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> [Suggestion] A few requests, Can we has...

 
post Apr 30 2011, 13:10
Post #1081
KamuiSeph



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QUOTE(Tenboro @ Apr 30 2011, 11:23) *

You would still get it off the healer. As drop rates go, all Elixirs share the loot table space with the rare scrolls and the Gaia infusions, so if you didn't get any Mana ones, that's just bad luck.

Gotta start using the healer (IMG:[invalid] style_emoticons/default/laugh.gif)

So, it's bad luck? Health elixirs don't have a bigger drop rate than mana?
Strange o_o
That's one bad streak of luck (IMG:[invalid] style_emoticons/default/sleep.gif)
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post Apr 30 2011, 14:50
Post #1082
Msgr. Radixius



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QUOTE(Tenboro @ Apr 30 2011, 03:23) *

Maybe. I'll think about it.


Thanks for the considerations, ma'am.

ADDENDUM: I was thinking, since it's an actual trigger and the status of "Agitated" can be tracked, and it makes monsters hit harder than before due to the status being a pure buff, maybe a small credit or exp bonus for killing a monster that is triggered as such? Not enough that it becomes exploitable, of course everything does, but still some incentive for people that are looking for the challenge or are unfortunate enough to trigger the "Agitated" status.

I doubt that will come to fruition, just a thought.

This post has been edited by radixius: Apr 30 2011, 16:05
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post Apr 30 2011, 18:36
Post #1083
grumpymal



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QUOTE(Tenboro @ Apr 30 2011, 04:23) *

Soo, enter high-evade light armor with physical boosts? I'm thinking that's probably the direction light armor will be heading.

So are we talking new type or changes to the existing ones? Either way, FFFFFFFFFFF I'll eventually have to build a new suit. Or maybe not, depending on how crippling the Interference gets.

QUOTE(Tenboro @ Apr 30 2011, 04:23) *

You may have a point. Shield Armor and Power Armor seem to both be gaining in popularity, but Plate might need some tweaks to make it viable for pure damage tanking.
Maybe. I'll think about it.

I've been saying Plate needed defense tweaking at higher levels for forever. =( Glad you'll finally look into it.

QUOTE(Tenboro @ Apr 30 2011, 05:48) *

Well, the spell isn't really balanced towards the high-damage difficulties. The scroll-based Shield is already mitigation based, so I don't think I'll change the normal Shield to do the same.

Its not balance towards high-level damage either, even on Normal difficulty, I don't think.
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post Apr 30 2011, 18:52
Post #1084
Ichy



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QUOTE(cmal @ Apr 30 2011, 18:36) *

So are we talking new type or changes to the existing ones? Either way, FFFFFFFFFFF I'll eventually have to build a new suit. Or maybe not, depending on how crippling the Interference gets.
I've been saying Plate needed defense tweaking at higher levels for forever. =( Glad you'll finally look into it.
Its not balance towards high-level damage either, even on Normal difficulty, I don't think.

Maybe it should give 0,2 damage Reduction per Prof level additional to what it gives now. On Normal that is.
Maybe make it do more on higher difficulty settings?
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post Apr 30 2011, 18:56
Post #1085
Msgr. Radixius



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I think modifying it based on difficulty would be a little strange.

Keep normal as a baseline for the ability, difficulty is a range in the skill of the user and shouldn't affect the ability itself.
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post Apr 30 2011, 19:21
Post #1086
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I think it would be cool to have dual proc weapons or more fighting styles.

Examples of weapons a spiked mace (2h) or flail (1H), which has both bleeding wound and stun. Or a Lance (2) and pick-axe (1H) which has both bleeding wound and penetrated armor. Instead of having the proc chance cap at 25% each, maybe have it cap at 15% or 20% each.

For a fighting style, something along the lines of a knight, where they have a two-hand such as the lance or flail, and a shield (possibly limiting the shield to one of a certain type such as kite or tower). Have the same penalties apply as Niten Ichiryu, only 5 targets and no proficiency gain, and only one counter a round. Or do away with the no proficiency gains for both this and for Niten.
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post Apr 30 2011, 19:23
Post #1087
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QUOTE(skillchip @ Apr 30 2011, 19:21) *

I think it would be cool to have dual proc weapons or more fighting styles.

Examples of weapons a spiked mace (2h) or flail (1H), which has both bleeding wound and stun. Or a Lance (2) and pick-axe (1H) which has both bleeding wound and penetrated armor. Instead of having the proc chance cap at 25% each, maybe have it cap at 15% or 20% each.


This is pretty strong. Something like this should only exist on Unique weapons.
Yeah this is a suggestion for Unique weapons (IMG:[invalid] style_emoticons/default/smile.gif)
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post Apr 30 2011, 19:25
Post #1088
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The proc chances of each one would need to be fiddled with to make them not be too strong, but I don't have the means to figure out how to balance things such as this.
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post Apr 30 2011, 20:07
Post #1089
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QUOTE(Ichy @ May 1 2011, 03:23) *

This is pretty strong. Something like this should only exist on Unique weapons.
Yeah this is a suggestion for Unique weapons (IMG:[invalid] style_emoticons/default/smile.gif)

Unique weapons would be interesting... a lot of work, but interesting. Given the rarity of legendary drops though, the drop rate would probably be astronomically low.
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post Apr 30 2011, 22:32
Post #1090
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Suggestion:
The gems drops should have a different color when they drop. That way, they're easier to look, and we can press the P key correctly.

This post has been edited by cmdct: Apr 30 2011, 22:33
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post Apr 30 2011, 23:56
Post #1091
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Can we have the following at least considered? >_>

* Display current exp rate (incl. ALL bonuses which are being applied including auras and Stamina)
  • Could be added to combat sidebar or maybe Character stat page since they shouldn't change that much during combat.

* Add extra difficulty setting just for IW that grants an extra +1 item level increase when completed, with reduced/eliminated exp gains.
  • Maybe increased prof gain rate as well to offset the exp loss? <,< (I know that last one is just me being greedy though lol)
  • This could also be implemented as a toggle in Settings instead of trying to figure out how an extra IW-only difficulty would react in other combat scenarios.

* Expanding on the "toggle" idea above, add settings to allow exchange of gains to other types. This would allow us to focus on certain areas of our gameplay while playing without being overly confusing to new players. Maybe some of the following could work for this idea:
  • No exp = Extra credits
  • No exp + No credits = Extra prof gains
    Either higher proc rate of gains OR extra +.01 every time you get one.. Not sure which would overlap with the new training though ^^;;
  • No exp + No credits + No prof gains = Extra item drop rate
    We already have "No credits = Extra exp" through IW

* Change the new "Agitated" monster status so that it doesn't kick in until they have taken a significant amount of damage... Maybe have it trigger somewhere between 30%-60% of the monsters' max HP to allow for unintentional splash damage and keep large groups from raping 2h users <,<;;

All of the above is coming from the POV of a lower level 2H player who is a bit frustrated that post-update I have had to reduce my difficulty level from Hard/Normal > Easy/Cake for IWs just in order to be sure that I can complete them when they are lvl 50+, and annoyed at how frequently my items are not leveling (when that is the main purpose of my playing IW instead of GF.) ^^;; No clue how any of the above would have to be implemented in order to not throw higher level play totally out of whack, but I'm sure at least some of my suggestions would be welcome by the playerbase. XD
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post May 1 2011, 01:10
Post #1092
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Agitated now only kicks in when they are 20% or below, also it only affects people who are level 100 or above.
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post May 1 2011, 03:47
Post #1093
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QUOTE(skillchip @ Apr 30 2011, 16:10) *

Agitated now only kicks in when they are 20% or below, also it only affects people who are level 100 or above.



Is that a suggestion or are you saying it is already in place, because I am still seeing steady increases in damage received from monsters as soon as I start damaging them... >.>

Stealth update to an update ftw XD I swear I'm still seeing the effects of it as of right now and I'm only level 60 though... <,<

This post has been edited by deadman80: May 1 2011, 03:50
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post May 1 2011, 04:33
Post #1094
skillchip



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You are probably seeing higher level monsters now then you were before is all as well as them not being -50% right when they spawn
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post May 1 2011, 06:37
Post #1095
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I was just thinking about how we could have the following additions (aka Credit/GP sink) to the HentaiVerse:

Equipment Gamble: Pay a certain amount of credits and have a chance to gamble out a piece of gear. The gamble could include the option to select the gear class as well (i.e. Cloth Armor, Staff, Shield etc.)

Item Gamble: Pay a certain amount of credits and a chance to gamble out, consumables, crystals, and even artifacts.

Lottery: The pot starts off at a pre-determined amount, a player can buy a ticket with 4 numbers (random or self-picked), matching at least two numbers will win you a small percentage of the pot (and reduce the pot by that amount). The player would get greater percentages of the pot if he/she matches more numbers, or even more numbers in the order that the numbers were drawn. The numbers can range from 01 to 60. Here's where the money sink can come in: Each ticket could cost 10c, but only 5c would be contributed to the lottery pool per ticket purchased. Maybe we could have something along this kind of set up, but not necessarily with the exact numbers I listed above?

This post has been edited by Draylof: May 1 2011, 06:38
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post May 1 2011, 15:26
Post #1096
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I just noticed Spirit isn't refreshed after completing an arena, would be nice if it did~
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post May 1 2011, 16:09
Post #1097
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QUOTE(Ballistic9 @ May 1 2011, 23:26) *

I just noticed Spirit isn't refreshed after completing an arena, would be nice if it did~

You only just noticed it after 169 levels? (IMG:[invalid] style_emoticons/default/laugh.gif)
wow
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post May 1 2011, 16:23
Post #1098
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Some request about EXP modifier:

So, since the monsters have became much much stronger than default mobs (and sometimes even mini-bosses), I think that EXP modifier need to be adjusted in accordance with their power level.
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post May 1 2011, 16:31
Post #1099
Tenboro

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QUOTE(cryomorph @ May 1 2011, 16:23) *

So, since the monsters have became much much stronger than default mobs (and sometimes even mini-bosses), I think that EXP modifier need to be adjusted in accordance with their power level.


Uhm, it is. Well, not power level as such, but the primary stats do affect EXP directly.

Although I'll admit I haven't actually calculated how much of an effect it has.

Edit: Ok, I just calculated it, and the effect is a lot smaller than intended. Which will be reflected in the patch notes shortly.
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post May 1 2011, 16:51
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QUOTE(Tenboro @ May 1 2011, 22:31) *

Uhm, it is. Well, not power level as such, but the primary stats do affect EXP directly.

Although I'll admit I haven't actually calculated how much of an effect it has.

Edit: Ok, I just calculated it, and the effect is a lot smaller than intended. Which will be reflected in the patch notes shortly.


I'm glad to know that you are working with this, thanks.

This post has been edited by cryomorph: May 1 2011, 16:51
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