Solving Current issues with “To-Hit-Chance” and “Electro Optics” skill

Discussion in 'Tech Announcements' started by White_Pepper, Feb 19, 2015.

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  1. White_Pepper

    White_Pepper Guest

    Hello,

    In the last few weeks our team has made some serious (and successful) attempts to clean up and improve the performance of the game.

    In the course of rewriting some parts of the code, we figured out that the “Electro Optics” skill did not really work as it is described. Instead of increasing the hit-chance by 2.5% per level, it increased the hit-chance by 5% due to a very obscure way the calculation was implemented!

    Of course when the new code was added, the programmers followed the original concept. This way the hit-chance for everyone who has this skill is now lower than before.

    To solve the problem and re-instate the original conditions, we are doubling the skill bonus to the number you are used to and change the skill’s description.

    While that may not have been the original idea of the game designer who came up with the skills in the past, it was what you have come to expect.

    So in the end this means: the calculation is now performing much faster and you will get the to-hit bonus you came to expect. Also this change will now make the “Evade” skill a bit more effective and everyone who has a couple of points put into this will now have a slightly higher chance to evade enemy attacks. Essentially this is a win-win-win situation. :)

    Your DarkOrbit Team
     
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