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

 
post May 13 2011, 23:25
Post #1221
grumpymal



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QUOTE(buktore @ May 13 2011, 10:42) *

- The way you changed how interference works to be what it is now, with the aim to attract mage to use Light armor, will not work. The only thing this change does is nerf melee by increasing their interference.

I don't think the interference light armor buff was aimed at mages, since they're all clothies anyway.

QUOTE(buktore @ May 13 2011, 10:42) *

- If you plan to boost some armor type, make it retroactive.

I always ask for this. It never happens. Unless you count the weapon ADM buff. That I was grateful for.
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post May 13 2011, 23:58
Post #1222
buktore



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QUOTE(cmal @ May 14 2011, 04:25) *

I don't think the interference light armor buff was aimed at mages, since they're all clothies anyway.


Heh.. you're right! How on earth could I forget you anyway! (IMG:[invalid] style_emoticons/default/heh.gif)

This doesn't really make sense, though... He nerfed PA so it can't be use with magic. Now he want those cowhide wearing folks to cast spell..? (IMG:[invalid] style_emoticons/default/huh.gif)

Anyway, a better way to do it is to combined the old method with the new one. Simple, efficient, glorious... (IMG:[invalid] style_emoticons/default/cool.gif)
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post May 14 2011, 06:57
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Ballistic9



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More mazes like this one, plox~
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post May 14 2011, 07:42
Post #1224
grumpymal



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QUOTE(Ballistic9 @ May 14 2011, 00:57) *

More mazes like this one, plox~

Sometimes I still redo ones that insultingly easy just to make sure I didn't derp out and end up losing 20 Stamina.
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post May 14 2011, 08:08
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QUOTE(Ballistic9 @ May 13 2011, 21:55) *

Seems like a reasonable fix to battlecaster armor, kinda pointless to use when right off the bat the armor's interference knocks off 1-2% of the already low MDM bonus. Then again there's probably around 1% of us in the population that uses it.


Suggestion: Make Battlecaster switch to Cotton and Silk.
Then go make some rare Suffix for Light Armor. Should give some ADM. Probably half the ADM a Power Armor can have.
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post May 14 2011, 09:58
Post #1226
Tenboro

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QUOTE(cmal @ May 13 2011, 23:25) *

I always ask for this. It never happens. Unless you count the weapon ADM buff. That I was grateful for.


I assume you want the changes to be retroactive when stats are decreased as well then?
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post May 14 2011, 10:25
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QUOTE(Tenboro @ May 14 2011, 09:58) *

I assume you want the changes to be retroactive when stats are decreased as well then?

Noooooooooooooooooooo!
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post May 14 2011, 11:02
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QUOTE(Tenboro @ May 14 2011, 14:58) *

I assume you want the changes to be retroactive when stats are decreased as well then?


For me, Yes.

I'm not retarded enough asking for this and expected to get only the boost and not the other way around.
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post May 14 2011, 11:11
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QUOTE(cmal @ May 14 2011, 05:25) *

I don't think the interference light armor buff was aimed at mages, since they're all clothies anyway.
I always ask for this. It never happens. Unless you count the weapon ADM buff. That I was grateful for.



QUOTE(Tenboro @ May 14 2011, 15:58) *

I assume you want the changes to be retroactive when stats are decreased as well then?



QUOTE(buktore @ May 14 2011, 17:02) *

For me, Yes.

I'm not retarded enough asking for this and expected to get only the boost and not the other way around.



Make sure those pre-nerf ones are also nerfed then.
Surely cmal and buktore will be negged to death if that happens (IMG:[invalid] style_emoticons/default/tongue.gif)
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post May 14 2011, 11:29
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Changing scaling factor for stats applied across all item equally. If there's a patch that nerf gears (or boost for that matter), pre-nerfed (the good one) will be, stat wise, as godly as before compared to whats drop after the patch.

Maybe this is more complicate than I thought.. Not sure if the game allow stat adjust for only a certain type of gear and not the other. It could be done in theory though.

This post has been edited by buktore: May 14 2011, 11:43
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post May 14 2011, 11:53
Post #1231
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QUOTE(buktore @ May 14 2011, 11:29) *
Not sure if the game allow stat adjust for only a certain type of gear and not the other. It could be done in theory though.


Only at drop time. Stat scaling is done with a global factor for all gear.
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post May 14 2011, 12:15
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QUOTE(buktore @ May 14 2011, 17:29) *

Changing scaling factor for stats applied across all item equally. If there's a patch that nerf gears (or boost for that matter), pre-nerfed (the good one) will be, stat wise, as godly as before compared to whats drop after the patch.

Maybe this is more complicate than I thought.. Not sure if the game allow stat adjust for only a certain type of gear and not the other. It could be done in theory though.


You should be correct. I forgot that it's the scaling factor that can be changed retrospectively, which won't affect the pre-nerfed ones.
My mistake.
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post May 14 2011, 14:37
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I agree. Changing the global scaling factor is fair - even if it's nerfed. That way good equipment stays good, no matter what happens. But if you suddenly increase the base max all earlier equipment loses it's value. Which sucks for people who spent 100k+ on an equipment piece.
It doesn't hurt just those who spent money on it. But also those who invested time in IW to raise the piece to their level. All that gets wasted whenever you increase the limits instead of changing the scaling factor.
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post May 14 2011, 19:30
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I have no idea where should I post this. But since Tenb seem to read this thread, I'll just post here.


The existence of "Giant" custom mobs, which can do pierce damage, reminds me of my age old question..

Beside that it counts as separate "element" and need different mitigation for each of them, are there any difference between these 3 kind of damage type at all?

Looking at the player side, the obvious difference is the different proc associated with the weapon that you use. And this alone is enough to to make all of these damage type to feel 'different'.

At monster side, however, it's different. Pierce, in particular, is what confused me. It use to be associated with mobs that were not physically strong, but their damage would be harder to defend against (tank) instead. The low amount of Piercing mitigation people could acquire reflected this.

This is all good.. but now, the Giant (and maybe 1-2 others) changed all this. Just look at Bunko and Conquest101 (dragonkin), which do pierce damage. The reason why they choose pierce for their monster is very obvious... (IMG:[invalid] style_emoticons/default/sleep.gif)


Instead of bitching about it, a little voice in my head say that there might be a good reason or some unknown factor behind Tenb decision after all. And that leads to my question...
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post May 14 2011, 20:03
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QUOTE(Tenboro @ May 14 2011, 03:58) *

I assume you want the changes to be retroactive when stats are decreased as well then?

If it makes sense, makes the gear more like what it should be, and is timed correctly, then yes I wouldn't mind it. If it means my shields get their base block capped to the current max, but my heavy armor gets its defenses doubled, I'd be willing to make that sacrifice, Interference be damned since I won't have to rely on cures as much. Take the Resist from my Cloth and Physical Accuracy from my Phase. Its up to you to decide the best way to adjust existing equipment -- a retroactive normalization of everything, an adjustment of global values, some other method like an "re-calculator" at the Bazaar, or a combination of methods.

QUOTE(varst @ May 14 2011, 05:11) *

Surely cmal and buktore will be negged to death if that happens (IMG:[invalid] style_emoticons/default/tongue.gif)

LOL, like people can actually still give out red karma.

QUOTE(Death Grunty @ May 14 2011, 08:37) *

I agree. Changing the global scaling factor is fair - even if it's nerfed. That way good equipment stays good, no matter what happens. But if you suddenly increase the base max all earlier equipment loses it's value. Which sucks for people who spent 100k+ on an equipment piece.
It doesn't hurt just those who spent money on it. But also those who invested time in IW to raise the piece to their level. All that gets wasted whenever you increase the limits instead of changing the scaling factor.

I doubt that would stop Tenboro.
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post May 14 2011, 20:16
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QUOTE(cmal @ May 15 2011, 02:03) *

LOL, like people can actually still give out red karma.


Most likely i forgot that red karma can no longer be given out (IMG:[invalid] style_emoticons/default/tongue.gif)
Am I correct?
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post May 14 2011, 20:22
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QUOTE(cmal @ May 14 2011, 20:03) *

LOL, like people can actually still give out red karma.


CODE
You are about to imbue cmal with 1000 negative karma.
If you wish, you can leave a short message below.


Seems to work fine. But i don`t want to try (IMG:[invalid] style_emoticons/default/tongue.gif)
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post May 14 2011, 20:34
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QUOTE(buktore @ May 14 2011, 19:30) *

Just look at Bunko and Conquest101 (dragonkin), which do pierce damage. The reason why they choose pierce for their monster is very obvious... (IMG:[invalid] style_emoticons/default/sleep.gif)


Why is that? Piercing damage really only has an edge against light armor. For those using cloth (everyone), it shouldn't make a difference?
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post May 14 2011, 21:00
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QUOTE(Tenboro @ May 15 2011, 01:34) *

Why is that? Piercing damage really only has an edge against light armor. For those using cloth (everyone), it shouldn't make a difference?

Cloth (evade) have nothing to do with it since it already work with everything.

Then it's the mitigation.. A sane setup, with combined Light and Heavy, and you'll generally end up with pierce mit being the lowest. Same goes to all Light. And all Heavy setup, which crush being the lowest, simply doesn't work...

It have been like this since the day I begin playing, and I believe people know this and take advantage of that. It probably not have much impact on a whole since, as you said, hardly anyone care, but still... (IMG:[invalid] style_emoticons/default/sad.gif)

This post has been edited by buktore: May 14 2011, 21:18
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post May 14 2011, 22:47
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Marcho mentioned using Skills to buff melee (rather than nerfing mages) earlier in the thread, and that got me thinking about what kinds of skills would be cool to have as a melee. I figured that it'd be fun to have a variety of skills that only affect one weapon class. That way, with a little balancing, melee players can choose the kind of weapon they like the most, and all will be viable.

Here's the skill set I came up with. Each X factor increases with weapon proficiency. Each skill takes the same action time as 1 regular melee attack, unless otherwise stated.

A Hot Knife Through Butter - For the next X rounds, attacks you make with Piercing weapons against targets that are affected by Penetrated Armor go through that target, also hitting the two monsters closest to it. This causes Domino Strikes from Estocs to multi-splash at most one time.

Bloodbath - For the next X rounds, your successful Bleeding Wound procs from 2H Slashing weapons cause every monster in the battle to suffer a Bleeding Wound.

Whirling Dirvish - For the next X rounds, your successful Bleeding Wound procs from 1H Slashing weapons also cause the three closest monsters to your target to suffer a Bleeding Wound.

Wild Bludgeoning - For the next X rounds, your Crushing weapons' successful stun procs splash to the two monsters closest to each monster stunned by your initial attack. The wording on this one is wonky because I needed to take multiple stun procs from Domino Strikes into account.

Chakra Striking - Your next staff attack against a monster affected by Coalesced Mana is guaranteed to proc Ether Theft for 2 turns. This skill demands considerable concentration, requiring double the normal action time.


I threw in a skill for mages, too, since I didn't want to be left out of the new Skill fun (being a mage myself). I made it's cost pretty punishing, though, for balance.
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