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

 
post Mar 15 2015, 15:36
Post #12181
Mr. Buns



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QUOTE(EsotericSatire @ Mar 15 2015, 18:38) *

Do you play pfudor for everything?


Yes. I don't see any reasons not to.
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post Mar 16 2015, 10:10
Post #12182
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I'm playing PFUDOR for everything.
It's too annoying to switch the difficulty for each situation. (IMG:[invalid] style_emoticons/default/smile.gif)

So we need a bit harder difficulty for GUARANTEED GOOD DROPS! (IMG:[invalid] style_emoticons/default/duck.gif)

This post has been edited by Cats Lover: Mar 16 2015, 10:17
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post Mar 16 2015, 11:54
Post #12183
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The description for "better smite" and "better corruption" currently include "decreases cooldown", this need to be fixed (it doesn't decrease anything, and since the cooldown is 0, would be hard to get lower).

Also, I realized that unlike elemental spells, holy and dark don't seem to get damage upgrades, is it normal?

edit: while I'm at it, "soul fire" and "ripened soul" are supposed to "enables certain follow-up attacks".
If that part is only about the specials drains, it's sort of pathetic, and would benefit from being rewritten (or just removed).

This post has been edited by uareader: Mar 16 2015, 12:01
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post Mar 16 2015, 12:13
Post #12184
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QUOTE(uareader @ Mar 15 2015, 23:54) *

Also, I realized that unlike elemental spells, holy and dark don't seem to get damage upgrades, is it normal?



Elemental is level 3 damage
Holy is level 4 damage
Dark is level 5 damage


This was converted to elemental having the highest resists on average, holy in the middle and dark the lowest.


This was changed to Elemental getting buffs to raw damage as you get to level 450 and dark getting a nerf to resists until level 450.


Basically until level 450 holy is just the best. After 450 it become taste. Holy, Freyr and Dark are the most popular.

Holy went from stuck in the middle, to best overall as a result of not being nerfed or buffed.
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post Mar 16 2015, 12:23
Post #12185
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QUOTE(uareader @ Mar 16 2015, 09:54) *

Also, I realized that unlike elemental spells, holy and dark don't seem to get damage upgrades, is it normal?

edit: while I'm at it, "soul fire" and "ripened soul" are supposed to "enables certain follow-up attacks".


Without imperil, dark and holy are higher damage than element. So Tenb didn't give them upgrade.

Ignore "soul fire" or "ripened soul".
Because of their low chance and basing on mob's speed, they are almost useless toward your damage output.
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post Mar 16 2015, 21:07
Post #12186
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QUOTE(uareader @ Mar 16 2015, 09:54) *
edit: while I'm at it, "soul fire" and "ripened soul" are supposed to "enables certain follow-up attacks".
If that part is only about the specials drains, it's sort of pathetic, and would benefit from being rewritten (or just removed).
Ripened Soul allowing Spirit Theft is essential for anyone trying to complete GF, or for most trying to complete PF DwD. If it was removed there would be no way to regain spirit.

But it's true that ether theft is less useful because melee can Focus instead to regain mana, and mage can use Ether Tap.
QUOTE(EsotericSatire @ Mar 16 2015, 10:13) *
This was converted to elemental having the highest resists on average, holy in the middle and dark the lowest.
This was changed to Elemental getting buffs to raw damage as you get to level 450 and dark getting a nerf to resists until level 450.
Basically until level 450 holy is just the best. After 450 it become taste. Holy, Freyr and Dark are the most popular.

Holy went from stuck in the middle, to best overall as a result of not being nerfed or buffed.
Oh?
QUOTE(n125 @ Feb 8 2015, 03:34) *
Imperil takes care of specific mitigations, and cast speed and MP cost are naturally tilted in favor of elemental magic.
For high difficulties, you'll very likely be using Imperil regardless, which seems like it would decrease the advantage to Holy and Dark provided by less base monster mitigation. Holy/dark T1-T3 do a little bit more damage, but they also seem to have significantly longer cast time, especially when elemental AP investment is considered. With Holy I was finding my HP getting dangerously low (or Spark proccing) after casting offensive spells significantly more often than when I'm using elemental instead. There's also mana costs, which are much easier for elemental - without focusing on Ether Tap, I'm finding it difficult to reach 100 round arena, even while using much less costly elemental - though some of that is due to only having Econ 2 rather than Econ 5. I imagine elemental would also be much easier to work with on GF, otherwise you'll be tapping constantly.

What do you think?

Edit:
QUOTE(Colman @ Mar 16 2015, 15:03) *
Divine spell kill faster than elemental spell. With the draw back of high mana and long cast time. Not really better in most of the case, besides school girls/bosses fight.

Dark is no good at all. At least for your level.


This post has been edited by Superlatanium: Mar 16 2015, 21:19
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post Mar 16 2015, 22:29
Post #12187
EsotericSatire



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QUOTE(Superlatanium @ Mar 16 2015, 09:07) *

But it's true that ether theft is less useful because melee can Focus instead to regain mana, and mage can use Ether Tap.Oh?For high difficulties, you'll very likely be using Imperil regardless, which seems like it would decrease the advantage to Holy and Dark provided by less base monster mitigation. Holy/dark T1-T3 do a little bit more damage, but they also seem to have significantly longer cast time, especially when elemental AP investment is considered. With Holy I was finding my HP getting dangerously low (or Spark proccing) after casting offensive spells significantly more often than when I'm using elemental instead. There's also mana costs, which are much easier for elemental - without focusing on Ether Tap, I'm finding it difficult to reach 100 round arena, even while using much less costly elemental - though some of that is due to only having Econ 2 rather than Econ 5. I imagine elemental would also be much easier to work with on GF, otherwise you'll be tapping constantly.

What do you think?



Holy and dark are still very good, its just you have far less choices for effective gear if you want to do grindfest. I think holy/dark need frugal/charged/radiant gear to become the most effective.
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post Mar 17 2015, 01:40
Post #12188
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QUOTE(Superlatanium @ Mar 16 2015, 22:07) *

Ripened Soul allowing Spirit Theft is essential for anyone trying to complete GF, or for most trying to complete PF DwD. If it was removed there would be no way to regain spirit.

Try spirit pots and something other than full powerslaughter.
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post Mar 17 2015, 01:55
Post #12189
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QUOTE(cmos @ Mar 16 2015, 23:40) *
Try spirit pots and something other than full powerslaughter.
I did.

On PF DwD, even with a couple Shielding Plate of Protection, I can't always silence schoolgirls before they SP attack, which then usually takes ~10% of my total spirit pool. Given the sheer number of schoolgirls and the decreased damage output/burden of Plate, I will eventually run out of my ~12 spirit pots and die without Spirit Theft.

My (melee) armor is all unforged so far, probably unlike most around my level, so that does slow things down some.

Grindfest is 1000 rounds. If I wanted to get to the later rounds while also enduring the occasional SP attack from an average of 8 spawned monsters, pots just aren't enough.

Your gear is probably significantly better than mine... I don't think my experience is out of the ordinary.
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post Mar 17 2015, 04:58
Post #12190
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QUOTE(Superlatanium @ Mar 15 2015, 07:15) *
I don't think I would be considered a poor player or a lower-level player, but now that I've added it up, my repair costs are quite significant - around 50k for doing the arenas (which I really need for income). I imagine if I did any GF, it would be quite a lot more, especially on anything but PF. Maybe I should downgrade my equipment, but that would mean I wouldn't be able to handle as high a difficulty, which means even less income (IMG:[invalid] style_emoticons/default/anime_cry.gif)

Interesting. Do you need better catalyst (for repair) for forged equipments?
Or are you buying scraps instead of salvaging worthless eq drop?

I spent 40k for repair catalyst, and it lasts me at least 2 weeks, sometimes 1 month. Granted, I play so little. Time for HV-ing is much spent on lurking the wts, waiting for good equipment to turn up (but end up only fawning over them as I have no money).
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post Mar 17 2015, 09:09
Post #12191
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QUOTE(clarkiest @ Mar 17 2015, 02:58) *
Interesting. Do you need better catalyst (for repair) for forged equipments?
No...
QUOTE(clarkiest @ Mar 17 2015, 02:58) *
Or are you buying scraps instead of salvaging worthless eq drop?
Whether I use scraps myself or sell the ones I've salvaged or buy them from other players, the value is very nearly the same... and that value plus catalysts that I consume (when I'm using my good mage set) is about 50k for doing all the arenas once. (SG arenas on normal, all others on PF, when I have the time)

Actually, scratch that, I've recently decided that End of Days isn't worth the repair and time required for a reward of only 5-6 trophies, so the cost is probably closer to 47k.
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post Mar 17 2015, 23:23
Post #12192
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@Tenb

Can I have an option to rename a monster with some cost or limits?
Like a rare item or 1 time per year or credits so on.

Some of mobs' name may be a little misleading, I want to fix them.

Thank you. (IMG:[invalid] style_emoticons/default/smile.gif)
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post Mar 18 2015, 00:17
Post #12193
EsotericSatire



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QUOTE(gc00018 @ Mar 17 2015, 11:23) *

@Tenb

Can I have an option to rename a monster with some cost or limits?
Like a rare item or 1 time per year or credits so on.

Some of mobs' name may be a little misleading, I want to fix them.

Thank you. (IMG:[invalid] style_emoticons/default/smile.gif)



Aren't all your mobs the same XD. I would be good to have some sort of option to rename them. Maybe a token cost that increases with level.
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post Mar 18 2015, 03:55
Post #12194
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QUOTE(EsotericSatire @ Mar 18 2015, 09:17) *

Aren't all your mobs the same XD. I would be good to have some sort of option to rename them. Maybe a token cost that increases with level.


It could consume blood token!
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post Mar 18 2015, 07:13
Post #12195
gc00018



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QUOTE(holy_demon @ Mar 18 2015, 01:55) *

It could consume blood token!


Yeah, another way to use blood token is great.

And it should have a limit of 1 time per year per mob in case of abuse.

This post has been edited by gc00018: Mar 18 2015, 07:14
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post Mar 18 2015, 13:35
Post #12196
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QUOTE(gc00018 @ Mar 17 2015, 19:13) *

Yeah, another way to use blood token is great.

And it should have a limit of 1 time per year per mob in case of abuse.



If it had a high enough token cost it probably wouldn't be a problem.

500 blood tokens. LOL.
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post Mar 18 2015, 17:49
Post #12197
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QUOTE(EsotericSatire @ Mar 18 2015, 11:35) *

If it had a high enough token cost it probably wouldn't be a problem.

500 blood tokens. LOL.


Yeah, only if the it is really needed, one would pay 500 for it.
Just hope Tenb will introduct the option and the way.
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post Mar 18 2015, 18:17
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Yeah, I would like some option to change names. Nobody likes to see Jenga2xx 100 times a day.
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post Mar 19 2015, 05:48
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Possibly been suggested before, but I'd like to see perma-shard effects as a hath perk (or multiple hath perks, come to that). Maybe 10% reduction of Burden (going up 5 tiers to 50%), same for Interference, 10% increase in physical attack accuracy (stacking 5 tiers to 50%), same with magical attack accuracy, 5% mana conservation (with 5 tiers to 25%).

Or, give all players the bonus, and every 50 levels dock one level - if you want to keep the bonus, you pay for the perks. That way, lower-level players get buffed like crazy, but once you hit level 250, you're on your own. Won't affect current players above that level, and it would work as a credit - well, hath - sink sure enough.
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post Mar 19 2015, 07:54
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EsotericSatire



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QUOTE(xmagus @ Mar 18 2015, 17:48) *

Possibly been suggested before, but I'd like to see perma-shard effects as a hath perk (or multiple hath perks, come to that). Maybe 10% reduction of Burden (going up 5 tiers to 50%), same for Interference, 10% increase in physical attack accuracy (stacking 5 tiers to 50%), same with magical attack accuracy, 5% mana conservation (with 5 tiers to 25%).

Or, give all players the bonus, and every 50 levels dock one level - if you want to keep the bonus, you pay for the perks. That way, lower-level players get buffed like crazy, but once you hit level 250, you're on your own. Won't affect current players above that level, and it would work as a credit - well, hath - sink sure enough.



more like

10k hath for 10% reduction in burden
10k hath for 10% reduction in interference
10k hath for 10% reduction in mana cost
10k hath for 10% bonus counter evade and resist


I think Tenboro might add those perks in. They aren't broken, but for certain builds they could be very worthwhile. Even at 5k hath I think it could be reasonable.
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