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Possible future revamp |
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Feb 22 2013, 13:50
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teddy.bear
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not sure if anyone uses a dual holy dark setup, but if people are then this would mean a nerf to them as all elemental are covered under elemental proficiency but holy dark have separate, which would mean they would need at least 2 gossamer pieces to gain the benefits of both the proficiency revamp and explosions.
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Feb 22 2013, 14:21
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Falbala456
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We'll need montages for all those proficiencies.
For those who were speaking about bleeding wound, I can say I find it very useful. Maybe because I'm a Niten and have better bonuses on it (or not...?), but it's a part of my overall damages. And not a little one. Even with the "nerf", which isn't really one since the most useful way for BW is on bosses and such, it's still very good.
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Feb 22 2013, 14:54
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Lement
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@xmagus:
While I laughed at the idea of making cotton even less valuable, I think Tenboro specifically mentioned not having gossamer contribute directly to damage - and that formula scales faster even than current one and makes gossamer work exactly like phase, expect significantly more powerful. While that can be adjusted the underlying idea was to not have prof give damage(although anti-mitigation would be doing exactly that I suppose).
Combined with stacking debuffs it might be actually significant difference though to style of maging, though. It bears thinking about with faster cast speeds.
As for prof changing the nature of what spell does...It is interesting, and some of this I expect even.
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Feb 22 2013, 15:36
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xmagus
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QUOTE(Lement @ Feb 22 2013, 22:54)  @xmagus:
While I laughed at the idea of making cotton even less valuable, I think Tenboro specifically mentioned not having gossamer contribute directly to damage - and that formula scales faster even than current one and makes gossamer work exactly like phase, expect significantly more powerful. While that can be adjusted the underlying idea was to not have prof give damage(although anti-mitigation would be doing exactly that I suppose).
Combined with stacking debuffs it might be actually significant difference though to style of maging, though. It bears thinking about with faster cast speeds.
As for prof changing the nature of what spell does...It is interesting, and some of this I expect even.
Nor does it contribute directly to damage - each individual offensive spell under my setup will do exactly the same amount of damage regardless of your proficiencies. I mean, you can tinker with the numbers I suggest; it doesn't have to be linear. But there are only so many things you can do with an offensive spell. There's damage output, debuff, cast time and mana cost - and unless you want proficiencies to have no effect at all, then you have to tinker around with one or more of these variables. So, can't touch damage output. No sweat, do something with debuff, which is what I suggest. People have already spoken on cast time and mana cost; I tried to come up with something that is not quite so direct - and in fact, can be a little detrimental every so often. (IMG:[ invalid] style_emoticons/default/tongue.gif) (Can you imagine, the last enemy, and you want to proc CM then ET, and suddenly WHAM! Proficiencies boost your spell tier and kills the mob directly.) If you think about it, a melee fighter can hit his primary target 8 times over with only one strike (DW, Void + 2x Elem, Offhand, Void + 2x Elem). Even a 2H can hit his primary target 4 times. Mages should have a similar mechanism (only not anywhere near so powerful). And I think that it's only fair if you're a mage with high offensive profs, they should in some sense help you in the defensive side as well. Hence, the increased elemental mitigations. And it's about time infusions helped mages as much as melees as well. Mind you, this is all rather theoretical to me, since I'm not maging and haven't done so for about 150 levels.
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Feb 22 2013, 16:03
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Lement
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Well, casting a spell 2x without chance to cast cure inbetween when you're attacked invites doom, if you meant just that. And maybe you did, with haste.
I just assumed that you didn't invite doom.
I apparently have been wrong. No mana cost save, no action time save, just...casting..twice. A timesaving sacrifice that eats you alive, for I see the mage doublecasting(quadruple, even?) on low difficulties...and now having the monsters survive for you to cast cure without getting hit is much rarer.
I do agree that debuffs should matter a bit more to consider for things other than their exploding nature. But honestly, with single element focus for practicality it will have the effect of giving styles their own twist rather than being a choice of different X-Nerfs.
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Feb 22 2013, 17:16
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xmagus
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Well, no, I do mean casting 2x or 3x in succession within the same turn. That is to say, when you cast, say Fireball, it casts twice or thrice on the same target. Oh, and maybe one of those casts becomes Inferno, Flare or Nova instead (random, but higher proficiencies makes it more likely). It casts, then enemies get damage, then it casts again, then enemies get damage, then it casts again, then enemies get damage ad nauseum. Of course, any enemy that would normally have an action in that turn will get to perform that action after the first and last casts. So, yes, it might invite doom every so often. (IMG:[ invalid] style_emoticons/default/biggrin.gif) You could consider it mana saving and time saving, but consider... 1. A standard reduction in mana cost when you have higher proficiencies simply translates to what someone called 'infinite mana' (which it isn't, but it's mana extension). My way, it will cost the same amount of mana for everyone. Not that I would complain against a simple mana reduction, because that would benefit melee as well as maging. 2. Time saving it isn't, quite, because it's not an entirely 'free' action. You can't choose your next action, so it's more limited. (sample fake battle log) 3 22 Ouzai Holy Cross Kill crits you for 2574 holy damage. 3 21 Ouzai Shadow Killer White casts Ouzai Holy Cross Kill 3 20 You evade the attack from Ouzai Berserker Mode. 3 19 Maximized Black hits you for 3816 elec damage. 3 18 Heartiels casts Maximized Black 3 17 You evade the attack from Ouzai Shadow Killer White. 3 16 Ouzai Berserker Mode hits you for 590 crushing damage. 3 15 You gain the effect Channeling. <--- Your 'free' actions end here3 14 Inferno hits Ouzai Berserker Mode for 171 fire damage. 3 13 Heartiels gains the effect Searing Skin.3 12 Inferno hits Heartiels for 555 fire damage. 3 11 Ouzai Shadow Killer White gains the effect Searing Skin.3 10 Inferno hits Ouzai Shadow Killer White for 389 fire damage. 3 9 Your proficiencies allow you to channel Inferno.3 8 Flare hits Heartiels for 666 fire damage. 3 7 Your proficiencies allow you to channel Flare. <--- Pseudo-turn 4 begins3 6 Heartiels hits you for 432 slashing damage. <--- Normal turn ends here3 5 You evade the attack from Ouzai Shadow Killer White. 3 4 You evade the attack from Ouzai Berserker Mode. 3 3 Heartiels misses the attack against you. 2 2 Fireball hits Heartiels for 333 fire damage. 2 1 You cast Fireball. What I would like to see (but would probably require more programming) are multi-element spells. That, I think, would be interesting, if proficiencies unlocked combo-type spells. Maybe Greek Fire (combination of Fire and Wind), or Tesla's Flare (combination of Electricity and Fire).
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Feb 22 2013, 22:51
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skillchip
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If you are going to make a prof cap for the new special attributes on spells, make anything over that give damage
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Feb 23 2013, 03:48
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BooBoo99
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I have a headache from reading all of this - in HV I just click all the things. Works for me (IMG:[ invalid] style_emoticons/default/tongue.gif)
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Feb 25 2013, 14:05
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thereisnothing
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I can't really add much, since I have not been playing for long, but: Do something about the riddlemaster, PLEASE. If he is (and I doubt it) an important aspect of the game, then change the riddles so someone without knowledge of "My little Pony" has a chance to not end up with -1 Stamina (Yes, I failed so often that I lost ALL of my stamina).
This post has been edited by thereisnothing: Feb 25 2013, 14:06
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Feb 25 2013, 18:01
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Maximum_Joe
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QUOTE(Tenboro @ Dec 15 2012, 00:36)  No. Changes. To. Riddlemaster.
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Feb 25 2013, 18:12
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Bunker Buster
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QUOTE(skillchip @ Feb 22 2013, 22:51)  If you are going to make a prof cap for the new special attributes on spells, make anything over that give damage
yay more funny situations where lower tier spells become more effective than higher tier spells! [Easy to code] Proficiency should translate to anti resist and mana cost reduction, with a bottom clamp for mana costs. Suggested anti-resist equation: [min 0.00, ((proficiency - enemy level) / enemy level)] * 100 = anti resist -The damage gain is variable, but it grants a substantial gain in accuracy for players with higher proficiency values. Suggested mana cost equation: [min 0.75, Spell Level/Current Proficiency] = Mana cost -This means lower level spells won't be that much more efficient. This also takes to account that higher tier spells have a heavier action time penalty. [Hard to code] Proficiency should also increase effectiveness of elemental debuff resistance modifiers, to make explosions and element switching more appealing by effectively moving the DAMAGE!!! factor to that. (10? 25? whatever base reduction for debuffs is?) + proficiency/20 = Debuff elemental resistance reduction for the next element. This does work out to making explosions more effective and valuable later in the game, but intentional since players won't have a whole lot of spells nor a reason to use them early on. The resistance modifier should stack with Imperil. Plus, it'd make people want to have balanced gear. hybrid pride This post has been edited by Bunker Buster: Feb 25 2013, 18:36
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Feb 25 2013, 18:19
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destructorspace
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QUOTE(thereisnothing @ Feb 25 2013, 07:05)  I can't really add much, since I have not been playing for long, but: Do something about the riddlemaster, PLEASE. If he is (and I doubt it) an important aspect of the game, then change the riddles so someone without knowledge of "My little Pony" has a chance to not end up with -1 Stamina (Yes, I failed so often that I lost ALL of my stamina).
(IMG:[ invalid] style_emoticons/default/rolleyes.gif) Really? It's not that hard - all six have very distinct hair/mane styles, and there's a fucking button that gives you a cheat sheet. Also, you're doing it wrong. Get some advice here. And if you can't be assed to do that, you can always go whine in the player advice thread, and hope the 350+ players have something useful to say. Let your stamina regenerate to above 80, and then just do hourlies, if you're that bad at a simple hair-do puzzle.
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Feb 25 2013, 18:39
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MSimm1
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QUOTE(thereisnothing @ Feb 25 2013, 06:05)  I can't really add much, since I have not been playing for long, but: Do something about the riddlemaster, PLEASE. If he is (and I doubt it) an important aspect of the game, then change the riddles so someone without knowledge of "My little Pony" has a chance to not end up with -1 Stamina (Yes, I failed so often that I lost ALL of my stamina).
There's a link to a chart located on the upper right corner of the Riddlemaster screen to help identify the different ponies This also might help (IMG:[ invalid] style_emoticons/default/biggrin.gif) EHWiki Riddlemaster
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Feb 25 2013, 20:12
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thereisnothing
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I'm soooooooooooooooooooooooooooooooooooooooo sorry for questioning the method of using my little pony as a common sense riddle. It seems to be fairly popular so I make sure I don't mention it again. I didn't know the function of stamina until it has been all used up sparkling ponies. Still new to this, you know? Didn't notice the chart yet, good to know and thanks for the advice. (IMG:[ invalid] style_emoticons/default/smile.gif) This post has been edited by thereisnothing: Feb 25 2013, 20:14
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Feb 25 2013, 21:02
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MSimm1
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QUOTE(thereisnothing @ Feb 25 2013, 12:12)  I'm soooooooooooooooooooooooooooooooooooooooo sorry for questioning the method of using my little pony as a common sense riddle. It seems to be fairly popular so I make sure I don't mention it again. I didn't know the function of stamina until it has been all used up sparkling ponies. Still new to this, you know? Didn't notice the chart yet, good to know and thanks for the advice. (IMG:[ invalid] style_emoticons/default/smile.gif) Your more than welcome (IMG:[ invalid] style_emoticons/default/biggrin.gif) The Riddlemaster ponies get easier with a little patience and time (IMG:[ invalid] style_emoticons/default/biggrin.gif)
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Feb 26 2013, 22:26
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Bunker Buster
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QUOTE(Bunker Buster @ Feb 25 2013, 18:12)  [Hard to code] Proficiency should also increase effectiveness of elemental debuff resistance modifiers, to make explosions and element switching more appealing by effectively moving the DAMAGE!!! factor to that.
(10? 25? whatever base reduction for debuffs is?) + proficiency/20 = Debuff elemental resistance reduction for the next element. This does work out to making explosions more effective and valuable later in the game, but intentional since players won't have a whole lot of spells nor a reason to use them early on. The resistance modifier should stack with Imperil.
Plus, it'd make people want to have balanced gear. hybrid pride
Addendum to this post: The resistance reduction prof coefficient for holy/dark could be reduced to half or less (1 bonus anti-resist every 40 or 50) since monsters have high amounts of only either holy or dark kind of resistance and not both, unless you were planning on introducing a pure void monster. (Idea!) Or you could just decrease the mana cost further in place of resistance reduction for holy/dark prof, as they're extremely mana-hungry spells. This post has been edited by Bunker Buster: Feb 26 2013, 22:27
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Feb 26 2013, 23:44
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Azru
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QUOTE(fenixray @ Feb 14 2013, 10:07)  will melee fighters gain counter-parry bonus? (IMG:[ invalid] style_emoticons/default/huh.gif) This is what I want to know as well and from what skillchip suggested and apologies for paraphrasing you Master Chip, it seems the main problem with monsters that melee has is their ability to parry which seems to happen far too often though less so thanks to the last update and likewise I can only imagine for mages casting a spell to have it resisted. Therefore I agree with chip that anything over proficiency should be towards an anti-parry, anti-evade and anti-resist bonus. I'm also curious about the level required for spells and how that would affect the AP tree are there any future additions planned for it?
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Feb 26 2013, 23:47
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Herp in your Derp
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It's currently impossible to get weapon/armour proficiency higer than the level cap.
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Feb 27 2013, 00:57
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teddy.bear
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Easiest solution for anti-parry would be to make it so any accuracy over 200% goes to anti-parry with 300% giving 100% anti-parry. This calculation would have to exclude shards. In order to get 100% ant-parry you would need to be using almost all balance equips. Light gets faster attack speed and heavy can get anti-parry thanks to balance power armor.
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