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[Suggestion] A few requests, Can we has... |
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Jul 10 2012, 11:01
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MisterLemon
Group: Members
Posts: 531
Joined: 29-November 10

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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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Jul 10 2012, 16:40
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Bunker Buster
Group: Gold Star Club
Posts: 2,220
Joined: 11-June 10

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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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Jul 10 2012, 16:42
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MisterLemon
Group: Members
Posts: 531
Joined: 29-November 10

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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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Jul 10 2012, 17:57
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KamuiSeph
Group: Gold Star Club
Posts: 2,076
Joined: 29-August 08

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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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Jul 10 2012, 20:12
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Simpson
Group: Members
Posts: 639
Joined: 25-January 09

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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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Jul 10 2012, 21:52
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skillchip
Group: Catgirl Camarilla
Posts: 5,754
Joined: 31-December 06

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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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Jul 10 2012, 21:54
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skillchip
Group: Catgirl Camarilla
Posts: 5,754
Joined: 31-December 06

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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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Jul 10 2012, 21:56
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Sushilicious
Group: Catgirl Camarilla
Posts: 10,384
Joined: 21-October 10

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Moon deportation is best deportation.
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Jul 10 2012, 22:45
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MisterLemon
Group: Members
Posts: 531
Joined: 29-November 10

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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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Jul 11 2012, 07:13
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KamuiSeph
Group: Gold Star Club
Posts: 2,076
Joined: 29-August 08

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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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Jul 11 2012, 07:23
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mustardpie
Group: Members
Posts: 2,717
Joined: 25-April 11

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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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Jul 11 2012, 15:45
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kjeron
Group: Members
Posts: 112
Joined: 6-September 11

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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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Jul 11 2012, 18:41
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kserox
Group: Catgirl Camarilla
Posts: 727
Joined: 26-December 10

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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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Jul 11 2012, 21:22
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skillchip
Group: Catgirl Camarilla
Posts: 5,754
Joined: 31-December 06

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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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Jul 11 2012, 21:40
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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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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Jul 11 2012, 22:02
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MSimm1
Group: Members
Posts: 45,316
Joined: 26-December 09

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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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Jul 12 2012, 01:21
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mustardpie
Group: Members
Posts: 2,717
Joined: 25-April 11

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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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Jul 12 2012, 11:29
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Zero Angel
Group: Gold Star Club
Posts: 11,314
Joined: 29-December 07

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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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Jul 12 2012, 15:18
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Simpson
Group: Members
Posts: 639
Joined: 25-January 09

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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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Jul 12 2012, 23:19
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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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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