We will be tweaking things with the new combat code, so please don't get flustered. The combat code needed to be changed for future additions.
The old code basically did full damage, and didn't scale well with high stat ratings. It was a remnant from the old monocountry code-base with modifications to randomize slightly. At high levels, damage in the old code would make things a 1-shot deal (i.e. Zenith hits 666666 for 1,232,134,324 damage, FUN!).
The new code will require some tweaks, no doubt about it. But it was a must needed change. We tested it pretty hard on our beta server, but as with all new additions to the game things will need to be adjusted to make them right.
Bottom line, things WILL be different. Over the last 3 months, 3.7% of all combat attempts ended in a loss by the attacker (most by the same players), which won't be the case anymore. Things won't be as predictable as before. I know this will upset some players, but if someone knows they can beat someone 100% of the time, things need to be changed.
Damages will be tweaked today (doing the calculations as I type).
matt5250 Wrote:One of the people I attack every so often, who I usually killed in 8-12 hits while possibly taking one hit now has managed a stalemate.
This is exactly why things needed to change. If this is just an XP attack, this is basically free XP for no risk.
matt5250 Wrote:OK, I was just attacking someone and when he got down to critical condition it came up and said he doesnt have enough life and killed the fight as well as taking away all the energy that the fight normally costs me.
This is obviously something that needs to be fixed. Don't worry, we are working on it.
Scipio Wrote:Well I know that combat has certianly gotten quite a bit harder, seeing my armalite do 1 dmg to someone is very a very saddening experience! It seem that dmg has been reduced by quite a lot, or at least the range of dmg has been extended. It seems that now instead of a certian weapon doing 40-60 dmg, it does 1-60dmg, giving a MUCH lower average. Any clerification as to what has actualy been changed would be good.
Again, this wasn't the desired result, but we can only test so much over a month's time before we have to throw it at the live server and see what needs to be fixed.