Welcome to Project: Gorgon!


Project: Gorgon is a 3D fantasy MMORPG (massively-multiplayer online role-playing game) that features an immersive experience that allows the player to forge their own path through exploration and discovery. We won't be guiding you through a world on rails, and as a result there are many hidden secrets awaiting discovery. Project: Gorgon also features an ambitious skill based leveling system that bucks the current trend of pre-determined classes, thus allowing the player to combine skills in order to create a truly unique playing experience.

The Project: Gorgon development team is led by industry veteran Eric Heimburg. Eric has over a decade of experience working as a Senior and Lead Engineer, Developer, Designer and Producer on successful games such as Asheron’s Call 1 and 2, Star Trek Online and other successful Massively Multiplayer Online Games.



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  1. #11
    Senior Member Yaffy's Avatar
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    Ok, instead of making another post or something I'll just edit this post instead. I haven't tested EVERYTHING or anything crazy, but as far as I can tell this seems to be the new formula. I might be inaccurate however with some certain modifiers or conditional flat damage.

    (((Base damage + Flat damage) * X% damage with attacks + (Base damage* Base multiplier - Base damage)) +Simple Damage)* X% Damage type buff * X% Vulnerability debuff + Conditional Flat damage * X% More damage debuff

    So here are the things that have changed since the first post I made.

    X% damage with attacks
    This now includes anything that increases the damage of your skills by a %. Including what used to be "Conditional multipliers". This also includes Ferocity Juice for some weird reason. Some things (Like the aforementioned Ferocity Juice) in this category will cause your thumbnails to inaccurately predict damage, so keep that in mind.

    Simple Damage
    This is from the new version of the "Dangerous Enchantment" blacksmithing recipe. Unlike advertised, it is in fact affected by some multipliers.

    X% Damage buff
    Any buffs to damage types now seem to stack as one single multiplier, rather than as multiple multipliers. I am not sure if this applies to non-damage type bonuses yet (Ex. Pain Bubble's ranged attack buff).

    So as an example, here is the old hammer formula I used earlier before the last two patches(With Ferocity Juice included)
    ((433 + 578) * 1.98 + (433* 1.85 - 433)) *1.15*1.07*1.10 *1.18 *1.18 *1.63 *1.63 *1.18 *1.25 = 17503

    And here is the new hammer formula as of this patch:
    ((433 + 578) * 3.70+ (433* 1.85 - 433)) *1.22 *1.18 *1.25 =7393

    And here is an example of the new hammer formula with a +300 weapon as an example:
    (((433 + 578) * 3.70+ (433* 1.85 - 433))+300) *1.22 *1.18 *1.25 =7933

    Pretty rough, I lost 10k damage from my main nuke! That's what happens when I use my own build as an example, maybe I should have used Werewolf instead.
    Last edited by Yaffy; 10-19-2018 at 01:40 PM. Reason: Figured things out

  2. #12
    Member DamageIncorp's Avatar
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    You care about the game and the community.
    Your honesty and dedication are appreciated.

  3. #13
    Member Ashreon's Avatar
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    Jesus.. Even with everything going a Giant Bat can "only" hit some 4k (provided the target lives for another 7s, otherwise it's 3236)...
    Slightly jealous, but then again, I'm not much of a hammer fan so I'll survive :P.

  4. #14
    Junior Member Uxtalzon's Avatar
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    Like I said before:

    ...+2 damage AFTER calculations were finished (so 1000 damage becomes 1002*), but that makes the "chance to destroy" too costly for too small of an increase...

    * = this makes the recipe too risky because of such a small increase at the cost of losing the item entirely, becoming another stupid RNG game.
    This kind of "risk it all for tiny reward" is what I'd expect in F2P games.

    After finally getting my first legendary weapon (with my combat skills instead of someone else's!) from Gazluk:

    - I grind tons of money to prepare for grinding skills
    - I grind Transmutation
    - I grind Weapon Augmentation
    - I grind 60-65+ weapon drops
    - I grind prisms
    - I grind phlogiston
    - I grind math from the build planner to know which mods I want
    - I grind Transmutation RNG (which I find acceptable)
    - I wait a week if I didn't obtain the desired mods
    - I wait a week if I didn't obtain the desired mods (again)

    And the end result... a weapon with guaranteed results, earned through time and effort.

    Or I can roll a 1/33 die and risk losing the thing entirely to RNG. It's dumb. Even if it's a choice, there's no alternative to make it "earned" like all I've done before. Like playing Mantid & Monsters, beating every enemy with due diligence and strategy, getting further than you've ever been... and then rolling snake eyes during a saving throw and still die and lose it all. It also sets a precedent.

    Imagine in the future, more RNG recipes that will destroy your armor pieces, like Dangerous Shamanic Infusion or something. The end game meta revolves around who's more lucky.

    Dead F2P games do stuff like this, then implement things like potions that change the 3% destroy chance to zero, effectively being P2W. Don't be like them.

  5. #15
    Member Ashreon's Avatar
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    Quote Originally Posted by Uxtalzon View Post
    Like I said before:



    This kind of "risk it all for tiny reward" is what I'd expect in F2P games.

    After finally getting my first legendary weapon (with my combat skills instead of someone else's!) from Gazluk:

    - I grind tons of money to prepare for grinding skills
    - I grind Transmutation
    - I grind Weapon Augmentation
    - I grind 60-65+ weapon drops
    - I grind prisms
    - I grind phlogiston
    - I grind math from the build planner to know which mods I want
    - I grind Transmutation RNG (which I find acceptable)
    - I wait a week if I didn't obtain the desired mods
    - I wait a week if I didn't obtain the desired mods (again)

    And the end result... a weapon with guaranteed results, earned through time and effort.

    Or I can roll a 1/33 die and risk losing the thing entirely to RNG. It's dumb. Even if it's a choice, there's no alternative to make it "earned" like all I've done before. Like playing Mantid & Monsters, beating every enemy with due diligence and strategy, getting further than you've ever been... and then rolling snake eyes during a saving throw and still die and lose it all. It also sets a precedent.

    Imagine in the future, more RNG recipes that will destroy your armor pieces, like Dangerous Shamanic Infusion or something. The end game meta revolves around who's more lucky.

    Dead F2P games do stuff like this, then implement things like potions that change the 3% destroy chance to zero, effectively being P2W. Don't be like them.
    This. So much. This.

  6. #16
    Member Ashreon's Avatar
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    accidental double post :3.



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