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

 
post Aug 2 2012, 21:16
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varst



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QUOTE(hitokiri84 @ Aug 2 2012, 17:30) *

Instead of removing/refunding Spelunker and possibly adding a way to reset potency level for IW, simply reconstitute Spelunker to add potency levels 11 through 20. The last levels would still take a lot of time with the continued EXP growth, but it would eliminate potential (probable) complaining due to the luck element involved with a reset feature and having to retry repeatedly to get the desired potencies.


I like this idea. Selective rolling seems a bit OP.
If the 1.2 multiplier is somewhat correct, lv. 19 of potency will require 32 times the base cost. If your staff's at exquisite or above quality, it means the lv. 19 potency will probably require about 10k EXP to finish.

A fair tradeoff, I would say.
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post Aug 2 2012, 21:30
Post #5122
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QUOTE(hitokiri84 @ Aug 2 2012, 14:11) *

since it makes use of the previously-almost-worthless and currently-defunct Spelunker training.

...and makes use of your Finished Trainings, but nevermind that (IMG:[invalid] style_emoticons/default/biggrin.gif) That said, it's not a bad idea. Here's another: You redo the IW at Level 5 XP to "hone" the item, removing two bonuses of your choice and replacing it with one, random, different bonus (and it reduces your item one level).

This post has been edited by DarkDespair5: Aug 2 2012, 21:30
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post Aug 2 2012, 21:42
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Blarg, double post.

This post has been edited by Rei-Tenshi: Aug 2 2012, 21:46
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post Aug 2 2012, 21:45
Post #5124
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QUOTE(hitokiri84 @ Aug 2 2012, 17:30) *

Instead of removing/refunding Spelunker and possibly adding a way to reset potency level for IW, simply reconstitute Spelunker to add potency levels 11 through 20. The last levels would still take a lot of time with the continued EXP growth, but it would eliminate potential (probable) complaining due to the luck element involved with a reset feature and having to retry repeatedly to get the desired potencies.

Yes, it would result in more stats on each equipment, but you would be paying for it with credits and time.

This also avoids possible complications caused by forging potency stats and then resetting.

And in the likelihood that a piece has acquired all possible upgrades without completing all 20 levels, you would just simply not receive anything, or possibly one or more of the less desirable stats could be permitted to break the 5 level cap in the event that all available stats are maxed.


How about doing that and then add this: Increase Spelunker training to around 50 (current level 10 spelunker is only 200k anyway), and allow all Potencies to reach level 10 or whatever. This would be another great credit sink, plus even if it takes a long time, anybody can eventually get all the potencies for their gear. I don't care if it takes 100k exp or more for the final potency level, if somebody is willing to go through that much trouble, then he deserves the bonus.

This post has been edited by Rei-Tenshi: Aug 2 2012, 21:46
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post Aug 3 2012, 00:15
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QUOTE(Rei-Tenshi @ Aug 3 2012, 02:45) *

How about doing that and then add this: Increase Spelunker training to around 50 (current level 10 spelunker is only 200k anyway), and allow all Potencies to reach level 10 or whatever. This would be another great credit sink, plus even if it takes a long time, anybody can eventually get all the potencies for their gear. I don't care if it takes 100k exp or more for the final potency level, if somebody is willing to go through that much trouble, then he deserves the bonus.


Frith mode? (IMG:[invalid] style_emoticons/default/biggrin.gif)
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post Aug 3 2012, 01:05
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QUOTE(Rei-Tenshi @ Aug 2 2012, 12:45) *

How about doing that and then add this: Increase Spelunker training to around 50 (current level 10 spelunker is only 200k anyway), and allow all Potencies to reach level 10 or whatever. This would be another great credit sink, plus even if it takes a long time, anybody can eventually get all the potencies for their gear. I don't care if it takes 100k exp or more for the final potency level, if somebody is willing to go through that much trouble, then he deserves the bonus.

I would be ok with this.

A couple of suggestions:
The last upgrade on a regular/ethereal staff could receive a random elemental bonus, while an elemental staff could either receive some bonus power to the element it has or a bonus for its opposite element (ie. fiery staff gets an cold bonus as well).
Alternatively, ethereal staffs could get the same last potency level upgrade as it has now while elemental and regular staffs could get their Burdens zeroed out. Or of course regular staffs could just get a random elemental bonus.

For the anti-parry/anti-resist mechanic, we could make it work like accuracy does for evade but use physical/magical crit instead. Obviously using the same over 100% mark as accuracy would be incredibly OP, so instead we could say anything about 30% or 50% would reduce parry and resist. That number would have to be fine tuned, with perhaps a new way to calculate crit chance if the anti mark was too high. If this new calculation gets too crazy we could also have a cap at some point so crit attacks don't turn into normal attacks.

Finally, I doubt this would be implemented, but using Healing Tokens to "heal" our weapons from unwanted upgrades would be interesting. One (or many) tokens could be used to reset the whole thing, or it could increase per number of upgrade you want to change or per order you received the upgrade. I think I like Rei-Tenshi's idea more, but this would be an interesting way to get rid of all those Tokens of Healing (IMG:[invalid] style_emoticons/default/rolleyes.gif)
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post Aug 3 2012, 01:13
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QUOTE(Tenboro @ Jul 29 2012, 03:47) *

Accuracy is back to being an additive stat for players. Attack and Spell accuracy above 100% will never "miss", and whatever accuracy you have above 100% is applied as Counter-Evade against the target.

Could we please change this to counter-parry / counter-resist? Evade can be mitigated through MagNet, but jack squat can be done about parry and resist.
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post Aug 3 2012, 02:04
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QUOTE(Panuru @ Aug 2 2012, 23:13) *

Could we please change this to counter-parry / counter-resist? Evade can be mitigated through MagNet, but jack squat can be done about parry and resist.


magnet stops resist
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post Aug 3 2012, 02:17
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QUOTE(skillchip @ Aug 2 2012, 19:04) *

magnet stops resist

So that's one of the inaccurate tooltips then? Maybe the wiki should note that it affects more than evade.
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post Aug 3 2012, 03:02
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Also, T said we'd be getting some sort of anti-resist/anti-parry eventually. It seems kind of silly to switch things around if both issues are going to be solved eventually anyway (assuming eventually is measured in months, not years).

This post has been edited by Mr. Plow: Aug 3 2012, 04:21
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post Aug 3 2012, 03:47
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Just let Spelunker give more item experience or something from iw. 5% per level sounds fair.

Seems difficult to refun everyones Spelunker purchases, instead of just changing how it works.
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post Aug 3 2012, 12:49
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Have the Riddlemaster on round 2 grant a Channeling instead of that dubious blessing
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post Aug 3 2012, 16:39
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Could we please get some multiple-target (X-) versions of deprecating spells, such as X-Imperil or X-Silence, to fill out the holes in the ability tree?

Also, the equipment screen needs an "Unequip All" option, so that the currently chosen equipment set can be instantly emptied.
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post Aug 3 2012, 17:25
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QUOTE(Panuru @ Aug 3 2012, 08:17) *

So that's one of the inaccurate tooltips then? Maybe the wiki should note that it affects more than evade.


QUOTE
unable to evade attacks or spells.


Change that to

QUOTE
unable to evade attacks or resist spells.


then.
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post Aug 4 2012, 01:28
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Mages get channeling, give melee combo, making the next skill use free.
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post Aug 4 2012, 01:35
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C-c-c-c-c-c-combo Breaker!
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post Aug 4 2012, 01:38
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QUOTE(skillchip @ Aug 4 2012, 02:28) *

Mages get channeling, give melee combo, making the next skill use free.


Melee's could use the channeling too. (IMG:[invalid] style_emoticons/default/huh.gif)
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post Aug 4 2012, 01:40
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esp on round 2 the channeling could come in really handy
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post Aug 4 2012, 03:02
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QUOTE(Pro2Type @ Aug 3 2012, 07:39) *

Could we please get some multiple-target (X-) versions of deprecating spells, such as X-Imperil or X-Silence, to fill out the holes in the ability tree?

Also, the equipment screen needs an "Unequip All" option, so that the currently chosen equipment set can be instantly emptied.

This I can get behind, sucky players like me will need X-silence & X-weaken, lol.
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post Aug 4 2012, 03:23
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QUOTE(hitokiri84 @ Jul 27 2012, 19:36) *

Suggestion: Fix the Dawn EXP bug already?

You know, the one where you trigger the Dawn event while in an active battle and it counts towards your level but doesn't give you the EXP to apply to attributes?

It should be easy to fix considering the leveling EXP and attribute point EXP both follow specific formulas and: EXP to Current LV + EXP on current LV = EXP on STR, DEX, AGI, END, INT, WIS + remainder.

Yes, it's happened to me a couple of times.


QUOTE(Sushilicious @ Jul 27 2012, 20:51) *

Don't expect it to get fixed any time soon. Contrary to popular belief, it's pretty complex and not an easy fix.


Then instead of just fixing it outright make a workaround where you can manually trigger (or it automatically runs every X days) that recalculates your attribute XP based on current attributes and current level XP.

This post has been edited by mrttao: Aug 4 2012, 03:24
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