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Perry the Platypus

Server Updates (April 26, 2021)

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Hey guys! I had a bit of time to work on an update again, so we've got some Freyja's tuning again to hopefully make it less tedious to run (especially if you're not a Soul Linker), as well as some balancing changes, a long awaited new batch of headgears, and more. :D

 

There's also a few changes in here to make it a bit easier for new players to catch up; nothing too crazy as this server was never intended to be a typical spoon-feeding SHR, but enough that it should make leveling a bit easier as well as allowing newer players to jump into BG a little earlier.

 

Also, just to clarify, I am still officially on break from RO development, I just wanted to do a quick update as a thank you to the players that have stuck with the server. Anyways, full details below as usual!

 

Server Updates

 

Update: Added new custom headgears

Spoiler

LHZ4
Custom Stall of Dominion (60853) (Sniper now drops a box from which you can select either this or the Custom Stall of Angel)

 

Donation
Custom Angola Intention (60784)
Custom Aura of Antigravity (60785)
Custom Aura of Darkness (60786)
Custom Aura of Flame (60787)
Custom Aura of Tornado (60788)
Custom Baby Panda (60790)
Custom Baby Penguin (60791)
Custom Cat Ear Witch Hat (60805)
Custom Blue Eremes Scarf (60797)
Custom Fairy Feathers (60810)
Custom Fluffy Heart Earmuffs (60813)
Custom Frill Collar (60816)
Custom Ghost Holiday (60819)
Custom Happy Cat (60823)
Custom Heart Card in Mouth (60825)
Custom Heart of Cat (60826)
C. Large Black Ribbon Muffler (60828)
Custom Peony Hair Ornament (60836)
Custom Picnic Basket (60840)
Custom White Pretty Bear (60859)
Custom Rainbow Cosmo Crown (60844)
Custom Snow Bear Hood (60850)
Custom TW Muffler (60855)

 

Battlegrounds
Custom Bat Stole (60792)
Custom Bicolor Cat Witch Hat (60793)
Custom Blessing Sky Lantern (60795)
Custom Book of Magic (60798)
C. Cats Paw Knit Hat (Brown/Red) (60800/60845)
Custom Disappear Time (60807)
Custom Disguise Mantle (60808)
Custom Fallen Angel Valletta (60811)
Custom Forest Guide (60814)
Custom Fortune Telling Sealed (60815)
Custom Golden Violet (60822)
Custom King Sura Headband (60827)
Custom Lovely Heart Cap (60831)
Custom Magic Heir (60834)
Custom Phalanx (60837)
C. Phantom of Masquerade (60838)
Custom Pure Love Muffler (60842)
Custom Scarf of Hero (60846)
Custom Sinister Horns (60847)
Custom Spider Temptation (60852)
Custom Twin Cannons (60856)
Custom Two Tone Beret (60680)
Custom Witch Manteau (60860)

 

Vote
Custom Alchemist Square Bag (60858)
Custom Autumnal Flavor (60789)
Custom Black Magenta Ribbon (60794)
Custom Bouquet Hat (60799)
Custom Bulgogi Hood (60801)
Custom Capoo Bag (60802)
Custom Capooring (60803)
Custom Cat Coffee Cup (60804)
Custom Citrus Ribbon (60806)
Custom Egg Minihat (60809)
Custom False Ears (60812)
Custom Garden of Eden (60161)
Custom Gates of Netherworld (60818)
Custom Gift of Panagia (60820)
Custom Gluttony Capoo (60821)
Custom Happy Rabbit Ribbon (60824)
Custom Lovely Feeling (60830)
Custom Lunatic Muffler (60832)
Custom Lunatic on Shoulder (60833)
Custom Nut Cracker (60835)
Custom Piamette Bowtie (60839)
Custom Princess Ribbon Crown (60841)
Custom Ragnarok Origin Hat (60843)
Custom Snack Party (60849)
Custom Turkey Hat (60854)

Update: The newbie tutorial will now add 30% Freeze duration reduction enchantments to the newbie headgears upon completion
Update: The newbie tutorial will now give players 2 Newbie Rings (each Newbie Ring grants -3% cast time, -3% after-cast delay, +3 Vit)
Update: Players will now receive an account-bound Dainn Card and 2 account-bound Durathror Cards on their first login
-All existing players will receive these retroactively on their first login after this update
-Bound items can be sold to NPCs if you don't want them
-To check if an item is bound, hover over it in your inventory; the name will be yellow instead of white (note that the RO client doesn't display yellow item names in cart/storage)
-Equipment that is compounded with bound cards will now show a yellow name until the cards are removed
Update: Achievements system now grants +1% max HP per achievement level (stacks additively with Tao Gunka Card etc) on top of the +1 all stats per achievement level
-Quick reminder that level 1 characters don't receive achievement level bonuses
Update: Freyja's Ascent Nightmare mode monster scaling now starts at 200% instead of 250%
Update: Freyja's Ascent Nightmare mode loot has been adjusted (now gives more/better loot)

Spoiler

-Base chest count increased from 5-6 -> 6-7
-Base rare loot chance increased from 30% -> 35% (45% with a full party)
-Minimum enchant values increased
--Heal bonus value range increased from 2-10 -> 3-10 (4-10 if at least 3 players are in the party)
--Minimum Heal bonus value is now increased by 1 for every 2 additional party members (+1 with 3 party members, +2 with 5) - this applies to normal mode as well
--Atk/MAtk value range increased from 50-150 -> 70-150
--Hit/Flee value range increased from 40-110 -> 50-110
-Base chance to receive a secondary resist enchant increased from 15% -> 20%
-Rare weapon unlock base duration increased from 5 -> 7 days
-Gate Keeper-DD added to normal loot table
-Erde added to rare loot table

Update: Freyja's Ascent mobs have been adjusted slightly (most of this simply reduces physical resist while keeping magic resist roughly the same)

Spoiler

-Dark Guardian all resist increased from 10% -> 25%, Def/MDef ignore increased from 50% -> 60%, magic reflect bypass increased from 50% -> 60% (this is to offset the stat reduction)
-Dark Beholder magic dodge increased from 35% -> 40%, all resist reduced from 60% -> 55%
-Fallen Soul magic resist increased from 35% -> 40%, all resist reduced from 70% -> 65%
-Forgotten Soul all resist reduced from 70% -> 65%
-Frost Centipede single target magic reflect chance increased from 10% -> 12%, all resist reduced from 60% -> 55%
-Glacial Serpent single target magic reflect chance increased from 0% -> 5%, melee resist reduced from 10% -> 5%, all resist increased from 75% -> 80%
-Frozen Butterfly magic resist increased from 40% -> 45%, all resist reduced from 70% -> 65%
-Mystic Butterfly magic resist increased from 40% -> 45%, all resist reduced from 70% -> 65%
-Freezing all resist reduced from 70% -> 65%
-Snow Gryphon melee resist reduced from 10% -> 5%, ranged resist increased from 10% -> 15%, Neutral resist increased from 70% -> 75%, all resist increased from 75% -> 80%

Update: Freyja's Ascent Dark Priest spawn chance is now doubled on the first run of the day
Update: Freyja's Ascent Dark Priest base spawn chance is now 1.5% per player in Nightmare mode (up to a 15% chance with 5 players who are all on their first run)
Update: Freyja's Ascent now requires all 4 mini-bosses to be killed before Dark Guardian will spawn
Update: Freyja's Ascent will now send loot to your storage if you don't have enough space in your inventory
Update: The Gold Room event's chance to start has been increased from 2.3% -> 2.5% (for reference, there's an average of 4 chances to start per hour, or 96 per day)
Update: The Gold Room event's chance to start will now be increased to 4% during a random quarter of each day
Misc: The Gold Room will now remove your disguise upon entering
Bugfix: Fixed a rare bug that could cause monsters to spawn in unreachable cells in Freyja's Ascent

 

Balancing

 

This is a somewhat big balancing update, though most of these are simply fixes to the animation delays system that shouldn't have a significant impact in practice. Exceptions to this will be put under the class specific balancing sections. To those wondering, the old animation delays system was using reference data that another developer had collected; as it turns out, a lot of the data was inaccurate. After testing every single skill in the game and correcting this data, everything should hopefully match the client as expected.

 

Soul Linker's PvM performance is also being nerfed slightly (about a 14% damage reduction for Esma), as well as a nerf to Beast Strafing. Both of these skills had pretty massive damage mods (5400% for Esma and ~3150% for Beast Strafing at 400 total Str) that were difficult to balance PvM content around, so this should allow a bit more room for tuning while still maintaining their high damage. Keep in mind that Freyja's Ascent Nightmare mode mobs have had their base stats (including HP) reduced significantly in this update as well, so clear times should still be fairly similar for SLs.

 

Clown/Gypsy
Nerf: Arrow Vulcan's damage modifier buff has been reverted (reduced from 1250% -> 1200% at max level)
Nerf: Arrow Vulcan's max chain count has been reduced from 4 -> 3
-Note: Arrow Vulcan is NOT being nerfed in this update; its actually receiving a DPS buff of ~13% even after these changes due to the animation delay fix listed in the next section
-Math for those interested (this is based on perfect spam, so +100ms per additional cast in the chain, but it's still roughly +13% DPS even at 200ms between casts):
--Old delay (3000ms): 10,000 / (3000 + (100 * 3)) = 3.03 chains/10s * 4 = 12.12 casts/10s * 1250% = 15,152% damage/10s
--New delay (1900ms): 10,000 / (1900 + (100 * 2)) = 4.76 chains/10s * 3 = 14.29 casts/10s * 1200% = 17,143% damage/10s = +13.1% DPS
--This of course does not account for the added utility of being able to cast other skills sooner after having used Arrow Vulcan

 

Sniper
Nerf: Beast Strafing's Str scaling reduced from 8x -> 6x

 

Soul Linker
Nerf: Esma's base level scaling has been reduced to 85% (formula changed from 10 * (40 + bLvl)% -> 10 * (40 + (bLvl * 0.85))%)

 

Animation Delay Fixes

 

A quick note about the few classes with changes to their default static animation delays; these only affect specific skills. I'll note which skills the class naturally has access to, but this may also affect card-granted skills (for example, Heal from Vitata Card uses the static animation delay).

 

Note that all of the changes listed in this section are considered bugfixes, so they won't be added to the wiki's balancing page. I'll list them as "buffs" or "nerfs" to make it easier to read, though. If any of these look incorrect, feel free to ask about them and I can retest to confirm. If a delay is listed as being "at 193 ASPD," this means it will be slower at lower ASPD values; otherwise, the skill uses a fixed delay.

 

Assassin Cross
Buff: Sonic Blow's animation delay is now properly affected by ASPD (1700ms at 193 ASPD instead of 2000ms)

 

Champion
Nerf: Critical Explosion now uses the correct animation delay of 1000ms (this can still be cancelled by DSC)
Nerf: Asura Strike is no longer an animation cancel when used outside of a combo

 

High Wizard
Buff: Magic Crasher's animation delay delay reduced from static 590ms -> 100ms at 193 ASPD
Misc: Jupitel Thunder now correctly applies its animation delay on the first hit instead of on cast (first hit is 150ms after the cast)
Nerf: Water Ball's animation delay changed from 590ms -> ((150 * hitCount) + 100)ms at 193 ASPD (can be animation cancelled after the last hit)
Misc: Water Ball's animation now correctly applies its animation delay on the first hit instead of on cast (like Jupitel Thunder, this is 150ms after the cast, and this does mean it can technically be chained once at 185+ ASPD)
Buff: Amplify Magic Power's animation delay reduced from 775ms/875ms -> 590ms
Nerf: Gravitation Field's animation delay increased from 590ms -> 775ms (female with staff, or male with non-staff weapon) or 875ms (male with staff, or female with non-staff weapon)
-(Yes, those weird swapped delays between male/female are actually official)

 

Lord Knight
Buff: Default static animation delay reduced from 590ms -> 500ms when riding a Peco Peco (only affected natural skill is Provoke)
-Affects Knight/Baby Knight too
Nerf: Charge Attack's animation delay increased from 100ms -> 140ms at 193 ASPD

 

Clown/Gypsy
Buff: Default static animation delay reduced from 590ms -> 400ms (affected natural skills are Arrow Shower and Tarot Card of Fate)
-Does not affect Bard/Dancer
Buff: Arrow Vulcan's animation delay is now properly affected by ASPD (1900ms at 193 ASPD instead of 3000ms)
Buff: Arrow Shower's animation delay reduced from 800ms -> 775ms
Nerf: Pang Voice's animation delay increased from 100ms at 193 ASPD -> static 590ms, 1800ms when status is successfully inflicted

 

Gunslinger
Nerf: Default static animation delay increased from 590ms -> 1000ms (none of their natural skills are affected by this)
Nerf: Disarm's animation delay increased from 590ms -> 970ms at 193 ASPD

 

Ninja
Nerf: Default static animation delay increased from 590ms -> 1000ms (none of their natural skills are affected by this)

 

Professor
Nerf: Elemental Change's animation delay increased from 0ms -> 590ms

 

Sniper
Buff: Arrow Shower's animation delay reduced from 800ms -> 775ms
Nerf: All traps and Remove Trap's animation delays now have a minimum animation delay of 300ms
Nerf: Phantasmic Arrow's animation delay increased from 100ms -> 140ms at 193 ASPD

 

Stalker
Nerf: Close Confine's animation delay increased from 100ms -> 875ms (775ms when wielding a bow)
Nerf: Raid's animation delay increased from 0ms -> 875ms (775ms when wielding a bow)
-Note that Raid is both animation cancellable and an animation cancel, meaning this does not affect Raid spam, it only affects transitioning to other skills that aren't animation cancels (for example, Raid -> Double Strafing)
Nerf: Back Stab's animation delay increased from 100ms -> 140ms at 193 ASPD

 

Miscellaneous
This is a list of every fixed skill not noted above; most of these won't make a noticeable difference in competitive play
-If one of these changes looks like it should be significant (for example, Ninja frame counts), the reason it's included here instead of above is likely because it has no effect at 193 ASPD due to already being below the minimum skill delay (100ms)

Spoiler

Nerf: The following skills are no longer animation cancels (they still have no animation delay):
-Acid Demonstration
-Slim Potion Pitcher
-Meteor Storm
-Soul Linker's Spirit skills
-Increase Agility
-Body Relocation
-Flying Side Kick, except when comboing from Break Fall
Misc: The following skills are no longer animation cancels, and now have no animation delay:
-Providence
-Marionette Control
-Berserk Pitcher
-Shadow Jump
-Final Strike
-Wink of Charm
-Ki Translation
Misc: Weapon Refine no longer has an animation delay
Buff: Ninja and Gunslinger skill animations are now correctly 2 or 4 frames long instead of 6 frames
Buff: Cracker and Ground Drift are now 3 frames long instead of 5 frames
Buff: Assassin Cross's throw animation now uses 4 frames instead of 5
Nerf: Sonic Blow and Arrow Vulcan chain input is only accepted for the first half of the initial animation delay rather than the full duration
Nerf: Provoke now correctly uses static animation delay
Nerf: Plant Cultivation's animation delay increased from 0ms -> 590ms
Nerf: Soul Burn's animation delay increased from 0ms -> 100ms at 193 ASPD
Buff: Star Gladiator's Feeling, Union, and Comfort/Warmth skills no longer have animation delays, and can now animation cancel
Nerf: Hatred's animation delay increased from 100ms at 193 ASPD -> static 590ms
Nerf: Ki Explosion's animation delay increased from 100ms -> 140ms at 193 ASPD
Nerf: Fixed a bug with Free Cast where walking during a cast time could result in an animation cancel after the skill was cast

 

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Posted (edited)

I'll say it now

While im glad to see a new update, I'm not glad at all to see all the linker nerfing, and the instance especially did not need to be longer than it already is. Also, why is linker targetted for a nerf when the champ/priest abusing @die and osiris card for full MP heals and maxed asura strikes is not looked at? It is clearly far more efficient than linker for clearing trash mobs, especially in a nightmare mode scenario. (Also heres a nitpick: it is a clear cut 15% damage reduction on esma not 14%, according to the numbers (1.00 vs 0.85). EDIT: i thought a bit more of it, and its probably more like 14%, because of the +40 before the base level factor.

Also, spoke too soon, reducing 5% resist from numbers like 70 will actually allow more damage to be done in comparison to increasing magic resist for example from 35 to 40

I also didnt notice the new requirement at defeating all minibosses to fight the boss.

 

Many of the class changes are questionable at best, especially in the gunslinger section, nobody uses disarm or cracker.

Another nitpick: Why should female wizards have less delay than male wizards? Just because its official shouldnt mean it should be kept if it is to be changed in the first place. It's like making the lighthalzen aura give +5 to all stats over any other hats.

More rewards from freya sounds nice on paper, but I was already not willing to farm an instance that takes that long to complete for upgrades that would be better on paper, but offset by the damage upgrade difference from +8 to +10. I would be even less willing to farm the instance now.

Other than that, I'm liking to see the newbie support and new hat options are always nice to see.

Edited by Sakuretsu

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2 hours ago, Sakuretsu said:

I'm not glad at all to see all the linker nerfing, and the instance especially did not need to be longer than it already is.

I don't think you read the changes thoroughly enough in this case; the total run time for Soul Linker in nightmare mode should be roughly the same, not longer, because all of the mobs have lower HP now as well. What this update did was bring other classes closer to SL's run times, not SL closer to theirs. In other words, every class except for SL should be able to run it faster, while SL will run it at roughly the same times as before. The only exception to this is that a speed run (skipping all loot) will be slightly slower due to the miniboss kill requirement, but this is about balancing out regular runs to make it less tedious to get the loot from the instance, especially on non-SL classes.

 

This of course affects other PvM content as well, but SLs have traditionally been a concern in all PvM content, so this should help to bring them a bit more in line while still having vastly superior damage to other classes. More importantly though, in the event that I'm able to work on more instances in the future, this change will make it a lot easier to balance them properly.

 

2 hours ago, Sakuretsu said:

Also, why is linker targetted for a nerf when the champ/priest abusing @die and osiris card for full MP heals and maxed asura strikes is not looked at? It is clearly far more efficient than linker for clearing trash mobs, especially in a nightmare mode scenario.

At the time of working on these changes I didn't have much information to work with; Soul Linkers were the primary issue because of their ability to solo nightmare mode extremely quickly. I didn't have much data on run times for Champ/HP combo but from what I had gathered it sounded like solo SL was still the faster way to farm gear from the instance. That being said, Champ/HP runs were the main reason for adding the miniboss kill requirement - both minibosses have pretty high Neutral resist (Snow Gryphon's was increased slightly here for this same reason), so ideally this change should slow Champs down to at least some extent as well. If further changes are needed to balance out the times then that can be looked at.

 

2 hours ago, Sakuretsu said:

Many of the class changes are questionable at best, especially in the gunslinger section, nobody uses disarm or cracker.

Another nitpick: Why should female wizards have less delay than male wizards? Just because its official shouldnt mean it should be kept if it is to be changed in the first place. It's like making the lighthalzen aura give +5 to all stats over any other hats.

As mentioned at the top of the section, the animation delays update was only about fixing the incorrect data that the old animation delays system used. You're right that the Gunslinger changes (and quite a few others) are largely meaningless, but since this was simply a matter of updating the dataset (and the underlying code that affects all skills, not just those ones), there was no reason not to fix the bugs that were present. It simply puts the starting point at what is technically official, so that any future changes are correctly noted on the balancing page.

 

The delay differences between male/female are unusual, yes; in the particular case you noted it seemed fairly inconsequential (I don't really see that particular animation delay having an impact on balance), so leaving it as official behaviour saves a line on the balancing page of the wiki. In other words, it simply makes the balancing list easier to read through while not having a notable effect on balancing. Either way, it is possible this will be changed later.

 

It's worth pointing out that any of these changes can later be reverted or adjusted further; this was exclusively about fixing the animation delays system to better reflect official behaviour, it wasn't intended to be an in-depth balancing pass. Arrow Vulcan was of course an exception to this, receiving an adjustment in the same update, but that's due to it being the one skill that got an extremely notable buff from these bug fixes. Magic Crasher also got a notable buff out of this of course, but with the existing changes to how Thanatos Card works, it shouldn't be too big an issue; if it turns out to be a problem though then it (or other skills) can be adjusted to compensate, as is the case for any of the skills/classes affected by this update.

 

2 hours ago, Sakuretsu said:

More rewards from freya sounds nice on paper, but I was already not willing to farm an instance that takes that long to complete for upgrades that would be better on paper, but offset by the damage upgrade difference from +8 to +10. I would be even less willing to farm the instance now.

Again, I think you're missing that SL times should be no longer now than they were before when you're running it for the loot - the main reason for this is the drop from nightmare mode's base scaling from 250% to 200%, which is a significant reduction in HP for the mobs, easily offsetting Esma's damage reduction. More importantly though, the increased chest count was only a small part of the loot changes; the loot overall should also be noticeably better across multiple runs, with the enchantment values being higher and rare drops (if you've unlocked them) being more common. The higher frequency of secondary resist enchants should make a difference here as well. In other words, runs are now faster for better loot, or at the very least (in the case of SL), roughly the same time for better loot.

 

There's no reason for the instance to be any less appealing than before; there's multiple reasons for it to be more appealing, whether that be opening it up to other classes or simply the fact that it'll now take significantly less runs than before to get something useful out of it.

 

 

Hopefully this clears up most of your concerns. Happy to respond to any remaining concerns and/or questions if needed.

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Posted (edited)

Looking back onto it I may have reacted quickly, and misread alot of the freya changes due to my tunnel visioning.

Some points still stand however, requiring to defeat the 4 minibosses will increase the time it takes to finish the instance (in normal mode). Perhaps the HP mod reduction will make it faster to clear the nightmare mode for everyone due to the amount of enemies with that hp gain, compared to only having 4 more minibosses to beat.

I would still only ever farm the instance for the cards though (if i played).

Looking back onto it, its actually a gain for everyone

Lets look at an example:

Mystic Butterfly magic resist increased from 40% -> 45%, all resist reduced from 70% -> 65%

We have to look at "the damage that remains after damage reduction", so that is why the numbers are like 30% (70) and 60% (40) in the following example

0.3 * 0.6 = 0.18% of original damage remaining
0.35 * 0.55 = ~0.19% of original damage remaining

overall there was a gain of, maybe about 5% damage for magic casters, but for physical classes, its a gain of 16%. (35% left vs 30%)

Hypothetical situation: If you reduce 95% resist to 90% you're actually doubling the damage. Reducing a low amount of resist from already high reduces more damage than reducing the same amount from low.

(i still dont like seeing magic dodge and i would rather see the beholders have magic resist instead, the amount of times where theyre at like 5% hp and they just wont die)

Edited by Sakuretsu

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1 hour ago, Sakuretsu said:

Some points still stand however, requiring to defeat the 4 minibosses will increase the time it takes to finish the instance (in normal mode). Perhaps the HP mod reduction will make it faster to clear the nightmare mode for everyone due to the amount of enemies with that hp gain, compared to only having 4 more minibosses to beat.

Yeah, the overall effect should be better for the vast majority of classes, even with the miniboss change. You're right that normal mode will take a bit longer though; with it already being relatively easy/fast I figured the significant improvements to nightmare mode would outweigh the comparatively minor hit to normal mode, especially as it's primarily for end-game farming anyway where most people running it will already be fairly well geared.

 

1 hour ago, Sakuretsu said:

0.3 * 0.6 = 0.18% of original damage remaining
0.35 * 0.55 = ~0.19% of original damage remaining

overall there was a gain of, maybe about 5% damage for magic casters, but for physical classes, its a gain of 16%. (35% left vs 30%)

Professors were significantly slower than SLs as well (in my testing they were somewhat similar to Sniper's solo run times, though of course more expensive to use) so this was actually intentional. Physical classes definitely needed more help overall but I didn't want to leave the other magic classes completely behind with the changes either, so this was more so just shifting the resists in relation to each other as opposed to actually making them stronger against magic. :o

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Hi perry, ive beem donating combat knife for each instance in freya. CK never showed up, i think when Ck was adjusted the original Ck mod was applied to freya and not the

 

customized one.

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3 hours ago, Supporter said:

Hi perry, ive beem donating combat knife for each instance in freya. CK never showed up, i think when Ck was adjusted the original Ck mod was applied to freya and not the customized one.

I'm a little unsure what you mean by the last part, but Combat Knife should be set up correctly in Freyja's. There's 3 other rare daggers and Combat Knife is a slightly rarer drop than the others (Combat Knife is a 20% chance IF the chest has already rolled to drop a rare dagger), so it is pretty hard to get one, especially if you're running the instance solo. Running it with a party will increase the chance of rare drops depending on the party size.

 

Keep in mind that if you're only looking for one weapon, it's likely going to take quite a while to get it. There's a lot of possible drops, and if you've only unlocked one rare drop, the others will simply result in a common drop if they get rolled (for example, if you've only unlocked Combat Knife, and a chest rolls a Poison Knife, it'll just give you a common drop).

 

I'm still open to tweaking the instance more, of course, though any rate adjustments would need to keep in mind that some people may be farming for more than one type of weapon (which would greatly increase their chances of getting at least one of the weapons they want in a run).

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Just an update on this, I've looked into it further and it seems there was a different bug (unrelated to this update) that prevented some weapons from dropping; I'm working on a fix right now and will also be making another change to make it easier to get specific items to compensate for this. Basically you'll be able to disable 3 weapon types that you don't want, which will increase the chances of getting one of the weapon types you do want instead.

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