EpicDuel Home

EpicDuel PVP Game Design Notes

Behind the scenes information about EpicDuel's development and releases, a real-time PVP MMO that you can play online in your web browser.
RabbleFroth

May 08, 2015

Patch Notes - 1.6.45

NEW CHANGES/FEATURES:

  • New Legendary categories
    • Medical Mastery: Field Medic heal +2 per point
    • Energy Efficiency: Active core energy cost -1 per point
    • NPC Crusher: +2 damage to NPCs per point
    • NPC Armor: -2 damage from NPCs per point
  • Legendary Achievement
    • A new evolving achievement based on your Legendary Rank with many tiers. Reaching the highest tier will be an incredible accomplishment. Existing Legendary players should immediately see this achievement unlocked.
  • Legendary Shops
    • Three new shops have been added to Titan’s mountain. The items in this shop are unlocked by reaching Legendary Rank 1, Rank 15, and Rank 50, respectively.
    • Items sold by these shops have a new Legendary rarity. They are equivalent in rarity score to Rares.
  • Titan - Legendary mode
    • Titan has a new ultra-difficult challenge option available. A new achievement awaits anyone powerful enough to take him down.

 

BALANCE CHANGES:

Along with the normal slew of number adjustments, we’ve made a few deeper changes mainly aimed at balancing high-level matches, namely the Underdog buff and using Legendary Rank when considering matchmaking. We’re also adjusting the power of Strength as a stat in a few key ways.

  • Effective Level
    • A lot of changes involve an idea we call your “effective level” or “eLvl” and mainly applies to Legendary players. Basically, we consider each 10 Legendary Ranks you gain to be about equal to 1 level. So if you are Rank 10, your “eLvl” is 41. If you are Rank 78, your eLvl is 47. Since you can spend a maximum of 100 legendary points right now, we cap your eLvl to 50. If you are lower than level 40, your eLvl is the same as your actual level.
  • Underdog Buff
    • This is a new buff that will be applied automatically to 1v1 PvP players when they are lower level than their opponent. For every 2 levels (including eLvls), the lower level player will receive +1 to Strength, Dexterity, Technology, and Support. This is not designed to completely even the playing field, just to give lower level players a fighting chance.
      While this will initially only apply to 1v1 matches, we’re considering ways to expand this into 2v2 and Juggernaut.
  • Matching
    • eLvl is now considered by matchmaking. It will attempt to match players with similar eLvls before allowing higher level differences. Legendary players can match with non-Legendary players just like before, but the Underdog buff may be applied in this case to compensate.
    • eLvl is now considered for First Strike chance and experience / Credit bonuses for winning against higher level players. This means that an eLvl 41 player will have a greater chance to go first and will get bonus experience and Credits for a win against an eLvl 45 player.
    • Maximum level range for non-Legendary 2v2 matches is now 5, down from 6.
  • Gun Damage
    • Gun damage now scales with Dexterity instead of Strength.
    • Because Dexterity provides a number of defensive bonuses, it will scale slower than Primary damage. We’ll be watching to see if adjustments are needed after the patch.
  • Primary Damage
    • The amount of Primary Damage per point of Strength has been lowered.
      For comparison, a player with 100 Strength will do roughly 17 less damage with a normal Strike than before.
  • Critical, Block, Deflect chance
    • The minimum chance for these effects is now 0%.
    • This means a high enough stat advantage will reduce your opponent’s chance to crit, block, or deflect to 0. The number of stats required to accomplish this has been increased, however. See below for details.
    • Cores affecting these chances have been buffed to compensate for this change, making them more effective at balancing weaknesses in your build. These cores are still not affected by stats.
    • These Cores can also no longer exceed the maximum chance for these effects to prevent abuse cases.
  • Critical chance
    • Minimum chance: 1% ⇒ 0%
    • +1% per 7 Support over opponent ⇒ 7.5 Support
  • Block chance
    • Minimum chance: 2% ⇒ 0%
    • 1% per 2.5 Dexterity over opponent ⇒ 5 Dexterity
  • Deflect chance
    • Minimum chance: 2% ⇒ 0%
    • 1% per 3 Technology over opponent ⇒ 5 Technology
  • Skills
    • Artillery Strike
      • Damage: 200-410 ⇒ 205-430 (+25 per point)
      • Energy cost: +5 at all levels (+10 against 2 opponents)
    • Multi-Shot
      • Damage: 200-390 ⇒ 194-410 (+24 per point)
    • Plasma Rain
      • Damage: 180-390 ⇒ 183-390 (+23 per point)
      • Energy cost: -5 at all levels (-10 against 2 opponents)
  • Skill Cores
    • Ninja Reflexes
      • Block chance: 4% ⇒ 6%
    • Deflection Shield
      • Deflect chance: 6% ⇒ 8%
    • Primary / Gun / Auxiliary Mastery
      • Critical chance: 4% ⇒ 5%
    • Lucky Strike
      • Hit chance: 2% version ⇒ 4%
      • Hit chance: 7% version ⇒ 8%
    • Armored Roots
      • Defense increase: 25% ⇒ 33%
    • Chairman’s Fury
      • Damage: 100% ⇒ 85%
      • Energy cost:110 ⇒ 95
    • Concussive Shot
      • Damage: 80 % ⇒ 85%
    • Curse Aura
      • Curse chance: 13% ⇒ 15%
    • Frostbite Aura
      • Frostbite chance: 11% ⇒ 15%
    • Jack-O-Fire
      • Damage: 113% ⇒ 115%
    • Spirit Thorns
      • Energy cost: 90 ⇒ 0
      • Now useable once per battle
    • Yeti Fury
      • Energy Cost: 110 ⇒ 100
      • Damage: 115% ⇒ 105%
      • Now unblockable
    • Gamma Fire
      • Damage: 100% ⇒ 105%
    • Infernal Overload
      • Maximum Damage: 125% ⇒ 120%
    • Azrael's Torment
      • Buff reduction: 65% ⇒ 70%
    • Heart Attack
      • Buff reduction: 65% ⇒ 70%
    • Cleanse
      • Debuff reduction: 65% ⇒ 70%

 

BUG FIXES:

  • Credit option added to Lionhart weapons and bots

Tags: RabbleFroth Patch Notes

 

 EpicDuel Game Design Notes Archive