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

 
post Sep 1 2012, 22:11
Post #5601
skillchip



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QUOTE(Maximum_Joe @ Sep 1 2012, 18:37) *

So...

OC increases with melee hits.
SS drains OC. Gives melee damage increase, maybe a slight mitigation increase.
FB increases with magic hits.
FS drains FB. Gives mana cost reduction and something else.
OC tanks affects both caps.
Only 1 stance may be used at a time (I assume).


Pretty much what I was asking for
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post Sep 1 2012, 23:53
Post #5602
skillchip



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After a player reaches 200% accuracy pour the rest of accuracy into crit, since right now it is wasted.
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post Sep 1 2012, 23:57
Post #5603
Bunker Buster



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QUOTE(skillchip @ Sep 1 2012, 23:53) *

After a player reaches 200% accuracy pour the rest of accuracy into crit, since right now it is wasted.

Would be okay if it was every 2% over 200% per 1% of crit.
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post Sep 2 2012, 04:48
Post #5604
Slobber



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ugh that'd be a bit much @_@
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post Sep 2 2012, 05:26
Post #5605
Lement



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I'd think that every % increases your current crit % by that % would be appropriate.

QUOTE(skillchip @ Sep 1 2012, 20:38) *

Make Focus into a focus stance. Or add a Focus bar, which fills like overcharge, and grows with abilities put into overcharge boost. Focus Stance gives more caster specific bonuses.

I can place my meager support with my skill of suggesting terrible suggestions behind it. It may actually drag it down but I feel optimistic.

This post has been edited by Lement: Sep 2 2012, 05:27
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post Sep 2 2012, 06:47
Post #5606
RajaNagaSoz



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A focus stance sounds great, and maybe the "something else" could be a (slightly or moderately?) increased chance for channeling after each spell.
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post Sep 2 2012, 13:50
Post #5607
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QUOTE(Maximum_Joe @ Sep 2 2012, 01:37) *

So...

OC increases with melee hits.
SS drains OC. Gives melee damage increase, maybe a slight mitigation increase.
FB increases with magic hits.
FS drains FB. Gives mana cost reduction and something else.
OC tanks affects both caps.
Only 1 stance may be used at a time (I assume).


I prefer FS increasing defensive stats, such as evade and parry. In addition, spells' cast times are reduced by 25% while in FS.

How does that sound? I don't think mages need yet more firepower.
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post Sep 2 2012, 14:36
Post #5608
Lement



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[tvtropes.org] You can never have enough DAKKA!

QUOTE(ChosenUno @ Sep 2 2012, 14:52) *

QUOTE(Lement @ Sep 2 2012, 13:19) *

But I still wonder about my original question: What build is TheTornPrince? Albeit it already appears to be heavy melee:p.

AFAIK full shield of protection + scythe of slaughter.


I suggest the players who hate Eila Ilmatar Juutilainen 501st band together and create a high powerlevel Arthropod with maxed anti-avoidance stats. Maybe have a naming contest or sth.

This post has been edited by Lement: Sep 2 2012, 14:37
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post Sep 2 2012, 17:10
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skillchip



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Make the main target of spells not be able to resist. Same with main targets and parry.
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post Sep 2 2012, 17:12
Post #5610
Colman



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QUOTE(skillchip @ Sep 2 2012, 23:10) *

Make the main target of spells not be able to resist. Same with main targets and parry.

Then how about DW and 1H?
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post Sep 2 2012, 17:14
Post #5611
smurf123



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Reduced resist/parry for the main target.
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post Sep 2 2012, 17:25
Post #5612
Lement



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That buff is dividlicative for mages, skillchip, and you know it.
Anyway, no. I can with full confidence call it horrible suggestion. Why?
Because people spent their precious tokens to not have their monsters weakened/silenced/etc.
You have MagNet.
Because this imbalances debuffs a lot.
Because it reduces the random factor.
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post Sep 2 2012, 17:29
Post #5613
skillchip



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So since forging requirements are increased tenfold can we get the exp put onto equipments increased by tenfold, so that they both still match?
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post Sep 2 2012, 18:29
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For monster lab:

Is it possible for us to visit our monsters without checking W/L? Sometimes I want to buff up my monsters with crystals, but doing so would reset the timer and lower the chance for mats >_>
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post Sep 2 2012, 18:35
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QUOTE(ChosenUno @ Sep 2 2012, 18:29) *

For monster lab:

Is it possible for us to visit our monsters without checking W/L? Sometimes I want to buff up my monsters with crystals, but doing so would reset the timer and lower the chance for mats >_>

Patience.
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post Sep 2 2012, 18:47
Post #5616
hzqr



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QUOTE(ChosenUno @ Sep 2 2012, 16:29) *
Is it possible for us to visit our monsters without checking W/L? Sometimes I want to buff up my monsters with crystals, but doing so would reset the timer and lower the chance for mats >_>

It won't roll for a gift when checking within an hour since the last valid check.
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post Sep 2 2012, 19:01
Post #5617
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Can PL 600+ Monsters bring an Everstone as gift?
You can use this at the forge to lock one Potency Bonus when using those re-train shards we will get in the future.
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post Sep 2 2012, 22:05
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Some pony love please.

So how about a pony specific riddle bonus (corresponding to a pony speciality). For instance..
- if Twilight came up and you answered correctly a small boost to magic for a few turns (reduced mp consumption or increased magic damage).
- if Rarity came up a small boost to crystal drops (like finding more crystals and adding an additional multiplier while under effect).
- if Applejack came up a small boost in attack damage for a few turns.
- if Pinkie Pie came up the bonus would be something like Pinkie Sense.. similiar to SV, increasing chance to evade attacks and spells
- if Fluttershy came up it should be something somewhat resembling her stare or animal care.. I'm having trouble with this one.
- if Rainbow Dash came up a boost to Action Speed. Sonic Boom.

You could name the effects like the elements of harmony. On the other hand.. a buff called Pinkie Sense is ridiculously awesome. (IMG:[invalid] style_emoticons/default/laugh.gif)

Well these effects would be negligible so I don't know if it's even worth the effort.. but the riddles are getting a little boring so give them some love and attention. This also gives people reason to learn the different effects and maybe make them care enough to find out how they're connected to them ponies. (IMG:[invalid] style_emoticons/default/smile.gif)
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post Sep 2 2012, 23:08
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It's been a while since we've had a suggestion for a radical design change that Tenboro will never even consider because he'd like to have some free time to himself, dammit.
So here's one:

Replacing the Overcharge and Spirit Points Gauges With a Single Power Gauge

This idea, of course, goes completely in the opposite direction from skillchip's. Instead of splitting one gauge into two, I want to fuse two existing gauges into one.

The Power gauge has the same appearance as the Overcharge gauge, just with a different name above it. Its function is similar to the Overcharge gauge, though there are several major differences to accommodate the lack of the Spirit Points gauge.

The Power gauge’s maximum fullness is determined mainly by the Power Level stat (replaces the Spirit Points, Spirit Regen, and Overcharge stats from the character page). At Level 1, Power Level is equal to 100.00. It increases by 1/3rd of a point for each point invested in STR, DEX, AGI, END, INT, or WIS. The Power gauge’s fill rate can be boosted by investing AP in the Overclock abilities on each tier (replaces the Spirit Tank and Overcharge Boost abilities).

Upon beginning a battle series, the Power gauge is set to 100.00 below the Power Level. The Power gauge fills by a tiny amount every turn, generally around 1/100th the length of the gauge. If the player lands a physical attack, the gauge will fill by 5-10 times the normal rate. The actual rate at which the Power gauge fills is dependent on how full it is already. It will fill more quickly when it is nearly empty, and more slowly as it fills. There is a minimum amount to how much the gauge can fill per turn, so it will never get stuck a sliver away from being completely full.

Power is used to pay the cost of abilities which currently use either Overcharge and/or Spirit Points. The costs for Overcharge-only abilities will be unchanged. As for abilities which use Spirit Points:

Spirit Stance requires at least 100 Power to enable, and drains Power at a rate of 20 per turn.
Spark of Life costs 100 Power to trigger.
Spirit Shield costs 3.75 (reducible to 1.75) Power for each 1% Max HP absorbed.

Most importantly, in order to re-balance the abilities that cost Spirit Points, the Power gauge has a hidden factor (or unhidden – we can vote on that) called Fatigue. Fatigue negatively impacts the rate at which the Power gauge fills, and rises only when Spirit Stance, Spark of Life, and Spirit Shield are used. Fatigue tends to accumulate quickly; in fact, triggering two Spark of Life buffs will be enough to bring the Power gauge’s fill rate to a near standstill. Fatigue does decrease each turn that these abilities are not used, albeit very slowly.

Here is the formula for determining the rate at which the Power Gauge normally fills:

CODE
PowerRecovery = 0.01 * [PowerLevel + OverclockBonus - CurrentPower - (Fatigue*PowerLevel)]


OverclockBonus is equal to the amount of AP invested in Overclock Abilities, times 3.

Remember that this rate is multiplied by anywhere between 5 and 10 when the player lands a physical attack.

Fatigue rises by 0.01 for each turn you use your Spirit Stance, rises by 0.5 for each time you trigger Spark of Life, and rises by some value between 0-0.4 when Spirit Shield reduces damage taken. On all other turns, it shrinks by 0.002.

If Fatigue becomes equal to or greater than 1, and the player has no OverclockBonus, the Power gauge’s fill rate will be reduced to its minimum.

TLDR: Spirit Points and Overcharge become one gauge, gauge fills slower the more Spirit abilities you use.

This post has been edited by MisterLemon: Sep 2 2012, 23:10
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post Sep 2 2012, 23:23
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Bunker Buster



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QUOTE(MisterLemon @ Sep 2 2012, 23:08) *

suggestion that would make game more of a pain in the ass than it is now

heh, no
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