326

(27 replies, posted in Guides)

Mauddib wrote:
Supanova wrote:
Mauddib wrote:

DEX - "Reduces damage from mobs." - I dont remember if I tested this in beta or 2.0 but increased defense primarily reduced the chance to be hit, not damage taken. I can't find my original testing notes but if it reduced damage taken it was not a significant amount.

Dex does indeed reduce damage, not 100% sure the eaxact mitgation amount, but all stats were tested one by on by setting them to 100. A realistic amount....... I was quite surprised to find it mitigates as much as it does tbh.

That is good to hear that it actually has some effectiveness.  Knowing a ratio between defense and supposed SA mitigation would be good.

I have tested some item stats such as SA, it does indeed mitigate damage, the same way DEX does.....

Yet to test all "disputed" item effects.....

327

(27 replies, posted in Guides)

Mauddib wrote:
DeathZero wrote:

Also, I dont think str does hull as it is now. I've not gotten any increased hull from raising str.

It does, I saw have seen a 1 hull increase with ever str that I have raised (yeah, it isn't an impressive amount).


I'm afraid it has no effect on hull, I'm not disputing the hull gain, but my tests show STR does nothing to increase hull, even with outrageous amounts of 600 STR....

328

(27 replies, posted in Guides)

smeg wrote:

I thought STR increases crit chance/and or offense? Every smuggler and his dog stacked STR for added crit chance/and or offense

I have extensively tested all stats, I'm afraid STR does pretty much jack at the moment. sad

Mauddib wrote:

DEX - "Reduces damage from mobs." - I dont remember if I tested this in beta or 2.0 but increased defense primarily reduced the chance to be hit, not damage taken. I can't find my original testing notes but if it reduced damage taken it was not a significant amount.

Dex does indeed reduce damage, not 100% sure the eaxact mitgation amount, but all stats were tested one by on by setting them to 100. A realistic amount....... I was quite surprised to find it mitigates as much as it does tbh.

Mauddib wrote:

INT never increased psi regen , only max psi.

It's not a great deal, (about 1 extra psi per tick every 4 INT) but psi regen does increase.

Gratned, This may of ALL changed in 2.0, but this is how it was back in the day, and it's how it is now.

I  have yet too look into how stats effect things like rupts,resistance, etc, and I may be able to calcualte str into reducing rupt now that I have recently reworte how interrupt works...... Interrupting a cast, like in 2.0, would require a whole rework on the casting system, since it's cast first then timer, and not, wait on timer, than cast.......This would require a huge amount of work to implement......

Again, I did say many will be dissapointed.

I do have full control over variables, so observing thier effects is quite easy.

329

(27 replies, posted in Guides)

Those of you that have been with HS for many years, will know exactly where this is going...

The answer to what stats do, has never been fully answered. nor proved.

It's been one of HS's greatest mysteries, alongside "Blitz voodoo" it's just the way it is, and we've all delt with it.

Now, I'm not rally sure I should solve this mystery, hence why I've not looked into it.

However, I can prove the following.

Some of you may be dissapointed, and we will see what we can do to rectify that...

So here goes.......

INT

Increaes skill chance gain.
Increases max psi (3 points).
Increases psi regen.

DEX

Decreases mobs chance to hit.
Reduces damage from mobs.
Increases precise hit rate (max damage from weapon).
Reduces "Your XXX has been damaged".

STR

Increases max crew (4 points).

Like I said, bit of a dissapointment for some I guess?

Suapz

330

(0 replies, posted in News)

Tier enabled.
Tier's now give extra hull, psi and crew per tier
Tier exp adjusted.
Timers on bosses and tal prots adjusted.
The 3 day mob-respawn doubled.
The mob death count before a force repop doubled.
IxKaltris in Large asteroid now has mini-boss status.
Brood bosses added.
5 part key required to enter brood boss room.
All brood boss items added.
Next level of stones added to brood bosses....
Player count limit raised to 100.
Gi'pok race fixed.
More hulls added.
Down timer on items jamming and equipped doubled. (This has always been too fast since we doubled the games core timers see update 11 June)
Merc's Sustain cast timer decreased.

A new client is being sorted to fix typo bugs and new boss hulls..... Just waiting on Angus to come off holiday to re-package the msi.

A warning for those who wish to tier, The exp needed is quite substantial, It will remain this way.

Supanova

331

(0 replies, posted in News)

******************************
**Latest changes 1 August 2011**
******************************

Tier has yet to be enabled......(few problems to sort)
Level 70 for tier.
Class change now available when you tier.
Tier exp modified, (will probably need adjusting)
You will now gain your next class at tier 3 and your next at tier 6.
Hull/Psi and crew will be soon increased per level/tier (Will be updated asap)
/who will now display tier levels if player has /anon off.
Bosses now drain less psi and power when they hit you with "the shakes".
Cindrius (10k) and Endurium (100k) ores added to fuel shop.
Interrupt rate raised slightly.

332

(1 replies, posted in News)

******************************
**Latest changes 28 July 2011 **
******************************
Vector V and V-Braun 5 drop rates deduced in outer broods.
Polyorganic drop rate redued in outer broods.
Mercs decoy level decreased, power required to cast increased.
Brood key drop rate increased further.
Re-wrote interrupt procedure to reduce chance that a lower level mob will interrupt ( hate asm!!!)
Vakri Rex and Vex timers fixed

333

(5 replies, posted in News)

Frogma wrote:

Ah, no worries. Is there any point evolving the entity then? Does it add any other benefits?

Evolve enables the entity to become psionic, either telekenesis or pyrokeneisis.... So yea, there's still a huge benfit......


Supaz

334

(5 replies, posted in News)

Frogma wrote:
Supanova wrote:

All psi classes have had thier entities level cap raised to 60 from 50.
Removed the assembly that we wrote into Evolve as Summon lvl2 now works better.
Paths can now evolve top level entities.

Hey I'm not sure if it was intended or not but now when I evolve my entity (I'm lvl 24) it doesn't increase in hull at all? Was this part of those updates?

Aye, I tried to make evelove add hull, but it wouldn't stick for various reasons.  I should of removed it once I added Summon Lv2 as this is effectively the same, more hull than ya usual ent...... Only just got around to doing it...


Supaz

335

(6 replies, posted in News)

A $mobrepop will take place in 10 minutes respawning all mobs and bosses....

As compensation for downtime....


Supaz

336

(0 replies, posted in News)

Client can be obtained HERE

You must un-install the old one first.

Supaz

337

(15 replies, posted in News)

chadds wrote:

you guys broke it didnt you!!?!



<.<




>.>






ummm....




no?

338

(15 replies, posted in News)

Aye sorry guys.

We expected this to take no more than 10 minuites....  No need to bore ya all with the details as to what went wrong but, we working on it...

Supaz

339

(15 replies, posted in News)

SHUSHHHHHH!!!!!!

$hurt Elfarin !

I smite thee!!

340

(15 replies, posted in News)

Ok, seems the client that was updated was out of date to start with.........Just sorting it out now...

We bad.

U mad.

Supaz

341

(5 replies, posted in News)

Mercs can now summon a decoy for a short period of time, very long timer and high powercost.
All psi classes have had thier entities level cap raised to 60 from 50.
Removed the assembly that we wrote into Evolve as Summon lvl2 now works better.
Paths can now evolve top level entities.
Balanced a few top level systems.
Increased key for brood base drop rates.
Fixed Polyorganic drops.
Fixed a few low level system mobs having 4 weapons insted of 2.
Found out why mobs were chasing 1000000 quads, should be fixed.
Talitha Ruins added.
Talitha Protector drops added.
Vakri Rex and Vakri Vex bosses added.
Randomised boss timers.
Randomised Praetorian timers.
Bandit Silencer timers reduced.
Smugs Trade Secrets now adds Offence instead of Defence.
Silver and steel prices updated.
Evade, Retreat, Assult and Berserk have had thier timers reduced.
Brood mobs are now more aggressive.
Droid summons now require more power to cast.

NEW CLIENT RELEASE.

LINK AVAILABLE SOON

Contains fix for locker bugs that were found when increasing size in last client update.


Angus, Supanova

342

(15 replies, posted in News)

Taking a bit longer than we anticipated, but almost there.....

343

(15 replies, posted in News)

What he said ^^

Supaz

344

(3 replies, posted in Guides)

Nice one, There were a few things I had to edit as the current host doesn't support them.

Supaz

345

(1 replies, posted in Guides)

I'm afraid these fabs have not yet been added.....  Currently only the original Alpha fabs work....  Will be implementing more fabs soon.....

But thanks for the post bud tongue

Supaz

346

(2 replies, posted in News)

******************************
**Latest changes 06 July 2011 **
******************************

Tier level requirerment set to 70.
Tier has been temporarily disabled until host has been patched to enable a change of class......
Ruins are now visable on galaxymap.


******************************
**Latest changes 08 July 2011 **
******************************

Merc's have a new ability, Sustain.
Any player in a clan should now be able to add new members.
Protector timers are now randomised.
Paintshop fixed.
Green ults/trax drop rate fixed.


******************************
**Latest changes 16 July 2011 **
******************************
Cerebus, Hydra and Perceus added.
Polyorganic plates now drop.
Brood bases added, key required for entry.
Brood plates added.
Brood weapons added.
Thrust stat on items fixed.
Fuel now gives thrust and not recharge.
Locker size doubled.
Items now display correctly for hull regen, crew regen and psi regen.
Client can now handle more objects for new item icons.
Crew damage reduced to compensate for the loss of Lifesupport.
Mobs also loose less crew when under fire.
Bandit Silencers now have thier timer randomised.

******************************
**Latest changes 17 July 2011 **
******************************
Mk4 weaponary drop fixed at Medusa ruins.
Brood port/sb image fixed.
Skill will now raise over level 71.

******************************
**Latest changes 18 July 2011 **
******************************
Summons will now instantly guard when summoned.
Due to the above change, mobs will more likely attack as soon as they respawn.




Supanova.

347

(18 replies, posted in News)

The news server is down, this is what is causing the launcher to error.... Will update the launcher soon so it doesn't crash when it get's no response from server.

Supaz

348

(4 replies, posted in News)

******************************
**Latest changes 27 June 2011 **
******************************
Prot timers increased further.
Sorrow Avatar timer fiexed.
Ruin timer above med fixed.

******************************
**Latest changes 05 July 2011 **
******************************

Hull stat fixed

Ultrium and trax plates now have class variations
All old ultriums and trax have been edited
/who should now show 20 players, (probably should keep this low as the spam on screen isn't good)....


Supaz

349

(0 replies, posted in News)

******************************
**Latest changes 20 June 2011 **
******************************

Protector timer increased.
Sorrow added.
Sorrow weapons added.
Sorrow Avatar added.
Outposts now have gates back to Starbase.

******************************
**Latest changes 22 June 2011 **
******************************
Sorrow Avatar respawn timer fixed.
Merc hull gain fixed. Classes that gain Tactics at lvl 51 will no longer benfit from merc's hull gain.


******************************
**Latest changes 24 June 2011 **
******************************
Paths now have a stronger summon based on thier telepath skill.
Smugs ambush damage increased.
Droids no longer need psi to be summoned.
Psi classes no longer loose thier summon when they run out of psi.
Protector respawn timers fixed, I hope.

350

(0 replies, posted in News)

******************************
**Latest changes 18 June 2011 **
******************************

Multi exp time increased further.
Path's evolve now adds hull.
Psi entities now follow closer.
Engineers can now summon Droids.

******************************
**Latest changes 19 June 2011 **
******************************
Droids summon now more stable.
Psi drain for all summons stoped.
Interrupt fixed.