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

 
post Jul 7 2012, 17:45
Post #4661
hitokiri84



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QUOTE(Ichy @ Jul 7 2012, 10:40) *

I want to do that but Snowflake refuses to give me something worth upgrading.

I think that's the point. You'll never make it to 50 only upgrading things you think are worthy of being upgraded, so you might as well dump those hundreds of unused LG and MG on something instead of holding out for a sale or trade.

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post Jul 7 2012, 17:58
Post #4662
Ichy



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QUOTE(hitokiri84 @ Jul 7 2012, 17:45) *

I think that's the point. You'll never make it to 50 only upgrading things you think are worthy of being upgraded, so you might as well dump those hundreds of unused LG and MG on something instead of holding out for a sale or trade.

Currently I use my Leather to add a +1 to my worthless Light Armor Set every Time I level up.
Slow but some day I will reach max level.
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post Jul 7 2012, 20:43
Post #4663
Sushilicious



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At its current incarnation it's not very realistic to be able to max the forge. Not sure what the EXP curve for it is but I'm assuming it's pretty ludicrous. After personally upgrading a magnificent item 50+ times and various other pieces here and there I can tell you the results are not flattering to say the least. With that note, guess I'll introduce another amazing suggestion™ since we haven't had one of those in a while.

Increase the EXP gain for the forge at higher upgrade levels:
Pretty self-explanatory but I'll give an example:
Upgrading any piece of equipment from 30 --> 31 would yield more EXP than from 10 --> 11. I don't like throwing numbers out there so I'll just leave it at the judgement of a certain person.
Pros:
1) Makes advancing through the forge more viable.
2) Reduces the impact of people upgrading the first few levels of trash just to increase forge level.
3) Increases incentive for players to upgrade their gear to high levels and makes it more rewarding.
4) Makes sense.

Cons:
1) Can't think of any.
2) Oh wait I got one.
3) Sushi sucks.
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post Jul 7 2012, 20:52
Post #4664
Tenboro

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QUOTE(Sushilicious @ Jul 7 2012, 20:43) *
Upgrading any piece of equipment from 30 --> 31 would yield more EXP than from 10 --> 11. I don't like throwing numbers out there so I'll just leave it at the judgement of a certain person.[/indent]Pros:


It does that, but it caps. High-quality weapons cap sooner, but eventually you're using five high-grades no matter what.
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post Jul 7 2012, 21:02
Post #4665
hitokiri84



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@Tenboro
He is saying he thinks EXP should additionally scale up more just because you've forged something a certain number of times.

QUOTE(Sushilicious @ Jul 7 2012, 13:43) *
Sushi sucks.

So I should be able to max forge by just upgrading my staff MDB, right? It's been on 5 HG-Wood since 16, so going to 100 should get me to forge level 50, right? Just exactly how much are you suggesting?

Of course EXP forge is not going to scale with the cost of materials, because those are dictated by the community. However, those are indirectly dictated by Tenboro since he also controls the drop balance of materials. Do cloth, leather, and wood have the same drop rate? Sure doesn't look that way since there are far more equipment that uses cloth and leather yet the price of wood is much higher. So maybe forge EXP shouldn't scale the way you are suggesting since that would be far too easy, but perhaps it should be adjusted to reflect the availability of the material types being used.

This post has been edited by hitokiri84: Jul 7 2012, 21:05
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post Jul 7 2012, 21:06
Post #4666
Tenboro

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Maxing the forge by fully upgrading one stat on one equipment piece? That doesn't sound very reasonable to me. Then again, re-reading what you wrote after you made it clear who you were quoting, I think that was your point.
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post Jul 7 2012, 21:15
Post #4667
Sushilicious



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QUOTE(hitokiri84 @ Jul 7 2012, 14:02) *

@Tenboro
He is saying he thinks EXP should additionally scale up more just because you've forged something a certain number of times.

No, Tenboro already confirmed it by saying it does. In other words, what I'm suggesting is already implemented in the system. The fact that I didn't notice must mean it's a very marginal increase. That or I haven't done enough testing.

QUOTE(hitokiri84 @ Jul 7 2012, 14:02) *

So I should be able to max forge by just upgrading my staff MDB, right? It's been on 5 HG-Wood since 16, so going to 100 should get me to forge level 50, right? Just exactly how much are you suggesting?

You're obviously missing the point of my post. Not sure how you got all that from my two-liner suggestion.
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post Jul 7 2012, 21:15
Post #4668
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Snowie should give me something worth upgrading so I can complain about Forge EXP gains too... (IMG:[invalid] style_emoticons/default/tongue.gif)
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post Jul 7 2012, 21:18
Post #4669
Tenboro

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QUOTE(Sushilicious @ Jul 7 2012, 21:15) *
No, Tenboro already confirmed it by saying it does. In other words, what I'm suggesting is already implemented in the system. The fact that I didn't notice must mean it's a very marginal increase. That or I haven't done enough testing.


You gain between 1 and 10 EXP per upgrade, depending on the quality of the weapon and the level of the upgrade - roughly corresponding to which quality mats are required.
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post Jul 7 2012, 21:49
Post #4670
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QUOTE(Sushilicious @ Jul 7 2012, 14:15) *

No, Tenboro already confirmed it by saying it does. In other words, what I'm suggesting is already implemented in the system. The fact that I didn't notice must mean it's a very marginal increase. That or I haven't done enough testing.
You're obviously missing the point of my post. Not sure how you got all that from my two-liner suggestion.

I'm not, and it already does that because it's constantly increasing the grade of materials you need, not simply because you've forged a certain number of times on one stat. Hence Tenboro's response that it caps at 5 HG materials...

QUOTE(Tenboro @ Jul 7 2012, 14:06) *

Maxing the forge by fully upgrading one stat on one equipment piece? That doesn't sound very reasonable to me. Then again, re-reading what you wrote after you made it clear who you were quoting, I think that was your point.

Sorry, I got ninja'd by your post because I didn't check before submitting.

This post has been edited by hitokiri84: Jul 7 2012, 21:51
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post Jul 7 2012, 23:37
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I was curious if it would be possible to have a character abilities editor that would allow the de-selecting of
selected abilities to make other selections without having to re-do the entire page?

It is a little silly to have re-select all of your selected abilities and spells just to change one spell to another
spell

I'm not trying to sound like a whiner, it's just a question (IMG:[invalid] style_emoticons/default/smile.gif)
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post Jul 8 2012, 00:04
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That ability point distribution method is "in progress"
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post Jul 8 2012, 00:17
Post #4673
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QUOTE(Bunker Buster @ Jul 7 2012, 17:04) *

That ability point distribution method is "in progress"


Thank you for the quick response (IMG:[invalid] style_emoticons/default/biggrin.gif)
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post Jul 8 2012, 21:38
Post #4674
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We really need suggestions/ideas for staff skills for the mages. (IMG:[invalid] style_emoticons/default/sleep.gif)
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post Jul 8 2012, 22:42
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QUOTE(mustardpie @ Jul 8 2012, 14:38) *

We really need suggestions/ideas for staff skills for the mages. (IMG:[invalid] style_emoticons/default/sleep.gif)


"Meditate": 0% Overcharge cost. Place a 5-turn buff on yourself which doubles the rate at which physical attacks charge your Overdrive Gauge. Has a 2.0x-3.0x action speed.

"Concussive Strike": Change to 25% Overcharge cost. It's not very useful outside of mobs with 1-2 enemies.

"Mana Tap": 50% Overcharge cost. Attack an enemy with a physical strike. 1/4th of the damage you deal is returned to you as MP. Has a 10-turn cooldown duration.

"Missile Salvo": 75% Overcharge cost. Cast 25 half-power Magic Missile spells on randomly selected enemy targets. Has a 1.0x action speed, and a 20-turn cooldown duration.

"Trance": 150% Overcharge cost. For the next five turns, all spells cost no MP, do double damage/duration to the selected target, and deal additional AoE damage (applies to single-target and AoE spells). Has a 55-turn cooldown duration.
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post Jul 8 2012, 23:15
Post #4676
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QUOTE(MisterLemon @ Jul 8 2012, 12:42) *

"Missile Salvo": 75% Overcharge cost. Cast 25 half-power Magic Missile spells on randomly selected enemy targets. Has a 1.0x action speed, and a 20-turn cooldown duration.

"Trance": 150% Overcharge cost. For the next five turns, all spells cost no MP, do double damage/duration to the selected target, and deal additional AoE damage (applies to single-target and AoE spells). Has a 55-turn cooldown duration.

Way too OP.
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post Jul 9 2012, 00:14
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QUOTE(Maximum_Joe @ Jul 8 2012, 16:15) *

Way too OP.


Okay okay, 30 turn cooldown for Missile Salvo, and 200% Overdrive / 105 turn cooldown for Trance.

This post has been edited by MisterLemon: Jul 9 2012, 00:17
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post Jul 9 2012, 00:55
Post #4678
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QUOTE(mechafujoshi @ Jul 7 2012, 03:40) *

When the maximum bid was higher than I wanted to pay, I put in an order at a decent price and let it ride. In a few hours to a couple of days, the few people who had rush orders or could afford to pay a premium were satisfied, and I got my stock. Now that pent-up demand has been satisfied, I typically don't even have to wait. In other words, it's working for me.

This! I just waited on my botted-items and got them overnight, anyways. (IMG:[invalid] style_emoticons/default/smile.gif)
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post Jul 9 2012, 03:08
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put heartseeker, arcane focus, and element spikes on innate arcana

their exclusion pretty much fits the "no good reason" clause
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post Jul 9 2012, 07:08
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QUOTE(Bunker Buster @ Jul 9 2012, 08:08) *

put heartseeker, arcane focus, and element spikes on innate arcana

their exclusion pretty much fits the "no good reason" clause


I still don't get why regen/regen2 in IA woud be a bad idea. Mind explaining? (IMG:[invalid] style_emoticons/default/biggrin.gif)
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