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

 
post Aug 12 2012, 06:45
Post #5241
skillchip



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Can we actually get about 10x-100x as much experience on our items from forging? Kinda funny to get so little.

The amount we get towards forge EXP is fine, I'm just saying towards next potency is a joke
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post Aug 12 2012, 12:42
Post #5242
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can we have monsters stop gifting resistance bindings at a high enough PL (400-500)? they're on par with low-grades in terms of usefulness and the only reason you'd use those is to grind forge exp on a crude anyway.

and if you just troll and force humanoids to use elements for their tier 2/3 spells if you make this change i wouldn't mind.

This post has been edited by Bunker Buster: Aug 12 2012, 12:44
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post Aug 12 2012, 13:14
Post #5243
Ichy



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QUOTE(Bunker Buster @ Aug 12 2012, 12:42) *

can we have monsters stop gifting resistance bindings at a high enough PL (400-500)? they're on par with low-grades in terms of usefulness and the only reason you'd use those is to grind forge exp on a crude anyway.

and if you just troll and force humanoids to use elements for their tier 2/3 spells if you make this change i wouldn't mind.

Actually I WANT Dark for my second and Soul for my 3rd Attack.
Does not matter it it is weaker i just want to be true to the Source material.

Also need some 4. Fire based Spell (IMG:[invalid] style_emoticons/default/tongue.gif)

This post has been edited by Ichy: Aug 12 2012, 13:15
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post Aug 12 2012, 13:33
Post #5244
Tenboro

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I have a better idea. What if more monsters start having elemental melee attacks? :3
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post Aug 12 2012, 13:42
Post #5245
Ichy



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QUOTE(Tenboro @ Aug 12 2012, 13:33) *

I have a better idea. What if more monsters start having elemental melee attacks? :3

Actually I'm against this since Res would make them lolweak like Elementals.
Instead allow PL 600+ Monsters to gain Elemental strike.

Elemental Attacks are so weak because we already have so much Resists from the Ability Tree and Auras.
If you remove them and replace it with something else (and make Elemental Attacks pretty powerful) those res Upgrades on Gear will be very useful.
And if resist works on it it will even make Light Armor good again.

This post has been edited by Ichy: Aug 12 2012, 13:58
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post Aug 12 2012, 14:09
Post #5246
hzqr



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Elemental attacks would make sense for Celestial and Daimons, not so much for the other classes.
It even says so in the description:
QUOTE
Higher level celestials can imbue their weapons with pure divine power that lets their melee attacks deal holy damage.
QUOTE
Higher level daimons are said to be able to conjure weapons of pure darkness that can bypass all defenses not specially enchanted to withstand it.

May also apply to Beasts, I guess:
QUOTE
Rumors persist about terrible Beasts corrupted beyond all recognition with dark magicks

Also, Mechanoids need some fire-based special attacks:
QUOTE
There are however rumors of terrible machines that are capable of searing a creature to the bones with a stream of fire, or shatter their bodies with a torrent of deadly metal.

Same goes for Undeads:
QUOTE
Higher level undeads can use more sophisticated weaponry, and some even master deadly forms of forbidden magicks.

As for Dragonkins:
QUOTE
that is however somewhat of an over-simplification as not all Dragonkin can fly, while breath attacks are not always fire
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post Aug 12 2012, 14:46
Post #5247
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QUOTE(Death Grunty @ Oct 30 2011, 10:31) *

Idea for a class system and item scaling revamp.

First of all remove levels from equipment. But instead change the scaling factor to being player specific. Every piece is automatically scaled to your level. So as before, higher level means higher gains from equipment. ~DONE~
Then introduce classes. Players have to set a class in some menu. Changing a class means picking more favorable scaling factors.
Eg. melees pick a melee class and the scaling factor on physical mitigation becomes 1/1800 instead of 1/2000, but the scaling factor for elemental mitigations becomes 1/2200.

Melee:
QUOTE
Weapon Damage / Attack Damage Bonus 16⅔
Magic Damage Bonus 22⅔
Attack/Magic Accuracy Bonus 2200 / 1800
Attack/Magic Critical Bonus 2200 / 1800
Block/Evade Chance 2000
Parry/Resist Chance 400
Physical/Magical Absorption 22 / 18
Physical/Magical Mitigation 2200 / 1800
Specific Physical Mitigations (e.g. Slashing) 360
Elemental Mitigations (Fire, etc) 2200
Magical Proficiency Bonuses 60
Elemental Damage Bonuses 50
Primary Attributes 35 5/7
Proc Duration 200
Bleed Damage 12
Drain Procs 25 (see note)
Burden 800
Interference 800


Mage:
QUOTE
Weapon Damage / Attack Damage Bonus 20⅔
Magic Damage Bonus 18⅔
Attack/Magic Accuracy Bonus 1800 / 2200
Attack/Magic Critical Bonus 1800 / 2200
Block/Evade Chance 2000
Parry/Resist Chance 400
Physical/Magical Absorption 18 / 22
Physical/Magical Mitigation 1800 / 2200
Specific Physical Mitigations (e.g. Slashing) 400
Elemental Mitigations (Fire, etc) 1800
Magical Proficiency Bonuses 50
Elemental Damage Bonuses 50
Primary Attributes 35 5/7
Proc Duration 200
Bleed Damage 12
Drain Procs 25 (see note)
Burden 800
Interference 800


Well the gist is. You can use an already existing system to introduce classes. And finally class specific skills. And at the same time remove the dumb IW.


I think it's time to bring that up. (IMG:[invalid] style_emoticons/default/wink.gif)
With the way scaling works now you could create classes based on how each stat scales to your level.
That way it's possible to create classes like thief (higher accuracy, evade, parry scaling), warrior (higher attack and mitigation scaling), different mage classes like an offensive type and a supportive (speed) type.
To make it more interesting these would need to be unlocked first. Or created and improved by the players.

One way to let players create classes on effort could be: Each player gets 3 normal/generic 'class states' and then ventures into Class World of one such state and is presented with a choice of improving one stat's scaling for the cost of decreasing another's. These should be balanced though.. Something like increasing MDB for the cost of reducing block chance should be prohibited. Instead there should be a fair trade off with some extent of choice. That is to create specialized class states one can switch to.
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post Aug 12 2012, 14:51
Post #5248
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QUOTE(Tenboro @ Aug 12 2012, 13:33) *

I have a better idea. What if more monsters start having elemental melee attacks? :3

I'm fine with that, as long as you change like half of the currently existing crushing/crushing/crushing/crushing/crushing/crushing/crushing/crushing/crushing/slashing/slashing/slashing/slashing/slashing/piercing skill set to elemental attacks cause it's fucking ridiculous
Like humanoids getting element/holy/dark attack at tier 2, and holy/dark/soul attack at tier 3

I mean there's literally no reason for any type of monster to have two or even THREE crushing/slashing/piercing attacks, it's why heavy armor is so good and would make heavy armor battlecaster completely broken if battlecaster was ever actually implemented properly

"realism" should always make way for better gameplay mechanics after all

especially when they make frith want to quit more

QUOTE(Ichy @ Aug 12 2012, 13:42) *

Actually I'm against this since Res would make them lolweak like Elementals.
Instead allow PL 600+ Monsters to gain Elemental strike.

protip: resist doesn't work on physical type spells, and the vast majority of monster lab skills are physical so unless they were specifically changed to magical type spells resist and absorb would still be hella useless

also elementals have the dubious honor of having a magical type regular attack which makes them completely laughable since the typically higher resist value is used instead of parry


also reiterating: stop fucking giving us resist bindings at PL 400+ they should be on the same drop tier as low grade materials and in the rare event people actually want them they're welcome to keep around 200 PL monsters like most of us

This post has been edited by Bunker Buster: Aug 12 2012, 15:02
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post Aug 12 2012, 15:03
Post #5249
Tenboro

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QUOTE(Bunker Buster @ Aug 12 2012, 14:51) *
especially when they make frith want to quit more


You make a persuasive argument.

Incidentally, getting more elemental types on the higher-tier skills are supposed to be in Part 2 of the monster upgrades.
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post Aug 12 2012, 15:07
Post #5250
Bunker Buster



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i'd kind of prefer that they were retroactively enforced instead of being a subpar option people can downgrade to (why would anyone change a piercing/crushing/slashing attack to an elemental attack when piercing/crushing/slashing resistance is incredibly hard to come by whereas elemental resistance is doled out in 15-25% chunks and given inherently through auras and abilities)

unless part 2 of monster upgrades damage type only contains changing certain attacks to Void Damage but that's kind of a nightmare option

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post Aug 12 2012, 15:18
Post #5251
Tenboro

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QUOTE(Bunker Buster @ Aug 12 2012, 15:07) *

i'd kind of prefer that they were retroactively enforced instead of being a subpar option people can downgrade to (why would anyone change a piercing/crushing/slashing attack to an elemental attack when piercing/crushing/slashing resistance is incredibly hard to come by whereas elemental resistance is doled out in 15-25% chunks and given inherently through auras and abilities)


Fair point. What I'll probably do is replace some of the inherent bonuses with something else. The ability tree is up for a revamp, but I might make some temporary tweaks before that.
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post Aug 12 2012, 15:25
Post #5252
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another suggestion:

using plural amount of elemental infusion scrolls to enchant a weapon with elemental strike for 4 hours (of course you can only put one four hour enchant at a time)

this paves the way for a Triple Elemental Strike if an infusion is used during combat with a element prefix+element enchanted weapon, but due to the fact that elemental strikes and infusions only work on a single target it shouldn't be so much of a problem i just want holy/dark/soul damage all on one target so i can go spend 5k worth of infusions for AAUGHGUAGUAGUAHUGH BERSERKER and it's not like 1h/dual wield can do without a massive damage output advantage over the already fuck-powerful 2h

optionally stackable with voidseeker for massive waste of money, dropping 15/20k for ridiculous schoolgirl killing ability hell yeah

This post has been edited by Bunker Buster: Aug 12 2012, 15:28
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post Aug 12 2012, 15:27
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QUOTE(Tenboro @ Aug 12 2012, 15:03) *


Incidentally, getting more elemental types on the higher-tier skills are supposed to be in Part 2 of the monster upgrades.

I love you! (IMG:[invalid] style_emoticons/default/wub.gif)

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post Aug 12 2012, 15:42
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QUOTE(Death Grunty @ Aug 12 2012, 08:46) *

I think it's time to bring that up. (IMG:[invalid] style_emoticons/default/wink.gif)
With the way scaling works now you could create classes based on how each stat scales to your level.
That way it's possible to create classes like thief (higher accuracy, evade, parry scaling), warrior (higher attack and mitigation scaling), different mage classes like an offensive type and a supportive (speed) type.
To make it more interesting these would need to be unlocked first. Or created and improved by the players.

One way to let players create classes on effort could be: Each player gets 3 normal/generic 'class states' and then ventures into Class World of one such state and is presented with a choice of improving one stat's scaling for the cost of decreasing another's. These should be balanced though.. Something like increasing MDB for the cost of reducing block chance should be prohibited. Instead there should be a fair trade off with some extent of choice. That is to create specialized class states one can switch to.

That's just needlessly complex. Class systems should be based on ability trees and special bonuses to non-PAB stats. Screwing with scaling factors for each individual is ridiculous. Want to be a thief? Take the bonuses that add to thief-like stats. Add points to abilities and skills that match that playing style.

QUOTE(Tenboro @ Aug 12 2012, 09:18) *

The ability tree is up for a revamp, but I might make some temporary tweaks before that.

HV 0.82: Hey guys, time to spend 10 minutes re-applying AP. And if you went into an IWTBH RE without any abilities, sucks to be you.
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post Aug 12 2012, 15:44
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QUOTE(derpymal @ Aug 12 2012, 15:42) *

HV 0.82: Hey guys, time to spend 10 minutes re-applying AP. And if you went into an IWTBH RE without any abilities, sucks to be you.

"Oops I didn't make the new one-page AP distribution method in time but here's the new ability tree anyway"

*players take 2 hours waiting for pages to reload to spend their 454 ability points*
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post Aug 12 2012, 15:46
Post #5256
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QUOTE(Bunker Buster @ Aug 12 2012, 09:44) *

"Oops I didn't make the new one-page AP distribution method in time but here's the new ability tree anyway"

*players take 2 hours waiting for pages to reload to spend their 454 ability points*

627. The most annoying ones are the tanks/OC and AoEs.
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post Aug 12 2012, 17:09
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If the revamp includes UI improvements it would make it a lot easier to apply.
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post Aug 12 2012, 18:04
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Can set the monsters a number in battle?
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post Aug 12 2012, 18:53
Post #5259
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QUOTE(derpymal @ Aug 12 2012, 08:42) *

And if you went into an IWTBH RE without any abilities, sucks to be you.

That's always how I find out that the ability tree got reset - suddenly all I can do is hit things with my staff (IMG:[invalid] style_emoticons/default/huh.gif)

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post Aug 12 2012, 19:46
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here's a random one for the tip of the day/ throws a bone to the artist forum;

"Tip of the Day- Earn Credits, Hath and other prizes by joining in the artist battle https://forums.e-hentai.org/index.php?showt...p;st=1460"

also noticed there seems to be no lead or mod for that section... brainsucks seems to be the one who makes things happen there,might be a good mod...
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