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[Suggestion] A few requests, Can we has... |
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May 8 2012, 06:43
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buktore
Group: Members
Posts: 4,353
Joined: 9-September 09

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I get that. But statistically speaking, the effect would be pretty much the same as to increase the offhand proc chance and/or increase the offhand dmg, minus the complication.
There's already a crit chance bonus for DW, so what you have in mind is already there. Now if the question is 'Does the crit bonus high enough?' ... I have no comment on this.
This post has been edited by buktore: May 8 2012, 06:44
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May 9 2012, 01:53
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Bunker Buster
Group: Gold Star Club
Posts: 2,220
Joined: 11-June 10

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repost from version thread: QUOTE Bleed + Action Speed Debuff (let's call this Hemorrhage) If Bleeding Wound takes effect on a target already bleeding, Hemorrhage would reduce the action speed of the target by (percentage) for the turn duration of Bleeding Wound on the weapon.
Hemorrhage should also hit for a percentage of what the bleed being overwritten would have hit if it landed its full duration (ie if the bleed being overwritten had 5 turns left and did 20% damage, Hemorrhage would hit for x% * 5 * 20% damage.)
This would present a full middle-of-the-road damage vs. safety option between PA and Stun; the hemorrhage damage would not match the sheer output and potential of PA, and the action speed reduction does not prevent the player from being hit. It would still work "too well" with Shatter Strike, but that takes a lot longer to set up now to the point where PA and Stun dedicated weapons are tactically superior for what they're used for. This post has been edited by Bunker Buster: May 9 2012, 01:56
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May 9 2012, 06:48
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ChosenUno
Group: Gold Star Club
Posts: 4,170
Joined: 23-February 10

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QUOTE(Bunker Buster @ May 9 2012, 06:53)  repost from version thread:
My ideas for bleed: 1. Make bleed procs stack instead of refreshing the duration. Indefinite stacking would be too imbalanced IMO, unless the duration of each bleed proc is reduced. Right now the highest duration I've seen is 7 turns, so with good action speed and slow mobs you can probably get 10-12 turns out of those. That's a lot of stacking. So either reduce the duration and allow infinite stacking, or implement a cap. OR 2. A debuff up on bleed. Speed debuff would be nice, but then again that'll mean less bleed ticks. If the debuff is speed, then maybe bleed ticks should change to tick on the player's turns instead of monster turns. Any thoughts?
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May 9 2012, 12:30
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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QUOTE(ChosenUno @ May 9 2012, 06:48)  My ideas for bleed:
1. Make bleed procs stack instead of refreshing the duration. Indefinite stacking would be too imbalanced IMO, unless the duration of each bleed proc is reduced. Right now the highest duration I've seen is 7 turns, so with good action speed and slow mobs you can probably get 10-12 turns out of those. That's a lot of stacking. So either reduce the duration and allow infinite stacking, or implement a cap.
OR
2. A debuff up on bleed. Speed debuff would be nice, but then again that'll mean less bleed ticks. If the debuff is speed, then maybe bleed ticks should change to tick on the player's turns instead of monster turns.
Any thoughts?
Could getting less and less extra damage the more you stack. Proc once = 100% Bleeding Damage, twice = 150%, trice = 175%, 4x = 185%, 5x = 190%, 6x = 195%, 7x = 200% where it is maxed. For debuff how about a 'crippled' effect? Monsters chance to land a Skill attack are reduced by ehm let's say 50% and normal attack ratio reduced by 5% or so. Or make bleed just slow down monsters MP and Spirit gain rate. This post has been edited by Ichy: May 9 2012, 12:34
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May 9 2012, 13:30
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LangTuTaiHoa
Group: Banned
Posts: 1,792
Joined: 8-June 10

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QUOTE(Ichy @ May 9 2012, 17:30)  Could getting less and less extra damage the more you stack. Proc once = 100% Bleeding Damage, twice = 150%, trice = 175%, 4x = 185%, 5x = 190%, 6x = 195%, 7x = 200% where it is maxed.
For debuff how about a 'crippled' effect? Monsters chance to land a Skill attack are reduced by ehm let's say 50% and normal attack ratio reduced by 5% or so. Or make bleed just slow down monsters MP and Spirit gain rate.
Could be useful (IMG:[ invalid] style_emoticons/default/rolleyes.gif)
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May 9 2012, 21:15
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Slobber
Group: Gold Star Club
Posts: 7,794
Joined: 4-February 11

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Delete/raffle off/Suspend the T owned monsters (i believe this was the cold elemental, pirate bird, and neptuna) Suspend Bunko owned monsters (until he returns)
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May 9 2012, 22:17
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skillchip
Group: Catgirl Camarilla
Posts: 5,754
Joined: 31-December 06

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QUOTE(dcherry @ May 9 2012, 19:15)  Delete/raffle off/Suspend the T owned monsters (i believe this was the cold elemental, pirate bird, and neptuna) Suspend Bunko owned monsters (until he returns)
And other banned players
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May 9 2012, 23:21
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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QUOTE(dcherry @ May 9 2012, 15:15)  Delete/raffle off/Suspend the T owned monsters (i believe this was the cold elemental, pirate bird, and neptuna)
Why?
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May 10 2012, 09:24
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Panuru
Group: Gold Star Club
Posts: 6,351
Joined: 14-July 08

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Sometime in the next five years, I would like to be able to assemble this chainsaw.
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May 10 2012, 11:41
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Bunker Buster
Group: Gold Star Club
Posts: 2,220
Joined: 11-June 10

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+1000 and -1000 buttons in the item shop.
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May 10 2012, 13:11
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Evil Scorpio
Group: Gold Star Club
Posts: 6,565
Joined: 9-May 10

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QUOTE(Bunker Buster @ May 10 2012, 13:41)  +1000 and -1000 buttons in the item shop.
...and don't forget the "Over 9000" button. (IMG:[ invalid] style_emoticons/default/laugh.gif)
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May 10 2012, 23:43
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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So even with this Curse Weaving business, its still possible to stack enough status effects on a monster that some are not shown. How about a mouse-over effect that shows the cut off ones and their durations? QUOTE(Panuru @ May 10 2012, 03:24)  Sometime in the next five years, I would like to be able to assemble this chainsaw.
You'd need some sort of instruction manual for that. And maybe the rest of the chainsaw.
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May 10 2012, 23:52
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Bunker Buster
Group: Gold Star Club
Posts: 2,220
Joined: 11-June 10

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Enemy debuffs should be done as half-size icons in two rows.
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May 11 2012, 02:17
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Panuru
Group: Gold Star Club
Posts: 6,351
Joined: 14-July 08

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QUOTE(derpymal @ May 10 2012, 16:43)  You'd need some sort of instruction manual for that. And maybe the rest of the chainsaw.
I just got the last Chainsaw-related artifact yesterday, which is why I was disappointed that it didn't magically combine. (IMG:[ invalid] style_emoticons/default/cry.gif)
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May 11 2012, 04:18
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4EverLost
Group: Gold Star Club
Posts: 36,632
Joined: 2-April 10

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QUOTE(Panuru @ May 11 2012, 00:17)  I just got the last Chainsaw-related artifact yesterday, which is why I was disappointed that it didn't magically combine. (IMG:[ invalid] style_emoticons/default/cry.gif) you need to get a Cube from Diablo for that aka tenb's magic box. But you still need to find gas & oil
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May 11 2012, 05:29
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Panuru
Group: Gold Star Club
Posts: 6,351
Joined: 14-July 08

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QUOTE(4EverLost @ May 10 2012, 21:18)  you need to get a Cube from Diablo for that aka tenb's magic box. But you still need to find gas & oil
I have gas and oil. And a guide bar and a chain. And a repair guide and a safety manual. I want the cow level!
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May 11 2012, 09:24
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Homicidalsage
Group: Catgirl Camarilla
Posts: 1,370
Joined: 8-April 08

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It would be handy to be able to multi select equipment for sale to the bazaar, or is it already possible somehow?
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May 11 2012, 09:36
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LangTuTaiHoa
Group: Banned
Posts: 1,792
Joined: 8-June 10

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QUOTE(homicidalsage @ May 11 2012, 14:24)  It would be handy to be able to multi select equipment for sale to the bazaar, or is it already possible somehow?
Sell all button + lock icon?
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