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  #1  
Old 07-04-2013, 07:56 PM
NicoX NicoX is offline
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Post Attacktypes

Hello,

we enabled the attacktype "fear", "cold" and "fire", also edited the attacktype "poison".

Fear:
Reversing your movement keys for around 3-5 seconds

Poison:
Giving you a burst damage now, not nerfing your stats anymore. This will be used for another attacktype coming in the next weeks.
Poison is now also using a new animation.

Fire:
You become engulfed in flames and have a DoT applied. Players can reapply fire constantly to reset the duration however players may run into water to remove the DoT.

Cold:
There is no animation for this one but it reduces the speed that you attack and you are locked in place for a bit longer. This can be reapplied constantly to reset the duration.

We will try to release a new attacktype every week and keep you updated on this Thread.

Thanks for playing GK.




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Last edited by NicoX; 07-06-2013 at 05:44 PM..
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  #2  
Old 07-04-2013, 08:08 PM
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Quote:
Originally Posted by NicoX View Post
Fear:
Reversing your movement keys for around 3-5 seconds
Let's just ignore the fact that there's a Confusion status effect that this would work way better for, and 'improve' an attack type that already had a decent effect to begin with.
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Old 07-04-2013, 08:29 PM
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Quote:
Originally Posted by Draenin View Post
Let's just ignore the fact that there's a Confusion status effect that this would work way better for, and 'improve' an attack type that already had a decent effect to begin with.
Why not promote diversity among attacktypes? What you're suggesting is just further pigeonholeing people into the already more powerful attacktypes. You're getting really annoying
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Old 07-04-2013, 08:51 PM
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Quote:
Originally Posted by Felix_Xenophobe View Post
Why not promote diversity among attacktypes? What you're suggesting is just further pigeonholeing people into the already more powerful attacktypes. You're getting really annoying
Where do you get the idea that I don't support diversifying them? If anything, I suggest expanding more on the ones that are almost never used. (Ghosthit, Confusion, Paralyze, Slow, Drain, Deplete, etc.)

Revising attack types that are already established is not terribly helpful. I understand that the poison nerf has been needed for a while now, but the fear revision wasn't that necessary.
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Old 07-04-2013, 09:09 PM
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Quote:
Originally Posted by Draenin View Post
Where do you get the idea that I don't support diversifying them? If anything, I suggest expanding more on the ones that are almost never used. (Ghosthit, Confusion, Paralyze, Slow, Drain, Deplete, etc.)

Revising attack types that are already established is not terribly helpful. I understand that the poison nerf has been needed for a while now, but the fear revision wasn't that necessary.
Confusion is not reversing ur movement keys though.
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  #6  
Old 07-04-2013, 10:27 PM
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Quote:
Originally Posted by Draenin View Post
Where do you get the idea that I don't support diversifying them? If anything, I suggest expanding more on the ones that are almost never used. (Ghosthit, Confusion, Paralyze, Slow, Drain, Deplete, etc.)

Revising attack types that are already established is not terribly helpful. I understand that the poison nerf has been needed for a while now, but the fear revision wasn't that necessary.
You suggest doing exactly what he's doing? Whoaoaoaoa best idea!

Fear didn't work before, it was a bugfix/addition not a revision. What you suggested with revising Confusion is exactly the thing you said isn't helpful mere moments later in this post... please stop talking out of your ass.
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Old 07-04-2013, 11:36 PM
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I think what he means is that the reversed keys could be utilized more under confusion attacktype, rather than confusion just telling you that you are confused when trying to cast a spell/prayer.

I get the reasoning behind reversed keys (running away / back instead of forward) but the paragraph above is what draenin waa trying to say.
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Old 07-04-2013, 11:41 PM
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Quote:
Originally Posted by Torankusu View Post
I think what he means is that the reversed keys could be utilized more under confusion attacktype, rather than confusion just telling you that you are confused when trying to cast a spell/prayer.

I get the reasoning behind reversed keys (running away / back instead of forward) but the paragraph above is what draenin waa trying to say.
Confusion attack-type does work now. It randomizes/reverses the way you wish to attack and makes bow range inaccurate.

I don't think Draenin has a single clue what works and has changed on Kingdoms.

Good job Nico! Hope you can follow through on your promise to release a new attacktype once a week.
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Old 07-05-2013, 12:48 AM
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It's a post by Toran
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Old 07-05-2013, 02:02 AM
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  #11  
Old 07-05-2013, 02:55 AM
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This is progress - good work. Hope to see more from Nico's administration. Special thanks to Cubical for volunteering his time to help a community in a way they can enjoy for years.
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Old 07-05-2013, 11:53 AM
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If anyone has any suggestions for what should be done to the other attack types that are currently broken or if you have any balancing issues feel free to post them so we can take them into consideration when modifying/creating them.
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Old 07-05-2013, 02:02 PM
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Quote:
Originally Posted by Torankusu View Post
I think what he means is that the reversed keys could be utilized more under confusion attacktype, rather than confusion just telling you that you are confused when trying to cast a spell/prayer.

I get the reasoning behind reversed keys (running away / back instead of forward) but the paragraph above is what draenin was trying to say.
Oh hey, someone who gets it.
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Old 07-05-2013, 03:30 PM
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Oh hey, someone who gets it.
Confused also makes you swing in other directions. o.O Fear doesnt make sense reversing keys but to say that it belongs on confusion when confusion already kinda sorta does a similar thing ...
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Old 07-05-2013, 03:50 PM
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I always thought fear used to work back in the day? ;0
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Old 07-05-2013, 04:37 PM
Stephen Stephen is offline
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If anyone has any suggestions for what should be done to the other attack types that are currently broken or if you have any balancing issues feel free to post them so we can take them into consideration when modifying/creating them.
What are the remaining incomplete attacktypes?
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  #17  
Old 07-05-2013, 04:47 PM
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What are the remaining incomplete attacktypes?
Slow, Acid, Cold, Fire, Paralyze and some more I guess
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  #18  
Old 07-05-2013, 04:52 PM
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Let's just ignore the fact that there's a Confusion status effect that this would work way better for, and 'improve' an attack type that already had a decent effect to begin with.
I can't really remember, what did fear do way back in like 2003?

I can see your argument Draenin, that sort of effect does sound like it could work well on the confusion attacktype as well.

However, I think I've played a few other games where reversing the keys was the approach they took to fear. Trying to give the illusion of "running away" from whatever direction you're heading.

Considering fear hasn't been active on weapons for at least 7 years now-- I'll take it . Thanks a ton Cubes for volunteering your time bud! We all appreciate your work here.
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Old 07-05-2013, 06:13 PM
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I have created a new thread for general PVP discussion and discussion about attack types. http://forums.graalonline.com/forums...hp?t=134268418
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Old 07-06-2013, 11:05 AM
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Fire

Fire:

You become engulfed in flames and have a DoT applied. Players can reapply fire constantly to reset the duration however players may run into water to remove the DoT.
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Last edited by NicoX; 07-06-2013 at 05:44 PM..
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  #21  
Old 07-06-2013, 05:44 PM
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Cold

Cold:
There is no animation for this one but it reduces the speed that you attack and you are locked in place for a bit longer. This can be reapplied constantly to reset the duration.
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  #22  
Old 07-29-2013, 12:45 PM
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Do we have an effect on electricity yet?
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  #23  
Old 07-29-2013, 01:00 PM
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what is DoT
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Old 07-29-2013, 03:50 PM
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what is DoT
Damage over time
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  #25  
Old 07-30-2013, 07:58 AM
alissalee alissalee is offline
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Fear would be better used lower the persons stats. aka attack and defense switching keys has nothing to do with making someone afraid of you aka what fear means. nico u should know this mang
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Old 07-30-2013, 08:16 AM
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Fear would be better used lower the persons stats. aka attack and defense switching keys has nothing to do with making someone afraid of you aka what fear means. nico u should know this mang
Sounds reasonable, since your ego drops because of fear, and it leaves us the option to make "electricity" make you have reverse keydirections (like fear does right now), because you're electrified and can't control your movement.
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Old 07-30-2013, 09:11 AM
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Sounds reasonable, since your ego drops because of fear, and it leaves us the option to make "electricity" make you have reverse keydirections (like fear does right now), because you're electrified and can't control your movement.
Fear is fine. Electricity might stun the player for 0.2 - 0.3 seconds or so. We will see.
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Old 07-30-2013, 10:01 AM
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Fear is fine. Electricity might stun the player for 0.2 - 0.3 seconds or so. We will see.
Stun is awesome aswell, true dat.
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Old 07-30-2013, 06:32 PM
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leuc ftw
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  #30  
Old 07-30-2013, 10:31 PM
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What does Depletion currently do? And how effective is 'life stealing'?
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Old 07-31-2013, 11:00 PM
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Fear would be better used lower the persons stats. aka attack and defense switching keys has nothing to do with making someone afraid of you aka what fear means. nico u should know this mang
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Fear is fine. Electricity might stun the player for 0.2 - 0.3 seconds or so. We will see.
I liked to see fear changed. It makes sense.

Electricity stunning seems a bit too much. Cold essentially used to stun you for the same duration, and it was such a pain in the ass.

I think electricity could amplify damage taken by x amount. Stunning wouldn't be bad though if the % is lowered.
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What does Depletion currently do? And how effective is 'life stealing'?
I don't think it works yet.
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  #32  
Old 09-04-2013, 09:12 AM
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So does poison nerf stats again now or what? It happened to me in a fight and I didn't expect that, since I thought that it's a burst dmg now without nerfing stats. Was this changed back again?
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  #33  
Old 09-05-2013, 01:34 AM
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Fear is now enabled again and got a new effect!

Log on and test it out
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  #34  
Old 09-10-2013, 05:41 PM
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Fear is now enabled again and got a new effect!

Log on and test it out
Just a suggestion for the new fear effect. Is there a way to make it so it can only be applied once per 5 seconds or so?

What's happening to Ogma/Gov players is they'll get feared, and then during that freezetime fear will constantly be re-applied. Allowing the attacker to land 8+ free hits if luck is on their side. Not much of a fight at all

And if Bile users do see a nerf to their immunity to fear, I can only imagine how powerful a Messiah bow will become due to the Slay Undead attribute (especially under fear's current state).
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  #35  
Old 09-15-2013, 11:53 AM
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Whens poison getting nerfed
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  #36  
Old 09-15-2013, 02:01 PM
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i heard it was and it was magnificent it didnt lower stats or stun and it just did damage, sounds good.

then everything changed when the fire nation attacked
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Old 09-24-2013, 12:40 PM
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What exactly does "weaponmagic" (govannon) do anyway? I know it does rough damage on weapons but what if you don't use that? Does that mean, that your weapon doesn't make alot of damage in spar (i.e. Hotaruspar) through IWDs alone?

Is there anyone who can explain this weaponmagic damage? How much is it at all and does it even work in Spar (if so, what about pvp)? I was wondering, if it's a better choice to bless the weapon to ogma or govannon, if I had to decide (it's about spars and pvp not pve).
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  #38  
Old 09-24-2013, 03:41 PM
BigBear3 BigBear3 is offline
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Weaponmagic has no resistance.

And resistances mean nothing in spar. You do a percentage based damage due to opponent's health and your damage.
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Old 09-24-2013, 05:31 PM
seanthien seanthien is offline
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There are 2 types of fighting on GK at the moment - Sparring, Battle-Mode (B-mode)

Sparring doesn't take resistance into account, unless it's an attack effect (Poison, Fear, Blind). Damage is solely based on your damage and the opponents armor class.

Battle-Mode fighting is where weaponmagic is useful because resistances are used. Cold, Electricity, Fire, and Physical are the other attack-types that people are going to have resistances to, but you can't have any resistance to weaponmagic. No resistance means more damage. (y)
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Old 01-18-2014, 11:52 AM
xXTaikunXx xXTaikunXx is offline
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What exactly are the effects of the attacktype fear now? It has been changed so often and I didn't get a chance to try it out.
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