Papanda 2474 Опубликовано: 18 июня 2024 Рассказать Опубликовано: 18 июня 2024 Restart : Friday, June 14, 2024 at 07:00 (CEST) Dear friends, As promised, our team continues to work on the MasterWork product in general and the Eternal server in particular. Improvements and updates are aimed both at the general improvement of our product and at improving the lives of our regulars on the eternal server. All details of the merge and innovations can be found in our Patch Note 🙃 Important game events Technical work on installing updates, the respawn of Epic Bosses and all important game events are proceeding as scheduled. We try to give players as much information as possible so that you can effectively plan your gaming session. The Mid-War system is abolished, Dent is the world Boss. Sunday Monday Tuesday Wednesday Thursday Friday Saturday Sunday Sunday, June 16: Sieges 16:00 - 18:00 Server time: Dion Aden Dark Elven Human Sieges 20:00 - 22:00 Server time: Giran Goddard Rune Orc Dwarf Monday, June 17: Registration opening for 7 Seals (struggle period) - 18:00; Beleth - 20:45 ~ 21:00, every Monday; Freya - 21:15 ~ 21:30, every Monday. Tuesday, June 18: No game events Wednesday, June 19: Valakas - 21:00, through Wednesday, alternately with Antharas; Dent - 21:30 ~ 22:00, once every 5 days. Respawn time: Bane - 21:30; Dent - 21:45 ~ 22:00. Thursday, June 20: The first day of the Grand Olympiad - from 18:30 to 23:10; Baium - 21:00 ~ 21:15, every Thursday. Friday, June 21: The second day of the Grand Olympiad - from 18:30 to 23:10. Saturday, June 22: The third day of the Grand Olympiad - from 18:30 to 23:10. Sunday, June 23: The final day of the Grand Olympiad - from 18:30 to 23:10. Changing skills; New skills. Final Frenzy: Skill reworked: Now the skill has 1 level, can be learned at level 43; Added for the Berserker profession ; The skill increases P. Atk. depending on the number of HP: At HP < 60% - P. Atk. +5%, with the possibility of enchantingup to +10% (+30); At HP < 30% - P. Atk. +10% (total +15%), with the possibility of enchantingup to +25% (+30). Enchanting branches available: Increase P. Atk. when HP is below 60%: When HP is below 60%, P. Atk. + 0.15~0.20% for every +1 enchant, up to +5% at +30; Increased P. Atk. with HP below 30%: When HP is below 30%, P. Atk. +0.30~0.40% for every +1 enchant, up to +10% at +30. Fast Shot: The second level of skill has been removed from learning for the Inspector/Judicator profession; Added enchanting branch: Power: Increases the bonus to Atk. Spd when using a crossbow: Increases the bonus to Atk. Spd by 0.1% for each round of enchanting, so a level 2 skill of +0 adds 12% to Atk. Spd, a level 2 skill of +30 adds 15% to Atk. Spd. Ultimately : The Judicator profession had +12% Atk. Spd, became +8% Atk. Spd. The Arbalester profession had +12% Atk. Spd, became +12% Atk. Spd with the possibility of enchanting up to +15% Atk. Spd. Mortal Blow: Added to learning from Dwarven Fighter (skill levels 1-9); Added to learning from the Scavenger profession (from skill levels 10 to 22). Increase Power: Skill level 3 added to learning for the Berserker profession (character level 40) ; Increases P. Atk. by 15%; Cost: 35 MP. Rapid Attack: Skill level 2 has been added to the training for the Arbalester profession (character level 40); Increases Atk. Spd. by 33%; Cost: 35 MP. FocusIncreases Critical Rate by $s1. (Elven Elder): The skill has become available for learning in the Elven Elder profession ; Level 1: character level 25; Level 2: character level 48; Level 3: Character level 56. If the skill was learned for Holy Pomander - Eva's Saint, the skill will be removed and the item will be returned. Death Whisper (Elven Elder): The skill has become available for learning from the Elven Elder profession : 1 Level: 40 character level; Level 2: character level 48; Level 3: Character level 56. If the skill was learned for Holy Pomander - Eva's Saint, the skill will be removed and the item will be returned. Magic BarrierM. Def. +$s1. (Shilen Elder): The skill has become available for learning for the Shilen Elder profession ; Level 1: character level 44; 2 Level: Character level 52. Angelic Icon and Flame Icon Resistance to de-buffs attacks +40%. P. Def. and M. Def. +50%. Atk. Spd. +30%. Accuracy +6. Speed +30. Resistance to buff canceling +40%. Effectiveness of receiving HP recovery -80%. With swords chance is Critical Atk. +100. With blunt Critical Atk. +100%. (OLYMPIAD VARIANT): Now skills have one type and are interchangeable in the Olympiad conditions (Skills work similarly to Greater Might and Greater Shield); Outside the Olympiad, the work of the skill remains unchanged. Blessing of Eva: Skill strengthened at initial levels: Level 1: Restores 100% HP and 40% MP; Level of study: 60. Level 2: Restores 100% HP and 60% MP; Level to learn: 72. Level 3: Restores 100% HP and 80% MP; Level of study: 79. Level 4: (no changes) Restores 100% HP, CP and MP; Level to learn: 83. Shillien's Fury ( New Skill ): Increases Atk. Spd., replaced by Haste and analogues. Level 1: Atk. Spd. +15%; Level to learn: 32; Available to the Palus Knight and Assasin professions. Level 2: Atk. Spd. +33%; Level to learn: 52; Available to professions Shillien Knight, Bladedancer, Abyss Walker, Phantom Ranger. Shillien's Arcane ( New Skill ): Increases M. Atk., replaced by Empower and similar. Increases M. Atk. by 55%; Level to learn: 36; Available professions are Palus Knight and Assassin. The base casting time of the skill has been reduced by 40%, from 4 to 2.5 seconds: Attack Aura; Defence Aura; Sprint; Spirit Barrier.Increases the user's M. Def. by $s1.Speed +$s1.P. Def. +$s1. M. Atk. +55%.Atk. Spd. +15%.P. Def. +5%.Increases P. Atk. by 4%. Improving the visual presentation of information. L2.ini [BuffControl]: The following skills have been added to the corresponding sections for sorting party buffs: Attack Aura; Increase Power; Defence Aura; Shillien's Arcane; Soul to Empower; Shillien's Fury; Rapid Attack. The description of Talismans has been standardized and improved. Now the information is presented more clearly and substantively. The visualization of character stances with weapons in their hands has been changed: This update is cosmetic, but quite important, it will allow you to use a wide range of new animations and effects. Computing. Spd. +15% Spd. +15%.M. Computing. +55%.M. Computing. +55%.P. Def. +$s1.P. Computing. +8%.P. Computing. +$s1. Improving information updating Our team is trying to improve not only the conceptual component of the game, but also the root aspects of the basic components of the server's work in order to keep up with the times. We are pleased to inform you: Increased server update frequency (tickrate): Previously, the server architecture allowed information to be updated once every 0.666(6) seconds, now the update occurs every 0.111(1) seconds: This update helps reduce situations where desynchronization occurs between the client and the server. Example : You have an invulnerability effect (such as Flames of InvincibilityCalls down a blessing of flames on nearby Party members to make them invincible for 12 sec. Shares cooldown with the skill: Alliance Flames of Invincibility. , Celestial ShieldProtects the target with sacred power, making it invincible. , Item Skill: Lesser Celestial Shield, etc.), which means that you already see the icon in the buff bar, but you still took damage or even Char died. Why is this happening? Let's consider: When you click on the skill button, 2 actions occur on the client-server side: sending an “informing” packet and checking the validity of the action. Informing: everything related to notifying the server and client that the skill has been used and everything related to it: the appearance of an icon in the buff line, etc. Conventionally speaking: "Client: I am using the skill. Server: Okay. Got it + accepted" Validation: everything related to the terms of use, whether the skill can be used. Conventionally speaking: "I looked at what you used ("Server: what you informed me about, this action is valid, the effect is now in effect. Client: Okay. Accepted + understood" So what's the problem? Where does the old 0.666 value come from and why did we reduce it to 0.111? Let's figure out what this value is in general. Processor time (eng. process time or CPU time) is the time spent by the computer processor to process a task (program). Distributed among threads, which may belong to the same or different processes in accordance with the operating system mode used. Processor time is measured in ticks or seconds. In our case, this processor time (on the server computer) is 0.08. This number is our processor tick. The processing time on the server core was 0.666, which means that any check of the above actions occurs in this range. That is, if it falls at the beginning of the tick - the response with validation will come at the end of the tick (in 0.666 seconds). If at the end of the tick - the response with validation will also come at the end of the tick, but this will be faster (not after 0.666, but after 0.222, conditionally). So what has changed and why is it a good thing? Since technically a computer server can process requests (give answers to requests) once every 0.08 seconds, and request processing on the server (give answers to requests) is set to once every 0.666 - we can PAINLESSLY reduce this time to 0.111, which leads to the fact that the tick value will decrease, their number will increase, and the client will receive responses with validity of actions more often. As a result, the first situation described can still happen, but its probability is reduced by 6 times ! Why doesn't this load-load-crash the server? The processor tick is executed faster than the tick on the server core. Due to this, it will not be possible to "put down" the hardware. The number of game events (player actions) will not occur more often in any case: as many times as you clicked, you click. Only the time with which the effect of the click will be validated and sent to the client has changed. The load on the server core of this action was not critical, so even if the load increases due to the response speed (tick), it will still not be critical. Thus, no lags will occur from this action. And if it happens, we can always reduce it not by 6, but by 3 times or return the primary value. However, we are confident that this will not be necessary. You will need to use our Updater to ensure that the update displays correctly. We strongly recommend that you use the Fast Check feature as we regularly release various minor and major updates. c ❤️, E-Global & Averia Ссылка на сообщение Поделиться на других сайтах More sharing options...
Рекомендованные сообщения