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[Suggestion] A few requests, Can we has... |
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Jul 10 2011, 17:55
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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For the mouseover tooltip of buffs, can you include our adjusted stat? Like Haste says 20%, but that doesn't mean anything when we don't know what our AS is unless we looked beforehand.
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Jul 10 2011, 18:00
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SneakyGray
Group: Gold Star Club
Posts: 381
Joined: 21-May 11

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a silly idea stolen from ragnarok online pet equipment.
Only 1 slot availabe per pet, you have to create the gear by combining pet-drops at snowflake, and it brings only minimal bonuses.
but imagine fighting the chuck norris custom mob that wears a pet gear - pink ribbon of asskickery.
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Jul 10 2011, 18:34
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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Now that Monster training became a bit cheaper I wish we could get back the extra Crystals we already spent (IMG:[ invalid] style_emoticons/default/sleep.gif)
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Jul 10 2011, 21:27
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danixxx
Group: Catgirl Camarilla
Posts: 7,340
Joined: 3-September 10

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Allow to put innate arcana and heartseeker in autocasts slots.
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Jul 11 2011, 01:29
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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/r/ Magic Missile has 100% hit chance.
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Jul 11 2011, 01:39
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Ballistic9
Group: Members
Posts: 4,761
Joined: 4-January 09

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/r/ Magic Missile not consuming/affected by Channeling.
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Jul 11 2011, 15:19
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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Suggestion to Arenas: Without Mini Bosses it feels like its missing something. Is it possible to place 1 or 2 in later rounds of each Arena? But do not use the Original ones but Custom Mobs who will get a Mini Boss Stat Up? (IMG:[ invalid] style_emoticons/default/happy.gif) Once we can create our own Mini Bosses just replace them again. This post has been edited by Ichy: Jul 11 2011, 15:19
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Jul 11 2011, 15:58
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Pirko
Group: Members
Posts: 221
Joined: 6-March 11

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QUOTE(Ichy @ Jul 11 2011, 19:19)  Suggestion to Arenas: Without Mini Bosses it feels like its missing something. Is it possible to place 1 or 2 in later rounds of each Arena? But do not use the Original ones but Custom Mobs who will get a Mini Boss Stat Up? (IMG:[ invalid] style_emoticons/default/happy.gif) Once we can create our own Mini Bosses just replace them again. Or our mobs can become mini bosses from some powerlevel. Ehh...or you said about the same T_T This post has been edited by Pirko: Jul 11 2011, 16:54
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Jul 12 2011, 00:15
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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I've been saying that power class upgrades for monsters should have been one of the first things put in. Other than the lack of the classic monsters' special HP modifiers, some of them are already as powerful but lack the class limiter for round composition.
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Jul 12 2011, 05:16
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Homicidalsage
Group: Catgirl Camarilla
Posts: 1,370
Joined: 8-April 08

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I think there should be a compare option in the equipment tab something like being able to select a piece of equipment and have it permanently displayed until required so you can compare it to other items of its type, I think that would be very useful.
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Jul 12 2011, 05:22
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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Or you could just open its equipment popup window.
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Jul 12 2011, 05:35
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Homicidalsage
Group: Catgirl Camarilla
Posts: 1,370
Joined: 8-April 08

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QUOTE(cmal @ Jul 12 2011, 15:22)  Or you could just open its equipment popup window.
Is there a way to make it stay there though so you don't have to keep going backwards and forwards checking the stats? Which I'm always doing because of all the equipment I have
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Jul 12 2011, 05:39
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hitokiri84
Group: Gold Star Club
Posts: 10,945
Joined: 24-December 07

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QUOTE(Ichy @ Jul 11 2011, 08:19)  Suggestion to Arenas:
Without Mini Bosses it feels like its missing something.
It feels like playing grindfest that has <100 rounds, i.e. boring.
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Jul 12 2011, 05:40
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skillchip
Group: Catgirl Camarilla
Posts: 5,754
Joined: 31-December 06

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QUOTE QUOTE(cmal @ Jul 12 2011, 15:22) *
Or you could just open its equipment popup window.
Is there a way to make it stay there though so you don't have to keep going backwards and forwards checking the stats? Which I'm always doing because of all the equipment I have Make a spreadsheet (IMG:[ invalid] style_emoticons/default/smile.gif)
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Jul 12 2011, 05:52
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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QUOTE(homicidalsage @ Jul 11 2011, 23:35)  Is there a way to make it stay there though so you don't have to keep going backwards and forwards checking the stats? Which I'm always doing because of all the equipment I have
Make popup blocker exception, mouse over equipment, press 'c'. Voila, a tiny little new window you can minimize and maximize and move around the screen. The only limitations are how big your monitor and resolution are. If you want to compare a massive amount of equipment, you're on your own.
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Jul 12 2011, 06:03
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Homicidalsage
Group: Catgirl Camarilla
Posts: 1,370
Joined: 8-April 08

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QUOTE(cmal @ Jul 12 2011, 15:52)  Make popup blocker exception, mouse over equipment, press 'c'. Voila, a tiny little new window you can minimize and maximize and move around the screen. The only limitations are how big your monitor and resolution are.
If you want to compare a massive amount of equipment, you're on your own.
Thank you very much I never knew you could do that, it will make comparing equipment a whole lot easier.
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Jul 12 2011, 07:11
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skillchip
Group: Catgirl Camarilla
Posts: 5,754
Joined: 31-December 06

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My suggestions
Complaints about supportive/depreciation gear/prof now being pointless since they don't increase the effects: Greatly increase the bonuses to duration.
Buff too both Mage's and Melee's damage bonus: (can't have one without the other right?)
Instead of summing up the Elemental Bonuses and summing up the Damage Bonuses, make everything multiplicative. Staff MDM: 30% Staff EDB: 30% Chest EDB: 20% Helm EDB: 15% Glove: 10% Old EDB Total: 30%+20%+15%+10%=75% New EDB Total: (1+.3)*(1+.2)*(1+.15)*(1+.1)-1= .9734 = 97.34 Old Total Multiplier: (1+.75)*(1+.3)-1=1.28 = 128% New Total Multiplier: (1+.9734)*(1+.3)-1= 1.57 = 157% Difference Total: 1.57-1.28 = 0.71 increase in multiplier Difference %: 1.57/1.28 = 1.23 = 23% increase in damage (Differences become more and more pronounced as more pieces and factors such as aura and titles get multiplied on)
Assumptions: Picked MDM and EDB out of thin air Own testing shows all ADM/MDM is summed on all pieces of gear and with Auras/Titles. Unsure if EDB is also summed. Left out proficiency bonuses for specific spell types, as well as for the gear used. ie. 0 proficiency
Issues: Such a change would be significant, but would allow for people to scale easier with level. EDB gear is much rarer then Power/Shade armors. Would possibly require some re-balancing. One-Hand/Two-Hand would have to be buffed to be more on scale with Niten and Dual-Wield, since it would have two weapon factors. (Mages shouldn't complain about this one because the staffs they are using already have two factors, as well as proficiency bonuses) Might cause damage to scale out of control
Benefits: Instead of only Mages getting multiplier effects from their separate factors (EDB, MDM, Prof [Style, Gear, Element]) Melee would also be able to benefit with their own factors (ADM, Prof [Style]) Would make it easier to tell how changing from one piece of gear to another would affect damage.
Examples Ex. If you have +100% damage modifier and equip a new pair of boots that have a ADM of 5% your new damage would be 110% which is = (1+1)*(1+.05)-1. It might be easier to start stating damage as Y% instead of +X% where Y% = 1+X% Ex. Continued: Damage w/o boots and before modifier: 100 Damage w/o boots w/ modifier: 100*(1+1) = 200 Damage w/ boots and before modifier: 100 Damage w/ boots w/ modifier: 100*(1+1.1) = 210 210/200 = 1.05 which is an actual 5% bonus
Full (Simplified) Equations: ADM(Attack Damage Modifier) = (1+Aura Bonus)*(1+Title)*(1+Style Prof Bonus)*(1+ADM)i (1+ADM)i is the bonus from each piece of gear multiplied on
MDM(Magic Damage Modifier) = (1+Aura Bonus)*(1+Title)*(1+Prof Bonus)*(1+Style Prof Bonus)*(1+Set Bonus)*(1+ADM)i*(1+EDB)j (1+ADM)i and (1+EDB)j are the bonuses from each piece of gear multiplied on
More factors on the Mages (which translates in to increased scaling) comes with them having to spend mana every turn vs Melee
3 2 1 Tear it apart
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Jul 12 2011, 20:23
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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QUOTE(Ichy @ Jul 11 2011, 15:19)  Suggestion to Arenas: Without Mini Bosses it feels like its missing something. Is it possible to place 1 or 2 in later rounds of each Arena? But do not use the Original ones but Custom Mobs who will get a Mini Boss Stat Up? (IMG:[ invalid] style_emoticons/default/happy.gif) Once we can create our own Mini Bosses just replace them again. Additionally to generate even more Arena like feeling: Always place the Custom Mob with the highest Powerlevel at the last Round of Killzone. Second highest Custom at the End of Power Flux, third at Apocalypse Soon and so on. Also give them an unique Color and 5x HP. (obviously they have to break powerlevel restrictions just for this one fight) Of course said mobs will appear normally everywhere else.
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Jul 12 2011, 23:40
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Maximum_Joe
Group: Gold Star Club
Posts: 24,074
Joined: 17-April 11

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Reposting here since this is the appropriate forum. QUOTE(Maximum_Joe @ Jul 12 2011, 06:54)  I have a fair suggestion for lowering IW rounds since Stamina is mattering more and more and higher level players are starting to "feel the pinch" as it were.
Higher difficulty modes no longer increase the amount of levels an item levels up. Instead they reduce the number of rounds by a percentage (e.g. Hard cuts it by 10%, Heroic by 15%, etc.) Obviously the increased difficulty still means tougher monsters and more EXP as per usual.
The 2 lower than Normal difficulties create extra rounds (again, percentage-based) to compensate the now guaranteed level up upon completion. Their EXP rewards remain very low to discourage people from leveling exclusively on easy/cake.
Thus, the item can only go up 1 level per IW completion, but the number of rounds can be greatly reduced for player who can handle higher difficulties. Likewise, trying to go the easier route results in more work and less EXP. So it becomes a choice of easier but longer or harder but shorter.
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Jul 13 2011, 00:55
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Grahf
Group: Gold Star Club
Posts: 4,223
Joined: 24-February 07

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I've mentioned before, but I'd sacrifice experience from item worlds if it meant a better chance at getting an extra level, or in the case of cake and easy, a better chance at a level at all.
Given how things currently work though, what about foregoing experience to not lose stamina in item worlds?
If giving up experience and item drops meant that you could do an item world with no stamina loss I think it'd be a fair trade, although likely overpowered if the bonuses from Great status were still applied.
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