to-hit and damage are boosted up so that they can hit and damage monsters that are commonly fought by a 20th level group. Also, while grouped, they will take less damage per hit from high level monsters. - This system does not affect items such as weapons or armor - only to-hit and damage, and to some extent, damage taken is affected. - Lower level group members must be within 3000 units of the group leader in order to receive the bonus." Is this implemented on Uthgard? If not, is it possible to be implemented? For start the to-Hit bonus should do it because I would really help hitting purple mobs while leveling. |
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I knew about it and always when grpd had highest lvl player as grp leader. It s a nice feature but i cant really tell if its implemented here , it is for both PvE and PvP
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dude this would be so sweet.
pre- 1.80 so it wouldn't be a custom fix, right? |
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I knew this bonus was there back in the days but I never knew exactly how and who was affected by it
![]() basicly joining the grp boosts the players lvl to the grp leaders |
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Currently I deeply investigate miss rates and saw such code in DOL miss rate calculations. On Uthgard its not implemented yet but I admit it makes sense to help lower group members in this way.
So that you finally found the patch notes for that I can implement it. The only question is how strong the miss rate reduction is, but this can be tested on live. It's done when it's done. Thanks for your patience.
Every bug gets fixed. Sooner or later. "It is an inescapable law of nature that the amount of satisfaction one gains from achieving something is related to how hard it is and easy things can only elicit a fleeting superficial sort of pleasure." Blue says, "you used macro tools or macro keyboard" Pala says, "i am disabled. and i have a mechanic left hand that can be programed. its hard to play woith one hand" [Appeal] Bxxxxxxxx: "why is RA first aid cann man i stealth use and not unstealth cann man ra if man use unstealth ?????????" BannedUser: "i was not using automate game action my hand was fall on keyboard during i was sleep .... i was completly fall on keyboard ..." |
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well it says: if a lvl 20 is leader and a lvl 17 or lower joins the grp.. they get considered as lvl 20 when considering miss / hit rates and dmg thing.. so the question is.. is there a lvl check in the code? if so, put in a grp leader check, and if yes the grp leader is X % higher.. set player level in calculation to leaders lvl |
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The patch note states that players with a level lower than the group leader will hit (sic! this does not regard the damage dealt, only the chance to hit the mob!) the mob as if their level was the group leader's level. Hence it makes sense to always make the player with the highest level group leader. About the damage-bonus... I do not know if it really is the damage the char would deal if it had the group leader's level. In my opinion it should: The group leader will still deal more damage due to higher values in the regarding spec and damage attribute, the better weapon etc. /edit: corrected wrong statement Last edited by Der_Eisbaer on Jan 02, 2010 14:35, edited 1 time in total.
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And why should a level 17 player have less miss rate as the level 18 player in the same group? It's done when it's done. Thanks for your patience.
Every bug gets fixed. Sooner or later. "It is an inescapable law of nature that the amount of satisfaction one gains from achieving something is related to how hard it is and easy things can only elicit a fleeting superficial sort of pleasure." Blue says, "you used macro tools or macro keyboard" Pala says, "i am disabled. and i have a mechanic left hand that can be programed. its hard to play woith one hand" [Appeal] Bxxxxxxxx: "why is RA first aid cann man i stealth use and not unstealth cann man ra if man use unstealth ?????????" BannedUser: "i was not using automate game action my hand was fall on keyboard during i was sleep .... i was completly fall on keyboard ..." |
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thats what the patch note says:
17 = less than 90% of 20 i guess it says approx 90% so its prolly little less than that? maybe 85%? I guess 18's missrate is closer to 20 than 17.. and 90% is what mythic decided? tbh I have no idea why.. but thats what it says however i seem to remember that even a 49 grped with a 50 got a bonus? so maybe the 90% is wrong? easy tested on live though simply grp 2 chars and see if it says "you now get bonus for being in grp with yyy" cuz it says that on live when you grp someone higher than you |
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That is a good point Blue has here. In my opinion the 90% is crap, the to-hit-bonus should work always when a player's level is lower than the group leader's level. |
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yes - makes no sense that a <= level 17 is able to hit like a level 20 but a lvl 18 isn't. On live you get a message when you are near your groupleader and gain this bonus. So someone with an open acc should be able to check this. Uthgard till 2003!
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So now the highest groupmember should be the groupleader, to be the most effective?
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yes |
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Its PvP and PvE, right?
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Could this be applied to resistrate aswell?
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