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Home » Games News » Maintenance Thread - Patchless Tuesday

No patch today. Its a short week here being Thanksgiving for us in the US on Thursday. We have a few small alterations, but are going to put those live next week and give the team here as much time to work on Orlo tasks before the end of our month comes.

I am going to add to this thread here shortly explaining some of the "Other" changes that were not detailed in our previous Dev notes and Orlo releases.

During maintenance if you want something to click around and do that is fun you can play some flash games, catch up with us on the blog or check out what sales are happening during this years black friday sales.

*Combat Changes*

Currently the both the Offensive Players Level and the Defensive Player/Monster Level is defined into how damage in a fight is given and received. This is the highest level of the combat system and one of the first changes we are looking at adjusting. Removing how much a players level depends on their damage. The current system bugs out beyond level 100 if players in PvP are below 100 and over 100. So less emphasis on Players levels in PvP means more focus on the Equipment and Stats a player picks.

Some additional changes we are looking involve how weapon attack damage is calculated and applied. Each class has a set of specific stats that give more focus towards AP and we are looking to adjust this lightly to help balance out classes and make stats more rounded as right now there is a little imbalance that will be looked at. Adjusting further for some weapons to be based on player level so as you grow in level your weapon will also grow in level. This will be a little unclear until we are done with the tweaks and testing, and yes our plan is to open up Pegasus for testing before it goes live, but for the weapons attack damage the players stats and level will play a bigger part of how it grows with that player as well as the bonus stats gained from gems and crafting/refining bonuses.

One of the probably more noticeable changes will be how Magic Damage is applied, and rather how Magic Resistance is taken into consideration rather then straight Defense. Currently when magic is the source of damage a players defense is the primary stat looked at for how it will be defended. This is being looked at in a way where magic resistance is the core defense calculation.

This is a very high level look at the Combat system and what we are looking at. We have plans to have this into live testing once we have finished our internal. Part of that live testing will include the EXP/Party System changes when it comes to how EXP is earned as well. We will hold some testing sessions to focus on PvP and will be taking feedback on the PvE damage and EXP systems as well. I will post more detailed information once the changes are applied here and tested and I know what is going to be the status of each change so it isn't too confusing having to go back and forth changing information through out our testing.

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