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

 
post Nov 1 2012, 02:04
Post #6321
skillchip



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QUOTE(Drksrpnt @ Oct 31 2012, 23:56) *

Give spirit stance anti-evade/resist, but make it eat up more Spirit per turn.


This and allow spell casts to generate OC
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post Nov 1 2012, 02:05
Post #6322
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QUOTE(Lement @ Oct 31 2012, 06:35) *
Do it enough and you're fighting naked with 5 different monster(girls) at your side.

You are a naughty man, and stay away from my princess. (j/k)

I think a mechanic that destroys an EQUIPPED item (realistically, a very rare item of the best quality you can find) for a random drop (and some aid during a single battle) is terrible.
Someone will eventually use it once by accident and then ragequit.
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post Nov 1 2012, 03:59
Post #6323
Lement



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You must do anal to get equip back of course.
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post Nov 1 2012, 16:19
Post #6324
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Make Elemental strikes of melee weapons deal higher damage based on the corresponding prof? For example having high forbidden prof can give some bonus to dark strike?

This post has been edited by FlyingMon: Nov 1 2012, 16:19
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post Nov 1 2012, 16:52
Post #6325
Lement



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Bring back Swordchucks. Expect make them lightsaber swordchucks, either 1h or 2h weapon: Every turn, you're liable to cut off your own limbs based on proficiency, inflicting grave damage and either losing your 2h/DW capacity or evade. Plus whatever bonuses the equip wielded in that limb may have granted you.

This post has been edited by Lement: Nov 1 2012, 17:18
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post Nov 2 2012, 20:42
Post #6326
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Make Elemental (melee) weapons able to proc their corresponding elemental spell effect. Only "true" elemental weapons can do this; Ethereal weapons with an Elemental strike can't proc those effects.

As it is, Ethereal weapons always have an advantage over Elemental weapons: they have no burden or interference. At Level 10, they gain an elemental strike. Elemental weapons get Hollowforged, but they still have the burden/interference issue to deal with. This basically gives Elemental weapons an advantage over Ethereal weapons at Level 10.
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post Nov 2 2012, 23:18
Post #6327
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How about a new Battle Mode where a defeated monster is instantly replaced by a new one so you will constantly fight against 10 mobs. Also each new one is a little stronger then the last one.

Once you die or chicken out you will get a list of your drops.
Could be a RoB thing since it is pretty cool.
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post Nov 3 2012, 03:55
Post #6328
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+1 to both above.
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post Nov 3 2012, 05:34
Post #6329
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QUOTE(Ichy @ Nov 2 2012, 13:18) *

How about a new Battle Mode where a defeated monster is instantly replaced by a new one so you will constantly fight against 10 mobs. Also each new one is a little stronger then the last one.

Would require extra programming to:

1) Prevent the same monster from appearing multiple times simultaneously.
2) Re-insert a live monster where a dead one was.
3) Not mess up the valid targets of AoEs (in situations where you launch an AoE at a monster that just died because of a DoT and your action speed meant your attack happens after that).
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post Nov 3 2012, 15:57
Post #6330
HTTP/308



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QUOTE(Maximum_Joe @ Nov 3 2012, 11:34) *

Would require extra programming to:

1) Prevent the same monster from appearing multiple times simultaneously.
2) Re-insert a live monster where a dead one was.
3) Not mess up the valid targets of AoEs (in situations where you launch an AoE at a monster that just died because of a DoT and your action speed meant your attack happens after that).


all of which is trivial
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post Nov 3 2012, 19:05
Post #6331
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QUOTE(HTTP/308 @ Nov 3 2012, 06:57) *

all of which is trivial

No, No it's not. You know nothing about programing.
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post Nov 3 2012, 22:59
Post #6332
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Collaborative monster training:
When created, monsters can be personal, private, or public.
With public monsters, everyone can see their stats pages and contribute crystals and chaos tokens.
Every type of resource that can be invested in a monster has a relative value assigned.
The top 100 or so contributors and their inputs are displayed on a new stats page.
Chance of receiving monster loot when it drops is the percentage of the monster's total value that you contributed.
Private monsters function similarly except access is limited to members of the team running them.
Personal monsters are unchanged from now.

Since super-gods would be relatively easy to produce, collab monsters would probably be bosses that show up rarely outside the Ring of Blood.

Come on, everybody - let's go power up Reimu-sama so she'll be the strongest God in the Ring of Blood!

For skill attacks, everyone with contributions above a certain threshold (say, 1%) could input a set, so there could be up to 300 skills for variety, with the chance of drawing from a set also proportional to the user's contributions.
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post Nov 3 2012, 23:41
Post #6333
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Throwing random stuff...

More skills, with various unlocking conditions

Ifrit's Caress: Requires 100 overcharge and at least 15 AP invested if fire magic.
For 5 turns, enemies take medium fire damages (tier 2) and suffer Searing Skin each turn. Your fire mitigation increases by 25, you have a +25 damage bonus to fire spells and a -25 malus to ice spells.


Ethereal Body: Requires 120 overcharge and at least 100 in supportive and divine proficiency
You cannot physically harm enemies and enemies cannot physically harm you for 3 turns.


Sonic Form: Requires 200 overcharge, 100 light armor proficiency and 250 action speed.
Your action speed increases by 100,whenever you attack, you have a 25% chance to hit a second time and 10% to strike a third time. You gain a solid +40 to your base evade, but your mitigation is nullified and any physical attacks hitting you will automatically be a crit. Lasts 6 turns


Starlight breaker: Requires 100 overcharge, 100 staff and divine proficiency
Base damage is equal to a tier 3 AoE spell. Damages are increased by X%, where X is the amount of Mp used since the beginning of the round, player and enemies alike.


Heavy Stance: Requires 200 overcharge and 100 heavy armor proficiency
Your evade and parry become 0. You gain a solid +40 to your base block (unless your base block is 0) and physical mitigation. Whenever you get hit or block an attack, you counter with 140% damage and 20% chance to stun the target for 1 turn.


Bloody Slash: Requires 150 overcharge, 120 TH prof and a scythe equipped
You inflict bleed to all enemies for 3 turns and gain the effect bloodlust for 10 turns. As long as this effect is active, 50% of the damages inflicted by bleed are converted to healing for you.


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post Nov 4 2012, 16:04
Post #6334
HTTP/308



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QUOTE(sigo8 @ Nov 4 2012, 01:05) *

No, No it's not. You know nothing about programing.


Yes, I deal with assembly and C-family every day, not php or j2ee (IMG:[invalid] style_emoticons/default/tongue.gif)

This post has been edited by HTTP/308: Nov 4 2012, 16:04
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post Nov 4 2012, 16:38
Post #6335
pureyang



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QUOTE(Drksrpnt @ Nov 2 2012, 13:42) *

Make Elemental (melee) weapons able to proc their corresponding elemental spell effect. Only "true" elemental weapons can do this; Ethereal weapons with an Elemental strike can't proc those effects.

As it is, Ethereal weapons always have an advantage over Elemental weapons: they have no burden or interference. At Level 10, they gain an elemental strike. Elemental weapons get Hollowforged, but they still have the burden/interference issue to deal with. This basically gives Elemental weapons an advantage over Ethereal weapons at Level 10.


I think the last line was supposed to be give ethereal an advantage over elemental.
I agree with your suggestion, although you missed the EDB bonus which, I am told, also applies to elemental strike.

Level 10 ethereal:
+ No burden/interference
* Elemental strike is random (can end up with a weak element... but if the weapon is exceptional you can reset potency)
- No EDB bonus

Level 10 elemental:
+EDB bonus (which boosts both spells AND the damage from elemental strike)
+Element for EDB and elemental strike is generate at potency 0 rather then potency 10.
- Has burden/interference

This post has been edited by mrttao: Nov 4 2012, 16:39
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post Nov 4 2012, 18:52
Post #6336
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QUOTE(mrttao @ Nov 4 2012, 15:38) *

I think the last line was supposed to be give ethereal an advantage over elemental.
I agree with your suggestion, although you missed the EDB bonus which, I am told, also applies to elemental strike.

Level 10 ethereal:
+ No burden/interference
* Elemental strike is random (can end up with a weak element... but if the weapon is exceptional you can reset potency)
- No EDB bonus

Level 10 elemental:
+EDB bonus (which boosts both spells AND the damage from elemental strike)
+Element for EDB and elemental strike is generate at potency 0 rather then potency 10.
- Has burden/interference


No, it was as I typed it. I wasn't aware that the EDB bonus also applies to Elemental Strike though.

Anyway, I got lucky; my Ethereal Club got Soul Strike on the first try, so I never had to reset it.

If it's true that the EDB bonus applies to Elemental Strike, well... Just ignore that whole suggestion then.
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post Nov 4 2012, 19:18
Post #6337
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QUOTE(Drksrpnt @ Nov 4 2012, 08:52) *
I wasn't aware that the EDB bonus also applies to Elemental Strike though.

It doesn't.

https://forums.e-hentai.org/index.php?s=&am...t&p=2029712
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post Nov 4 2012, 20:08
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QUOTE(aurabolt @ Nov 4 2012, 18:18) *


Yeah, that's what I thought.

So basically, my suggestion from before is still valid.
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post Nov 5 2012, 02:04
Post #6339
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Give anti-parry/resist stats for Accuracy as well, can be at half efficiency for compensation.

i.e. 140% Phys. Accuracy, you gain 20% as anti-evade and 20% as anti-parry, instead of original 40% as anti-evade.
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post Nov 5 2012, 02:12
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QUOTE(sigo8 @ Nov 4 2012, 00:05) *

No, No it's not. You know nothing about programing.



QUOTE(HTTP/308 @ Nov 4 2012, 21:04) *

Yes, I deal with assembly and C-family every day, not php or j2ee (IMG:[invalid] style_emoticons/default/tongue.gif)


I'd say each logic is simple to implement separately, but to integrate them together and to an existing system like we have now is another story.
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