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

 
post Apr 29 2012, 18:53
Post #3881
Ichy



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Damage wooooould be Ok in Arena. Some Custom Mobs Special Attacks who should be Legendary by now are breaking things.

For CF/GF/long ass IW it was always kill or get killed which does not work that great anymore since Monster HP Buff. Now Only Scatter strikes Stun keeps you alive.
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post Apr 29 2012, 22:47
Post #3882
Bunker Buster



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Reposting from main discussion thread:

QUOTE
I always thought that defense and damage calculation should be a 1/(1+x+y+z) value as opposed to a linearly increasing percentage favoring one powerful source over multiple sources.

With such a system, % should be removed from Mitigation, and instead it'd be a value that would add from equipment and stats.

For example, under the current system, from 15.00% mitigation from armor, 30% from Endurance, and 10% from Strength/Wisdom, it's calculated in this fashion:

(1-0.15)(1-0.30)(1-0.10) = 53.55% damage taken

The 30% is the most meaningful factor and increases in the other sources would become miniscule in comparison to increasing that particular value (
(1 - 0.16) * (1 - 0.30) * (1 - 0.10) = 0.5292 >
(1 - 0.15) * (1 - 0.31) * (1 - 0.10) = 0.52785 etc etc).

Instead, drop the percentages from mitigation and use this as the equation:

Damage Taken: 100.00 / (100.00 + Mit_From_Endurance + Mit_From_Strength + Additive_Mit_From_Armor_Sources)

So now we have 15.00 mitigation from armor, 30.00 mitigation from Endurance, and 10.00 mitigation from Strength or Wisdom. This new equation would end up being:

100.00 / (100.00 + 30.00 + 10.00 + 15.00) = 100.00 / 155.00 = 0.64516129 = ~64.52% damage taken.

This seems like a nerf, but it's not looking at the problem the right way. If you turn the equation upside down, it becomes a time to live factor in which every point is as effective as the previous one as opposed to a point from the most powerful source being more effective than the previous point, as you gain 1% more "effective" damage taken per point of "hypothetical" mitigation. The equation is no longer in favor of the lopsided Endurance value.

Time To Live = 155.00 / 100.00 = 1.55x effective hitpoints = 1/0.64516129.

The best part about this system is that it could scale infinitely. 100/ (100+999+999+999....) wouldn't go to 0 no matter what.
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post Apr 30 2012, 02:36
Post #3883
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How about making it so that the damage growth for modes like IW/Crysfest, instead of being linear, 1% every turn, into something like a logarithmic-esque growth, with a cap of something like 150%/100%? That should make them more survivable.

And also, I've always thought the HP buff is completely unnecessary. As I dinged 200, I'm starting to see those 1k PL godly monsters, and they honestly do not need the HP buff. They already kill me fast enough, even on nightmare/hell.
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post Apr 30 2012, 02:40
Post #3884
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Yeah, a better way to shake up the post-200 game would be to make enemies spawn with special flags, such as "Berserker" (agitated from the start of battle), "Implacable" (immune to Stun/Sleep), "Dirty Fighter" (all hits are criticals), "Armored" (takes bonus physical mitigation from physical attacks and immune to Penetrated Armor) or "Quick-Footed" (bonus 25% evade) or "Nullified" (bonus resist or magical mitigation) which would make combat more strategic and thoughtful while making it less of a tedious chore at the same time by not buffing every enemy to Herculean levels of durability.

This post has been edited by Bunker Buster: Apr 30 2012, 02:44
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post Apr 30 2012, 02:52
Post #3885
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QUOTE(Bunker Buster @ Apr 30 2012, 07:40) *

Yeah, a better way to shake up the post-200 game would be to make enemies spawn with special flags, such as "Berserker" (agitated from the start of battle), "Implacable" (immune to Stun/Sleep), "Dirty Fighter" (all hits are criticals), "Armored" (takes bonus physical mitigation from physical attacks and immune to Penetrated Armor) or "Quick-Footed" (bonus 25% evade) or "Nullified" (bonus resist or magical mitigation) which would make combat more strategic and thoughtful while making it less of a tedious chore at the same time by not buffing every enemy to Herculean levels of durability.


That's only if the per-round duration is short. Otherwise bad idea sounds bad (IMG:[invalid] style_emoticons/default/duck.gif) (IMG:[invalid] style_emoticons/default/laugh.gif)
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post Apr 30 2012, 02:57
Post #3886
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How would it be a bad idea? It'd provide a weakness for every possible build and isn't a flat out "nerf monsters plz" request.
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post Apr 30 2012, 03:02
Post #3887
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QUOTE(Bunker Buster @ Apr 30 2012, 07:57) *

How would it be a bad idea? It'd provide a weakness for every possible build and isn't a flat out "nerf monsters plz" request.


Well, perma-crit mobs must have a reduced damage/HP from the start, otherwise having the same mob hitting at your SP shield is no fun. Agitated from the beginning, same thing. The rest looks fine to me, just that those 2 are sticking out.
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post Apr 30 2012, 03:07
Post #3888
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Well, yeah, those could be a problem. But those won't be the ones immune to stun/sleep and the like...

This post has been edited by Bunker Buster: Apr 30 2012, 03:13
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post Apr 30 2012, 03:21
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QUOTE(Bunker Buster @ Apr 30 2012, 07:40) *

Yeah, a better way to shake up the post-200 game would be to make enemies spawn with special flags, such as "Berserker" (agitated from the start of battle), "Implacable" (immune to Stun/Sleep), "Dirty Fighter" (all hits are criticals), "Armored" (takes bonus physical mitigation from physical attacks and immune to Penetrated Armor) or "Quick-Footed" (bonus 25% evade) or "Nullified" (bonus resist or magical mitigation) which would make combat more strategic and thoughtful while making it less of a tedious chore at the same time by not buffing every enemy to Herculean levels of durability.


imokwiththis.jpg
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post Apr 30 2012, 11:23
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QUOTE(Bunker Buster @ Apr 30 2012, 04:40) *
Yeah, a better way to shake up the post-200 game would be to make enemies spawn with special flags, such as "Bedroom Berserker" (agitated from the start of battle), "Implacable Boner" (immune to Stun/Sleep), "Dirty Sanchez" (all hits are criticals), "Armored Bitch" (takes bonus physical mitigation from physical attacks and immune to Penetrated Armor) or "Foot-Fetished" (bonus 25% evade) or "Circumcised" (bonus resist or magical mitigation) which would make combat more strategic and thoughtful while making it less of a tedious chore at the same time by not buffing every enemy to Herculean levels of durability.

FTFY
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post Apr 30 2012, 11:32
Post #3891
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QUOTE(Bunker Buster @ Apr 30 2012, 02:40) *

Yeah, a better way to shake up the post-200 game would be to make enemies spawn with special flags, such as "Berserker" (agitated from the start of battle), "Implacable" (immune to Stun/Sleep), "Dirty Fighter" (all hits are criticals), "Armored" (takes bonus physical mitigation from physical attacks and immune to Penetrated Armor) or "Quick-Footed" (bonus 25% evade) or "Nullified" (bonus resist or magical mitigation) which would make combat more strategic and thoughtful while making it less of a tedious chore at the same time by not buffing every enemy to Herculean levels of durability.

Your Suggestion is good and you should feel proud.

Also instead of HP Buff it could be possible some Customs spawn as Mini Bosses + these special Flags.

Instead of making everything slow ass and boring you will be able to kill faster but you have to watch your ass since some powerful mobs could spawn with dangerous 'flags' (IMG:[invalid] style_emoticons/default/happy.gif)
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post Apr 30 2012, 12:59
Post #3892
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QUOTE(Bunker Buster @ Apr 30 2012, 08:40) *

Yeah, a better way to shake up the post-200 game would be to make enemies spawn with special flags, such as "Berserker" (agitated from the start of battle), "Implacable" (immune to Stun/Sleep), "Dirty Fighter" (all hits are criticals), "Armored" (takes bonus physical mitigation from physical attacks and immune to Penetrated Armor) or "Quick-Footed" (bonus 25% evade) or "Nullified" (bonus resist or magical mitigation) which would make combat more strategic and thoughtful while making it less of a tedious chore at the same time by not buffing every enemy to Herculean levels of durability.


You probably give Tenb some idea one what to do with those chaos tokens... (IMG:[invalid] style_emoticons/default/dry.gif)
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post Apr 30 2012, 14:07
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QUOTE(varst @ Apr 30 2012, 14:59) *
You probably give Tenb some idea one what to do with those chaos tokens... (IMG:[invalid] style_emoticons/default/dry.gif)

Attached Image
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post Apr 30 2012, 17:36
Post #3894
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If random monsters spawning as "boosted" replaces the dumb catch-all HP boost, I'm all for it, even if it means seeing 3 or more of them a round...at the very least, the game will be less boring. I'd rather have a game where rounds take 10 seconds but there's always a chance a misstep can cost you your attempt as opposed to where rounds take 45 seconds due to having 2.5x HP and 1.5x mitigation while at the same time not being any harder or interesting.

Also, Chaos Tokens should improve "boosted" statuses (IMG:[invalid] style_emoticons/default/smile.gif)

This post has been edited by Bunker Buster: Apr 30 2012, 17:51
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post Apr 30 2012, 18:34
Post #3895
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I've heard worse ideas. Might be incorporated somehow.
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post Apr 30 2012, 18:41
Post #3896
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Feel free to invite us to the test server (IMG:[invalid] style_emoticons/default/tongue.gif)
Testing such things could be hilarious.

This post has been edited by Ichy: Apr 30 2012, 18:46
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post Apr 30 2012, 19:39
Post #3897
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- Monster Gem

A gem that can be equipped on a monster.
This gem will enhance or modify the stats from the monster.

some options are like

Minor Beserker Gem
Gives + 5% attack damage

Minor Melee Gem
+ 1 Str
+ 1 End

- 1 Wis
- 2 Int

For example

Sockets open on PL so the first socket would be available on PL 50 for example


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post Apr 30 2012, 19:55
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Not that I do/don't like your idea, but calling it a 'Minor * Gem' is a little misleading. (IMG:[invalid] style_emoticons/default/tongue.gif)
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post Apr 30 2012, 20:10
Post #3899
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How about a spell that does the following:

Sacrifice 100% *base* HP for 100% *base* mana? The mana value can be retweaked, of course. But basically it's a sacrifice move that restores mana at the cost of HP.
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post Apr 30 2012, 20:14
Post #3900
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QUOTE(ChosenUno @ May 1 2012, 02:10) *

How about a spell that does the following:

Sacrifice 100% *base* HP for 100% *base* mana? The mana value can be retweaked, of course. But basically it's a sacrifice move that restores mana at the cost of HP.


That would be called 'reverse-cure' (IMG:[invalid] style_emoticons/default/dry.gif)
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