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

 
post Oct 12 2012, 22:53
Post #6221
kjeron



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QUOTE(Drksrpnt @ Oct 12 2012, 15:17) *

Ah, but think of it like this: the spells would be less effective.

You would have lower accuracy for debuffs, your Cure/Regen2 wouldn't heal as much, Heartseeker wouldn't last as long...

You would use less Mana, but the spells wouldn't be as potent, basically. Would it still be equivalent?

--

By the way, does Tenboro ever check this thread at all?


How would any of those spells be less potent?
Interference has no effect on magic accuracy, cure/regen values, or spell durations.
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post Oct 12 2012, 22:59
Post #6222
Drksrpnt



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QUOTE(kjeron @ Oct 12 2012, 22:53) *

How would any of those spells be less potent?
Interference has no effect on magic accuracy, cure/regen values, or spell durations.


Oh. Derp. I thought interference still lowered your magic proficiency. Nevermind~
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post Oct 13 2012, 05:39
Post #6223
Lement



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Suggestion: Make page title for equipment popup equipment's name, would help with searching through history.

This post has been edited by Lement: Oct 13 2012, 16:00
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post Oct 13 2012, 13:30
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ChosenUno



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Credits to skillchip for the idea:

Change the way we get potencies completely.

What I'm proposing is that we'll IW for potency EXP, and then later be able to spend them on the potencies we want.

As you get a higher level in 1 potency, its cost rises. This encourage a spread, though people with enough time will be able to get the configuration they want sooner or later.

And also make the cost a multiplier of possible potencies. So 1handers with 4PABs already wouldn't cost much more to get all their PABs than right now, but a staff with 1 PAB for example will cost dearly (in terms of potency exp) to max out 1 potency.

And potency exp of course will be gained via IW.
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post Oct 13 2012, 13:38
Post #6225
Lement



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Problem with that: Potencies of about equivalent value mean that it will be easier to reach the max power for better items, which doesn't seem as intended.
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post Oct 13 2012, 14:49
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FlyingMon



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LV10 potency turning weapon damage into void is useless for staffs, so how about making it defaults to archmage, or at least another random potency
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post Oct 14 2012, 03:21
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QUOTE(FlyingMon @ Oct 13 2012, 19:49) *

LV10 potency turning weapon damage into void is useless for staffs, so how about making it defaults to archmage, or at least another random potency


It is planned.
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post Oct 14 2012, 09:24
Post #6228
Lement



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Allow us to dualwield shields.
For prof grinds.

Also, removing the cap of 3 counters on 1H style would be nice for long 'fests.

This post has been edited by Lement: Oct 14 2012, 09:27
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post Oct 14 2012, 19:47
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skillchip



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Corresponding to innate arcana working for buffs, create an additional hath perk that allows players to combine debuffs into a single cast.

Like Slow/Magnet at 100% mana cost with perk level 1, Slow/Magnet/Weaken at 85% mana cost with perk level 2, ect. And the player gets to pick which debuffs to combine and use at the same time.
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post Oct 14 2012, 19:53
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Which spell's action speed would be used?
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post Oct 14 2012, 20:53
Post #6231
skillchip



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I'm assuming the action speed for all debuffs is the same, if not it should be an average, or if tenboro wants us to suffer, them added together.
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post Oct 14 2012, 20:59
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Suggestion: Make Item World an Infinite round mode! Once you die or run away you will get your share of Exp.

Spelunker will now grant Bonus EXP for going inside deeper.

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post Oct 15 2012, 07:04
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4EverLost



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QUOTE(Ichy @ Oct 14 2012, 18:59) *

Suggestion: Make Item World an Infinite round mode! Once you die or run away you will get your share of Exp.

Spelunker will now grant Bonus EXP for going inside deeper.


I wanna be able to do +5000 rounds in a IWBTH-Flimsy IW (IMG:[invalid] style_emoticons/default/laugh.gif)

But really, I always liked doing IWs in the best item I have for as long as I can for exp/drops
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post Oct 15 2012, 13:54
Post #6234
Manian



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suggestion :
option that can switch weapon while in battlefield
with certain condition like cost overcharge to use , ability point to learn
and can't switch too often.

I think It will make more fun cause you can have many more strategy.
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post Oct 15 2012, 15:22
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Lement



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Make that option to switch battle set, even, not just weapon (IMG:[invalid] style_emoticons/default/tongue.gif)
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post Oct 15 2012, 16:19
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QUOTE(Lement @ Oct 15 2012, 20:22) *

Make that option to switch battle set, even, not just weapon (IMG:[invalid] style_emoticons/default/tongue.gif)


Probably not gonna happen, too OP.

You can breeze through 1000 rounds of crysfest as a mage, then another 3-4k rounds as melee.

Too OP.
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post Oct 15 2012, 20:48
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Lement



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Not really, given the bonus is capped at 500 rounds.
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post Oct 15 2012, 23:33
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QUOTE(Ichy @ Oct 14 2012, 13:59) *
Spelunker will now grant Bonus EXP for going inside deeper.

Not only do I agree with spelunker giving bonus Potency EXP.
I think its in game description should use this phrasing (IMG:[invalid] style_emoticons/default/tongue.gif)

This post has been edited by mrttao: Oct 15 2012, 23:37
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post Oct 16 2012, 01:03
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QUOTE(Lement @ Oct 16 2012, 01:48) *

Not really, given the bonus is capped at 500 rounds.


That's exactly the point.

Therefore the further you can go after the bonus is capped, the more efficient it will be.
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post Oct 16 2012, 02:24
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skillchip



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"- The cap for quality bonus has changed from 50 to 100 rounds." -Tenboro

I think quality caps at 100, can anyone find the quote that says otherwise?
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