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

 
post May 16 2011, 04:14
Post #1261
marcho



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Hmm, true, but there must be something better to do for staff prof than attack damage. You actually generaly want as little attack damage as possible with a staff so you don't KO targets when you try to proc ether theft.

I also never used EDB equip so I didnt really consider that :/ hmm

Well, I suppose if we went this route we could just return the old phase EDB caps.

edit:

Actually, scratch that. new idea. I agree that Spell damage is probably the wrong direction, but I think attack damage is actually more a hindrance than a bonus

When using STAFF
+ 3.0% Cast Speed
+ 0.5% Attack Accuracy
+ 0.5% Magic Accuracy

This post has been edited by marcho: May 16 2011, 05:49
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post May 16 2011, 09:41
Post #1262
dkplee



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I also agree that attack damage from staff proficiency is quite undesirable.



I don't know about cast time, that just sounds unbalanced to me. Don't forget there's really no cap to proficiency, as long as you can keep leveling up...


How about just replacing the attack damage with +0.25% spell crit chance or even just +0.5% spell accuracy?

This post has been edited by dkplee: May 16 2011, 09:43
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post May 16 2011, 12:48
Post #1263
Tsunade_lover



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On the subject of clubs, given how people prefer bleeding weapons, how about a buff to club/maces, after stun expires there is an additional chance to proc slow.
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post May 16 2011, 14:18
Post #1264
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QUOTE(marcho @ May 16 2011, 03:14) *

Actually, scratch that. new idea. I agree that Spell damage is probably the wrong direction, but I think attack damage is actually more a hindrance than a bonus

When using STAFF
- 3.0% Cast Time
+ 0.5% Attack Accuracy
+ 0.5% Magic Accuracy
I think you meant this.

Edit:
Meh, it's the same thing.

This post has been edited by cmdct: May 16 2011, 14:24
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post May 16 2011, 14:18
Post #1265
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I think the idea was that people who use staves should be able to wield them proficiently. To an extent where they could put someone's eye out.

This post has been edited by tmihor: May 16 2011, 14:37
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post May 16 2011, 15:24
Post #1266
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QUOTE(coredumperror @ May 16 2011, 10:13) *
Almost the whole point of this patch was a big nerf to mage damage. Tenb isn't going to bring that damage back, so just accept that it's gone. But also rejoice! You can get most of that lost power back by acquiring new pieces of EDB phase.


Was it? It just seemed like a fix to the confusing rating system to me, and EDB just happened to be acceptable collateral damage. Not really sure what the phase drop rate is like now compared to before, but I doubt I'll be re-geared anytime soon.

QUOTE(coredumperror @ May 16 2011, 10:13) *
The Attack Damage and Attack Accuracy bonus from Staff Prof is there to balance out the total lack of attack accuracy and physical bonus damage on mage gear. It gives those stats for the same reason that Cloth prof gives WIS instead of INT: stat balance.


By that logic, two-handed proficiency should be boosting magic damage and accuracy.
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post May 16 2011, 15:41
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QUOTE(Ballistic9 @ May 16 2011, 20:24) *

Was it? It just seemed like a fix to the confusing rating system to me, and EDB just happened to be acceptable collateral damage.



Even if mage could do more damage when using the new tier gear. I still considered it, in practice, a mage nerf. A pretty big one, in fact...
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post May 16 2011, 15:44
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QUOTE
When using STAFF
+ 3.0% Attack Damage


sorry for this XD

i just imagine a muscle guy waving a magic staff to hurt a Blue Slime

the Slime screaming "stop ! it's really hurt use a fireball finish me quickly!"

and that guy said "hmm~ just enjoy ! it's my new fighting style~~"

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post May 16 2011, 17:28
Post #1269
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QUOTE(Ballistic9 @ May 16 2011, 06:24) *
By that logic, two-handed proficiency should be boosting magic damage

Do you know how childish that makes you sound? Apply a little common sense before you make insulting posts, please.

Think about it: do 2H fighters deal any consequential magic damage? No? Then why do they need that stat to be balanced? Do mages deal any physical damage? Yes, except those crazy ones who never attempt to proc ET.

And if you feel like you deal too much physical damage when attempting to proc ET, maybe you should play on a higher difficulty level?

QUOTE(teeeen @ May 16 2011, 06:44) *
sorry for this XD

i just imagine a muscle guy waving a magic staff to hurt a Blue Slime

the Slime screaming "stop ! it's really hurt use a fireball finish me quickly!"

and that guy said "hmm~ just enjoy ! it's my new fighting style~~"

This made me chuckle. Thanks (IMG:[invalid] style_emoticons/default/smile.gif)
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post May 16 2011, 17:34
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marcho



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QUOTE(coredumperror @ May 16 2011, 10:28) *

Think about it: do 2H fighters deal any consequential magic damage? No? Then why do they need that stat to be balanced? Do mages deal any physical damage? Yes, except those crazy ones who never attempt to proc ET.

And if you feel like you deal too much physical damage when attempting to proc ET, maybe you should play on a higher difficulty level?


Magic missile far out-damages a staff attack, if you wanted to kill something without using mana. The only purpose of mage physical attacks is to proc ET, not do damage, and the more damage you do, the less chances to proc ET before the target dies of horror from being slapped with your man-rod.
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post May 16 2011, 17:35
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Serious request:

A change to End of Days and above Arenas!
Endgame Arenas should be challenging but they are not. They are just boring, very very boring.

Instead the way it is now I would make us fight many Legendarys at once for a few rounds. And possible a God at the End of Twilight, Blue Skies and Eternal Darkness (IMG:[invalid] style_emoticons/default/happy.gif)
If you keep the same number of Legendarys and Trophy drop rate we would not make much more Profit out of it. Only the fun would increase.

Ans since it is the Final Arena I would suggest to make End of Time a Trio and the Tree like Challenge with a ridiculous hard boss fight at the End. (maybe a new rank for beating it)
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post May 16 2011, 18:06
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QUOTE(Ichy @ May 16 2011, 16:35) *

Serious request:

A change to End of Days and above Arenas!
Endgame Arenas should be challenging but they are not. They are just boring, very very boring.

Instead the way it is now I would make us fight many Legendarys at once for a few rounds. And possible a God at the End of Twilight, Blue Skies and Eternal Darkness (IMG:[invalid] style_emoticons/default/happy.gif)
If you keep the same number of Legendarys and Trophy drop rate we would not make much more Profit out of it. Only the fun would increase.

Ans since it is the Final Arena I would suggest to make End of Time a Trio and the Tree like Challenge with a ridiculous hard boss fight at the End. (maybe a new rank for beating it)
Then how could you melee them? Without being 2H.
I think the solution should be 100% drop rate again, but instead of the Cooldown lasting until the next dawn, it would last for 160 hours (~1 week)
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post May 16 2011, 18:08
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QUOTE(cmdct @ May 16 2011, 18:06) *

Then how could you melee them? Without being 2H.
I think the solution should be 100% drop rate again, but instead of the Cooldown lasting until the next dawn, it would last for 160 hours (~1 week)

Sleep (IMG:[invalid] style_emoticons/default/happy.gif)
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post May 16 2011, 18:11
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marcho



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I think the issue Ichy was raising was monotony, tedium and boredom rather than trophy drops.

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post May 16 2011, 18:13
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QUOTE(marcho @ May 16 2011, 18:11) *

I think the issue Ichy was raising was monotony, tedium and boredom rather than trophy drops.

This.

He could even reduce the Trophy drop rate to 5% if it becomes fun in exchange (IMG:[invalid] style_emoticons/default/happy.gif)
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post May 16 2011, 22:50
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QUOTE(Ichy @ May 16 2011, 08:35) *

A change to End of Days and above Arenas!
Endgame Arenas should be challenging but they are not. They are just boring, very very boring.

I've suggested the solution to this issue a number of times:
Remove the infinite mana mechanic by creating an alternate proc from magic missile that does the same half-mana cost effect, but cannot be turned into ether theft. Or you could remove the proc entirely from magic missile.
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post May 17 2011, 00:34
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QUOTE(coredumperror @ May 16 2011, 23:28) *

Do you know how childish that makes you sound? Apply a little common sense before you make insulting posts, please.

Think about it: do 2H fighters deal any consequential magic damage? No? Then why do they need that stat to be balanced? Do mages deal any physical damage? Yes, except those crazy ones who never attempt to proc ET.


Before taking an argument personally, try looking at it from another perspective. How often do mages rely on physical attack damage? Never. In fact it's counter-productive when trying to proc Ether Theft / Channelling. On the flip side, melee have to use spells to take down some custom mob classes regularly (giants, mechs), at least up to a certain point.

QUOTE(coredumperror @ May 16 2011, 23:28) *

And if you feel like you deal too much physical damage when attempting to proc ET, maybe you should play on a higher difficulty level?


Really? When proccing Ether Theft, you typically AOE a group down and whack one of the survivors with CM. Chances are it has very little HP.
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post May 17 2011, 00:45
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:My random thought for Tenb:


I'll just say it first; I don't really have any real complain about 0.5.3 patch. In fact, I like it! Heck, I like every new version no matter what the change anyway! (IMG:[invalid] style_emoticons/default/biggrin.gif)

However I'll have to admitted that, the change made in anything related to armor, is quite drastic indeed...

The way armor are generally stronger, and then lower the performance of player's 'lifeline' spells (Sup+Cur) more than before because of the higher intf and the lock-out of equipment type in order to get bonus... I'm not sure if this is the results from the discussion from me (and coredumperror) a few pages back, about putting more emphasize on gears and such...


I hope it has nothing to do with it, since the way it is now wasn't what I have in mind. (IMG:[invalid] style_emoticons/default/ph34r.gif) I have no problem with it, though.


I heard something about 'Niten prof' and the mythical 'Melee skill' ... Fuck skill! ... I want Niten prof! (IMG:[invalid] style_emoticons/default/tongue.gif)

------------



If mage hate their ADM bonus so much. Whine to Tend and have him remove it completely or change the base to 1% might succeed. He probably added it cuz he just didn't have anything else to boost anyway...
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post May 17 2011, 02:21
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Some thoughts about the quality of our drop: for those who want to find a better equips is it possible to add new rare suffix 'of the lucky beggar' that will give us some bonus to quality of drop?
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post May 17 2011, 02:28
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QUOTE(buktore @ May 16 2011, 15:45) *

If mage hate their ADM bonus so much. Whine to Tend and have him remove it completely or change the base to 1% might succeed. He probably added it cuz he just didn't have anything else to boost anyway...


I don't think it's that unreasonable to ask for a +0.5% spell accuracy bonus per 10 prof to replace that ADM bonus. It's not like any of the other profs even give a bonus towards it, while every other weapon style gives attack accuracy bonus.

Not to mention staff got the short-end already with the +0.5% MDM compared to the other style's +3.0-+5.0% ADM. Currently, it's not even worth training your staff proficiency for that measly MDM bonus. Before you mention CM proc chance, I'd rather max out my CM proc chance from slowing boosting my int/wis than end up dealing even more physical damage per hit.
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