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EQ2|Kampfänderungen vom Lead Designer erklärt

Veröffentlicht von: gracjanski am 18. November 2006 um 09:37 Uhr

Wer die Kampfänderungen vom letzten Game Update immer noch nicht ganz verstanden hat, der kann sich die kleine FAQ vom Lead Designer mit dem Nick Dymus durchlesen. In wenigen Sätzen erklärt er die Ziele der Kampfänderungen und damit werden die Details, die im Game Update aufgelistet werden, klarer. Hier der Anfang:

    I'm going to compile several bits of feedback and some information here so it remains in a central location and to give some answers to the more asked questions.

    Casting and Melee Skills

    • With the new combat mechanics all skills became more important.
    • Increasing the appropriate casting skill for a spell, like Disruption or Subjugation will greatly impact the resist rate seen against mobs. The quality of the spell does still also help but to a lesser degree than your actual casting skill. With high quality spells and high offensive casting skills you will see far fewer resists from mobs.
    • Melee skills like Slashing / Crushing / Piercing will also greatly impact the amount of hits you will see against mobs. The 'to hit' roll is a contested roll of your offensive skill vs. the mob's parry, dodge, and deflection values.
    • Defense skills like Defense / Parry / Deflection and the Agility statistic determine how often you get hit in combat. The higher these skills and statistics the less often you will get hit.
    • The Avoidance percentages seen on the tooltip for Base, Parry, Deflection, and Block are the values you have against an even level, no arrow, solo mob (as long as the mob has no additional skill bonuses). Level differences and additions of arrows to the mob will act as a modifier to this score. Heroic and epic mobs have higher skills and thus will hit you more often than the percentages you see listed on your character sheet.

    MoreKlick hier um mehr zu erfahren

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