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[Suggestion] A few requests, Can we has... |
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Jan 6 2013, 21:00
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4EverLost
Group: Gold Star Club
Posts: 36,632
Joined: 2-April 10

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QUOTE(JJ_Zalem @ Jan 6 2013, 08:13)  Spawned Monster D: MID=36653 (Ouzai Jackson) LV=229 Spawned Monster C: MID=25807 (Ouzai Firebat) LV=230 Spawned Monster B: MID=11106 (Ouzai Buster) LV=231 Spawned Monster A: MID=9848 (Ouzai) LV=230
I was joking to myself, that it would be hilarious, if that would even happen, but it DID happen. 4 monsters from same user in one battle ? Could tha be fixed ?
I use to see 4 of my monsters in the same round all the time. There is nothing to be fixed, deal with it.
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Jan 6 2013, 23:14
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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You know what would be cool? If certain combinations of Potency will grant bonus effects like: Have Fire res on all pieces of Armour will grant a power up to your elemental strike. Also EDB Bonus for Mages. (or better make it power up explosions) Having the HP boost on all will give a boost to BASE HP. Same for MP.
This would be useful but at the same time very cruel since you have to do like a trillion IWs to get wanted Combinations on all your Gear.
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Jan 7 2013, 10:58
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DarkDespair5
Group: Gold Star Club
Posts: 898
Joined: 20-December 10

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Why I'm making a suggestion that would help me not at all I have no idea.
Monsters level 250 and above now have a chance to bring back rare artifacts that can be exchanged at the shrine. It has a chance to replace rare materials, with a base 1% chance that goes up by floor((PL-250)/7500) percentage points per PL point increase (series sum across all PL gained).
These artifacts will always grant one powerful permanent bonus: - Proc chance for all weapons is increased by 1% of base. - Natural mana conservation is increased by 1%. - 1% anti-resist and anti-parry. - 'New' "Four-Leafed Clover" enhancement: All drops including crystals and credits are at x1.5 drop, and loot quality bonus is increased by 25% of what it currently is. - Roll a regular artifact with all modifiers at x3 except primary attributes.
Note that all of the above stack multiplicatively with every other source.
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Jan 7 2013, 12:48
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ChosenUno
Group: Gold Star Club
Posts: 4,170
Joined: 23-February 10

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QUOTE(DarkDespair5 @ Jan 7 2013, 15:58)  Why I'm making a suggestion that would help me not at all I have no idea.
Monsters level 250 and above now have a chance to bring back rare artifacts that can be exchanged at the shrine. It has a chance to replace rare materials, with a base 1% chance that goes up by floor((PL-250)/7500) percentage points per PL point increase (series sum across all PL gained).
These artifacts will always grant one powerful permanent bonus: - Proc chance for all weapons is increased by 1% of base. - Natural mana conservation is increased by 1%. - 1% anti-resist and anti-parry. - 'New' "Four-Leafed Clover" enhancement: All drops including crystals and credits are at x1.5 drop, and loot quality bonus is increased by 25% of what it currently is. - Roll a regular artifact with all modifiers at x3 except primary attributes.
Note that all of the above stack multiplicatively with every other source.
No. That'll just make things worse >_>
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Jan 7 2013, 17:17
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TheTornPrince
Group: Gold Star Club
Posts: 1,053
Joined: 26-June 11

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In the Monster Lab, if one attribute is maxed allow crystals of that type to be used towards upgrades of another attribute. For example, if you've got 400K Finnesse and 400K Swifness and Dex is maxed you could do a 759K Agi upgrade. Multiple maxed attributes count together, so if you've got 600K crystals of each type and Dex, Agi, Int and Wis are maxed you could do a 2.74million crystal upgrade on Str and End. I've got all these Finesse and Swiftness crystals I can't use (IMG:[ invalid] style_emoticons/default/cry.gif)
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Jan 7 2013, 17:20
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ChosenUno
Group: Gold Star Club
Posts: 4,170
Joined: 23-February 10

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QUOTE(TheTornPrince @ Jan 7 2013, 22:17)  In the Monster Lab, if one attribute is maxed allow crystals of that type to be used towards upgrades of another attribute. For example, if you've got 400K Finnesse and 400K Swifness and Dex is maxed you could do a 759K Agi upgrade. Multiple maxed attributes count together, so if you've got 600K crystals of each type and Dex, Agi, Int and Wis are maxed you could do a 2.74million crystal upgrade on Str and End. I've got all these Finesse and Swiftness crystals I can't use (IMG:[ invalid] style_emoticons/default/cry.gif) I actually would agree with that. Or maybe have a crystal exchange where you can exchange your crystals to various other types for a small fee, maybe like 5% total crystal count or something. And to make it easy allow only same class conversion, i.e. primary crystals to primary crystals, and resistance to resistance.
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Jan 7 2013, 17:27
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TheTornPrince
Group: Gold Star Club
Posts: 1,053
Joined: 26-June 11

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QUOTE(ChosenUno @ Jan 7 2013, 15:20)  I actually would agree with that. Or maybe have a crystal exchange where you can exchange your crystals to various other types for a small fee, maybe like 5% total crystal count or something.
And to make it easy allow only same class conversion, i.e. primary crystals to primary crystals, and resistance to resistance.
I don't think a crystal exchange would work because everyone would change their crystals into Vigour and Fortitude. Monsters would end up having a lot more health and doing a lot more damage, so the game would become very hard.
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Jan 7 2013, 17:57
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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Jan 7 2013, 21:31
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masquepiph
Group: Gold Star Club
Posts: 6,823
Joined: 23-February 07

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Counter resist. Anti-resist. Some form of breaking past the bullshit that is resist.
200% accuracy means nothing because mobs like (and there are quite a few more) Celestia Lindwurm, Elizabeth, Sakurai Kei, Aoi Phoenix, Noihara Himari, Bottle Fairy, and Ragingheart Exelion resist more often than should be possible, and then turn around and double tap me right after. I'm not complaining about IWBTH, I'm on goddamned Heroic/Nightmare and if any of those guys above resist they will take out half my hp because they attack twice. God forbid there are two of them in the same round, or I'm almost guaranteed to invoke spark. It's fucking absurd.
This should not be my average turn on Nightmare when any of the above are present:
3 6 Ragingheart Exelion crits you for 3888 piercing damage. 3 5 Your spirit shield absorbs 1084 points of damage from the attack into 12.81 points of spirit damage. 3 4 Ragingheart Exelion crits you for 3888 piercing damage. 3 3 Your spirit shield absorbs 497 points of damage from the attack into 5.87 points of spirit damage 3 2 Ragingheart Exelion resists your spell. 3 1 You cast Banish.
This post has been edited by DemonEyesBob: Jan 7 2013, 22:15
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Jan 7 2013, 22:23
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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Having to cast MagNet on everything that has Chaos Upgrades can become more annoying then Resist itself. I agree with Bob here. Resist is a bit too stupid. i guess it was tenbs Idea to stop Mages form oneshotting normal like we did in the past but now all it does is piss us (me) off. There should be a way to break through at higher levels because up here Mobs like Celestia Lindwurm already prevent you from oneshotting everything. That girl even survives an aimed hit on normal and I have above average gear (IMG:[ invalid] style_emoticons/default/blink.gif) With such strong Mobs AND resist a mage just can't do well since our only protection is evade but that was crippled by an earlier patch + the dangerous mobs have anti Evade. Parry is OK since melee has cost free Attacks and means to stay alive. A crazy Idea to make Resist more bearable would be some kind of Resist Breaker stat for Staff Prof. Instead of reducing the chance to reduce their Reisst% some damage will break trough. More Damage the higher your Prof is. This post has been edited by Ichy: Jan 7 2013, 22:30
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Jan 7 2013, 22:48
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Tenboro

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QUOTE(Ichy @ Jan 7 2013, 21:23)  i guess it was tenbs Idea to stop Mages form oneshotting normal like we did in the past but now all it does is piss us (me) off.
And yet, mages still outnumber two-handed at higher levels. It outnumbers all other combinations put together at >300. I don't think it needs a buff. Resist won't be going away. There won't be any permanent self-buff resist elimination. Some reduction obtainable in certain ways, possibly, but not a large one.
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Jan 7 2013, 23:22
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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Because it is the fastest to clear your daily Aranas on lower settings (IMG:[ invalid] style_emoticons/default/tongue.gif) What mage lacks the most is a way to survive resist. Even with extremely good gear, if you get resisted by a strong mob it will hit you hard and you can't do anything about it. Because of this mage can't compete with melee when it come s to grindfest. Sure it is fast but when the mage dies the melee still keeps running for 1000-2000 rounds while wearing much cheaper gear. Maybe it would help to make Anti Evade something only Mini Boss class Monsters can have.
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Jan 8 2013, 01:13
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skillchip
Group: Catgirl Camarilla
Posts: 5,754
Joined: 31-December 06

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Soon resist related changes will be looked at like stam suggestions. If not already
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Jan 8 2013, 03:28
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Herp in your Derp
Group: Members
Posts: 2,158
Joined: 7-November 12

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Can the default tab for the bazaar's equipment shop be made 'All' instead of 'One-Handed'?
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Jan 8 2013, 04:42
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PK678353
Group: Gold Star Club
Posts: 1,454
Joined: 7-November 10

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QUOTE(Tenboro @ Jan 7 2013, 16:48)  And yet, mages still outnumber two-handed at higher levels. It outnumbers all other combinations put together at >300. I don't think it needs a buff.
Resist won't be going away. There won't be any permanent self-buff resist elimination. Some reduction obtainable in certain ways, possibly, but not a large one.
How are you determining that? Current equipment set? Remember, many of those 300+ are old players from when mage was king and Heavy Melee was a joke (seriously, I was using Fleet Silk for armor back then, it was better protection than Plate on IWBTH). They aren't all going to change style. Especially not those of use living with 100+ or (shudder) 300+ ping.
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Jan 8 2013, 06:10
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HTTP/308
Group: Catgirl Camarilla
Posts: 1,087
Joined: 8-April 10

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QUOTE(Tenboro @ Jan 8 2013, 04:48)  And yet, mages still outnumber two-handed at higher levels. It outnumbers all other combinations put together at >300. I don't think it needs a buff.
Resist won't be going away. There won't be any permanent self-buff resist elimination. Some reduction obtainable in certain ways, possibly, but not a large one.
Mages have big trouble in GF/IW. Direct/Indirect buff is necessary to let mages do more rounds.
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Jan 8 2013, 06:13
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skillchip
Group: Catgirl Camarilla
Posts: 5,754
Joined: 31-December 06

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Tenboro arguement: they do rounds faster
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Jan 8 2013, 06:56
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HTTP/308
Group: Catgirl Camarilla
Posts: 1,087
Joined: 8-April 10

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QUOTE(skillchip @ Jan 8 2013, 12:13)  Tenboro arguement: they do rounds faster
(IMG:[ invalid] style_emoticons/default/tongue.gif) Back to my favorite shade topic, shade is rare(r than power?) and very likely to suck: Too many params to roll => give shade some quality bonus? Too common to lack important PAB => make legendary shade always 6PAB? Negation/Arcanist evade too low => make their evade on par with phase Or alternative solution: significantly increase chance for shade on shrine; significantly increase quality of light on shrine. And I'll rant that shade's PAB is too low: give shade higher DEX than power, higher AGI than phase.
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