SXRPG Version 6.9.999 -- 1.18 Server
Moderator: Forum Moderators
Re: SXRPG Version 6.9.992-- 1.18 Server
SX RPG, got smother with the improvements, but a game needs to be challenging for me to have fun. I was hyped about uncontested difficulty, but then I realized that it could be called easie and I wouldn't have doubt it. Playing with 4-5 players makes it harder esspecially when there are less experienced player or total noobs within the group, however what does it say about the difficulty level when you can beat the game with that?
Re: SXRPG Version 6.9.992-- 1.18 Server
An idea to make high resi more balance could be a resi cap, once it reached resi upgrades will only affect a reeduced (like half). For example cap at 70% but resi gets upgraded or item is found +15%. The it's 75 or 77.5%. Or cap even lower at 60-65.
Re: SXRPG Version 6.9.992-- 1.18 Server
okay, so...
Warrior is not as effective in the Early game compared to Mages etc.. (unless you go berserker + specific resistances based on map [which isnt exactly a new player experience of SXRPG xD] ), in the Late game is Powerfull ( but not as much as Mage which is the strongest especially when combined with specific Leaders), it can rival in power because of armor buff, allowing to have 70% on 3 resistances.
I tend to pick Marshall or Drake Fighter which have awensome base resistances, to then reach 50% res on physical and 70% res on elemental on turn 25+-
(physical res is achieved with dauntless/steadfast + armor item +5%)
Warrior is not as effective in the Early game compared to Mages etc.. (unless you go berserker + specific resistances based on map [which isnt exactly a new player experience of SXRPG xD] ), in the Late game is Powerfull ( but not as much as Mage which is the strongest especially when combined with specific Leaders), it can rival in power because of armor buff, allowing to have 70% on 3 resistances.
I tend to pick Marshall or Drake Fighter which have awensome base resistances, to then reach 50% res on physical and 70% res on elemental on turn 25+-
(physical res is achieved with dauntless/steadfast + armor item +5%)
Re: SXRPG Version 6.9.992-- 1.18 Server
so what broke warrior?
the 12% HP buff for warrior class that give drake enforcer (highest base hp unit) +17 HP at start?
17HP broke warrior class, i dont know ...
IF one thing is broke than its perhaps STRONG or DEXTROUS trait which is kinda a no-brainer (or scout for all units that start with 4moves (or 5 depending how many moves you want to have at start)) because unless you really need more than the needed ability points you can better use the free damage bonus early on and later buy that ability point in shop, instead of weak start.
or cave-explorer if you are weak on terrain anyways (;)) but at least you get 60% def on hills which is also nothing to sneeze at.
but it isnt that easy though.
the best damage/damage-taken ratio has mage with magic circle. this is because of circle has 90% CTH
warrior has at best 70% CTH
example:
mage with circle:
base damage 1 (round of damage) x 0.9 (circle) x 1.2 (blessing) = 1.08 (total damage)
1.08 / 1 = 1.08 (effectiveness)
so for each round of damage mage deal 1.08 in return
warrior with rage:
3 (round of damage) x 0.7 (magic) x 1.1 (critical hit) = 2,31 (total damage)
2,31/3 = 0,77 (effectiveness)
mage with focus+precision:
1.5 (damage factor) x 0.8 x 1.2= 1.44 (total damage)
1.44/1.5 = 0.96 (effectiveness)
cleric with onrush+sanctification(+crit)
2 (round of damage) x 0.7 x 1.2 x 1.1 = 1.848 (total damage)
1.848/2 = 0.924 (effectiveness)
cleric with rage:
3 (round of damage) x 0.7 (magic) x 1.1 (critical hit) = 2,31 (total damage)
2,31/3 = 0,77 (effectiveness)
ranger (hail+prec+bless)
2x0.8x1.2 = 1.92 (total damage)
1.92/2= 0.96 (effectiveness)
so mage with circle is about 40% more effective damage/damage-taken wise, already
mage with focus still 25% more effective.
cleric with sanctification deals 28% more damage than mage with focus, but gets a ton of mana and is 25% more effective than warrior
ranger also as effectve as focus-mage deals a bit more damage than cleric - perhaps the weakest class
really needs alchemy+pot support. luckily he has +1movement bonus which is solid
also mage/cleric can just deal damage without taken anything in return with spells. mage can annihilate bosses in a blink of an eye the warrior cannot dare to attack AT ALL.
so while warrior deals 100% or 60% more damage than mage it also takes much more in return.
also it cannot engage enemies that are stronger and pound them from afar like mage (unless he has advanced alchemy, but hen he probably wont have hvy armor).
so it all not that easy.
also, the resist shown in SOLO game is with all items equipped, and then they are needed
next thing we have to take into account are the ROLES of the classes.
Mage/Cleric were thought to be a SUPPORT kind of role, while the warriors do the hard work.
Mage pound, warrior finish
since magic is extremly effective this merely shifted, and warrior was in danger of being completely obsolet, since why do all the struggle, when you could also float through the game supported by magic
so warriors needed a bit resistance support,
i agree in end game warrior will be a beast fully loaded, because it can tank like no other and does not depend on mana (but on HP)
but that is the role of the warrior
but until then he has no solution for enemies that are just stronger or he cannot resist
(ok, mage has hard time dealing with enemies resistant to magic, but thats another story ...
anyway, saying warrior is op since it can fully developed take less damage than mage in combat is not the only truth. since mage may simply annihilate its opponent with a bunch of spells and take no damage at all
so they all work together. mage can take out (or weaken) enemies that warrior cannot engage AT ALL, and warrior can tank and wipe out stuff with "no effort" once its running.
-----------------
having said that, i think about buffing ranger
so give ranger some kind of buff e.g +20% movment bonus
no nerfs planned at this point
only harder maps
The best bet is your own, good Taste.
Re: SXRPG Version 6.9.992-- 1.18 Server
17 hp is ofc broken that's 100 gold for free. Also the dmg effectiveness calculation would only makes sensen if warroir dosen't have 100% resi on all stats. Therefore only the total dmg matters (2.31 duration).
Ranger dosen't need a buff, mp dosen't do anything anyways.
The amount of resi warrior gets, 3 base +4 heavy armory (that's way to much), based item 5% all non magical + everything you find. (all magical +15%, 2x silver rings, +10% to everything)
Ranger dosen't need a buff, mp dosen't do anything anyways.
The amount of resi warrior gets, 3 base +4 heavy armory (that's way to much), based item 5% all non magical + everything you find. (all magical +15%, 2x silver rings, +10% to everything)
Re: SXRPG Version 6.9.992-- 1.18 Server
if you pick a unit with free dauntless its +1 ability point + 150 gold for free.
broken?
so the game is anyway nowhere fair or whatever. its a slight buff that wont do anything but resemble the thoughness of warrior, and also take into account that warrior take more damage at game start than other class.
17 HP for warrior aint the same 17 hp for a mage. at game start.
the effctiveness calulation also must be taken into account before player gets the high armor stats (although it would be interesting to see what happens if you get them ASAP .. tested it though and its no option (not surprisingly) and stats wont be very good either)Skyend wrote: ↑September 20th, 2025, 6:18 pm Also the dmg effectiveness calculation would only makes sensen if warroir dosen't have 100% resi on all stats. Therefore only the total dmg matters (2.31 duration).
The amount of resi warrior gets, 3 base +4 heavy armory (that's way to much), based item 5% all non magical + everything you find. (all magical +15%, 2x silver rings, +10% to everything)
the effectiveness calculation should also take the damage into account a magic user can deal with full mana.
also full armor would only apply in SOLO game or if the teamplay is very good, and even then there may be more than 1 warrior.
also in team it wont matter if you have a strong warrior in your team, it can be only good. basically thats the goal of all the trouble: to clad that warrior into armor and let it destroy the boss.
sorry if i miss to see the problem with warrior has high resists in end game (if it gets all items) actually, and even with all items there will be weak spots, also warrior simply cannot allow to have weak spots AKA resistance 50% on a more rounded map, because it may get stuck then
mage on other hand can always pound with spells or pull another solution out of his ass.
you still have to prove there is some kind of problem we run into.
well, it helps being mobile and to save some mana for whatever, bombs, minions, attackspell, heal
also its too late
ranger get a 20% buff on hit+run
roguemage get the real 20% back (it displays 20% but was only 15% -- bug fixed)
and cleric get its +5% healing back
News:
------
btw, i have stumbled upon reviewing some server games onto a bug, will be fixed, also TOB get some more love, since its a Tier4 map, there will be some nasty things thrown into the mix to show whats at the disposal.
Last edited by Mabuse on September 20th, 2025, 8:41 pm, edited 1 time in total.
The best bet is your own, good Taste.
Re: SXRPG Version 6.9.992-- 1.18 Server
imagine an endgame gameplay ona very big map could look like this
- normal map progression
- at some point there is only ai9 left (stop exponential progression)
- on small map now endbattle begins
on very big map, gameplay continue:
- ai 9 has several leaders (2,3,4 or more) on the map that shift leadership, build their own bosses (hence there will be no single stream of bosses, instead it will appear that each boss build boss every 2,3,4 or more turns)
how would it be bad to have a strong warrior abroad that can tank a bunch of nasty guardians that will be ... not weak ... .
-------
and then we will see if other stuff needs to be added
The best bet is your own, good Taste.
Re: SXRPG Version 6.9.992-- 1.18 Server
warrior has also other things at his disposal:
onrush+charge
2 (onrush) x 2 (charge damagefactor) x 0.7 = 2.8 (total damage)
2.8/4 = 0.7 (ratio)
berserk:
10x1.8x0.5= 9 (total damage)
9/15 = 0.6 (ratio)
ratiowise berserk wont seem that bad and ration can be even better if enemy has less than 50% def, but its only kill and not be killed so weapon may end up useless versus enemies you cant take in one attack HPwise, same with onrush+charge
so yes, warrior deals potencially tons of damage
also in next update manadecline will stop if only one AI is left
The best bet is your own, good Taste.
Re: SXRPG Version 6.9.992-- 1.18 Server
t1/t4 ranger
Re: SXRPG Version 6.9.992-- 1.18 Server
lol
wtf did i just see?
that gives me seriously hope for mage being able to pull off fast leader kill
(p.s.: that steadfast is wasted ability point imo and might cause trouble later when other abilities are missing)
pls repeat that with mage too. take best mage you can find.
(then i can assume that mage can also do early leader kill)
so things got on the way to make TOB more nasty, but theres nothing i can do to prevent that level of player creativity.
i love stuff like that so keep it going.
so THAT is a good starting position, there will be a good bunch of gold incoming.
thats good for balance testing.
i assume that was your statement that ranger might recieve a movement bonus. but granted that it is the scout class, i have to say, he did a good job.
The best bet is your own, good Taste.
Re: SXRPG Version 6.9.992-- 1.18 Server
I found Steadfast. Only some dmg was wasted, could have gotten another strike.Mabuse wrote: ↑September 21st, 2025, 12:31 pmlol![]()
wtf did i just see?![]()
that gives me seriously hope for mage being able to pull off fast leader kill
(p.s.: that steadfast is wasted ability point imo and might cause trouble later when other abilities are missing)
pls repeat that with mage too. take best mage you can find.
(then i can assume that mage can also do early leader kill)
so things got on the way to make TOB more nasty, but theres nothing i can do to prevent that level of player creativity.
i love stuff like that so keep it going.
so THAT is a good starting position, there will be a good bunch of gold incoming.
thats good for balance testing.
i assume that was your statement that ranger might recieve a movement bonus. but granted that it is the scout class, i have to say, he did a good job.![]()
Re: SXRPG Version 6.9.992-- 1.18 Server
Best mage is sylph. I like elvish high lord too, but it's still outclassed by it. Tbh one of them can be removed.
So a run with the best mage would be unfair twards all the others mages.
So a run with the best mage would be unfair twards all the others mages.
Re: SXRPG Version 6.9.992-- 1.18 Server
TOB LeaderKill T1/T3 GrandMage (Mage Class)
this is already with the newest Version, i will load it up.
this is already with the newest Version, i will load it up.
Last edited by Mabuse on September 21st, 2025, 2:14 pm, edited 1 time in total.
The best bet is your own, good Taste.
Re: SXRPG Version 6.9.993-- 1.18 Server
----------------------
Current Version:6.9.993
Gameplay+Balance+Bug Fix
----------------------
6.9.993
--------
balance:
---------
- ranger get 20% movement-spell/hit-and-run bonus (buff)
- ranger dont have access to SWIFTFOOT (his class bonus give him swiftfoot for free)
- cleric recieves +5% healing spell ability (+20% total) (nerf reversed)
- advanced alchemy reduces potion cost by 10% (buff)
gameplay:
----------
- slightly increased boss chance after first ai is dead (former: chance increased after 2 ai died)
(remaining ai may try to defend against leader P6/p7 kill)
- TOB recieved two 'new' boss type in early game
- slight change to TOB
- grandmaster and higher difficulty: bosses recieve +1 movement
- mana_decline will stop if only one AI is left, current decline_level is kept
results in slower, but possible mana buildup in endgame. depends how fast endgame is entered, the faster the better.
(same as exponential creep progression)
- some units got changed
bug-fix:
---------
- dark commander gfx bug fixed
(missing picture)
Current Version:6.9.993
Gameplay+Balance+Bug Fix
----------------------
6.9.993
--------
balance:
---------
- ranger get 20% movement-spell/hit-and-run bonus (buff)
- ranger dont have access to SWIFTFOOT (his class bonus give him swiftfoot for free)
- cleric recieves +5% healing spell ability (+20% total) (nerf reversed)
- advanced alchemy reduces potion cost by 10% (buff)
gameplay:
----------
- slightly increased boss chance after first ai is dead (former: chance increased after 2 ai died)
(remaining ai may try to defend against leader P6/p7 kill)
- TOB recieved two 'new' boss type in early game
- slight change to TOB
- grandmaster and higher difficulty: bosses recieve +1 movement
- mana_decline will stop if only one AI is left, current decline_level is kept
results in slower, but possible mana buildup in endgame. depends how fast endgame is entered, the faster the better.
(same as exponential creep progression)
- some units got changed
bug-fix:
---------
- dark commander gfx bug fixed
(missing picture)
The best bet is your own, good Taste.