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Re: Clan-related changes: Siege reworked

Posted: Wed Dec 21, 2016 8:27 am
by DAVEmanda
kollex wrote:IMPORTANT UPDATE: REBALANCE

Damage from siege weapons has been reduced to ~1/3 (17/50)
Buildings now have 67% magic resistance.
Siege weapons output has been scaled this way: from level 100 to 1000 of the character, sieges do 17 damage per char level, from 1000 to 2000 - additional 8.5, etc.
Each subsequent 1000 levels adds only 1/2 of output damage as the previous to the sieges. So being a higher level matters, but not linearly. Lvl 10000 will only have 1994*17*affinityMultiplier damage in his siege weapon, while 2 lvl 1000 characters will have 2000*17*affinityMultiplier.

To those who suffered building loss, we offer a reward for being first testers:
you get 80% of all your lost levels to be placed in a building(s) of your choice. Consolidate in a single building or join another clan and be stronger together - your choice. You can only pick free accessible spots on the maps.
1 castle level = 2 tower levels.
Everybody had same opportunity to work withing this update. Some clans did what they could, some failed to. This was a measure of clan strength as a group and cooperation levels.

END of UPDATE


1. New trade is added - Siege Mastery. Progression is as usual, next level requiring twice as much effort as current, level 1 requires 500 shots with siege weapon.

2. Siege weapons become more efficient: their damage will now depend on character level: 50 * charLevel * classSiegeAffinity.
Their Health will depend on character HP : charHP * 3
Their speed (frequency of attack) will depend on new Siege Mastery trade, basic speed - same as before , 1 attack per 5 seconds.
They will no longer limit character movement speed, but they will not extend the backpack either, thus it will be impossible to abuse them as safe BP extension in dangerous zones. They will still count as a follower.

UPDATE:
Active since 10:13 12.06 FT time

This confused me if my seine damage is 50*lvl*1.5
Or 25.5*lvl*1.5. I am swordman 1k

Re: Clan-related changes: Siege reworked

Posted: Fri Aug 28, 2020 2:52 pm
by Corrupter
From much I have read it states player lvl and hp effect siege damage and hp . if this is so then why do all catapult and ballista have the same hp when I look at a players pet siege info no matter 100 lvl or 8k lvl ?

Re: Clan-related changes: Siege reworked

Posted: Sun Aug 30, 2020 12:09 pm
by DAVEmanda
Corrupter wrote: Fri Aug 28, 2020 2:52 pm From much I have read it states player lvl and hp effect siege damage and hp . if this is so then why do all catapult and ballista have the same hp when I look at a players pet siege info no matter 100 lvl or 8k lvl ?
It was updated.

Ballista and catapult differ in their range and the type of missiles or arrows they use. Its damage depends only on the character's class; the basic damage is 1557. For a swordsman it is 150% of its value, for an archer it is 100%, for a dwarf it is 75%, for an ogre it is 125%, and for a mage it is 50%, as described in Skills and affinities: forum post times and tables..

But anyways It always says 1557 damage no Matter class

Re: Clan-related changes: Siege reworked

Posted: Sat Sep 05, 2020 3:40 pm
by (-Komutan-)
....

Re: Clan-related changes: Siege reworked

Posted: Sat Sep 05, 2020 9:47 pm
by SellSword
(-Komutan-) wrote: Sat Sep 05, 2020 3:40 pm but this is ridiculous
My understanding is that high level mages do more damage to clean buildings anyhow, or at least it has been a common complaint.