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

 
post Jul 10 2012, 11:01
Post #4721
MisterLemon



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QUOTE(Bunker Buster @ Jul 6 2012, 16:03) *

Also, action speed needs tweaking because it is fucknuts. Instead of the current subtractive system, make action speed based on 50000 (45000 with X-perk) time units divided by action speed (base 100, so default action time would be 500, and 400 action speed (average 500 PL monster or Haste-buffed player) would make action time 125, and 1000 action speed (Frith's shit stain) would make action time 50, ie exactly ten times as fast as 100 action speed). This would effectively uncap action speed as well as remove awkward problems where 400 action speed is actually twice as fast as 300 action speed, as well as making Slow actually slow the target in all cases and not just stock monsters or underleveled user monsters.


There's really no need to use 50,000 of anything. Just use the following formula:

CODE
Action Time = 512 * Action Mod * Buff Mod / Player Speed


Operations executed left-to-right.
Action Mod is the multiplier given to each action (the thing which makes some actions faster than others).
Buff Mod multiplies speed by 1.5 when Haste is in effect.
Player Speed is the "Action Speed" given on the character page.

The resulting Action Time determines how far the invisible ATB bars on the monsters progress.
With this formula, 200 Player Speed is twice as fast as 100, and 400 is twice as fast as 200.
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post Jul 10 2012, 16:40
Post #4722
Bunker Buster



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QUOTE(MisterLemon @ Jul 10 2012, 11:01) *

CODE
Action Time = 512 * Action Mod / Buff Mod / Player Speed


fixed your left-right equation, since buff mod being a multiplier would actually SLOW actions down
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post Jul 10 2012, 16:42
Post #4723
MisterLemon



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QUOTE(Bunker Buster @ Jul 10 2012, 09:40) *

fixed your left-right equation, since buff mod being a multiplier would actually SLOW actions down


*smacks forehead* Oh, duh.

But actually, now that I think about it, it should be left as a multiplier, with the buff mod changed to 0.66 instead. In programming, the division operation takes more cycles to complete than the multiplication operation, and it's just bad form to use a slower solution where an obvious faster one exists. I don't think we can get around the division operation preceding Player Speed, though...

This post has been edited by MisterLemon: Jul 10 2012, 16:47
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post Jul 10 2012, 17:57
Post #4724
KamuiSeph



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QUOTE(LoneUnknown @ Jul 9 2012, 20:11) *

Sounds like trolling to me.

Post some numbers.

I want to see how much you make on an account with no donations and no hath perks.

It's not enough to advance at a reasonable rate.

Is this guy for real? (IMG:[invalid] style_emoticons/default/laugh.gif)
Never donated a penny to this site, still have enough credits to buy several sets of pretty damn good equipment (most of my equips cost me 100-350k credits each), have several item shop bots running, support 3 monsters worth of crystals and download galleries for personal use (IMG:[invalid] style_emoticons/default/laugh.gif)

How do I manage this? H@H, Daily arenas, daily FSM on IWBTH, hourlies on IWBTH (usually 5-15 a day, depends).
That's it. I think I have maybe 2-3 galleries posted or something, but that's really it.

If you don't call that "advancement at a reasonable rate", then you are doing something wrong
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post Jul 10 2012, 20:12
Post #4725
Simpson



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I suggest to reduce the training time for all henjutsu skills to one hour.

just kidding, nevermind (IMG:[invalid] style_emoticons/default/biggrin.gif)
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post Jul 10 2012, 21:52
Post #4726
skillchip



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QUOTE(MisterLemon @ Jul 10 2012, 14:42) *

*smacks forehead* Oh, duh.

But actually, now that I think about it, it should be left as a multiplier, with the buff mod changed to 0.66 instead. In programming, the division operation takes more cycles to complete than the multiplication operation, and it's just bad form to use a slower solution where an obvious faster one exists. I don't think we can get around the division operation preceding Player Speed, though...


Except right now it is dividing by 1.1 or multiplying by 10/11 if you are talking about x-stuff

and if you are talking about haste, at which point it is either 1.5 or 2/3

This post has been edited by skillchip: Jul 10 2012, 21:53
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post Jul 10 2012, 21:54
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QUOTE((Cheater) KamuiSeph @ Jul 10 2012, 15:57) *

Is this guy for real? (IMG:[invalid] style_emoticons/default/laugh.gif)
Never donated a penny to this site, still have enough credits to buy several sets of pretty damn good equipment (most of my equips cost me 100-350k credits each), have several item shop bots running, support 3 monsters worth of crystals and download galleries for personal use (IMG:[invalid] style_emoticons/default/laugh.gif)

How do I manage this? H@H, Daily arenas, daily FSM on IWBTH, hourlies on IWBTH (usually 5-15 a day, depends).
That's it. I think I have maybe 2-3 galleries posted or something, but that's really it.

If you don't call that "advancement at a reasonable rate", then you are doing something wrong


He got deported so no more off his bullcrap
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post Jul 10 2012, 21:56
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Moon deportation is best deportation.
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post Jul 10 2012, 22:45
Post #4729
MisterLemon



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QUOTE(skillchip @ Jul 10 2012, 14:52) *

Except right now it is dividing by 1.1 or multiplying by 10/11 if you are talking about x-stuff

and if you are talking about haste, at which point it is either 1.5 or 2/3


I did forget about the X-abilities. That's now in the formula, and when it applies it has a value of 0.91.

CODE
Action Speed = 512 * Action Mod * Buff Mod * X-Mod / Player Speed


But yeah, the Buff Mod becomes 0.66 when Haste is active (approximately 2/3, erring on the faster side).

Also, this probably goes without saying, but all of the Mod values initialize as 1.
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post Jul 11 2012, 07:13
Post #4730
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I has a suggestion:
Can we get a counter in Monster Lab on how many times our mobs proc'ed SoL?
It would be a killing blow if not for the cop-out spell (IMG:[invalid] style_emoticons/default/laugh.gif)
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post Jul 11 2012, 07:23
Post #4731
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We totally need a FSM marathon arena. (IMG:[invalid] style_emoticons/default/cool.gif)

This post has been edited by mustardpie: Jul 11 2012, 07:23
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post Jul 11 2012, 15:45
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Cotton of Destruction/Focus

Leather of the Nimble - high Parry, normal Resist, but no Evade

Replace Elemental Specific Mitigation armor suffix's with an equivalent prefix, similar to the elemental prefix for weapons. No EDB though, just a specific mitigation bonus.

Allow shields to have one of the weapon prefix's, Ethereal/Elemental, and apply void damage/elemental strike to the counter-attack. Still have 0B/0I or an EDB bonus as normal.
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post Jul 11 2012, 18:41
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QUOTE(kjeron @ Jul 11 2012, 15:45) *

Cotton of Destruction/Focus

Leather of the Nimble - high Parry, normal Resist, but no Evade

Replace Elemental Specific Mitigation armor suffix's with an equivalent prefix, similar to the elemental prefix for weapons. No EDB though, just a specific mitigation bonus.

Allow shields to have one of the weapon prefix's, Ethereal/Elemental, and apply void damage/elemental strike to the counter-attack. Still have 0B/0I or an EDB bonus as normal.


Sounds nice, actually.

By the way
QUOTE
normal Resist
Is Resist really useful now? What it can protect you from? All monster skills?

This post has been edited by kserox: Jul 11 2012, 23:11
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post Jul 11 2012, 21:22
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QUOTE(kjeron @ Jul 11 2012, 13:45) *

Replace Elemental Specific Mitigation armor suffix's with an equivalent prefix, similar to the elemental prefix for weapons. No EDB though, just a specific mitigation bonus.


I like this one
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post Jul 11 2012, 21:40
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The Forge ability to use Resistance Gear to add res to existing Gear would be even better.
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post Jul 11 2012, 22:02
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I wish the mage class could have a Legendary Ebony Staff of Focused Destruction

That way you could have the mana conversation of a Focus staff with the magic damage of a Destruction
staff, all rolled into one (IMG:[invalid] style_emoticons/default/biggrin.gif)
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post Jul 12 2012, 01:21
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Before starting a crysfest, can we have the option to choose the type of crystals we get? (1 Primary and 1 Elemental)
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post Jul 12 2012, 11:29
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Revamp how the Chaos Upgrades work. Different monster classes shouldn't have the same bonuses from upgrades. For example, the slower classes (Giants, Undead, Mechs, Dragonkins) should get less than 0.5% Evade per upgrade. On the other hand, faster types (Avion, Sprites) should get more Evade per upgrade, something like 0.75% or even 1%. It's pretty easy to make logical adjustments based on monster stats.

Some ideas on this:

1) Resist
Buff: High Wis monsters (Celestials, Elementals) should get higher Resist.
Nerf: Low Wis monsters (Giant, Undead, Beast) should get less Resist from the upgrades.

2) Evade
Buff: Avion, Sprites
Nerf: Giant, Undead, Mech, Dragonkin

3) Health
Buff: Giant, Anthropod, Undead
Nerf: Avion, Daimon, Sprite

4) Anti-Evade/Parry (I'm linking this upgrade to DEX, could be STR)
Buff: Humanoid, Reptilian, Daimon, Beast
Nerf: Dragonkin, Celestial

5) Anti-Resist/Block (Anti-Resist should probably link to INT, not sure about Block)
Buff: Celestial, Humanoid
Nerf: Giant, Undead, Beast

6) Damage
Buff: Undead, Mechanoid, Giant, Dragonkin
Nerf: Sprite, Elemental, Celestial

Etc, etc.
Who knows, maybe with this, unpopular monsters like Sprites might become popular due to their high Evade.
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post Jul 12 2012, 15:18
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Simpson



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Hm would be nice to have the xp bonus (including all different stacking bonuses from abilities, henjutsutraining and karma bonus) added to the character statistics

prolly same for lootchances and quality

So that all learned henjutsu stuff is listed orderly and compact there (IMG:[invalid] style_emoticons/default/smile.gif)

This post has been edited by Simpson: Jul 12 2012, 15:23
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post Jul 12 2012, 23:19
Post #4740
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QUOTE(Rei-Tenshi @ Jul 12 2012, 05:29) *

Revamp how the Chaos Upgrades work. Different monster classes shouldn't have the same bonuses from upgrades.

Yeah, I'm still not sure why Tenboro didn't use some sort of limiting system on the Chaos Upgrades so that we don't get such homogenous upgrade paths. I was expecting something more specialized. Then again, there's no specialization in character builds so why should monsters?
¯\(º_o)/¯
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