What monsters have the most spawn points/count in the game? Including all locations that they can spawn. Give me your top 10 and an estimate for the actual spawn count for #1.
What monsters have the most spawn points/count in the game? Including all locations that they can spawn. Give me your top 10 and an estimate for the actual spawn count for #1.
Party XP Changes
This was a question we got on the previous post and I felt the answer deserved it’s own post. We’ve made a few changes to the way XP works that will greatly impact how players may choose to play. We want to encourage players to play the game together and felt the old system really discouraged that. I’ll start by explaining how the XP system used to work, then explain our changes and why we made each one.
First off, the game determines what percentage of an monster’s XP you or your party earned based off something called “Hate”. You earn hate by hitting a monster first, or by doing damage to it. When you think of “pulling” a monster off someone, it’s because you reached the top of it’s “hate” list. The game adds up all the hate earned by party members and their pets, then uses it to get a percentage of the monsters XP (if they party killed it alone it’s 100%). The game then calculated a “party level” by taking the square of each party member’s level. It then compares the square of each person to the sum total to get their “cut” of the XP. Here are some examples:
Two level 50’s party together. They kill a monster worth 100xp. Their party level is (50^2) + (50^2) = 5000. It compares each person’s level squared to that 5000 total. (50^2)/5000 = .5. So they both end up getting 100xp*.5 = 50xp. This becomes 58xp after bonuses are added below.
A level 10 parties with a level 99. They kill a monster worth 100xp. Their party level is (10^2) + (99^2) = 9901. The game compares each person’s level squared to the 9901 total. (10^2)/9901=.01 while (99^2)/9901=.99. As a result, the level 10 gets 100*.01=1XP while the level 99 gets 100*.99=99XP.
The code also checks to see if your party leader is a prince. If it is, you get a 6% xp bonus. You also get a 4% bonus per party member. Ultimately this results in max bonus of 36%, but even if you assume that party consists of 8 players who are identical levels and a royal, they are only earning 48.5% due to the group splitting penalty above [(50^2)/(50^2)*8=.125 then add .36]. You also take a penalty to XP based off the hate generated by your own pets, however you do not that that penalty from OTHER people’s pets who’s percentage of hate generated is simply added to the overall party hate pool used to calculate XP earned.
So here’s what we’ve changed:
First lets revisit that first example:
Two level 50’s party together (not royals). They kill a monster worth 100xp. Their party level is irrelevant. They both earn 100xp + an additional 5% for being a group of two for a total of 105xp.
Here’s a best case scenario comparing the old system on an 8x XP server and the new one on our 4x XP server:
[old system] A party of 8 identical level players hunts (leader is a royal). They kill a strong monster worth 5000xp. They each earn 5000xp *8x rate*.125% penalty for level/party size + 32% for party size + 6% for having a royal leader for a total of 6900xp.
[new system] A party of 8 friends of various levels hunts (one is a royal). They kill a strong monster worth 5000xp. They each earn 5000xp *4x rate*+ 20% for party size + 5% for having a royal for a total of 25000xp.
Now, those numbers are very different, but it’s important to take them in the following context;
A solo player on an 8x server with the old rules killing a monster worth 5000xp earns 40000xp. He earns only 6900 when he does it with 7 friends. He gets 17.25% of what he could have earned alone, so they need to kill monsters just under 6x as fast in order to achieve what they could alone. This can be extremely difficult depending on the spawn rates of the area, strength of players, or difficulty of content.
A solo player on a 4x server with the new rules killing a monster worth 5000xp earns 20000xp. He earns 25000xp if he goes with a party of 8. He essentially gets his bonus 25% plus whatever increased kill rate they achieve. There is no scenario where hunting with a friend isn’t absolutely advantageous.
We want people to be encouraged to hunt together and try to take on more difficult hunting grounds. Many places like 81+ and 91+ toi offer difficult, high HP monsters that also give a LOT of XP now. These are places where 8 players hunting together can not only find exciting loot but also earn great XP. Each individual bonus is small enough that you shouldn’t feel like hunting is a waste of time on your own, but you should also feel like you see the benefit with each party member you add.
As always, things are subject to change. These bonus XP rates were based off the old system but will need testing to see how they feel. I’ll discuss the summon/pet changes in more detail in a later post, but I felt that specific info was relevant to the topic today. I hope you guys found this interesting and that everyone is doing well! Please ask any questions in the comments.
Back to work! Some Info about Bosses
The wedding is over! I am now officially married. Now that that’s done I can get back to working on Lineage stuff! Today I want to talk a little bit about bosses, specifically how many there are and how available they will be. A lot of this ties into changes to the spawn system, which I believe we covered in an older post but I will refresh here as well.
First off, I’ve spent a lot of time creating new items and updating boss drop lists to create a much wider array of bosses worth killing. It’s been a lot of work balancing and tweaking these to make them consistent across the board. Originally there were quite a few bosses who nobody ever really touched because they just didn’t drop anything worth the effort. Almost all of these have been re-balanced. Here is a current look at all of our bosses, based off boss tier (covered in an older post), with some info about what they drop that makes them worth killing.
Tier 0: They pretty much all can drop enchants, but are not guaranteed to every time. .01% chance at elixirs from some of them.
Caroak (New boss in start zone, for newbies to kill and maybe get an early boost)
Crocodile (good for some stuff lower level players may craft)
Team Caspa (all of them can drop enchants, gems, and mage stuff like Mana Crystal Ball [Old level 50 quest reward, now a drop] plus their hats [Some of which were buffed])
Ifrit (Pretty similar, except fiery coals were added and a lot of junk was removed)
Drakes (Mostly the same, although they drop a lot more Drake Meat and less junk)
Mambo Rabbit [New] (This mambo has a blue vest, he was previously an unused model. Will spawn somewhere on PI. Same drop list as the other mambo)
Mambo Rabbit Pirate [Formerly the purple mambo] (Pirate since it’s Pirate Island and he has an eye patch. He was renamed because we wanted every monster to have a unique name. Drop list has been tweaked, good source of gems)
Mambo Rabbit Carrot Lord [Formerly orange mambo] (Hits you with a big carrot, a good bit stronger than his mambo brothers. Drops better as a result)
Doppelganger Boss (His rings/amulet are in the process of a rework. Drops SB Poly more frequently)
Lasta Squad Captains (All of these guys will have updated drops worthy of a miniboss. They will also give a good chunk of XP. This should make them worth killing while you hunt there)
Necromancer (Beefed up version of team caspa, drops a variety of their stuff)
Dark Elder (Now drops enchants and other consumables in addition to his items)
Seer (Lost a lof of junk, gained some better items. rare source for AB, drops Eyes of the Seer [upgraded manaball], and very rare source of COI)
Greater Minotaur (Drops all of the FI stuff, Dark Elf set pieces, and Guarder of Might [WR guarder])
Alter Ego of Hardin (New boss that spawns in the new IT, he’s fairly strong and drops rare spells. Probably the strongest T0 boss)
T1: You can expect some enchants every kill. Many of these bosses have a rare chance of dropping a very good item. Most drop doll tokens, all of them drop elixirs at .05%.
Kurtz (Removed junks, lowered blessed scroll drop rate, increased set piece drop rate a bit, drops guarder of might, kxbow, and sword of kurtz)
Baphomet (Lots of junk removed from his drop list, Armor and Staff of Bapho were both reworked a bit. His area is much harder, as all of TI was redesigned in this client)
Beleth (Same as Bapho)
Vampire (Very rare source of COI, also drops Water Cloak and Advance Spirit)
Kapu (Source of rare elf water spells)
Great King Squid [New-ish] (This guy may be relocated to abyss lake. Fairly standard drop list, may drop rare elf or knight skills)
Giant Worm (Enchants, Spells, and Spirit Crystals mostly)
Diamond Golem of Maino Shaman [IGG boss 1] (AB, Kedo, Kclaw, and Destroy are his best drops. His map is a good hunting ground for rough metals)
Ancient Giant (Titan belt, AG ring, and Maphrs Retribution are his best drops)
Barbados (Bori, Advance Spirit, and Shield of Eva [reworked, much better] are his best drops)
White Mane [New werewolf boss on northern TI] (Currently no unique items yet, but still a solid value drop list. Belonged to Gereng before TI was overrun)
Broodmother Araxsis [New spider boss on southern TI] (Similar as White Mane)
Dwalin the Exiled [New dwarf boss on central TI] (Similar to White Mane)
Mork the Mystic [New orc boss on western TI] (Similar to White Mane)
Zombie Lord (Not much change except Guarder of Might was added to his drop list)
Alpha Predator [Still the boss of the Proving Grounds, a level gated zone for 50-60] (Drops a lot of random items rarely)
Death Knight (Armor set now all drops from him, rates adjusted to not be quite as rare. Drop list had a lot of junk removed. Best items are his sword, paagrio’s hatred, edo of Ronde, and COI)
Phoenix (Junks removed, can drop MS, Soul of Flame, Guarder of might, Kxbow, Paag’s Hatred, and unique to PHX a new belt called Ignis Soul Belt)
Cougar (Mostly unchanged)
Aaarrrggg… [Kent Dungeon Boss] (Now drops various mid tier items, many silver items, and a new unique boss tier axe called Infinity Edge)
Spirit [Orc Dungeon Boss 1] (Drop list completely rebuilt. Rare items are Spirit Defender, a weapon that will proc an AC/DR buff, and Shield of Elven Legacy, an extremely powerful elf only shield)
Maino Shaman [IGG boss 2, Savage Lands] (His zone was rebuilt and is now teeming with Mainos. He is unique in that he drops all the element cloaks, as well as kclaw, titan belt, and AB)
Count Taros [Giran boss 1] (Drops dragon slayers, kedo, shield of eva. Also drops Diamond of Taros, needed to craft the Shiny Ancient Amulet, and Shield of Legend which is an extremely powerful royal only shield)
Mammon [Giran boss 2] (Drops various spells, his best item is the Spell Pouch of the Sage, a powerful belt for mage/illu/elf)
Ice Demon (Staff of Demon, Claw of Hate (reworked), Blade of Revenge are all rare drops, and unique to him he drops the Aqua Soul Belt)
Orcin the Crusher [Orc Dungeon Boss 2] (A giant orc, drops similar to ancient giant)
Giant Ant Queen (No longer drops DK boots. Possibly one of the most rewarding bosses, Drops 5 different items unique to her. Terra soul belt, Sword of The Ancient Elves [Reworked, boss tier sword for fire elves], Bow of the Ancient Elves [Reworked, boss tier non-proc bow for dex elves], Silver and Golden Wing of the Giant Ant Queen. I may relocate the sword/bow to a new boss to spread out these items.)
Mummy Lord (Mostly unchanged, Crown of the Mummy Lord is a powerful royal only helm)
Iris (Drops Chain Sword of Cruel Temptation, a boss tier weapon for Dragon Knights, and Amulet of Iris)
Abyss Master (Meteor, KClaw, Bori, and Soul of Flame are his best items)
Ken Rauhel (Drop list updated a lot. Now has Dragon Slayer, Kedo, Shield of Eva, Titan Belt, and two unique items: Guarder of Physical Perfection and Sword of the True King. Guarder is all classes, sword is Royal only)
Cerenis (Drops many rare spells, including Destroy, as well as COI, plus Spell Blade of the Magi, a powerful mage sword with mana stealing properties)
Supreme Court Justices (These guys are all getting a rework, as the crafting process for Fidelity is being overhauled)
Ice Queen [Strongest T1 boss] (Drops some rare spells, like AB and Destroy. Also drops Shield of Eva and COI. Drops her staff, dress, and sandals. Drops a unique Kiringku called “Kiringku of Silver Ice”)
T2: These guys drop a healthy amount of enchants each kill. They drop a lot of mid tier items (Crystal Gloves and such) frequently. Even without a rare drop, these guys should always feel rewarding to kill, but their rare items are all very good, some best in slot. Elixirs here are .1%
Knight Vald (Best items are KV Sword, a knight only boss tier 2hs, and Counter Barrier, plus his charm for 80F)
Demon King [Formerly Demon, Ivory Tower is vastly reworked and much harder] (Staff of Demon, Claw of Hate, Paagrios hatred, COI are his best items)
Chaos (Claw, Cloak, Emblem, Helm, and Finger of Chaos are his unique items. All are bone, safe to +0. Many scale well with over enchanting for the brave souls willing to try)
Lich (Lich robe is his best item, but 90F charm, guarders, COI, and rare spells also drop)
Archon of Souls [New, Boss 1 of undead lvl 60+ zone] (Similar to Lich, except he doesn’t drop Lich Robe. Instead he drops “Tome of Dark Magic” which is an extremely powerful mage/Illu shield)
The Harvester [New, Boss 2 of undead lvl 60+ zone] (Similar to grim. Drops CB and COI)
Grim Reaper (Destroy, COI, BKedo, 100F Charm, plus two unique items, Soul Guarder and Hand of the Reaper)
Kurama [New fox boss in eastern spirit area] (Drops Crown of Vines, a unique Elf/DE dex helmet)
Assassin King Salazar [Lasta Basement Boss] (Drops Belt of Darkness (Reworked/Buffed), COI, and three unique items: Rain of Blades [Boss tier gauntlet], Bloodletter [Knight only boss tier dagger], and Guarder of Assassination)
Dread King Baranka [Lasta 1f Boss] (Drops Claw [Boss tier claw], Helmet, Armor, Gloves, Boots, and Ring of Baranka [1 primary 2DR all classes]. His armors focus on high +str)
Dread Queen Laia [Lasta 2f Boss] (Drops Destroy, COI, as well as Wand, Robe, Necklace, Ring, Tiara, and Glass Slippers of Laia. Wand is a hybrid of Demon staff and Csom (4SP instead of 5, but gives regen). Her items focus on high +SP/Int)
Arcane King Hellvine [Lasta 3f Boss] (Best item is Slave of the Arcane King, a boss tier Kiringku. Other items of his are currently being considered for reworks)
Elite T1: A full compliment of enchants guaranteed every kill. These guys will have a variety of items split through their drop lists from bosses in T1, not just the items their counterpart had. All of them have a rare chance to drop endless haste, mana, and lesser healing potions. Elixirs here are .5%
Korgoth, The King’s Knight [Kurtz]
Kathos, The Bull [Maino Shaman]
The Red Queen [Ant Queen]
Amenhotep [Mummy Lord]
The Fallen [Aaarrrggghhh…]
Galahad, The Golden Knight [Count Taros]
Elizabeth Corvantes [Iris]
Vladimir Corvantes [Vampire]
Mab, Queen of Fae [Ice Queen]
T3: These are some of our hardest bosses. From here on you will start seeing Mythic/Legendary enchants [work like normal but with slightly higher success rates]. I’m going to stop listing things like Destroy/COI/CB as lots of these guys drop them, instead just listing items that are unique to them. Also, many of these were Karma bosses with key requirements. Those will be removed and there won’t be a buff required to fight them, these bosses are open and available for all. Elixirs here drop at 1%. Titan Souls, a crafting component for Fidelity, start dropping at this level. One thing to note, they do not drop Endless Potions like the elites below them, those are elite only.
Avatar of Death [Formerly Death] (Drops Cloak, Armor, Scale, and Shield of Death. All are safe to +0. Shield is Knight only. Armor is everyone but Mage/Illu. Cloak and Scale are all classes. Cloak specifically scales incredibly well with over enchanting)
Tarak (Taraks Robe, Gloves, Boots, and Cloak. Robe is Mage/Illu only. Boots are Mage/Illu/Elf. Gloves are everyone BUT Mage/Illu. Cloak is all classes. All are safe to +4)
Varlok (His weapon is craftable via his parts, eventually becomes a 2hs with MS effect. Also drops Varloks Blood Colored Cloak, a COI that gives MR and some stun resist)
Yahee (Drops pieces of the Yahee set (.1% each). Alone they do basically nothing, but combined they are the most powerful armor set in the game)
Thebes Horus/Anubis (They drop Belt of Thebes Osiris, ring of Thebes Osiris, and Ring of Thebes Anubis. Belt was buffed considerably for all classes)
Elite T2: All of these have a very low chance of dropping a WIDE variety of items from lower tier bosses. The chances are low to compensate for the sheer volume of possibilities. Mythic/Legendary scrolls become more common. Elixirs here are now 2.5%. Endless Healing Potions now drop, and previous endless potions drop more commonly. A unique Genie Lamp also drops at this tier, which summons a vendor to your location who sells supplies (at slightly inflated prices) and buys junk. The vendor disappears after a set amount of time and the item has a cooldown. Extremely useful for people hunting hard to reach places.
The Summoner [Arcane King Hellvine]
The End [Grim Reaper]
Szass Tam [Lich]
Markov Corvantes [Knight Vald]
Dragons: These guys drop all the “boss tier” weapons, split between them. They also drop adena, which no other bosses do, to reflect the dragon’s hoard of wealth. They drop their “dragon” components, which are needed for crafting a variety of items including Fidelity. Elixirs drop at 5%.
Fafnir [New, Valley of Dragons lvl 70+ zone boss]
Elite T3: These guys drop all the rare items from T2 bosses and stuff from T3 bosses, most of which are at better or similar rates. These guys have drop lists with 90+ items, the vast majority of which are very powerful. They drop hundreds of enchants, multiples of mythic/legendary enchants, and lots of sellable mid grade items. Elixirs now drop at 20%. It takes a lot of work to grind up the shards to summon one of these, and a LOT of effort to kill one. You won’t be killing one of these every day, or even every week. The reward will hopefully reflect the man hours needed to put in to do so. These now drop Endless Greater Healing Potions.
Gilgamesh [Avatar of Death]
Baba Yaga [Yahee]
Elite Dragon: These guys drop T3 items at a good rate. They also drop Fidelity armor pieces, completed Fidelity weapons, and have a VERY low chance to drop “artifact” tier weapons. Those are weapons with extremely unique traits/procs on par with Fidelity. They cannot be obtained any other way. These guys drop regular elixirs 50% of the time, and Eternal Elixirs 5% (huntable in Hellscape at super low rate, no cap on how many you can use, intended for character growth into the ultra extreme late game). We may also make killing these drop some kind of server wide reward, as it will likely take a server wide effort to accomplish.
Tyrannosaurus Ryu [New Antharas]
Aquanos [New Fafurion]
Artifact Weapons: Many feature two different procs that will happen independently.
World Breaker: A 2h Sword with frequent and powerful aoe procs.
Eternity: A 1h Staff with massive +MP, +MPR, and +Wisdom.
Evergrowing Vines: A bow with an aoe entangle proc and a slow proc.
Blade of Divinity: A sword with an extremely high damage destroy proc.
Divine Talons: Claws with 100% crit rate and extremely high +hit. Blind and slow procs.
Silence and Death: Edoryu with extremely high +dex. Procs silence and very short duration paralyze poison.
The Chains That Bind: Chain Sword that procs a Root and Wind Shackle. Gives very high +HP, +Con, and +Hpr
Hearld of Storms: Kiringku that procs both a Lightning Storm AOE and a Lightning Strike High damage single target that also leaves an MR reducing debuff.
Fidelity weapon are in every way the best weapons in the game in terms of just raw damage output. These weapons are the best weapons in the game in terms of utility. They are unbelievably difficult to obtain and as such are extremely powerful. I don’t expect one to be obtained for at least a few years of the server running.
So that is all the bosses we currently plan to have at launch. Over time we will probably add more normal bosses and definitely add more elites. Still, it’s quite a large number, 55+ T1/T2/T3/Dragons. T0 bosses will respawn every 30min-2hours. T1 bosses will respawn every 2-8 hours. T2 bosses will respawn every 4-16 hours. T3 bosses will respawn every 6-24 hours. Dragons will respawn every 24-72 hours. The way the new spawning system will work is it will roll a timer for respawn as soon as a boss spawns and start ticking down. If the boss is still up when that timer ends, it queues up a double spawn and waits to roll a new timer until the second one spawns. This system results in the most possible randomness/least predictable spawn. When you kill a boss, assuming no second appears, you don’t know when the one you killed spawned so you have no idea when the timer started. Here are some sample scenarios:
At 1PM a DK spawned. The game rolled a 2hr timer on respawn and started counting. At 2PM, you find the DK and kill it. There is still 1hr left until it respawns. From your perspective, it could be as soon away as 5minute or as long as 8 hours depending on how long ago that DK spawned. You could check for another one at any time and possibly find it. If you waited the 2 hour minimum, that DK would have already been up for 1hr and possibly killed by someone else who didn’t know you had killed one recently.
At 1PM a DK spawned. The game rolled 2 hour on respawn and started counting. At 3PM the DK was still alive, the game queues up a double spawn and waits for the first DK to die. At 4PM you find and kill the DK. The game spawns a new DK and rolls a new timer for 6 hours. You check for doubles, find the new DK and kill it. You now know the next DK will be between 2hrs and 8hrs, but you don’t know exactly when. Still, you know you don’t need to check for at least 2 hours.
While this system makes bosses less predictable, the sheer volume of bosses should make it so boss hunters can still find prey without being able to monopolize a boss’ spawn. We are also considering implementing some sort of server wide notification when particularly powerful bosses are killed, but we will likely wait to do so until Beta when we can get player feedback. If we did, it would likely only be for T3/Dragon. We could implement some sort of 5 minute delay so players are not caught in a dangerous situation, or make it instant to encourage pvp. There could also just be an NPC who you can ask when the last dragon/t3 boss was killed. The idea behind this would be to give everyone a fair playing field to find the next spawn, as these bosses are highly valuable commodities that people will want to monopolize. Leave your thoughts on this in the comments, but remember we are not actually implementing this yet and don’t necessarily plan to unless players want it.
Hope you found this post interesting. I plan to start posting more frequently again now that my life is returning to normal.
Project expectations and pseudo deadlines.
This was originally going to be a reply to a post from a user, but I decided it was too long and should be its own post.
I agree a good job isn’t do. We have fallen well behind our internal schedules. We made it a point to never give false expectations. However, there was an insinuated time frame that we are well beyond. While that does suck, the size and scope of the work we took on, really pushed our time frame. We decided early on we would rather it take longer up front and have less issue and not get burn out once we go live. We should not have “teased” about the project until we had a lot more done. But, much like you guys enjoy hearing about what we have in store…hearing you guys have interest help keep us motivated and engaged. So it was as much a teasing tool as a motivation tool. I still feel good about the progress we have made. Life, just gets busy sometimes. Imagine if we would have gone into beta or even early launch and Harvey hit so I was out and down. Etc etc….our goal is to have a borderline autonomous server. To get what we wanted, we had to have great tools for admin purposes and lots of automation setup on the front end. SO much of that work has been done. But most, if not all, of that is something you guys will never really see outside of blog posts. So the 2 years feels like an unbelievable stretch, but it honestly isn’t horrible for what we have accomplished. Myth and I have been discussing an alpha date and what I think is a reasonable goal. At this point, us going into alpha is being completely held up by me. The skill overhaul is a huge bit of code to redo. I am completely reworking how skills work. Both player and monster, proc weapons, world effects, etc. The code for spells and skills is sooooooo massive and branch after branch of “if elseif else then”. The changes I am making will implement a completely database driven system. Allowing for rapid deployment of skill tweaks and balancing. Previously, balancing a skill like Counter Barrier took code changes and lots of restarts and compiles. The new skill code will allow for tweaks to the database and reloads of the skills without even needing a reboot. We can run alpha and make changes on the fly and see their output in real time. While some will see how valuable this is, not everyone can appreciate the time and effort this takes…and that is ok. Its a video game. It isn’t that serious. But we have stated from the get-go, our goal was to be as transparent as possible. I am doing my very best to continue that trend. I hope to have some news for you guys soon, until then I look forward to reading your comments!
Moved in – Mostly
I am in the new house, about 50% unpacked. PC setup, bed, kitchen etc. I had some things I had to tend to for the insurance policy (limbs, fix fence, etc) that took some time. I should be back working on lineage stuff in the next few weeks once things normalize. Still really hectic surprisingly. So ready for some down time. Will update you all soon.
The lease back for the previous owner got pushed back to the end of the month. We move in March 1st. So once I am all moved in and setup I will begin work on things again.
I have been working on the admin tools for Myth when I find time so he can keep adding/modifying/fine tuning etc.
Will post as soon as I am back up and running.
So you all haven’t heard from me in a while. I am currently in the middle of buying a house and moving. So it has been a rough couple of months (anyone who has bought a house, its a pita). We should be closing next Tuesday. Once we are moved and settled in I should have more time to devote to getting the alpha/beta going. Sorry for the late update, life just got busy!
First, thank you to everyone who wished me well. Things are going much better. My car is still being fixed, but we replaced my fiancee’s car and my mother had her surgery which went great. When they did a biopsy of the growth they determined it was “precancerous” and that their initial diagnosis was not accurate. She isn’t fully out of the woods yet, she will need to do a lot of follow up stuff, but it was absolutely the best news we could have gotten.
Anyway, enough about that stuff, this blog is about Lineage! One of the nice things about the skill overhaul taking longer than expected is I have time to work on stuff we didn’t originally plan to include at launch. I’ve spent the past week or so working on another new zone, our 75+ group hunting zone. The plan for this zone is to provide an extremely challenging experience for players who have reached what I would call the “end game”. Here are a few of the key points for the zone:
The droplist is what I am currently working on. It’s going to be skewed towards things that have resale value to other players like enchants, dolls, etc and not include stuff that vendors for adena (except maybe consumables for hunting like potions, so players can try to extend their hunt as long as possible). This is because I want this map to pull money out of the economy and to encourage high level players to sell items to lower level players. It will also serve to help lower the cost for low/mid tier items by increasing their availability once the player base gets strong enough to hunt here regularly.
So what’s in it for the high level people taking the risk? Well, they will likely walk away from a hunt with tons of enchants, doll tokens, and many mid tier weapons/armors/rings they can sell or blow up. Many rare boss drops will drop there, but will remain very rare. Still, it’s a good place to farm for boss tier weapons/armor to try to over enchant. Materials needed for the new Fidelity crafting recipe will drop there, so making Fidelity weapons will require either hunting there or buying those mats from a player who does. Some unique items will drop in the zone that won’t be obtainable anywhere else, like best in slot t-shirts. Standard Elixirs will drop there (a reminder that we combined all elixirs into one item, and it is tradeable. The 5 elixir cap still exists), as well as extremely rare different kind of Elixir called an “Eternal Elixir”. This item works just like a normal elixir, except there is no cap for how many you can use. This gives super late game players a way to still add power to their character (I stress again though, they are going to be extremely rare). Eternal elixirs will not drop from any other source except Elite Dragons. Speaking of Elite Dragons, this zone will also be the only place where Summoning Shards are dropped in their completed form, giving high end pledges a way to farm up shards significantly faster in order to summon high end elites more frequently. For more info on summoning shards, see our older blog post about the concept. It’s my hope that the chance for reward by including so many unique things, as well as a shot at many powerful items, will be enough incentive for players to take on the risk. As with all things, balance is a process so we will need to adjust as we go along.
I really want this to be a fun, challenging, and rewarding place for experienced players to go hunt. In my mind my perfect success would be if the following scenario happened: You schedule with your pledgemates “hey, 7pm EST on Sunday we are hunting Hellscape, be there and be prepared!” Everyone level 75+ shows up, two balanced parties are formed, and the pledge hunts there together for as long as supplies hold out. It’s intense, you’re constantly focused on healing people who just got stunned, or drawing aggro as the knight tank, or trying to burn down that damn caster monster that just got pulled and is currently spamming destroy on the water elf. In just a few hours you are mentally exhausted from having to focus for so long, and most people are out of magic gems and potions. The hunt is over, but afterwards people immediately turn in the soul shards they earned hunting and pool all their summoning shards. With all the strong members of the pledge on already, it’s the perfect opportunity to try to take down a T3 Elite together. It’s an extremely intense fight, lots of deaths happen, but eventually they bring the boss down. They distribute the loot from the hunt and the boss, to the tune of hundreds of enchants and other valuables. The pledge continues to stockpile mats to make their next fidelity weapon. Maybe a few people get their next elixir, one or two super lucky players gets something like an endless potion or a knight vald sword, or the pledge finally gets a magic lamp so they can hunt even longer next time! They all look forward to doing it again next weekend, and maybe next time they will finally try an elite dragon….
Hope you enjoyed this post and I hope your 2018 is going well!
Happy New Year!
This is going to be a very quick update for me. 2017 ended in similar fashion to the rest of the year, a complete disaster. A week before Christmas my fiancee was in a car wreck. She is ok but her car was totaled. That same day my mother was diagnosed with breast cancer. Two days after that, I was rear ended by a pickup truck on a freeway off ramp. I am ok, but my car was damaged. So mostly I’ve been dealing with getting my car repaired, buying a new car with my fiancee, and helping my mother. I have not touched anything lineage related in about three weeks as a result.
We’ve bought my fiancee a new car, my car is now getting repairs underway (I’m in a rental), and my mother had surgery last Friday. The surgery went well and we will find out more later this week. Hopefully now that things are getting resolved I’ll find some time to get back to working on stuff, although our wedding planning/prep is starting to ramp up and will certainly eat into my free time.
Hope everyone has an amazing 2018!
Today I’ve decided to talk a bit about AC and how it actually works. We recently did a dive through all the hit/ac code and I thought it might be interesting to share.
First, a scenario! A level 50 monster takes a swing at a level 50 player (knight, no buffs) with -70ac. Lets walk through what happens.
First, the game asks “Is the player frozen?” If he is, the attack misses
Next, the game asks “Is the monster a summon AND is the player in town?” If both are true, the attack misses
Next, the game asks “Did the player’s doll proc a dodge?” If this is true, the attack misses
At this point, the game decides the attack occurred in an environment that it can potentially succeed. It sets “hit rate” equal to the monster’s level. In this case, it’s 50.
If it’s a pet it adds bonuses based off pet armor to that “hit rate”, as well as any NPC hit bonuses. In this case, there are none.
Next, it creates an “attacker dice” value by rolling 1-20 and adding it to “hit rate”. This value is what will be compared later to determine if the attack was successful. The game has code that basically says if the monster rolled a 1 it automatically misses, and if it rolled a 20 it automatically hits, both regardless of the target’s AC. It does this by comparing “attacker dice” to “hit rate” (a miss/fumble) and “hit rate +20” (a hit/critical [the code calls it a critical but it is really just a normal hit]) later in the code. This means all players always have at least a 5% base chance to be hit and a 5% base chance to be missed no matter their ac or the monster attacking them. Our monster had a “hit rate” value of 50, so now he has an “attacker dice” between 50-70, but remember if he got a 50 he fumbles and a 70 he criticals.
The game takes that “attacker dice” value and modifies it by the target’s dodge and ndodge (subtracts dodge from “attacker dice”, adds ndodge). Dodge exists basically as two spells, uncanny dodge and mirror image. Both give “+5” dodge. ndodge is negative dodge, and it comes from resist fear. It gives “-5”. These abilities are incredibly powerful, because they impact the value of “attacker dice” BEFORE the game checks if the npc fumbled/critical. This means they influence how often a monster fumbles/criticals before it ever compares to AC (our monster’s 50-70 becomes a 45-65, but is still compared to <=50 or >=70). Uncanny Dodge and Mirror Image are essentially a flat 25% chance to avoid any melee attack, negates any chance the monster had to “critical” avoiding ac, and also provide some influence on attacks that make it to the AC check. On the flip side, Resist Fear does the opposite and makes it so no matter your ac, you will be hit by at least 25% MORE attacks. Since our player is a knight, he has no dodge abilities, so this doesn’t impact it.
Now, the game finally looks at the target’s AC. Everyone has a default “defender dice” value of 10. If your AC is positive (+10-+1, basically naked) it subtracts from 10 to get your “defender dice” value. If your AC is negative, it uses the formula below:
DefenderDice = 10 + _random.nextInt(“Target’s AC”) + 1
This essentially means your “Defender Dice” is between 1o and 1o+your ac. Our scenario, the player has defender dice between 10 and 80.
It’s at this point the game calculates fumble/crit (if the monster got a 50 or a 70), then if it was not either of those, compares “attacker dice” to “defender dice”. Our monster must be between 51-69, while our knight must be between 10-80. If they tied, the attack misses.
As you can see, odds favor the monster hitting. Our knight has about a 23.75% chance to avoid an attack that makes it to the AC check (26.25% overall factoring in crit/fumble) (58% of the time he rolls below the monster’s range and is hit and 12.5% of the time he rolls above the range and is missed. Of the 22.5% of the time he rolls within that range, he will only be higher roughly 50%, meaning 12.25% of the time he is missed and 12.25% he is hit. These are not exact since it doesn’t factor in ties, but it’s fairly close).
Because AC doesn’t ever increase the lower bound of “defender dice”, you pretty much always have some chance to be hit by any monster above level 10, in addition to the inherent 5% critical chance. All AC does is reduce the chance of being hit, without ever negating it. The higher level a monster is, the better chance it has to hit you. If a monster is 30 levels above your ac, it will always hit you unless it rolls the 5% fumble chance.
Dark Elves and Illusionists are the only classes who can completely negate the “possible crit”. As a result, they are the only classes who could in theory make a level 10 or lower monster miss every time. Their dodge ability not only grants them essentially a 30% chance to avoid any attack (25%+5%), it also makes their AC more effective by lowering the monster’s “attacker dice” before it’s compared to their “defender dice”, essentially giving them 5 more effective AC. A dark elf with uncanny dodge and identical AC to our knight has a 57.5% chance to avoid an attack from the same monster. That is an astonishingly high difference.
Note, all of this only applies to melee. If the target is being hit with a ranged attack, the game does a very easy calculation instead. It rolls between 1-100. If your ER is < the roll you get hit, otherwise you are missed. That’s it. Ranged attacks don’t factor in anything else other that ER (for monsters). This means every point of ER is 1% chance to avoid a ranged attack.
I found all of this to be very interesting, hopefully you all do to (and hopefully it’s not too hard to follow)! Add another reason Illu/DE are going to be good!