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=== Differences From Velious === | === Differences From Velious === | ||
Aside from the obvious features like AAs, spell focii, the bazaar and the new UI, some notable mechanics | Aside from the obvious features like AAs, spell focii, the bazaar and the new UI, some notable mechanics differences between TAKP's era and the Velious era include: | ||
* We have an AC softcap; It was hardcapped until near the end of Velious. Overcap returns at level 60 are small however. | * We have an AC softcap; It was hardcapped until near the end of Velious. Overcap returns at level 60 are small however. | ||
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* Exp from higher level NPCs is increased. Exp from lower level NPCs is decreased. | * Exp from higher level NPCs is increased. Exp from lower level NPCs is decreased. | ||
* Monk mitigation is nerfed. | * Monk mitigation is nerfed. | ||
* We have most of the newbie quests implemented around the time of PoP. | |||
* Player pets do not proximity aggro NPCs here. | * Player pets do not proximity aggro NPCs here. | ||
* No exp loss from death for players under level 11. | * No exp loss from death for players under level 11. | ||
* Items reappear with the character on death for players under level 10. | * Items reappear with the character on death for players under level 10. | ||
The resist and lull changes in particular allow this server to be highly accurate in regards to those two mechanics because Daybreak's Live servers still use the Luclin era resist and lull rules, allowing developers to use Live servers to collect data and recreate those mechanics with precision. | The resist and lull changes in particular allow this server to be highly accurate in regards to those two mechanics because Daybreak's Live servers still use the Luclin era resist and lull rules, allowing developers to use Live servers to collect data and recreate those mechanics with precision. |