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post May 8 2009, 12:04
Post #81
bladejtr



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QUOTE(Alpha 7 @ May 8 2009, 05:53) *

Physical attacks don't do enough damage...

For you. I get my overcharge up to 100% and I do about 100-150 a shot.

Of course I'm rolling with these stats:
(IMG:[gannonman.com] http://gannonman.com/image/ss_568743226.JPG)

Also, important side note, the exp requirement numbers are all fucked up. Firefox btw, dunno what version.

This post has been edited by bladejtr: May 8 2009, 12:09
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post May 8 2009, 13:20
Post #82
TheBigR



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QUOTE(bladejtr @ May 8 2009, 18:04) *

Also, important side note, the exp requirement numbers are all fucked up. Firefox btw, dunno what version.

Im running 3.0.7 and the exp numbers are fine
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post May 8 2009, 13:44
Post #83
Tenboro

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QUOTE(Alpha 7 @ May 8 2009, 11:53) *

Physical attacks don't do enough damage, and there is no good tactical spell at this level and the fact that they are at the end of a chain of magic that takes 8 AP to buy one of them makes them undesirible. As for the battle logs, that's true, however, before this change this tactic was over 90% succesful for Random Encounters @ Normal now, it's luck of the draw @ Easy. It seems your efforts to rein in the high-level players is having too much impact on the lower-level players.


Except for Slow and Weaken, both of which are quite powerful.

I haven't attempted to rein in anything, the only thing that was changed that directly affects difficulty is the damage monsters do when they use skills. Level 20-somethings are currently losing 1 in 5 battles on Normal, which is exactly the same as Level 50-somethings.
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post May 8 2009, 13:46
Post #84
Alpha 7



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QUOTE(bladejtr @ May 8 2009, 05:04) *

For you. I get my overcharge up to 100% and I do about 100-150 a shot.

Of course I'm rolling with these stats:
(IMG:[gannonman.com] http://gannonman.com/image/ss_568743226.JPG)

Also, important side note, the exp requirement numbers are all fucked up. Firefox btw, dunno what version.


That makes a big difference. I'm 21-21-21-21-21-22.

I tried an experiment in Grindfest @ Cake where I just Attacked (no magic, no items) and lasted 4 rounds. It seems HV has shifted too far in the favor of the melee types and crippled the mages.

About EXP Require numbers, that looks like they way 0.2.1 appears in IE 7. It appears fine in FF 3.0.3, too,

QUOTE(Tenboro @ May 8 2009, 06:44) *

Except for Slow and Weaken, both of which are quite powerful.


Slow and Weaken both consume 8 Ability Points each and leave you with strong Cold and Electric attacks that take too long to cast, especially after you've wasted 2-4 turns casting Weaken and Slow, while taking multiple attacks with no counter-attacks. If you add in Aura and Item slots. you're left with almost no AP for anything else. I just checked, I have 26 AP, If I had them completely re-set, and got Weaken, Slow, both Aura Slots, and the Item slot, I would have 7 AP left with no Fire magic, no tanks, and no bonuses. I could spend the last 7 on getting Inferno back but, I would still have no bonuses, no tanks, and no more AP, and be a high-powered mage who would likely still be better off just hacking at the monsters. The tactical spells are just too expensive.

QUOTE(Tenboro @ May 8 2009, 06:44) *

I haven't attempted to rein in anything, the only thing that was changed that directly affects difficulty is the damage monsters do when they use skills. Level 20-somethings are currently losing 1 in 5 battles on Normal, which is exactly the same as Level 50-somethings.


Maybe the other Level 20-somethings are, but I am suddenly winning 1 in 5 @ Normal, whereas before I was 9/10 or 19/20.

This post has been edited by Alpha 7: May 8 2009, 14:12
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post May 8 2009, 14:26
Post #85
Tenboro

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QUOTE(Alpha 7 @ May 8 2009, 13:46) *

I tried an experiment in Grindfest @ Cake where I just Attacked (no magic, no items) and lasted 4 rounds. It seems HV has shifted too far in the favor of the melee types and crippled the mages.


Except that since you can only have one character, you're in no position to judge their relative strength. There is a balance here. Magic-heavy types can one-shot a battlefield of common monsters, especially after getting proficiency up, while melee-heavy types can deal a lot of damage to one target with spirit.

QUOTE
Slow and Weaken both consume 8 Ability Points each and leave you with strong Cold and Electric attacks that take too long to cast, especially after you've wasted 2-4 turns casting Weaken and Slow, while taking multiple attacks with no counter-attacks. If you add in Aura and Item slots. you're left with almost no AP for anything else. I just checked, I have 26 AP, If I had them completely re-set, and got Weaken, Slow, both Aura Slots, and the Item slot, I would have 7 AP left with no Fire magic, no tanks, and no bonuses. I could spend the last 7 on getting Inferno back but, I would still have no bonuses, no tanks, and no more AP, and be a high-powered mage who would likely still be better off just hacking at the monsters. The tactical spells are just too expensive.


Well I had a look at your build, and when you do pump 13 ability points in EXP and Credit modifiers you have to accept a decline in your battle power. But that's not a flaw in the system.
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post May 8 2009, 14:34
Post #86
Beryl



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Can we have poison do a bit more damage?

A while back I used it on something that had 2800 health, and it did 28 damage per turn... That's only 1% =(

Also, maybe slightly increase the secondary damage of AoE spells? I can't one-shot a battlefield of monsters even if they're all weak to that element. Of course, my proficiency might not be high enough: 17.84.
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post May 8 2009, 14:46
Post #87
Alpha 7



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QUOTE(Tenboro @ May 8 2009, 07:26) *

Well I had a look at your build, and when you do pump 13 ability points in EXP and Credit modifiers you have to accept a decline in your battle power. But that's not a flaw in the system.


Sure it is. In the old system, using skill points was all about getting non-battle bonuses. Even if I re-set and spend zero AP on EXP/C bonuses, and focus on Tactical spells, I would be a stronger mage, who would still be better off hacking away than casting.

When you only get 10 AP per rank, burning 8 of them just to get Weaken to just too much. And it doesn't explain my sudden reversal in win rate, as I had the same build the overcharge/attack tweak. Going from 90% win rate to 10% win rate with the same build has got to be a flaw.

Tactical spells have to be cheaper. Perhaps do the same as with the Elemental spells - disconnect them from the Rank's Elemental Spell and use 5 ticks to get the full power of each one, with each tick being a weaker version of it. If you do do something like this, please completely re-set my AP so I can get a better balanced build.

This post has been edited by Alpha 7: May 8 2009, 14:48
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post May 8 2009, 16:01
Post #88
Beryl



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I can see the influx of "please reset my AP" coming.
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post May 8 2009, 16:08
Post #89
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QUOTE(BunBun @ May 8 2009, 10:01) *
I can see the influx of "please reset my AP" coming.


Lol.

@Tenb: just in case I wasn't clear, it was the fact that the confused hamster dodged its own attack that I considered a bug ^^
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post May 8 2009, 16:15
Post #90
Msgr. Radixius



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QUOTE(BunBun @ May 8 2009, 09:01) *

I can see the influx of "please reset my AP" coming.


That would probably make me want to butcher myself.
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post May 8 2009, 16:18
Post #91
Beryl



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I just don't see TenB doing it without some sort of price. People have already gained a lot from their EXP + and Credit+ skills, so they basically would have gotten that for free.

And TenB doesn't give anything free =P
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post May 8 2009, 16:44
Post #92
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QUOTE(BunBun @ May 8 2009, 22:01) *

I can see the influx of "please reset my AP" coming.

That came a while ago but I guess its rested long enough to come again (IMG:[invalid] style_emoticons/default/happy.gif)

QUOTE
@Tenb: just in case I wasn't clear, it was the fact that the confused hamster dodged its own attack that I considered a bug ^^

Hamsters have their own dodge and hit rate which would effect them too. I would assume that regardless of where it comes from in the system an attack is an attack which would mean its hit rate would be effected by this.
I was just playing FFX and got confused but because my evasion was much better than my hit with my characters they always missed themselves
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post May 8 2009, 16:51
Post #93
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Well, I can't clear the fourth arena challenge on Easy with decent potions, so... I'm not wasting any more credits on the arena, I think.

And, yes, I understand that this probably sounds bratty, or whatever, but it seems that there's a bias toward magic, which I try not to go for in general, due to the excessively limited nature in which MP works by its basic mechanic.

I've also found that healing potions don't work very well until you get past a certain threshold of HP due to the strengths of some of the monsters. You might be getting twacked for up to 100 damage per turn, you use a Superior Health Potion - 12% for 5 turns, at my current health total, it's 51.72 per turn, which I'd assume would round up to 52. Even using a Godly Health Draught - 7% for 12 is roughly half that, 30.17, doesn't add up to the punishment that's dished out past a certain point, especially with the Whale and the Peacock, who hit like trucks, any health item is rendered useless.

Maybe, and I know this is getting fucking annoying by now, add two equipments, Placeholder Armor that adds a scant bit of defense and Placeholder Weapon that adds a scant bit of attack. Once again, I don't know how hard it is to code something like this in, especially in something as intricate as you've made, here, but it will be much appreciated by at least a few of us.

A thanks in advance, regardless of if you decided to do anything or not.
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post May 8 2009, 18:08
Post #94
Tenboro

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QUOTE(Alpha 7 @ May 8 2009, 13:46) *

I tried an experiment in Grindfest @ Cake where I just Attacked (no magic, no items) and lasted 4 rounds. It seems HV has shifted too far in the favor of the melee types and crippled the mages.


QUOTE(radixius @ May 8 2009, 16:51) *

And, yes, I understand that this probably sounds bratty, or whatever, but it seems that there's a bias toward magic, which I try not to go for in general, due to the excessively limited nature in which MP works by its basic mechanic.


And there we have it. This is why I log stuff to base my balancing on. (IMG:[invalid] style_emoticons/default/rolleyes.gif)

QUOTE
I've also found that healing potions don't work very well until you get past a certain threshold of HP due to the strengths of some of the monsters. You might be getting twacked for up to 100 damage per turn, you use a Superior Health Potion - 12% for 5 turns, at my current health total, it's 51.72 per turn, which I'd assume would round up to 52. Even using a Godly Health Draught - 7% for 12 is roughly half that, 30.17, doesn't add up to the punishment that's dished out past a certain point, especially with the Whale and the Peacock, who hit like trucks, any health item is rendered useless.


The potions should work equally well at most levels, seeing as monster damage also scales at a similar rate with your base health.

QUOTE
Maybe, and I know this is getting fucking annoying by now, add two equipments, Placeholder Armor that adds a scant bit of defense and Placeholder Weapon that adds a scant bit of attack. Once again, I don't know how hard it is to code something like this in, especially in something as intricate as you've made, here, but it will be much appreciated by at least a few of us.


Considering I'd have to code most of the equipment system to make it apply those bonuses, I wouldn't hold my breath.
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post May 8 2009, 18:15
Post #95
Msgr. Radixius



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QUOTE(Tenboro @ May 8 2009, 11:08) *

And there we have it. This is why I log stuff to base my balancing on. (IMG:[invalid] style_emoticons/default/rolleyes.gif)


Balancing is a fickle bitch. It's been almost 5 years since World of Warcraft was released and Blizzard still can't do it right.
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post May 8 2009, 19:40
Post #96
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(IMG:[gannonman.com] http://gannonman.com/image/items_508207431.jpg)

Ummmmmm....
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post May 8 2009, 20:54
Post #97
bladejtr



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QUOTE(radixius @ May 8 2009, 10:51) *

Well, I can't clear the fourth arena challenge on Easy with decent potions, so... I'm not wasting any more credits on the arena, I think.

And, yes, I understand that this probably sounds bratty, or whatever, but it seems that there's a bias toward magic, which I try not to go for in general, due to the excessively limited nature in which MP works by its basic mechanic.

I've also found that healing potions don't work very well until you get past a certain threshold of HP due to the strengths of some of the monsters. You might be getting twacked for up to 100 damage per turn, you use a Superior Health Potion - 12% for 5 turns, at my current health total, it's 51.72 per turn, which I'd assume would round up to 52. Even using a Godly Health Draught - 7% for 12 is roughly half that, 30.17, doesn't add up to the punishment that's dished out past a certain point, especially with the Whale and the Peacock, who hit like trucks, any health item is rendered useless.

Maybe, and I know this is getting fucking annoying by now, add two equipments, Placeholder Armor that adds a scant bit of defense and Placeholder Weapon that adds a scant bit of attack. Once again, I don't know how hard it is to code something like this in, especially in something as intricate as you've made, here, but it will be much appreciated by at least a few of us.

A thanks in advance, regardless of if you decided to do anything or not.

It will get easier when you hit 40 and pick up cure, at least it did for me.
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post May 8 2009, 20:56
Post #98
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QUOTE(DemonEyesBob @ May 8 2009, 13:40) *

(IMG:[gannonman.com] http://gannonman.com/image/items_508207431.jpg)

Ummmmmm....


Holy what the fuck?
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post May 8 2009, 21:08
Post #99
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The easy setting is too hard.
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post May 8 2009, 21:21
Post #100
bladejtr



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Can we have a "might as well not play" difficulty where you get 5% of normal xp but everything falls over dead when you glance at them?
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