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

 
post Feb 6 2011, 13:28
Post #601
masquepiph



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Double post ftw.

@Tenb:

Can we have the monster scan info in the html for the monster (somewhere inside the mkey_# div)? With all the new ones coming out it's both impractical and unfair to have cmal try and code all that info into STAT and update and update etc. I realize this somewhat removes the necessity of scan, but it's hardly different than looking up the monster in the new monster thread, except it's a hell of a lot more convenient. I realize with them all be common it's not that important now, but when people start leveling up their mobs and they become something we actually have to use strategy against, it will be very helpful. Please.
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post Feb 6 2011, 20:57
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New status effect:
Every time you use an infusion, you gain a secondary effect that lasts longer than the infusion's and prevents you from using another one until it wears off.
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post Feb 6 2011, 23:21
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This may sound like a selfish request since it's melee related, but really.. this is the least of what it needed.

Change the way how Mitigation and Absorb works (Absorb calculated before Mitigation), please... it just plain sucks compared to the Avoidance stats, because of the lower amount of it and how's it calculated.

And increased the amount of Specific Mitigation Bonus from Suffix (Dampening, Stone Skin, Deflection) ... Gears generated with this suffix will almost always means it's junk, since the Mitigation gained were usually marginal and almost the same compared to what you got from "of Protection" suffix, which works on all Physical attacks.

Make Overcharge Boost more powerful or more useful... Seriously, the fact that a full time melee as myself, with max over charge boost + high ATK rating + high ADM weapons and low of other stats that have to do with maging ... can cast a spell and it did more damage than me when melee... is absurd. It uses ridiculous amount of AP and the gain is extremely small compared to when you spent it on mage skills.

Gives more bonuses to low LV. melee player. The bonuses/change to fighting style in the last patch was pretty nice, but almost half of it goodness will never be utilized by, I dare say, 99% of the players. Start by increased minimum fighting style porc chance is a good start...

Or maybe I should just ask this instead...

"Tenb, please, stop worrying that melee will became too 'overpower' already... that nightmare was a long time ago, things changed now...." (IMG:[invalid] style_emoticons/default/sleep.gif)
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post Feb 6 2011, 23:55
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QUOTE(buktore @ Feb 6 2011, 21:21) *

Change the way how Mitigation and Absorb works (Absorb calculated before Mitigation), please... it just plain sucks compared to the Avoidance stats, because of the lower amount of it and how's it calculated.
It's the correct way.

(1) 10 absorb, 10% mitigation vs (2) 10 absorb, 10% evade

100 hits of 1000 dmg:

(1) (990-99)*100=89100 total dmg
(2) (990)*(100*.9)=89100 total dmg

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post Feb 7 2011, 00:03
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QUOTE(cmdct @ Feb 7 2011, 04:55) *

It's the correct way.


And I requested to change that.... (IE: Make Mitigation came before Absorb)
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post Feb 7 2011, 00:19
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QUOTE(buktore @ Feb 6 2011, 22:03) *

And I requested to change that.... (IE: Make Mitigation came before Absorb)
But that would be wrong.

(1) 10% mitigation, 1% evade, 10 absorb vs (2) 1% mitigation, 10% evade, 10 absorb

100 hits of 1000 dmg:

(1) (900-10)*99=88110 total dmg
(2) (990-10)*(100*.9)=88200 total dmg
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post Feb 7 2011, 00:27
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(IMG:[invalid] style_emoticons/default/dry.gif)

Why did you ever put Mitigation before Evade (or any avoidance stats) ..? That make no sense whatsoever, and it's not what I requested either...
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post Feb 7 2011, 00:37
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QUOTE(buktore @ Feb 6 2011, 22:27) *

(IMG:[invalid] style_emoticons/default/dry.gif)

Why did you ever put Mitigation before Evade (or any avoidance stats) ..?
Right...

Again for you to understand: 10% mitigation, 1% evade, 10 absorb

100 hits of 1000 dmg:

each hit you get this dmg:
(1000)*(1-.1) = 900 ->from mitigation
(900-10) = 890 -> from absorption

With 1% of evade in 100 turns you get hit 99% in other words 99 hits.

890*99= 88110 total dmg

This post has been edited by cmdct: Feb 7 2011, 00:38
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post Feb 7 2011, 00:47
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(IMG:[invalid] style_emoticons/default/dry.gif)

That's wrong... and you know it.

Seriously, I'm so sick of you trolling me all the time...

This post has been edited by buktore: Feb 7 2011, 00:49
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post Feb 7 2011, 00:58
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QUOTE(buktore @ Feb 6 2011, 22:47) *

(IMG:[invalid] style_emoticons/default/dry.gif)

That's wrong... and you know it.

Seriously, I'm so sick of you trolling me all the time...
I'm not trolling you. If you still think it's wrong, have your way (IMG:[invalid] style_emoticons/default/sleep.gif)

This post has been edited by cmdct: Feb 7 2011, 00:58
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post Feb 7 2011, 02:44
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QUOTE(cmal @ Feb 6 2011, 12:57) *

New status effect:
Every time you use an infusion, you gain a secondary effect that lasts longer than the infusion's and prevents you from using another one until it wears off.

Suggested by someone that primarily uses melee huh? (IMG:[invalid] style_emoticons/default/laugh.gif)


Okay, how about introducing fatigue? All physical attacks use a fatigue bar, which has battle regeneration. ADM and ADA are significantly reduced as a function of the percentage of fatigue bar remaining.

(IMG:[invalid] style_emoticons/default/smile.gif)
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post Feb 7 2011, 03:00
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How about the gems that drop be infusion-like instead of shield-like.
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post Feb 7 2011, 03:05
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QUOTE(hitokiri84 @ Feb 6 2011, 19:44) *

Suggested by someone that primarily uses melee huh? (IMG:[invalid] style_emoticons/default/laugh.gif)
Okay, how about introducing fatigue? All physical attacks use a fatigue bar, which has battle regeneration. ADM and ADA are significantly reduced as a function of the percentage of fatigue bar remaining.

(IMG:[invalid] style_emoticons/default/smile.gif)

Suggested by Boggy, actually. I'm acting as his proxy.
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post Feb 7 2011, 03:09
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QUOTE
How about the gems that drop be infusion-like instead of shield-like.

Yes! A short 10% increase in a specific element to encourage you to cast that element.
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post Feb 7 2011, 03:18
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QUOTE(Golden Sun @ Feb 6 2011, 22:09) *

Yes! A short 10% increase in a specific element to encourage you to cast that element.

I've been thinking about it for a while. The mitigations are essentially worthless. I've never found an actual way to incorporate them into a strategy, and end up mashing P to just get rid of them and wait for a mystic gem. AND they're just saving you the cast of a spell vs if they were like infusions, which would save you the use of an item. Also consider the limited number of infusion slots; you can't bring all infusion types.

Edit: I'd hope for more than 10%, but anything would be better than mitigations.

Edit2: On the other hand, with the new monsters coming out, some of which have elemental attacks, mitigations might make more sense in the future. Not sure.

This post has been edited by DemonEyesBob: Feb 7 2011, 03:20
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post Feb 7 2011, 03:23
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QUOTE(DemonEyesBob @ Feb 7 2011, 01:18) *

I've been thinking about it for a while. The mitigations are essentially worthless. I've never found an actual way to incorporate them into a strategy, and end up mashing P to just get rid of them and wait for a mystic gem. AND they're just saving you the cast of a spell vs if they were like infusions, which would save you the use of an item. Also consider the limited number of infusion slots; you can't bring all infusion types.
Frost spikes allow to survive Ryouko SA 100%, but the time I need it, is far away...
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post Feb 7 2011, 03:34
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QUOTE(cmal @ Feb 6 2011, 19:05) *

Suggested by Boggy, actually. I'm acting as his proxy.

I still think it's a good idea. You could add an athleticism stat or proficiency to go with it.
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post Feb 7 2011, 03:53
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QUOTE(hitokiri84 @ Feb 6 2011, 20:34) *

I still think it's a good idea. You could add an athleticism stat or proficiency to go with it.

There should also be mental fatigue for spellcasting. Mana is great and all, but your mana pool is an intrinsic ability that is present in all living creatures. Casting all these spells puts a strain on the brain, having to remember and recite all them incantations and focusing and stuff.
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post Feb 7 2011, 04:01
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Fucking christ be quiet both of you. Maybe you two can breeze through the arenas on BT (or god forbid IWBTH) but I can't. Do not need it harder than it already is in that way. The channeling/cm changes already increased my mana usage significantly.

@Tenb: Can we get a RegenIII plox? Before lvl 300 preferably. Way before.
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post Feb 7 2011, 04:52
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QUOTE(cmal @ Feb 6 2011, 19:53) *

There should also be mental fatigue for spellcasting. Mana is great and all, but your mana pool is an intrinsic ability that is present in all living creatures. Casting all these spells puts a strain on the brain, having to remember and recite all them incantations and focusing and stuff.

I've played RPGs with physical fatigue, but never one with mental fatigue. That's just grasping at straws. (IMG:[invalid] style_emoticons/default/rolleyes.gif)
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