Verlyrus

Saturday, April 27, 2019

Technomancer Fixes

Hey there, heroes!

Technomancer is getting some fixes. Unfortunately, Drive Boost was bugged to be adding its damage per hit rather than overall. This resulted in much greater damage than intended.

Technomancer:

  • Drive Boost now adds its damage to the overall damage of each skil, rather than per hit.
    • For example, previously, when using Photon Bow at 100 Drive, each hit would do 140 damage, for a total of 420% base damage.
    • Now, when using Photon Bow at 100 Drive, the damage will total 220% (100 Drive + 120 base).
  • To compensate, Drive Boost now increases by 2% per missing MP %, capping at 200.
    • So at maximum Drive, Photon Bow will do 320% base damage.
  • Overclock! was incorrectly listed as having 11 turns of cooldown. It has 8 turns of cooldown.
  • Event Horizon now does 2 hits of 55% instead of 1 hit of 110%.
  • Force-Sword now does two hits of 65% damage.
  • Tog-Drone now provides 50 Boost, 100 Bonus, and 50 Crit, adjusted from 30 Boost, 100 Bonus, and 100 Crit.
  • MP costs across the board have been increased by 10.
  • Mana Eruption cooldown increased to 18, up from 14.

While you may notice some changes in damage, this should end up around the same place as before.

As always, feedback is welcome and appreciated!

 

Verlyrus

TechnomancArr Cat

Friday, April 26, 2019

Sneevils and Technomancer and Pirate Updates!

Hey there, heroes!

This week, we have a bit of a lighter release after all of the excitement earlier this month!

Introducing: the Sneevil Box Fort, Reimagined!

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Verlyrus

Update Cat

Monday, April 22, 2019

More Monday Updates & Fixes!

Hey there, heroes!

It's time for some Monday updates and fixes!

This week, we have some updates to the way "Glancing Crits" work, a bunch of bug fixes, and a long awaited new feature!

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Verlyrus

Homeward Cat

Friday, April 19, 2019

Coming Home

Hey there, heroes!

Last time in the main story, you managed to make your daring escape form the city of Nieboheim with the aid of the dashing Chaosweaver, Khvorost. This week, it's time to head home to the Land of Dragons. Back to Falconreach, back to Sulen'Eska, back to the Rose... and who knows what else?

But first there's the tiny matter of you falling from a great height outside of Nieboheim. How will you survive this predicament?

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Verlyrus

Stats Cat

Monday, April 15, 2019

Stats and You!

Hey there, heroes!

With this weekend's flurry of updates, it's totally understandable that there may be some confusion about how stats work, and what they do. So today, I have a detailed description of what every stat does, and other game concepts!

Main stats:

  • STR (Strength)
    • Increases Melee direct damage done by STR/10, rounded down.
    • Increases damage done by non-critical hits by (STR/10)%.
      • At 200 STR, you will have +20 Melee damage and 20% additional damage on non-critical hits.
  • DEX (Dexterity)
    • Increases Pierce direct damage done by DEX/10, rounded down.
    • Increases damage done to enemies affected by DoT effects (including heal over time effects) by 3(DEX/80)%.
      • At 200 DEX, you will have +20 Pierce damage and 7.5% additional damage to all attacks.
  • INT (Intelligence)
    • Increases Magic direct damage done by INT/10, rounded down.
    • Increases damage done by critical hits by (INT/10)%.
      • At 200 INT, you will have +20 Magic damage, and 20% additional damage on critical hits.
  • CHA (Charisma)
    • Increases Pet and Guest damage by CHA/10, rounded down.
    • Increases the amount of Gold and Exp gained when using Guests by (CHA/10)%.
    • Increases the activation rate and power of various Pet abilities.
      • At 200 CHA, Pets and Guests will do +20 damage per hit, and +20% Exp/Gold earned per Guest.
  • LUK (Luck)
    • Increases Critical Hit rate by LUK/10, rounded down.
    • Increases Melee/Pierce/Magic Avoidance by LUK/20 rounded down.
    • Affects other small things such as Direct Hit rate, and pet dragon skill activation rates.
      • At 200 LUK, you will have an addtional 20 Crit and 10 M/P/M.
  • END (Endurance)
    • Increases maximum HP by END * 5.
    • Increases Immobility resistance by END/5, rounded down.
      • At 200 END, you will have an additional 1000 HP, and 40 Immobility resistance.
  • WIS (Wisdom)
    • Increases maximum MP by WIS * 5.
    • Decreases Health resistance by WIS/20, rounded down.
    • Increases Bonus to Hit by WIS/10, rounded down.
      • At 200 WIS, you will have an additional 1000 MP, -10 Health resistance, and 20 Bonus.

Defense stats:

  • Melee/Pierce/Magic Avoidance (M/P/M)
    • Increases your chance to completely avoid damage and effects from attacks.
  • Block/Parry/Dodge Defense (B/P/D)
    • Increases your chance to convert normal hits into Glancing Blows, which do 10% normal attack damage. Critical Hits bypass this defense.
  • Resistances (Resists)
    • Decreases the amount of damage taken by the specified Element or status effect.
    • Resistances on the player can only reach a maximum of 80 to a specific Element from gear.
    • Resistances on the player can only reach a maximum of 99 total.
    • Special resistances:
      • Health
        • Health resistance reduces the amount of HP that is recovered from healing. Negative Health resistance increases the amount of HP recieved from healing.
      • Immobility
        • Immobility resistance doesn't protect against damage, rather it protects against Immobility effects. When an Immobility effect is applied, you have an (Immobility resist)% chance to resist it.
      • All
        • All resist is just that- resistance to all! This stacks with all other resistances, including Health and Immobility resistance (meaning, it does reduce the amount you heal), and can push them over the 80 from gear maximum.

Offense stats:

  • Dmg (Damage)
    • This is the amount of base damage your attacks will do. Many attacks may modify this damage, either increasing or decreasing, dividing it between multiple hits!
    • In the Character Info screen, Dmg shown includes the additional direct damage from STR/DEX/INT.
  • Element
    • This is the Element of your current weapon. Certain skills may change that element, and some weapons can change element too!
  • Crit
    • This is your Critical Hit rate. Critical Hits are calculated out of 200. This means if you have 100 Crit, you will have a 100/200 (50%) chance to make a Critical Hit!
    • Critical Hit rate is capped from gear at a maximum of 100. This can be exceeded by training LUK or using certain skills or consumables.
    • Critical Hits
      • Critical Hits do a base of 175% of your attack's damage. Some classes have a base of 200%! This amount can be increased by certain skills, as well as training INT. Critical Hits bypass B/P/D defense, but are turned into Glancing Crits as a result (not affected by INT's secondary damage bonus, affected by STR's secondary bonus.)
  • Bonus (Bonus to Hit, BtH)
    • This is your base chance to hit. Your Bonus is compared to your enemy's corresponding M/P/M avoidance and B/P/D defense in order to calculate if you hit or not.
    • First, a number is rolled between 0 and 150 (inclusive). Then, that number is added to your Bonus. If the result is higher than your enemy's M/P/M, then you hit! But you're not safe yet- another number is rolled between 0 and 150 (inclusive), and added to your base Bonus. If that number is less than your enemy's B/P/D, then you'll have a Glancing Blow unless you get lucky with a Critical Hit!
    • For example, let's say you have 50 Bonus, and the enemy has 100 M/P/M and 100 B/P/D.
      • First, a number between 0 and 150 is rolled. 67! Now, we take that and add that to your base bonus of 50 to get 117.
      • Since 117 is greater than the 100 M/P/M of your enemy, you hit!
      • But wait, we have to check against B/P/D too!
      • A second number between 0 and 150 is rolled. Uh oh, we got 1 this time.
      • 50 + 1 is 51, which is lower than your enemy's 100 B/P/D.
      • So the end result is a Glancing Blow... unless you get lucky with a Critical Hit.
    • Direct Hit and Critical Miss
      • If, when checking against M/P/M, the random number rolled is 0, you get a Critical Miss. This means your attack automatically misses, even if your Bonus is naturalyl higher than your enemy's M/P/M.
      • If the roll against M/P/M PLUS the Direct Hit bonus from LUK (LUK/25, rounded down) is 150 or higher, then you get a Direct Hit! Direct Hits always hit, and don't check against B/P/D.
    • Glancing Blow
      • A Glancing Blow results in reduction of 90% of the damage done, and prevents any on hit effects from taking effect.
    • Glancing Crit
      • A Glancing Crit results in normal damage. However, Glancing Crits do not benefit from your own improvements to Critical Hits, or your own effects that occur on Critical Hits. However, they do count as a Critical Hit received by the target.
  • Boost (Power Boost)
    • Boost is a percent increase in damage.
    • For example, if you have 50 Boost, your attacks will do 50% more damage.

Mechanics:

  • Guests
    • Guests are allies that you can invite along with you on your quests!
    • Guests may make fights easier because of their HP and damage, but there are some downsides.
      • Until you have 100 CHA, Guests will reduce the amount of Gold and Exp you earn in battle. Above 100 CHA, however, Guests will increase the amount of Gold and Exp you earn in battle!
      • For each guest you bring, enemies will gain 60% more damage.
    • If a guest falls in battle, they will be removed from your party, and will have to be readded after your quest.
  • Immobility
    • Immobility effects come in many shapes and forms.
    • When an enemy or guest is Immobilized, they will not be able to act for the duration of the effect.
    • When the player (that's you!) are Immobilized, you will have a 33% chance to be unable to act for each turn of the duration of the effect.
      • For example, if you've been Immobilized for 3 turns, every turn, you have a 66% chance to be able to use your skills.
  • Pets
    • Whenever you equip a pet while in battle (including unequipping and re-equipping the same pet), it will be Immobilized for its next turn.
    • You can freely swap pets outside of battle, however.

And that's all for today! If you have any more questions about stats or game mechanics, you can check out the DragonFable forums or contact us on Twitter!

Thank you for playing, and we hope you'll enjoy the releases to come!

Join the discussion on the official forums!

Want to play DragonFable without using an internet browser?

Check out the Artix Games Launcher!

Follow us on Twitter for sneak peeks and updates (and feel free to tweet us your fan art and feedback too!)

Verlyrus Twitter

Tomix Twitter

Verlyrus

Sunday, April 14, 2019

Combat Update Follow-Up 2

Hey there, heroes!

I know, I know, it's been a volatile weekend for stats. This should be the last update though (bar any extreme unforseen issues). I will follow up later with a summary of all stats.

Changes today:

  • STR now increases damage of non-critical hits by (STR/10)%.
    • 20% at 200 STR.
  • DEX now increases all direct damage to enemies affected by DoT effects (except for Vaal's Ego) by 3(DEX/80)%.
    • 7.5% at 200 DEX.

STR and DEX were still too niche with the buffs to their secondary damage effects. These changes bring them in line with the damage bonus from INT, while still giving them their own (admittedly small) identity.

I can understand that you may see DEX's 7.5% and think, wait, that seems low! Well, here's the math breakdown.

Assuming a 100 base damage (no boosts), and 100 crit (50% crit chance):

  • STR/LUK results in an average of 150 damage.
    • 55% chance for 1.75x damage, 45% chance for 1.2x damage.
  • INT/LUK results in an average of 152 damage.
    • 55% chance for 1.95x damage, 45% chance for 1x damage.
  • DEX/LUK results in an average of 152 damage.
    • 55% chance for 1.88125x damage, 45% chance for 1.075x damage
  • STR/INT results in an average of 158 damage
    • 50% chance for 120, 50% chance for 195.
  • INT/DEX results in an average of 159 damage
    • 50% chance of 108, 50% chance of 210.
  • DEX/STR results in an average of 159 damage
    • 50% chance of 129, 50% chance of 188.

As you can see, DEX is on par with INT and STR for damage, even if its boost number seems low. Its damage may seem slightly higher, but also keep in mind that it requires a DoT to first be applied to an enemy in order to take effect.

LUK's damage might seem low, but it does provide other benefits beside Crit, and is non-conditional.

Other changes:

  • Enemy damage now scales less with guests. (Enemies now gain 25% 50% more damage per guest, down from 75%.
  • Pet dragons (kid, toddler, and baby) can now be summoned in battle.
  • Equipping a pet while in battle will stun it for a turn with "Waking Up".

These changes are to make CHA a more attractive option, while also managing pet swapping.

Lowering the risk of taking guests makes them stronger, and pet dragons are one of the main beneficiaries of CHA.

However, pets are very strong, and being able to constantly swap them out for free is a little too powerful, especially with the pet dragon. As a result, the Waking Up stun has been added, which prevents pets from attacking on the turn that they are equipped.

 


 

I am aware that stat training costs are currently a bit high. This is something that I would like to address in the future, but unfortunately cannot be done at the moment. For this, I apologize.

I would like to thank everyone who has provided feedback and criticism- I know even with these changes, some players may still be dissatisfied. However, we will see what the future brings!

 


 

Have feedback about the proposed combat changes? Having trouble with any fights? Want to discuss all things DragonFable?

Join the discussion on the official forums!

Want to play DragonFable without using an internet browser?

Check out the Artix Games Launcher!

Follow us on Twitter for sneak peeks and updates (and feel free to tweet us your fan art and feedback too!)

Verlyrus Twitter

Tomix Twitter

Verlyrus

Combat Cat

Saturday, April 13, 2019

Combat Update Follow-Up

Hey there, heroes!

After listening to player feedback, and discussing the recent changes at length, I've decided to give it another go.

The previous implementation, while it achieved its goals, was unintuitive and frustrating in some aspects.

As a result, this is the new proposal for combat changes:

THESE CHANGES ARE NOW LIVE!

  • STR, DEX, and INT will lose their tertiary effects.
    • STR no longer provides Immobility resistance
    • DEX no longer provides Immobility bypass
    • INT no longer provides Bonus to Hit
  • STR's bonus damage on non-crits has been increased to STR/20, up from STR/25.
  • DEX's bonus damage on DoTs has been increased to DEX/8, up from DEX/10.
  • END will now provide Immobility resistance.
    • END/5 Immobility resistance.
  • WIS will no longer provide an increase to MP recovery
  • WIS will now provide -Health resistance instead of a hidden boost. (WIS/20, same as before)
  • WIS will now provide Bonus to Hit.
    • WIS/10 Bonus.
  • LUK will now provide M/P/M avoidance of LUK/20, up from LUK/25.
  • Immobility effects on the player only (NOT enemies or guests) now have a 66% chance to not immobilize the player on their turn.
    • For example, if you are stunned, on your turn, you have a 33% chance to lose your turn, and a 66% chance to be able to act. This does NOT purge the stun.

 


 

The goals of these changes are as follows:

1: STR and Immobility Resistance.

Having an extremely strong defensive ability on a main stat made it too necessary, and limited build options. Decreasing STR synergy, while it accomplishes the fact that it is no longer as optimal, also made it unsatisfying to train, and did not feel good to use when you wanted or needed Immobility resistance.

2: Clarity

The Immobility bypass effect of DEX had the intended effect of making STR less useful- however, you still needed the Immobility resist if you wanted to resist stuns. It also wasn't clear at first glance how much Immobility bypass you needed. This was a mistake on my part, and I m thus removing it. This is also the impetus behind the WIS change from a hidden bonus to direct -Health resistance.

Summary:

The changes to STR and DEX secondary boosts should bring them to be relatively in line with INT.
Assuming base 100 damage:

At 250 INT, your critical hit will do 25% more damage, or 25 more damage on a base 100 crit attack.
At 250 DEX, each DoT will do 31 more damage per turn. This is somewhat situational, but compared to INT, unless you are hitting multiple boosted crits, even a single DoT provides similar damage. The base is higher though, since this does not synergize with Boost. And multiple DoTs make DEX stand out even more.
At 250 STR, your non critical hits will do 12 more damage. At first this seems like not a lot. However, you only need 3 non-crit hits in one turn to bypass the bonus from INT on a basic critical attack. And you almost match with 2.

STR is therefore situationally weaker than INT, however it should be more reliable.

You can, of course, combine the offensive stats and be hyperoffensive!

END is now even more defensive. However, the Immobility effect has been changed in order to make offensive builds more viable. Otherwise, full END would become the next problem. END was already strong, and this makes it stronger. But not necessary.

These changes and compromises should provide a better, clearer, and more fun combat experience!


Have feedback about the proposed combat changes? Having trouble with any fights? Want to discuss all things DragonFable?

Join the discussion on the official forums!

Want to play DragonFable without using an internet browser?

Check out the Artix Games Launcher!

Follow us on Twitter for sneak peeks and updates (and feel free to tweet us your fan art and feedback too!)

Verlyrus Twitter

Tomix Twitter

Verlyrus

Past Cat

Friday, April 12, 2019

Reminiscence & Stat Changes

Hey there, heroes!

This week, the Six Heroes story continues! After taking on the plucky Falwynn as your apprentice, you encountered Faust, the mysterious fighter from the Tournament of Champions, and became curious about his origins and power. This week, head over to Ash in Book 3 Falconreach to continue the Six Heroes story with this week's quest: Reminiscence!

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Verlyrus

Monday, April 8, 2019

Monday Update, Fixes, and Proposed Changes!

Hey there, heroes!

A few small updates for Monday!

  • Corrupted Doom Epoch
    • Timeshift's tooltip said it used up to 4 momentum. This was a typo. Timeshift's tooltip now properly references the 6 momentum max.
  • Shadowwalker of Time
    • Fixed an issue where the Gears of Time skill did not need to hit to properly apply its effect.
  • Fixed an issue where Legion Crawler could cause the game to lock up if it defeats a character.
  • Fixed an issue in The Exaltia Tower where the "Remove Consumable" effect was not functioning properly.
  • Other misc fixes (redundancy checks, safety catches)

Also, something that I'd like player feedback on!

The combat stat update was a resounding success. However, there are some lingering issues.

Stuns are very powerful, and as a result, Immobility resistance is very powerful. The STR stat, as a result, is a bit over powered compared to INT and DEX. INT is fairly strong due do its offensive capabilities, but DEX has been lagging behind due to being situational.

The proposed changes are as follows:

  • Stuns applied to the player will have a base 50% chance to take effect.
    • This means that when you are Immobilized, you have a 50% chance to be unable to act.
    • Immobility resistance will effect only the initial chance of the effect application. Once the Immobility effect is applied, Immobility resistance will not have an effect on the 50% chance.
    • Immobility effects applied to enemies and guests will still have a base of 100% chance of taking effect.
  • DEX will now additionally reduce the chance of Immobility effects.
    • This is NOT the chance for a stun to apply, this is only after a stun has been applied.
    • DEX will reduce the chance down to a minimum of 10% at 400 DEX.
    • Enemies will also recieve this bonus, however, they will have a minimum of 60% chance at 400 DEX.

These changes are not in game yet, and I would like to hear some feedback about what you think about the proposed changes!

PROPOSAL 2:

  • Stuns remain the same.
  • DEX loses its Glancing Blow damage reduction effect.
  • DEX gains an effect where per every x points of DEX, a certain amount of Immobility resistance is bypassed.
    • For example (not final numbers), if you have 200 DEX, you would be able to bypass 40 Immobility Resistance.
    • This would stack with any other -Immobility resistance effects, the same way that STR's bonus Immobility resistance stacks.

Do you prefer one proposal over the other? Neither? Parts of both? Let's hear that feedback!


Have feedback about the proposed combat changes? Having trouble with any fights? Want to discuss all things DragonFable?

Join the discussion on the official forums!

Want to play DragonFable without using an internet browser?

Check out the Artix Games Launcher!

Follow us on Twitter for sneak peeks and updates (and feel free to tweet us your fan art and feedback too!)

Verlyrus Twitter

Tomix Twitter

Verlyrus

Warcat

Friday, April 5, 2019

The Exalted Tower: The Spiral of Creation

Hey there, heroes!

First off, you might notice that Book 3 Falconreach has returned to normal. Unfortunately, a small bird flew by during the casting of the ritual, interrupting it, and thus everything was reversed and all of the progress and materials were lost.

Now, I know a lot of you will be hearbroken, because you won't be able to be turned into a boxcat, but worry not, perhaps one day the ritual will be completable!


Anyway, on to this week's release!

The next section of the Exalted Tower has opened!

The Spiral of Creation, the warbeast production area, is now explorable.

Fight your way through the warbeasts of the Exalted to reach your next destination!

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