Q: so i can use/redirect reflected damage help me to destroy gate, units,barricades and towers? depending where my hero faces to…(positioning). the reflected damga does not go back to its sender, it reflects in a 110° cone in front of your hero?
A: Correct. You can control in which direction the damage is reflected by turning your Hero.
Q: e.g. in the above picture, the GK attacks my perseus who reflects damage further to the gate (the golden cone). the GK itself has also a slight visible cone in front of him… is this due to dealt area damage? and where do the blood spit come from (demolition? - if it is demolition didnt you say it does not work at GK and gate?)?
A: The cone on the GK also comes from damage reflection. This means that the GK took damage, maybe from one of the arrows that are shot by the Gate?
Area damage has no visual effect. The blood comes from your Hero who gets hit by the GK (or damage reflected by the GK).
Q: in this situation (positioning) can the damage of the phönix that is reflected from the GK be used to reflect it back? you said that reflected damage cant be reflected back (to the sender?) so it cant bounce back and forth… but can a reflected damage from another source be used to reflect it back? and in this scene we also see a reflect cone, but also some golden strips… where does this come from?
A: Reflected damage can’t be reflected back, no matter where it came from originally.
Q: here also… is this maybe from unblockable reflected damage, or something comepletely different? the ice to be seen here is frostbite proc, i asume.
A: It’s hard to see in the picture but I guess it’s because the intensity of the damage reflection cone gets stronger the higher the damage that is reflected. I’m pretty sure that this creates the additional golden stripes.
Yes, the ice effect comes from the Frostbite proc.
Q: if AD is used, do e.g. stun or petrify … when they proc also get distributed in a cone? (edit: this and also AD-damage sent out from a primary source would respect given laws. but i have to admit that every area damage concept feels hard to implement it in a proper way, and its „just“ a game)
A: Having Area Damage actually makes things such a Stun and Petrify much more useful because every target in the cone has a chance to be stunned/petrified (for the full duration each) with every attack the Hero does.
Q: Animation stays unchanged past 130% AS. Increasing AS after this point will increase the damage per hit, but how about other perks?
Let’s say I have 13K LoH and 130% AS. Each hit (ignore the slow and fast hits for now) will give me 13K life. If somehow I increase AS to 200% without changing LoH (still 13K), would each hit gives me 20K life?
In a similar case where I have 65% stun and 130% AS. Each hit has 65% probability of stun. If I increase AS to 200%, would each hit now give me 100% probability of stun? If yes, would it mean that at 200% AS, 65% of stun is the same as 75% of stun (or demolition, petrify, FB)?
A: Only the damage is increased past 130%. So after this point, additional Attack Speed won’t improve other on-hit Perks such as LoH or Stun Chance.
Q: If you had to start from scratch and re-build Olympus Rising, what game mechanic would you most like to change/streamline/simplify/improve (and how would you do it, if you know)?
What mechanic would you probably want to keep exactly as-is?
A: For me (Chris) the worst offender is definitely the Trophy system. It has caused a lot of problems, confusion and frustration for both the players and us, the developers. I would like to have a more positive and transparent system that doesn’t feel so punishing and unfair. Changing the way this works is very dangerous though as any little change can potentially lead to huge irreversible gains or losses in Trophies, messing up the whole leader board. Matchmaking also depends on Trophies which makes it even harder to change this system now.
We also had very big and exciting plans for the Alliance Wars in OR which we unfortunately had to scrap. This is why the Wars turned out to be very similar to the ones in RR2 with only few changes here and there.
Q: 1- I would like to know if DR works against Phoenix and Griffin, since they’re immune to their own damage.
If they do get damaged, that means the DR doesn’t have an element(as I understood from some comments around the forum)
And if that works, what happens if I have like 8 phoenix’s attacking a GK that has DR? Does the damage reflected go all to the hero that’s attacking the GK since all the phoenix’s stand far away from him(meaning the hero would get a shitload of damage reflected to him from the GK?)
A: Yes, exactly.
Q: 2- in april/may questions Morgan mentioned that any attack speed above 130% doesn’t actually increase attack speed, but the damage, that got me thinking about the change that was made to GKs to normalize the LOH/AS combo. What happens if I get 169%AS? That means I have 30% over the 130%(1.3×1.3), which should mean I do 30%more damage per attack, to have equivalent damage to 169% AS. So that begs the question, what happens to the LOH in that case? Does it increase 30% aswell, which would mean that stacking AS would still increase regen provided by LOH or does it mean that you’ll actually have less LOH since it’ll get lowered because of your AS bonus, but you don’t actually attack faster to compensate for the loss in it through hitting more often?
A: As mentioned earlier, LoH doesn’t get artificially increased like damage beyond 130% Attack Speed. Stacking more AS beyond this point won’t increase the health gained from LoH. As Perseus already has 135% AS (at level 20) you can’t increase his LoH by equipping item with AS.
Q: 3- I’d really like to know what’s the chance of getting uniques through normal titan chests and sea titan chests, or at least a rough estimate, aswell as a unique marketplace for gems, which we could sell/buy with other players. I only ask that because the game seem to really want me to play ariadne and Prometheus, as from my 18 uniques, 12 have been for those 2…
A: The base chance of getting a Unique is 1%. Every time you get a Titan item that is not Unique, this chance increases by 0.2% (so 1.0% -> 1.2% -> 1.4% and so on) until you find one.
The fact that you mostly get Uniques for Ariadne and Prometheus is very unfortunate. All items for all Heroes have the same drop chance, only the trinkets are much rarer.
Q: 4- what about implementing some kind of option to “refine” old 5star titan items to be on par with my current level? As sometimes I get an amazing cursed item just to see it being useless in 8-10 levels
A: This would be way to easy, don’t you think? If you properly superforge an item it can last a good bit longer than 8-10 levels though. But at some point you will have to replace your old items anyway. That’s how it’s always been in RPGs
Q: Can you please bring some clarity about the (hidden) item level and what ist its relation to you player level (when it drops out of a box or when it is refined)and how is it affected by the forge?
is there an easy way to estimate the level of an item by having a look on the values of the base and the perks?
when it comes to refines should we speak of the level of an item or more of the level of a perk? (since they get stronger and stronger the „older“ these perks are or have been forged)
A: Every item you find has an item level that is your current Ascension Level randomly offset by a (float) value between -2 and +1. So a level 150 player can find level 148 to 151 items (unless it’s a cursed item, then the level is offset by +1 to +2, so level 151 to 152 items). This item level only defines the item’s base stat (Damage, Health or Leadership). Based on this item level all perks on the item then get a random perk level which is the item level offset by -2 to +1. Rarities increase these levels by 4 each (so up to +20 for Titan items).
The value of every perk depends on the perk level. All percentage perks increase by 5% with every level (starting at item level 50, the percentages are lower before that). Others are more complicated such as LoH which is always a percentage of your potential base health which increases by ~2% per level.
To make it a little bit more complicated, the values of the actual perks are once again multiplied by a percentage that depends on the rarity (e.g. 50-60% for Epic items or 90-100% for Titan items).
Forging always adds at least +1 to your item’s level (and its perk levels). Destroying a 2-star item adds +1.1, 3-star adds +1.2, 4-star adds +1.3 and 5-star adds +1.4 levels. Refining an item effectively reduces its level (and perk levels) by 20.
Older perks have higher levels because they have been (super-)forged more often than new perks.
Q: how did you solve the problem with damage calculation when frostbite and demolition crit at the same time or did you e.g. delay one of them to the next swing but with a guaranteed crit (if so, which one is delayed)?
A: This was simply a matter of the order in which these effects were handled by the code. Before the fix, Demolition was calculated first, increasing your damage to 50% of the remaining tower/barricade HP. Then Frostbite increased this damage by 200% which would lead to one-shotting the obstacle. Now both damage numbers get calculated separately and only the higher one is used, which is usually the Demolition damage.
Q: What are the chances to get double cursed trinket from Valut of Hephaestus and all kinds of chests (War,Odyssey,daily,cursed Titan,bought chests…)? Do some in-game conditions affect to obtain more double cursed trinkets in short period of time?
A: Every time you find an item (no matter from where) it has a chance to be cursed. This chance depends on the item’s rarity:
The cursed item then gets random perks with a certain chance of being “cursed perks”. For trinkets, this chance is ~57% per perk. So a cursed trinket has a ~33% chance of having 2 of these perks on it.