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Author Topic: L2JL2CotP - Chronicles of the Past  (Read 878 times)

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OfflineValentin Dinu

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    L2CotP - Chronicles of the Past
    « on: February 02, 2019, 01:53:09 PM »


    Hello players! Chronicles of the past reopened on 01-02-2019.
    A long lasting server for people who want longevity and stability.
    You can find us on https://l2cotp.com and on https://www.facebook.com/l2cotp/


    Quick info:
    - L2J Interlude Build on a powerful dedicated server.
    - 15x XP, other rates are all 5x
    - Community Board with Buffer, Global GK, Shop, Siege Registration, Warehouse and Mail facilities
    - Overhauled and rebalanced PvP system (read website for more info)
    - Balanced Adena based economy with its own correction measures
    - Unique raid boss and epic system (read website for more info)
    - Multiple methods of guaranteeing our players large PvP battles
    - Very good mob pathing and geodata


    Other options:
    - S grade Apella. Upgradeable from A grade. Apella set bonus working
    - Enchant system ensures A grade and B grade armor can be used on end game build
    - Olympiad, retail like
    - Boosted siege experience. Guards / Mercenaries are a force to be reckoned with

    Here is one youtube movie about our build:
    https://www.youtube.com/watch?v=nkWDy16EEsQ


    1. General Philosophy:
    L2COTP is a craft / pvp type server. No custom GM shop for B/A/S exist. We have a custom VIP shop that allows players to buy epic quest items (Portal Stone, Floating Stone, Noble Quest Item etc.). On this server with our relatively low rates, players must farm to create batches of gear which they will then enchant to the desired level. This is the craft aspect of the game. The PvP aspect of the game refers to multiple measures that force players to PvP for certain gains. Examples are:
    - Grand Boss Combat Zone (AQ, Core, Orfen, Zaken, Antharas, Baium, Valakas, Frintezza/ImperialTomb)
    - Players flag whenever they hit a normal raid boss

    We have ensured that our economy will stay stable enough for new players and existing players who use extensive asset management to build their characters towards an end game build.

    The VIP status that can be bought with donation coins, offers you Alt-B functionality anywhere on the map. In addition, VIPs can buff:
    – Elemental Protection
    – Divine Protection
    – Arcane protection
    – Resist Holy / Unholy
    – Resist Fire / Aqua / Wind
    – Song of Storm / Flame Guard
    – Dance of Aqua Guard


    2. More about the raid system:
    On our server, the general idea on epic bosses and regular raid bosses, is that after PvP has taken place, the winner gets the opportunity to kill the boss. On most private servers, killing bosses has become a routine job. We have therefore, boosted all bosses in game.

    All epic and regular raid bosses have been boosted. Stats have been increased drastically. Killing bosses means bringing the right classes and enough people. You will also need to bring escorts to protect you against enemy players. Attacking any boss will make you flag so enemy players can easily sabotage your raid. Bosses level 58+ and epic bosses also drop the Not allowed currency. Relevant areas around epic bosses are turned into combat zones. In this area, killing other players is without consequence. Additionally, killing a player outside of the zone while the killer is standing in the zone, will not lead to karma or PK points.

    To make epic bosses more challenging, their stat boost is substantial but they have also been made vulnerable to debuffs. Root, stun, sleep, slow / entangle / freezing strike, poison, bleed, silence, Demon Wind, Blizzard, Inferno etc., are landable.

    The following skills have been changed specifically for epic boss slaying:
    - Demon Wind: Sets HP Regen to 0 for 120 seconds
    - Blizzard: Sets speed to 40% for 120 seconds
    - Inferno: Deals ALOT of damage per tick. Ticks once per 3 seconds for 120 seconds. Total damage: 700.000+ HP on an epic boss
    These skills are absolutely nessecary for Baium, Antharas and Valakas.

    Example:
    A clan is killing Baium. Baium has +/- 5.000.000 hit points. The clan has a party of 9 sorcerers. Each sorcerer takes turn to put Inferno on Baium. Baium will take a Total of 6.300.000 damage during 18 minutes meaning Baium was literally bled to death.

    To guarantee PvP on bosses, players automatically flag when attacking ANY raid boss.


    3. More about Clans / Alliances:
    Clans are made and levelled up just like official servers. Multiple quests need to be done and reputation must be farmed at some point. For clan reputation, raidbosses can be killed. They instantly offer clan reputation to the party dealing the final hit. Beware though, attacking any raid boss will make you flag.

    Regarding alliances, we allow only up to 2 clans in 1 alliance. This has been done to ensure a 3 or 4 sided server. Coalition deals between alliances are always possible but this still leads to separate sovereign alliances.


    4. Enchanting / S, A, B:
    We will not disclose the exact mechanism behind our enchant system. We consider +6 S grade to be a good end-game armor set. We have measured and ensured that our enchant system gives players a reasonable chance to obtain +6 S grade armor when they have invested the proper time and effort. To give PvP and character builds an extra dimension, we have modified the A and B enchant rates so that the effort to enchant A and B armors to +10 and +12, is about just as difficult as S grade to +6. The pdef of A and B armor items has been changed appropriately. This leads to a situation where A, B and S enchanted at +12, +10 and +6, have similar pdef. Players are now able to use any A. B or S armor set on an end game built without having to sacrifice unreasonable amounts of pdef. As +6 S grade is considered to be end game, new players will not be at a very great disadvantage compared to older players.

    Examples:
    - Archers with a +10 MJ Light set have similar pdef to Drac +6 Light
    - Daggers with +10 DC Light or +10 NM Light have similar pdef to Drac +6
    - Daggers with +12 Zubei Light have similar pdef to Drac +6
    - Duelists / Destroyers with +10 Tallum Heavy have similar pdef to IC +6 (ex. the pdef % bonus)
    - Tanks / SWS with +12 Doom Heavy have similar pdef to IC +6 (ex. the pdef % bonus)


    5. Sieges
    We have made sieges more realistic. Walls can not b ebroken by players. Doors and gates can only be attacked by players who belong to an attacking clan. Guards have received an incredible boost and are now equal to level 76 players with +0 S grade gear. All guards use soulshots and spiritshots. Last but not least, each type of guard has skills corresponding with his class. Guards are running around using: Shield stun, Earthquake, Shock Stomp, Shock Blast, Armor Crush, Tribunal, Stun Shot, Double Shot, Hurricane, Aqua Splash, Prominence, Greater Battle Heal, Heart Of Paagrio. We advise you to bring a large force if you do not want to be destroyed by guards. You will need a stacked party of damage dealers who assist on 1 guard. In addition, you need to bring a party that can handle the crowd control on large groups of guards.

    Sleeping Cloud, Poisonous Cloud, Dominators and Dreadnoughts will be very useful.


    6. Other Effects:
    We have reintroduceerd Might Mortal on C and B grade daggers. We think Might Mortal is part of the game and gives daggers a more useful role. Daggers will work as follows:
    - Backstab landrate from behind: 100%
    - Backstab landrate from the side or front: 0%
    - Dagger blow landrate from behind: 80%+x
    - Dagger blow landrate from the side: 60%+x
    - Dagger blow landrate from the front: 30%+x
    Where x is any other modifier to the landrate (Might Mortal etc.). To ensure daggers will not be overpowered. A Patk modifier is added to all dagger strike skills. This means a dagger using a Demon Sword Might Mortal will land substantially more blows but will deal lower damage per blow compared to an AS+CD.
    Might Mortal has been added as SA on the following daggers:
    - Dark Elven Dagger (C)
    - Stiletto (C)
    - Crystal Dagger (C)
    - Demon Sword (B)

    We have given the SwordSinger and BladeDancer passive heavy armor mastery and deflect arrow. They are now able to soak damage similar to tanks. Ultimately, without Majesty, Aegis or Guard Stance, tanks are still the masters of Pdef. The landrate and damage of negative SWS / BD skills has been boosted. SWS and BD are now very usefull in mass PvP and potent Olympiad classes.

    We have given the Phantom Summoner the skill Death Spike. This makes the PS more useful in PvP and Olympiad.

    Archers have received 250 extra range on Longshot 2. Archers now have the longest range. Fatal counter has received an exponential damage multiplier of 10.

    We have increased the damage of DoT attacks to 150 per tick. 1 tick is dealt per 3 seconds. These skills are: Bleed, Poison, Flame, Decay and any other similar DoT skill or DoT AoE skill. The land rate has also been drastically increased. Resistance to poison and bleed is now very relevant. If you do not dress and buff appropriately, you will bleed out in 10 or 15 seconds.

    Using the above effects and perhaps more in the future, each class has its clear strengths and weaknesses. There will not be an all-dominating class on our server. Each class can be effectively countered by another.

    The measures described above are a part of our complete build. We invite you to read our website and read our changelog on facebook.

    As you can see, this is a serious build. The above written policies have all been coded professionally. Many other small tweaks have been made to offer players a stable long lasting server..


    We hope to see you on our server! You can find us on https://l2cotp.com and on https://www.facebook.com/l2cotp/ !

    Linkback: https://l2topzone.com/forum/index.php?topic=28929.0
    « Last Edit: February 04, 2019, 03:49:18 PM by Valentin Dinu »

     

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