|
Post by fallen on Jun 17, 2018 21:59:31 GMT -5
As we keep working on wrapping up the final story update, we're continuing to balance, improve and bug fix as needed. We're closing in on the completion of the Episode 4 storyline -- in summary, the monsters are all done, the loot is all prepared, the maps have been made, the story events being written and everything is getting wired together. With so many choices in the story that all lead to this moment, it has become a challenge to weave it altogether again cohesively in the last few moments. We are taking our time to get it right but it is our top priority in Heroes of Steel at the moment. Balance Tuning and ImprovementsThis update includes an important improvement to Vincent's Eye of the Storm buff to make it compelling for a melee-striker Vincent as well as a ranged spellcaster. We've also tuned the math on how Strength is applied to base Damage for melee weapons, simplifying it to be Strength x Weapon AP, which is better in favor of heavier weapons. We've added a small story event the first time the heroes encounter a Bloodstone Crystal to be sure to explain the crafting system. Patreon Epic BoosterIn other exciting news -- after the story is finished, Heroes is lucky to have been selected by our supporters on Patreon for an epic booster. A huge thanks to the patrons who all voted for Heroes of Steel to be selected from among our catalog of games. Soon all of our patrons will be invited to vote again -- this time picking the exact nature of the epic booster. Check out the current exciting list of potential additions -- including a 9th hero, a slimmed down version of the original Honor Classes stretch goal, a redraw of all the gods and villains, a redraw of the heroes' sprites, a redraw of the 4 oldest hero portraits or a tileset upgrade! Sound exciting and want to get involved? Join us on Patreon -- there is still time to get in before the vote! v4.5.13 - 6/17/2018 - Vincent's Eye of the Storm Buff now adds Melee Accuracy as well as Ranged for striker build - Rebalanced Strength-based weapons base damage bonus -- now equal to character's Strength x AP (200% for 2 AP, 300% for 3 AP, 400% for 4 AP) - First encounter with Bloodstones in the game triggers an explanatory dialog about crafting - Improved all early game magical gear with minor HP/MP bonuses to be more appealing - Fixed bug where +Crit Dmg % was not shown in Talent detail for all magical spells - Stealth bonus now correctly weighted in crafting - Rebalanced Orcin in Episode 4 City of the Dead - Fixed crossed dialogs in Episode 4 talking to Laranda
|
|
matrim
Star Hero
[ Patreon ]
Posts: 708
|
Post by matrim on Jun 18, 2018 0:51:00 GMT -5
Finally, a strength update that brings some real heat to higher AP weapons. I can see a 3ap hammer Vraes with max NM, Jugg, and Ferocity being DEVASTATING with this update. 84 minimum damage roll makes every crit a killing blow on lesser mobs. Great job TBs!
|
|
|
Post by fallen on Jun 18, 2018 10:37:41 GMT -5
Finally, a strength update that brings some real heat to higher AP weapons. I can see a 3ap hammer Vraes with max NM, Jugg, and Ferocity being DEVASTATING with this update. 84 minimum damage roll makes every crit a killing blow on lesser mobs. Great job TBs! Carrying some late game weapons with full Strength and NM, I was seeing Base Damage = Max Damage
|
|
|
Post by richard on Jun 18, 2018 19:43:01 GMT -5
Hi Fallen
when I review the damage range of Strike 1 from Vraes, I did not initial the damage increase due to strength and weapon AP. It is 51(69 from Str)-126 Dmg with ...
I think it should be spelled out more. Like 51(69 from Str*AP)-126 Dmg with ...
|
|
|
Post by fallen on Jun 18, 2018 21:53:58 GMT -5
... Strike 1 from Vraes, I did not initial the damage increase... Sentence doesn't compute. Are you reporting a bug?
|
|
|
Post by anrdaemon on Jun 19, 2018 1:24:56 GMT -5
If I understand him right, he's asking for clarification.
|
|
|
Post by havnor on Jun 19, 2018 17:32:55 GMT -5
Oh my god! I would say this is very great update. Definitely for Vincent. I'm looking forward doing full strenght melee group or Fyona and Vreas with 4AP weapons woooo 😊
|
|
phaze
Exemplar
Posts: 368
|
Post by phaze on Jun 19, 2018 17:45:07 GMT -5
This update is great! My Vraes thanks you heartily as he thumps even harder now. A simple tweak but adds so much more value to using higher ap weapon.
At the risk of nerfing a good thing, was it intended to work with natural mastery as well? The added strength damage is multiplied along with base strength.
|
|
|
Post by fallen on Jun 19, 2018 18:09:56 GMT -5
This update is great! My Vraes thanks you heartily as he thumps even harder now. A simple tweak but adds so much more value to using higher ap weapon. At the risk of nerfing a good thing, was it intended to work with natural mastery as well? The added strength damage is multiplied along with base strength. That is correct, Vraes gets the Natural Mastery bonus multiplied by Weapon AP as well.
|
|
|
Post by richard on Jun 19, 2018 20:59:56 GMT -5
Hi fallen Had to go to work and just getting back to your question.
When I first was checking the update affect on weapon damage for Big V, I though there was a bug, for I did not see expected an A multiplier stated. When I started to write it up, I saw how it was report, but noted that I would normally miss that the weapons AP multiplies the strength valve. So I ask for clarification be added to the text.
Also You state "Vraes gets the Natural Mastery bonus multiplied by Weapon AP as well." I did not see that affect.
Time to check again.
|
|
phaze
Exemplar
Posts: 368
|
Post by phaze on Jun 23, 2018 8:11:05 GMT -5
One follow up question with the strength change, my party is currently decimating ratkin with the changes. Using infantry maces that have a tight damage band, the characters have damages that exceed the weapon cap and deliver damage above the weapon cap. The character screen shows an updated minimum damage but not the max but the characters definitely deal more than the max weapon damage. Example, Vraes lists 40 to 40 damage but is dealing damage in the upper forties which matches the the damage formula.
|
|
|
Post by fallen on Jun 23, 2018 9:46:31 GMT -5
One follow up question with the strength change, my party is currently decimating ratkin with the changes. Using infantry maces that have a tight damage band, the characters have damages that exceed the weapon cap and deliver damage above the weapon cap. The character screen shows an updated minimum damage but not the max but the characters definitely deal more than the max weapon damage. Example, Vraes lists 40 to 40 damage but is dealing damage in the upper forties which matches the the damage formula. Sounds like a bug, will check.
|
|