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

 
post Jan 25 2013, 06:08
Post #7101
ChosenUno



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QUOTE(n125 @ Jan 25 2013, 09:16) *

This reminds me that with the ET change, getting Dovahkiin now must be a nightmare. (IMG:[invalid] style_emoticons/default/mellow.gif)


I did it as a melee way back.

2 hours of IWBTH DwD is NOT fun (IMG:[invalid] style_emoticons/default/dry.gif)

BT took me about an hour. Mostly spent on getting SP and MP back, instead of killing shit (IMG:[invalid] style_emoticons/default/dry.gif)
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post Jan 25 2013, 07:27
Post #7102
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QUOTE(ChosenUno @ Jan 24 2013, 22:47) *

A new mechanism for resist and parry, mostly to prevent consecutive turns of being parried/evaded.

After being parried/resisted the first time, the parry/resist chance be decreased for 1 turn. How much it is decreased is dependent upon the amount of damage that was resisted/parried.

So if you deal, for example, 10k's worth of damage as a mage for the turn and get resisted, it'll cause the mob's resist to go down by a certain %, say 25%. If you crit and deal 25k that turn and gets resisted by the same mob, its resist chance will go down by 50%, etc etc. Of course these are just made up values that take in no balance considerations whatsoever (IMG:[invalid] style_emoticons/default/laugh.gif) .

The mechanism will work the same way with melees and parries.

And finally, should the mob be able to still resist the second turn, the reduction will be applied on the resist of the mob during the turn.

What do you guys think?


To expand on this idea, I have a few addendums:

Each monster has a resist/parry buffer that is exactly their HP (not base HP, HP that has been multiplied through difficulty modifier).

When they roll resist/parry, our damage to them on that turn is tested against the buffer. The % damage we deal relative to the buffer will be used to reduce their parry/resist next turn. And if we deal more than 100% of the buffer as damage, the overflow damage will be dealt to their HP, and they will not be able to resist/parry next turn.

Example: A mob has 16k HP. I cast Banish and after elemental and magic mitigation calculations will deal 18k damage to it. It rolls for resist and gets a chance to resist. However, because its HP is only 16k, it resists 16k of my damage and gets dealt the remainder damage of 2k. In addition, since its HP buffer is depleted, it cannot resist again next turn.

Example 2: A mob on Battletoads gets its HP buffed and now has 40k HP. I cast Banish and after reductions deal 20k damage. The mob rolls for resist and succeed. It nullifies my attack completely, since I deal only 20k, and its buffer is 40k. However, next resist roll, it'll only have half of its resist, because 20k/40k equals a 50% reduction in resist chance.

Example 3: A player has 30% parry chance and 20k HP. A mob uses a special and deals 10k damage after reductions. However, the player was able to parry it. Since his HP is 20k, the next time a parry roll is made, he will now only have a 15% parry chance, since 10k/20k equals a 50% reduction in parry chance.

How does that sound?
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post Jan 25 2013, 08:25
Post #7103
PK678353



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QUOTE(ChosenUno @ Jan 25 2013, 01:27) *

To expand on this idea, I have a few addendums:

Each monster has a resist/parry buffer that is exactly their HP (not base HP, HP that has been multiplied through difficulty modifier).

When they roll resist/parry, our damage to them on that turn is tested against the buffer. The % damage we deal relative to the buffer will be used to reduce their parry/resist next turn. And if we deal more than 100% of the buffer as damage, the overflow damage will be dealt to their HP, and they will not be able to resist/parry next turn.

Example: A mob has 16k HP. I cast Banish and after elemental and magic mitigation calculations will deal 18k damage to it. It rolls for resist and gets a chance to resist. However, because its HP is only 16k, it resists 16k of my damage and gets dealt the remainder damage of 2k. In addition, since its HP buffer is depleted, it cannot resist again next turn.

Example 2: A mob on Battletoads gets its HP buffed and now has 40k HP. I cast Banish and after reductions deal 20k damage. The mob rolls for resist and succeed. It nullifies my attack completely, since I deal only 20k, and its buffer is 40k. However, next resist roll, it'll only have half of its resist, because 20k/40k equals a 50% reduction in resist chance.

Example 3: A player has 30% parry chance and 20k HP. A mob uses a special and deals 10k damage after reductions. However, the player was able to parry it. Since his HP is 20k, the next time a parry roll is made, he will now only have a 15% parry chance, since 10k/20k equals a 50% reduction in parry chance.

How does that sound?


Interesting. But two things.

First, how are non-damaging spells like Imperil dealt with?

Second, careful with the DW/Shade balance here. Not sure how you mean this to affect their ability to parry/resist attacks from a whole wave of mobs, but they rely on the offhand parry and resist from Shade more than they'd like to admit. Mostly Evade (which you don't touch), but it' not like 20% parry from their Rapier is insignificant. If the penalty wears off after the next attack it's fine for them, but if it sticks around until their next action ends (like the Focus debuff), then it may end up nerfing DW/Shade defenses something nasty.
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post Jan 25 2013, 08:42
Post #7104
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QUOTE(PK678353 @ Jan 25 2013, 14:25) *

Interesting. But two things.

First, how are non-damaging spells like Imperil dealt with?

Second, careful with the DW/Shade balance here. Not sure how you mean this to affect their ability to parry/resist attacks from a whole wave of mobs, but they rely on the offhand parry and resist from Shade more than they'd like to admit. Mostly Evade (which you don't touch), but it' not like 20% parry from their Rapier is insignificant. If the penalty wears off after the next attack it's fine for them, but if it sticks around until their next action ends (like the Focus debuff), then it may end up nerfing DW/Shade defenses something nasty.


1. Debuff is dirt cheap in MP and action time.

2. Players are fast and have good mitigation. So it's somewhat a consistent small reduction to player parry, not a nasty reduction.
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post Jan 25 2013, 09:54
Post #7105
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QUOTE(ChosenUno @ Jan 25 2013, 07:10) *

Mages haven't been able to do 15 minute IWBTH DwD ever since the HP got doubled.

At least, I think so (IMG:[invalid] style_emoticons/default/tongue.gif)


I stopped doing IWBTH DwD ever since the Ether Tap change.
It just got too tedious. The 2x HP was quite bearable, but the Ether Tap change was entirely stupid.

Sad thing is, Tenboro probably thinks he did mages a favor by changing Ether Theft. (IMG:[invalid] style_emoticons/default/dry.gif)
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post Jan 25 2013, 14:48
Post #7106
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QUOTE(grumpymal @ Jan 24 2013, 01:27) *

HV 0.74: AoE spells have had their power tripled. They now also have actual areas of effect instead of just nuking everything.
QUOTE(skillchip @ Jan 24 2013, 17:50) *

Melee has more skills unless it is niten
I second that
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post Jan 26 2013, 08:58
Post #7107
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Can you add one more turn of ET (retroactively) to Staffs and I will stop whining about new ET (IMG:[invalid] style_emoticons/default/tongue.gif)
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post Jan 26 2013, 10:36
Post #7108
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QUOTE(Ichy @ Jan 26 2013, 14:58) *

Can you add one more turn of ET (retroactively) to Staffs and I will stop whining about new ET (IMG:[invalid] style_emoticons/default/tongue.gif)


Make it +2 turns. (IMG:[invalid] style_emoticons/default/cry.gif)

edit: And make Staff Prof do something, goddamnit. Mana Conservation, additional MP from ET, more MAGICAL damage, etc. Anything. I have max Staff prof and it doesn't make a difference even if I have 0 staff prof or 400.

This post has been edited by Rei-Tenshi: Jan 26 2013, 10:40
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post Jan 26 2013, 11:08
Post #7109
MikukoAya



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QUOTE(Rei-Tenshi @ Jan 26 2013, 00:36) *

Make it +2 turns. (IMG:[invalid] style_emoticons/default/cry.gif)

edit: And make Staff Prof do something, goddamnit. Mana Conservation, additional MP from ET, more MAGICAL damage, etc. Anything. I have max Staff prof and it doesn't make a difference even if I have 0 staff prof or 400.



Lol, I already recommended something like that.


QUOTE(MikukoAya @ Jan 21 2013, 17:26) *

I was considering suggesting just that, actually. I mean the non-consuming CM or the not needing CM part. (Not sure if I read that right).

Obviously still a melee hit proc, but that would make ET more useful. Even then though.. It will be significantly less useful than before. That will only make it usable again. The "1 extra turn" thing doesn't really help. Maybe if it was double the turns, but 1 (2) turn now heal like 40%*2 = 80% of what they used to and 2 (3) turn heal like 40%*3 = 120 % vs 100%*2=200% ? (I used to get about 25 mp (roughly) per mob turn. Now I get 9 mp per turn. Using that as a base point, 25*2=50. 9*5=45, 9*6=54 (so you'd need 5-6 turns for the 2 turn version to make it roughly the same). 25*1=25. 9*2=18, 9*3=27. (So you'd need about 2-3 turns for the one turn version to be roughly the same).
So with a 1 (2) turn, I get about 18/25=72% of the old amount. With a 2 (3) turn, I get about 27/50=54% of the old amount.

Change that a bit and it would be more useful.
[Original amount of turns] -> [alternative amount of turns] = [New total amount recovered compared to original amount]

1->1=36%
1->2=72% (current)
1->3=108%

2->2=36%
2->3=54% (current)
2->4=72%
2->5=90%
2->6=108%

Notice how three of those numbers are the same >.> I mean, at least make the old 2 turn into a 5 turn so it can have 90% of the old efficiency... Maybe even add like 10~25% proc rate.




Staff Prof barely seems to do anything :S
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post Jan 26 2013, 11:20
Post #7110
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QUOTE(Ichy @ Jan 26 2013, 10:58) *
Can you add one more turn of ET (retroactively) to Staffs and I will stop whining about new ET (IMG:[invalid] style_emoticons/default/tongue.gif)

QUOTE(Rei-Tenshi @ Jan 26 2013, 12:36) *
Make it +2 turns. (IMG:[invalid] style_emoticons/default/cry.gif)

edit: And make Staff Prof do something, goddamnit. Mana Conservation, additional MP from ET, more MAGICAL damage, etc. Anything. I have max Staff prof and it doesn't make a difference even if I have 0 staff prof or 400.

I'm pretty sure you won't be happy anyway and continue to whine and beg for more and more turns. Also it'll make mages less miserable, which is irrelevant to melee interests. Mages are like greek tragedy heroes: they exist to whine and suck, and obviously - to be gay and end up dead. Don't try to deviate from your destiny, guys. (IMG:[invalid] style_emoticons/default/rolleyes.gif)

(IMG:[i.imm.io] http://i.imm.io/U8wM.jpeg)
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post Jan 26 2013, 12:19
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iirc templars were kind of mages....

Agree on staff prof. At least the physical damage boost isn't useless anymore.
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post Jan 26 2013, 13:17
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When I gave the changelog a quick glance when it just went live, I didn't thought that it would cause so much RAGE, let alone seeing both the mage and melee camp doing something I thought impossible; simultaneously whining and trolling... How can this be? I don't even... (IMG:[invalid] style_emoticons/default/wacko.gif)



Anyway... Tenb:—

Request : A visual cue that tell how many time the current weapon's proc currently stack on the monster without having to hover the mouse over the proc icon. This can be either a new icon or any other way you see fit. (IMG:[invalid] style_emoticons/default/smile.gif)
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post Jan 26 2013, 14:02
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QUOTE(Evil Scorpio @ Jan 26 2013, 17:20) *

I'm pretty sure you won't be happy anyway and continue to whine and beg for more and more turns. Also it'll make mages less miserable, which is irrelevant to melee interests. Mages are like greek tragedy heroes: they exist to whine and suck, and obviously - to be gay and end up dead. Don't try to deviate from your destiny, guys. (IMG:[invalid] style_emoticons/default/rolleyes.gif)


View this Post
*see same old trying-hard troll act*
Thought it would be different for a change. Back to ignore list with you. (IMG:[invalid] style_emoticons/default/dry.gif)


-------

Also, make Imperil now affect Holy/Dark/Soul mitigations. Nearly every high-PL monster has max mitigations nowadays.
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post Jan 26 2013, 17:12
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Agreed. Scorpio was all mage must suffer trollol roflcopter for too long. He needs something new (IMG:[invalid] style_emoticons/default/tongue.gif)
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post Jan 26 2013, 17:14
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QUOTE(Ichy @ Jan 26 2013, 22:12) *

Agreed. Scorpio was all mage must suffer trollol roflcopter for too long. He needs something new (IMG:[invalid] style_emoticons/default/tongue.gif)


All heavy melees must suffer! (IMG:[invalid] style_emoticons/default/laugh.gif)
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post Jan 26 2013, 17:36
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You mean light, right?
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post Jan 26 2013, 17:56
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QUOTE(ChosenUno @ Jan 26 2013, 22:14) *

All heavy melees must suffer! (IMG:[invalid] style_emoticons/default/laugh.gif)


/me *giggle*
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post Jan 26 2013, 17:57
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Now that Arcane Blow exists Staff Proficiency can stop giving Physical Base Damage. Just adjust the contribution from Magical Base Damage to compensate.

New benefits can be any of these:
- Mana Conservation
- Anti-Resist
- More mana from ET
- Resist
- Magic Crit
- Reduced Burden (a lot of mages don't use Ethereal Staffs)

And I get the feeling it will include this in the future:
- Increased AoE size, when the big AoE change happens (IMG:[invalid] style_emoticons/default/sad.gif)
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post Jan 26 2013, 18:08
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AoE X-Imperil

So, we poor mages can catch a break from constant "girl slapping" trying to imperil more than one monster
in a mob

Also, I like to see the dark spells incorporate the soul harvest side of spirit stealing when the soul spells
are eliminated

Please (IMG:[invalid] style_emoticons/default/biggrin.gif)
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post Jan 26 2013, 18:37
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QUOTE(Rei-Tenshi @ Jan 26 2013, 16:02) *
View this Post
*see same old trying-hard troll act*
Thought it would be different for a change. Back to ignore list with you. (IMG:[invalid] style_emoticons/default/dry.gif)

Oh, the horror... (IMG:[invalid] style_emoticons/default/laugh.gif) Also...

(IMG:https://forums.e-hentai.org/uploads/post-329682-1339598328.jpg)

QUOTE(Ichy @ Jan 26 2013, 19:12) *
Agreed. Scorpio was all mage must suffer trollol roflcopter for too long. He needs something new (IMG:[invalid] style_emoticons/default/tongue.gif)

Maybe, but whiny mages generate so much lulz atm, so it'd be kinda early to change the subject.
QUOTE(ChosenUno @ Jan 26 2013, 19:14) *
All heavy melees must suffer! (IMG:[invalid] style_emoticons/default/laugh.gif)

Meh, 0.7.3 has made it so already. (IMG:[invalid] style_emoticons/default/biggrin.gif)

This post has been edited by Evil Scorpio: Jan 26 2013, 18:39
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