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

 
post Aug 26 2012, 02:15
Post #5421
Bunker Buster



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Remove physical damage from staffs, so it won't be taken to account for quality calculations.

Keep melee damage type, though (void might be useful!!!!). This essentially means that staff damage = unarmed fist damage, but if it avoids an annoying gameplay design oversight you might as well do it.

CODE
<bunqa_busta> skillchip: "why is this exquisite" "PHYSICAL DAMAGE MAXED" "oh"
<skillchip> yeah
<ChosenUno> rofl
<skillchip> got to love one size fits all quality calcs
<ChosenUno> Smurf123: don't bother scanning
<ChosenUno> lol
<bunqa_busta> it's as if tenboro didn't think this system entirely through!!!
<ChosenUno> wasting turns
<ChosenUno> lol
<skillchip> no
<skillchip> its as if he doesnt care what we think
<bunqa_busta> hi
<bunqa_busta> additive accuracy
<bunqa_busta> just remove physical damage from staffs
<bunqa_busta> problem solved
<ChosenUno> lol
<ChosenUno> true
<ChosenUno> hitting monsters with a piece of wood most likely won't hurt anyway
<ChosenUno> right?
<ChosenUno> lol
<ExTe> he should remove the damn agility potency from staffs
<bunqa_busta> actually default player damage is crushing
<ExTe> god damn i hated that
<bunqa_busta> so you have just strength and dexterity melee damage
<bunqa_busta> baller
<bunqa_busta> of course this'll make ethereal staffs essentially useless but at least they have no burden~
<MidNightPass> STR on staff FTW
<ChosenUno> rofl
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post Aug 26 2012, 02:17
Post #5422
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Also everyone who complains about losing 30 damage on their staff is a terrible troll.
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post Aug 26 2012, 05:17
Post #5423
RajaNagaSoz



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Wouldn't lower physical damage actually be better for procing ET without accidently shaving off that last sliver of health if such a situation would arise? i think that's a pro and not a con anyway.
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post Aug 26 2012, 07:28
Post #5424
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QUOTE(Pro2Type @ Aug 23 2012, 22:06) *

Change Spelunker so it gives 10% extra potency points per level instead.

Add a training that gives item slots in-battle restocks.

Thirding

QUOTE(RajaNagaSoz @ Aug 25 2012, 22:17) *

Wouldn't lower physical damage actually be better for procing ET without accidently shaving off that last sliver of health if such a situation would arise? i think that's a pro and not a con anyway.


it does, yes. I hate accidentally killing an enemy with a staff when trying to farm it for ET

This post has been edited by mrttao: Aug 26 2012, 07:28
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post Aug 26 2012, 10:34
Post #5425
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QUOTE(RajaNagaSoz @ Aug 26 2012, 03:17) *

Wouldn't lower physical damage actually be better for procing ET without accidently shaving off that last sliver of health if such a situation would arise? i think that's a pro and not a con anyway.


This has been the argument to take away attack damage bonus from staff prof, and now its being used to take away staff physical weapon damage. The prof should be channeled into more useful things.
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post Aug 26 2012, 18:57
Post #5426
RajaNagaSoz



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QUOTE(skillchip @ Aug 26 2012, 04:34) *

This has been the argument to take away attack damage bonus from staff prof, and now its being used to take away staff physical weapon damage. The prof should be channeled into more useful things.



I remember hearing that before, i am now experiencing it first-hand since i've been maging recently. I feel like... Well, i feel like a MUSCLE WIZARD trying to just cuff an enemy on the back for ET and accidently crushing them.
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post Aug 26 2012, 21:23
Post #5427
pureyang



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Another solution is if ET gave you the mana instantly rather then on enemy turns.
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post Aug 26 2012, 22:04
Post #5428
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QUOTE(mrttao @ Aug 27 2012, 03:23) *

Another solution is if ET gave you the mana instantly rather then on enemy turns.


Yeah, that's been suggested before: Change ET turns into ET multiplier. Removes several wasted turns of waiting for ET to finish, while trying not to kill the target with stick whacks.
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post Aug 27 2012, 06:46
Post #5429
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QUOTE(Rei-Tenshi @ Aug 26 2012, 16:04) *

Yeah, that's been suggested before: Change ET turns into ET multiplier. Removes several wasted turns of waiting for ET to finish, while trying not to kill the target with stick whacks.

Seconded. You can nerf it to less % if you feel it's too powerful, but it's really annoying sitting there clicking defend.
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post Aug 27 2012, 09:32
Post #5430
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I've been using focus during those ET turns to regain even more mp at the expense of overcharge.
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post Aug 27 2012, 18:01
Post #5431
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uhm how about 2x 3x 4x 5x Chaos Token Drops for Higher Difficulty Setting in Crysfest?
As it is now there is absolutely no reason to play it above normal.
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post Aug 27 2012, 18:32
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QUOTE(Ichy @ Aug 27 2012, 08:01) *

As it is now there is absolutely no reason to play it above normal.

Crystal multiplier?
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post Aug 27 2012, 18:51
Post #5433
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QUOTE(Maximum_Joe @ Aug 27 2012, 18:32) *

Crystal multiplier?

Normalfarming is much much much better.
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post Aug 27 2012, 18:56
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QUOTE(Ichy @ Aug 27 2012, 11:01) *

uhm how about 2x 3x 4x 5x Chaos Token Drops for Higher Difficulty Setting in Crysfest?
As it is now there is absolutely no reason to play it above normal.

Increasing token drop rate wouldn't really make it more appealing to play on higher difficulties. Normal would still be better for farming tokens, among other things. Increasing the crystal drop rate would make more sense.

QUOTE(Maximum_Joe @ Aug 27 2012, 11:32) *

Crystal multiplier?

The current crystal multiplier sucks balls. Having a 3x increase at IWBTH is a joke really. I'm sure 99.99% of people that do cryfests play it on normal. And rightly so considering that it's by far the fastest way to farm crystals, tokens, and artifacts, and in turn Hath.
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post Aug 27 2012, 19:32
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QUOTE(Sushilicious @ Aug 27 2012, 08:56) *

Having a 3x increase at IWBTH is a joke really.

Change it to match the Monster HP multiplier maybe?

This post has been edited by Maximum_Joe: Aug 27 2012, 19:33
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post Aug 27 2012, 19:36
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While we're at it, tokens and artifacts need to have difficulty modifiers as well since earning rate is what forces people to stay on the really low difficulties.

The amount you get per time played on BT/IWBTH is abysmal compared to Normal.
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post Aug 27 2012, 19:36
Post #5437
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QUOTE(Sushilicious @ Aug 27 2012, 18:56) *

Increasing token drop rate wouldn't really make it more appealing to play on higher difficulties. Normal would still be better for farming tokens, among other things. Increasing the crystal drop rate would make more sense.
The current crystal multiplier sucks balls. Having a 3x increase at IWBTH is a joke really. I'm sure 99.99% of people that do cryfests play it on normal. And rightly so considering that it's by far the fastest way to farm crystals, tokens, and artifacts, and in turn Hath.

He coooouuuld also make the Token Drop chance much higher at IWBTH so we have some kind of Tokenfest (IMG:[invalid] style_emoticons/default/wink.gif)
Now people can play IWBTH for Tokens or normal for Crystals and Artifacts.

Token Drop Rates should be higher at higher difficulty everywhere. Right now I play everything on normal just because this is the only chances if I ever want to fully upgrade both Lisis (IMG:[invalid] style_emoticons/default/sad.gif) Can play much more rounds this way.

This post has been edited by Ichy: Aug 27 2012, 19:37
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post Aug 27 2012, 19:49
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post Aug 27 2012, 20:07
Post #5439
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QUOTE(Tiap @ Aug 27 2012, 19:49) *

good idea


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post Aug 27 2012, 20:10
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QUOTE(Ichy @ Aug 27 2012, 12:36) *

He coooouuuld also make the Token Drop chance much higher at IWBTH so we have some kind of Tokenfest (IMG:[invalid] style_emoticons/default/wink.gif)
Now people can play IWBTH for Tokens or normal for Crystals and Artifacts.

I still don't see how this would be viable. The drop rate would need to be monstrous to make up for the time spent per round on the higher difficulties. In short, not gonna happen. You're probably better off trying to convince him to add a separate mode exclusively for tokens.

QUOTE(Maximum_Joe @ Aug 27 2012, 12:32) *

Change it to match the Monster HP multiplier maybe?

That would be overkill. Current HP multiplier is 10x for IWBTH and jumping from the current 3x to 10x has a near zero percent chance of happening since this is Tenboro we are talking about.


I'll try to make a convincing argument. Barring the fact that it takes much longer to clear a round on IWBTH as compared to normal, there is also something else that's unappealing about high difficulty cryfests. One of the selling points that Tenboro used to encourage people to up their difficulty was by repeatedly increasing the loot quality bonus according to the difficulty. That's nice, but unfortunately equipment gets turned to crystals in cryfests so we pretty much lose out on this bonus. Speaking from a logical point of view, obviously something needs to increase to make up for that. I'm sure we all remember the fiasco of the additional HP-Mod that was added to punish the normal farmers. Now that it's removed, we are essentially back to square one.
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