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

 
post Oct 11 2011, 23:40
Post #2221
grumpymal



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Eating human flesh does not make you a zombie, it gives you horrible, unrecoverable, degenerative neurological diseases that lead to slow painful death. Permanent death. Even in fiction.

Also, I hate getting AP from Artifacts. I've got over 300 I can't do anything with.

QUOTE(DragonRanger @ Oct 11 2011, 11:02) *

Pony figurines act as summons in battle, non-consumable and can only be used once a day.

Pony Figurines go in a Collection screen where you get to admire a text representation of said figurine and you can click a button to attempt to brush its mane. Depending on if these figurines are the awful Hasbro productions or if they're magical ideals, the result will either be soul-crushingly disappointing or gleefully awesome.
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post Oct 12 2011, 02:12
Post #2222
Sushilicious



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Is it just me or is there no equipment drop in Crystal fest? Finally decided to give it a go but became one disappointed panda after not getting a single drop. I was under the impression it was in the loot table along with artifacts but apparently not.
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post Oct 12 2011, 02:14
Post #2223
Msgr. Radixius



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QUOTE(derpymal @ Oct 11 2011, 16:40) *

Pony Figurines go in a Collection screen where you get to admire a text representation of said figurine and you can click a button to attempt to brush its mane. Depending on if these figurines are the awful Hasbro productions or if they're magical ideals, the result will either be soul-crushingly disappointing or gleefully awesome.


Either a Flash or Java based cosmetic subgame?
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post Oct 12 2011, 02:26
Post #2224
marcho



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QUOTE(Sushilicious @ Oct 11 2011, 19:12) *

Is it just me or is there no equipment drop in Crystal fest? Finally decided to give it a go but became one disappointed panda after not getting a single drop. I was under the impression it was in the loot table along with artifacts but apparently not.


CrysFest will only drop crystals, tokens and artifacts. Nothing else.

I use it occasionally, but never really come away feeling like it was worth it.
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post Oct 12 2011, 02:28
Post #2225
Maximum_Joe



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QUOTE(Sushilicious @ Oct 11 2011, 16:12) *

Is it just me or is there no equipment drop in Crystal fest?

I was under the impression it was in the loot table along with artifacts but apparently not.


QUOTE(Tenboro @ Sep 3 2011, 01:54) *

- CrysFest, a new battle mode, has been added. This works just like a GrindFest, with some key differences:
-- All normal drops are replaced with Crystals.
-- Artifact and token drops as well as EXP gains are as normal.


That last line would have included "equipment" if that was the case IMO.
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post Oct 12 2011, 05:06
Post #2226
Msgr. Radixius



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Incredibly Maximum Opinion.
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post Oct 13 2011, 20:02
Post #2227
Bunko



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QUOTE(Sushilicious @ Oct 12 2011, 03:12) *

Is it just me or is there no equipment drop in Crystal fest? Finally decided to give it a go but became one disappointed panda after not getting a single drop. I was under the impression it was in the loot table along with artifacts but apparently not.

Item drops appear as crystals in Crysfest.

Can we has someone stat a WTT thread ?
It's WTB/WTS/ and then Want to Trade.
I buy figurens from bazaar for 100k, even though I don't know what they're for.
So I got some figurines to trade for the ones I don't have yet.

Now what else.... thinking...
Ah, can we has monster list sorted alphabetically ?
Surely not a problem for people who has less than 30 monsters and do not track their progress daily.
Nothing more this time.
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post Oct 15 2011, 01:40
Post #2228
skillchip



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Bleeding wounds idea

Bleeding weapon can now proc (insert effect name here) off of a bleeding wound. Proc chance is the same. Consumes bleeding wound dealing damage equal to the damage that would have been experienced from the remaining turns. Bleeding wound can not be placed on this monster again for remaining duration/2. Procs off of crits on bleeding monsters

Ex. bleeding wound of 1000 (after prof) for 7 turns
Player hits monster, bleeding wound procs and monster does an action, 6 turns remaining, damage done from weapon effect: 1000

Player hits monster again and procs (effect name) dealing 6*1000 damage, damage done by weapon effect 6000. Monster now immune to bleed for 3 turns.

Probably would need to be balanced a bit.

(idea credit goes to Maximum_Joe for giving me inspiration)
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post Oct 15 2011, 03:06
Post #2229
skillchip



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Protection Idea: Make it a 20% mitigation source (this is how much less damage you take when you have shadow veil running) as it is now protection isnt very effective
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post Oct 15 2011, 09:36
Post #2230
Ballistic9



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---

This post has been edited by Ballistic9: Oct 15 2011, 09:37
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post Oct 16 2011, 09:52
Post #2231
Rootzor



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QUOTE(skillchip @ Oct 14 2011, 20:06) *

Protection Idea: Make it a 20% mitigation source (this is how much less damage you take when you have shadow veil running) as it is now protection isnt very effective


50+% Mitigation(Tank w/ Shield)
25% Bonus Mit/Abs: 62.5%
20% Mit Source: 60%

35% Mitigation(Offensive Plate/Defensive Leather)
25% Bonus Mit/Abs: ~43%
20% Mit Source: 48%

25% Mitigation(Leather Armor)
25% Bonus Mit/Abs: 32.25%
20% Mit Source: 40%

15% Mitigation(Cloth Armor)
25% Bonus Mit/Abs: ~19%
20% Mit Source: 32%

Mind you, these are approximations made from browsing the Bazaar and WTS forum, but let's assume they're moderately accurate.

A change like the one you're proposing would make Protection too good for those with low defense, while simultaneously hurting those who build for high defense. A mage with an extra 20% all-damage mitigation source is brought up to the level of a leather-wearer using the current Protection; rogues with the extra mitigation source are almost like Power Armor warriors with the mitigation bonus. Tanks end up actually losing some defense compared with what they have now (especially since they lose the bonus to absorption), but they also get other problems with a change like this.

Tanks sacrifice a lot of damage for their durability, and dealing less damage means that fights last longer. As a result, monsters have a much higher amount of outgoing damage when fighting a tank, even if the tank is receiving less damage per attack than the equivalent warrior/rogue/mage; not being able to kill his enemies as quickly means that the tank might end up taking more damage overall. The way this spell currently functions is a big reason why building heavy defense is not totally worthless; the more you invest in mitigation and absorption, the bigger the payoff from Protection. It's the one thing about defense that isn't a diminishing return (absorption isn't subject to DR directly, but more absorption makes each point of mitigation worth less since the former is applied first).

Making Protection an additional mitigation source, however, ends up weakening tanks, especially compared to other builds; building more defense just makes Protection less effective and it's a spell available to everyone. There's no point to building tanky when you can do more damage more quickly in exchange for only a little less durability (especially since the end result is faster battles, which means less outgoing monster damage and less stamina used).

This post has been edited by Rootzor: Oct 16 2011, 09:53
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post Oct 16 2011, 19:45
Post #2232
skillchip



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Your math is quite off though.

If a tank has 50% mit from gear, he gets 50% and 50/4=12.5% mit as a new source of mitigation. Since it is a new source of mitigation these Mitigations are multiplied not added together. So the actual values you got would be .

50+% Mitigation(Tank w/ Shield)
25% Bonus Mit/Abs: 56.25%
20% Mit Source: 60%

35% Mitigation(Offensive Plate/Defensive Leather)
25% Bonus Mit/Abs: ~40.69%
20% Mit Source: 48%

25% Mitigation(Leather Armor)
25% Bonus Mit/Abs: 29.69%
20% Mit Source: 40%

15% Mitigation(Cloth Armor)
25% Bonus Mit/Abs: 18.19%
20% Mit Source: 32%

and everyone benefits equally by taking 20% less damage instead of 15% at best, which is assuming someone can get 60% mitigation from gear. If someone has over 80% mitigation from gear, then this kind of change would hurt them, though I don't think anyone is that much of a tank!

This post has been edited by skillchip: Oct 16 2011, 19:50
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post Oct 16 2011, 21:37
Post #2233
hzqr



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Shouldn't Strength and Endurance have some sort of effect on Burden?
The heavier the armor, the higher the burden, I get it, but the stronger the person, the more burden they can bear (see: Gregor Clegane).
It doesn't make too much sense for a player with 100 STR to suffer the same penalty as a player with 300 STR.
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post Oct 16 2011, 21:44
Post #2234
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wasn't burden revised a few versions ago to be logarithmic in penalty rather than linear?
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post Oct 16 2011, 21:48
Post #2235
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QUOTE(skillchip @ Oct 15 2011, 03:06) *

Protection Idea: Make it a 20% mitigation source (this is how much less damage you take when you have shadow veil running) as it is now protection isnt very effective

It is somewhat effective as it is now, but only if you have mitigations reaching above 40%.

Also, the scrolls do exactly what you say, being a flat 25% decrease in damage. It would kind of suck if yet more scrolls are merely on par or somewhat inferior to the spell because catch-all decreases from shielding and warding are only thing scrolls have over spells now.

This post has been edited by Bunker Buster: Oct 16 2011, 21:49
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post Oct 16 2011, 22:24
Post #2236
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There needs to be a way to undo monster upgrades to some degree, or the upgrade confirmation needs to return. It's a lot simpler to deal with a confirmation than the consequences of upgrading something you don't intend to for thousands of crystals.

Perhaps it could be changed to something akin to the primary attribute upgrade system, only with a lot higher restrictions on what can be removed.
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post Oct 16 2011, 22:27
Post #2237
skillchip



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If nothing else protection should also work off of mitigation gains from stats like end/str and end/wis
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post Oct 16 2011, 22:29
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QUOTE(hitokiri84 @ Oct 16 2011, 20:24) *

There needs to be a way to undo monster upgrades to some degree, or the upgrade confirmation needs to return. It's a lot simpler to deal with a confirmation than the consequences of upgrading something you don't intend to for thousands of crystals.

Perhaps it could be changed to something akin to the primary attribute upgrade system, only with a lot higher restrictions on what can be removed.


I definitely agree. Either a long cooldown, or perhaps the same as the player attribute system, except you only receive 50% of crystals spent back when you reduce a monster's stat, or a combination of both.
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post Oct 16 2011, 23:30
Post #2239
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QUOTE(skillchip @ Oct 16 2011, 12:45) *

Your math is quite off though.

If a tank has 50% mit from gear, he gets 50% and 50/4=12.5% mit as a new source of mitigation. Since it is a new source of mitigation these Mitigations are multiplied not added together. So the actual values you got would be.


Is that the case? The spell effect says "Increasing equipment absorption and mitigation bonuses by 25%." This seems to imply that it directly boosts the amount that your armor contributes to absorption/mitigation by 25%, rather than acting as an additional source of absorption/mitigation that just happens to be equal to 25% of your total contribution from armor.
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post Oct 16 2011, 23:44
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QUOTE(Tenboro @ Jul 10 2011, 12:50) *
- Due to the rewrite, all bonuses to what is considered percentage skills that would naturally be between 0% and 100% are now added multiplicatively. Specifically, this affects accuracy, avoidance and mitigation stats.
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