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

 
post Oct 25 2012, 23:32
Post #6301
Blacksheep_Eldric



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QUOTE(derpymal @ Oct 25 2012, 18:00) *

People have never used leather and gossamer is the poor man's phase. So no.


Lmao, I did say they were abandoned by players. Better to upgrade them then to scrap them from game. Gossamer at one point was actually useful before they removed mitigation absorb.
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post Oct 26 2012, 03:01
Post #6302
skillchip



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QUOTE(Blacksheep_Eldric @ Oct 25 2012, 14:23) *

Gossamer & Leather have been abandoned by the community for a while, how about adding new features to them like Mana Conservation & HP/MP regen (or something similar so current Mechanics wouldn't be thrown off).


QUOTE(derpymal @ Oct 25 2012, 16:00) *

People have never used leather and gossamer is the poor man's phase. So no.


QUOTE(Blacksheep_Eldric @ Oct 25 2012, 21:32) *

Lmao, I did say they were abandoned by players. Better to upgrade them then to scrap them from game. Gossamer at one point was actually useful before they removed mitigation absorb.


http://hentaiverse.org/pages/showequip.php...;key=8a39131aa1

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post Oct 26 2012, 08:43
Post #6303
Hitsuyou-H



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I have a Gossamer of Priestess set that I use every so often.
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post Oct 26 2012, 10:36
Post #6304
Drksrpnt



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Make the "Arena Clear Bonus" have a higher chance at being equipment. I'm sick of getting "superior health potion" or whatever after completing an arena, instead of something that may actually be good.
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post Oct 27 2012, 12:13
Post #6305
FlyingMon



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Make bleeding OP again, so my scythe will have some use (IMG:[invalid] style_emoticons/default/sad.gif)
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post Oct 27 2012, 13:29
Post #6306
HTTP/308



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QUOTE(FlyingMon @ Oct 27 2012, 18:13) *

Make bleeding OP again, so my scythe will have some use (IMG:[invalid] style_emoticons/default/sad.gif)

Then you would regret buying a scythe with low DOT (IMG:[invalid] style_emoticons/default/tongue.gif)

This post has been edited by HTTP/308: Oct 27 2012, 13:30
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post Oct 27 2012, 15:14
Post #6307
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Make bleed inflict damages every 100 time units instead of each enemy action. I've got 200 action speed (300 with auto haste) and two Lv2 swift strike weapons, bleed barely has the time to inflict any damage.
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post Oct 27 2012, 15:16
Post #6308
Lement



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Unless you nerf monsters action speed before fighting them that would do nothing.
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post Oct 27 2012, 18:09
Post #6309
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QUOTE(Lement @ Oct 27 2012, 16:16) *

Unless you nerf monsters action speed before fighting them that would do nothing.

I don't understand. They are too slow for me, and thus bleed never gets to act.
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post Oct 27 2012, 18:49
Post #6310
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QUOTE(Eiri @ Oct 27 2012, 18:09) *

I don't understand. They are too slow for me, and thus bleed never gets to act.

You will notice once you hit level 200.
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post Oct 27 2012, 18:57
Post #6311
Eiri



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Then make bleed lower action speed.
Never gonna happen right tenb? T_T
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post Oct 28 2012, 02:53
Post #6312
Lement



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We already have it: freeze.

Anyhow, what you didn't get is that game has discrete time counter that is the same for monsters and players. If you changed bleed to do damage every 100 ms instead of every monster turn(with appropriate damage nerf, of course), the monsters would receive uniform damage from bleed as opposed to avions getting far more hurts than say, giants. They would receive uniform damage but unless you used slow, your average damage would stay the same.
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post Oct 28 2012, 03:12
Post #6313
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The tiers do seem somewhat messed up.
The ultimate melee weapon is T1.
The best staves are often T1 (rarely T3) for holy/dark and T2 for elemental.
Heavy Armor is balanced between all 3 tiers. (turtler vs extra damage)
Light armor is no good.
Cloth ... has T3 > T2 > T1.

Cloth is the only one that makes sense.
Having high tier be rare drops yet perfectly balanced or sometimes even worse then lower tier items is ridiculous. This needs some serious re-balancing.

QUOTE(Eiri @ Oct 27 2012, 08:14) *

Make bleed inflict damages every 100 time units instead of each enemy action. I've got 200 action speed (300 with auto haste) and two Lv2 swift strike weapons, bleed barely has the time to inflict any damage.


Or make bleed proc on YOUR turns rather on monster turn.

The "per turn" system has a lot of flaws that crop up due to the fact that a turn is not a fixed time amount. Buffs last less time the the faster you are, debuffs last more time. Ethertheft and bleed get worse the faster you are. Penetrated Armor and Stun get better the faster you are.

I think the ideal solution is for all buffs and debuffs should run off of a turn timer which has its own set in stone action speed.
While a proper implementation is probably going to be nicer to have, a quick and easy method to program that would be to add a virtual "monster" number 11 with a fixed action speed. Leave the turns as is but remove duration decremented on buffs/debuffs/regen.
Whenever that virtual monster goes it doesn't attack, instead it removes 1 unit of duration from all buffs and debuffs on player and monsters, heals/damages as appropriate, add MP/SP for battle regen, and removes MP for IA.

This post has been edited by mrttao: Oct 28 2012, 03:22
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post Oct 31 2012, 04:43
Post #6314
Lement



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Give unarmed players skill "Pet". Costs 15 overcharge. This allows them to pet the monster. Meanwhile, that monster and all others keep attacking the player. When player has petted the monster enough times without injuring it, the monster will eat the player's random piece of equipment and replace it, fighting alongside the player for the rest of the rounds. Higher PL mobs are of course more difficult to pet.
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post Oct 31 2012, 08:24
Post #6315
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QUOTE(Lement @ Oct 31 2012, 04:43) *

Give unarmed players skill "Pet". Costs 15 overcharge. This allows them to pet the monster. Meanwhile, that monster and all others keep attacking the player. When player has petted the monster enough times without injuring it, the monster will eat the player's random piece of equipment and replace it, fighting alongside the player for the rest of the rounds. Higher PL mobs are of course more difficult to pet.

thats awful. You just don't wear my girls!
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post Oct 31 2012, 09:01
Post #6316
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QUOTE(Ichy @ Oct 31 2012, 08:24) *

You just don't wear my girls!


Suddenly I like the idea. They are quite cute...
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post Oct 31 2012, 09:41
Post #6317
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A skill to pet them could be fun. Waste time to slightly increase the chance to bring loot.
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post Oct 31 2012, 13:24
Post #6318
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Petting during battle is an awful idea. That should be a Lab feature. And we should be able to buy them stuff from the Bazaar, like toys and pretty clothes.
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post Oct 31 2012, 13:35
Post #6319
Lement



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Ichy: Whille that sounds incredibly pleasant, what I had in mind was them eating your piece of equipment. Do it enough and you're fighting naked with 5 different monster(girls) at your side.

derpymal: QQ Why else take your weapon off if not to pet them?

This post has been edited by Lement: Oct 31 2012, 13:36
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post Nov 1 2012, 01:56
Post #6320
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Give spirit stance anti-evade/resist, but make it eat up more Spirit per turn.
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