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

 
post Feb 1 2013, 03:38
Post #7181
skillchip



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QUOTE(DemonEyesBob @ Feb 1 2013, 00:08) *

I think that's kind of ridiculous at this point. It's the cost of what, 2 superior potions (a gem's worth of mp and spirit)? And it's not like they're guaranteed to occur either.


I didn't say it makes sense, just that that is his reason
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post Feb 1 2013, 04:32
Post #7182
fishinsea



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QUOTE(dolphinslow @ Jan 31 2013, 19:46) *

how about instead of a riddle in the beginning of every arena you have a monster that is unkillable unless you do something to it first?
like say you have to scan it before it can be killed and its hp bar is a different color or something.
a human would just scan it and proceed to kill everything while a bot would just keep attacking it till you die.

its ridiculous doing the lower level arenas now because theres a stupid maze every other round basically


Way too easy to work-around
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post Feb 1 2013, 04:54
Post #7183
ChosenUno



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Another idea for anti-resist for mages:

Every mage is probably familiar with Magescore by now.

How about this:

When you cast a spell of a particular element, its magescore (without crit) would be used to calculate the anti-resist value.

For every 1000 points in that particular element, you get 1% anti-resist.

OR

Anti-Resist = Mage score critless / Level ^ 1.25
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post Feb 1 2013, 05:22
Post #7184
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Giving elemental spells some sort of innate anti-resist value would buff it vs. holy/dark.
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post Feb 1 2013, 05:29
Post #7185
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QUOTE(ChosenUno @ Feb 1 2013, 10:54) *

Another idea for anti-resist for mages:

Every mage is probably familiar with Magescore by now.

How about this:

When you cast a spell of a particular element, its magescore (without crit) would be used to calculate the anti-resist value.

For every 1000 points in that particular element, you get 1% anti-resist.

OR

Anti-Resist = Mage score critless / Level ^ 1.25

How about making resisted spell do some damage instead of 0 damage? The damage is depended on proficiency or what so ever.

e.g. damage for resisted spell = original damage * 20% * proficiency/ current level

To be fair, resisted magic attack on players should also got the highest percentage of damage using the same formula.

This post has been edited by Colman: Feb 1 2013, 05:52
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post Feb 1 2013, 06:23
Post #7186
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QUOTE(Colman @ Feb 1 2013, 10:29) *

How about making resisted spell do some damage instead of 0 damage? The damage is depended on proficiency or what so ever.

e.g. damage for resisted spell = original damage * 20% * proficiency/ current level

To be fair, resisted magic attack on players should also got the highest percentage of damage using the same formula.


Already suggested something similar (IMG:[invalid] style_emoticons/default/tongue.gif)
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post Feb 1 2013, 09:13
Post #7187
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Uno: Funny thing, that formula makes my anti-resist get lower as I level.

Disagree though, on the basis that more damage being harder to resist doesn't make all that much sense. isn't nice to Willow and Oak. For same reason, no anti-resist as potency. It'd be nice if it was forge-able, but tbh that's one of the worth ROIs.

I don't see much problem with resisted/parried attacks still doing some damage though to both players and enemies. Parts of me wants the prof to be depr/supportive instead of staff prof just to boost those staff types. Another effect would be great boon to 2h/bleed/stun. But if it wasn't added, very well.
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post Feb 1 2013, 11:11
Post #7188
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QUOTE(Lement @ Feb 1 2013, 14:13) *

Uno: Funny thing, that formula makes my anti-resist get lower as I level.

Disagree though, on the basis that more damage being harder to resist doesn't make all that much sense. isn't nice to Willow and Oak. For same reason, no anti-resist as potency. It'd be nice if it was forge-able, but tbh that's one of the worth ROIs.

I don't see much problem with resisted/parried attacks still doing some damage though to both players and enemies. Parts of me wants the prof to be depr/supportive instead of staff prof just to boost those staff types. Another effect would be great boon to 2h/bleed/stun. But if it wasn't added, very well.


Lower as you level because your magescore should keep increasing as you level (IMG:[invalid] style_emoticons/default/tongue.gif)

If it increases slower than you level then you're SOL (IMG:[invalid] style_emoticons/default/tongue.gif)
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post Feb 1 2013, 18:12
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WHY Doesnt grindfest give credits? cant their be credits for those who are past lv 150 or 200 or some specific lv...

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post Feb 1 2013, 18:33
Post #7190
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Because of inflation. And getting equips and crystals is greater benefit for same stamina or time.
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post Feb 2 2013, 12:09
Post #7191
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Ideas for Ether Tap:

Change ET chance on staves to base chance of proccing CM, and then let us get ET when we manage to hit monsters with our staves.

So basically %ET on staves now becomes base chance for CM to proc, increased via profs as usual. When CM proc you just hit and ET proc, like regaining SP via soul spells.
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post Feb 2 2013, 17:14
Post #7192
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Lower the cost of sleep to 1.5x that of weaken? Right now it costs more than 2x, which makes it impractical to use anywhere (IMG:[invalid] style_emoticons/default/dry.gif)
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post Feb 3 2013, 09:12
Post #7193
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Change RM Penalty from 1 5 10 20 to 1 3 5 7 10 15 20
and/or add +10 Stamina at each dawn event.

With so many Riddles you will fuck up some of them.
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post Feb 3 2013, 11:40
Post #7194
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QUOTE(Ichy @ Feb 3 2013, 15:12) *

Change RM Penalty from 1 5 10 20 to 1 3 5 7 10 15 20
and/or add +10 Stamina at each dawn event.

With so many Riddles you will fuck up some of them.

Just record the number of fail in riddle master for each user account and also their ip. If certain user/ip fail many time in a certain time period (e.g. 50 time in the last hour), frozen their accounts for HV and also temporary block the ip for a few hours (may be few days).
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post Feb 3 2013, 14:07
Post #7195
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Lower quartermaster training? Since you already made scavenger more accessible, why not quartermaster as well?

Nobody train quartermaster these days, after the 2x equipment drop change.
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post Feb 3 2013, 14:45
Post #7196
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Another suggestion:

Instead of having to ET twice for 2 stacks, can we just double the MP gain and have it stack at 1 stack?

The probability of getting 2 stacks is way too low (IMG:[invalid] style_emoticons/default/dry.gif)
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post Feb 3 2013, 15:11
Post #7197
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QUOTE(ChosenUno @ Feb 3 2013, 13:07) *
Nobody train quartermaster these days, after the 2x equipment drop change.


I like how you make sweeping statements about the entire player base based on absolutely no data at all. (It's not true, btw.)

Incidentally, Scavenger was dropped to roughly match price with the other drop training.
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post Feb 3 2013, 15:17
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QUOTE(Tenboro @ Feb 3 2013, 20:11) *

I like how you make sweeping statements about the entire player base based on absolutely no data at all. (It's not true, btw.)

Incidentally, Scavenger was dropped to roughly match price with the other drop training.


K. Cause from most of the advice I've seen on Ask the Experts thread people advise new players to not train Quartermaster (IMG:[invalid] style_emoticons/default/tongue.gif)

I stand corrected.
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post Feb 3 2013, 18:04
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QUOTE(ChosenUno @ Feb 3 2013, 14:17) *

K. Cause from most of the advice I've seen on Ask the Experts thread people advise new players to not train Quartermaster (IMG:[invalid] style_emoticons/default/tongue.gif)



It is true that the general advise for new players in the Experts' thread is to focus on Scavenger first, but as you said (bolded part) in the above post that's pretty much a suggestion to beginners.
That's because you want to reach the point where you're potion income is on the plus side, so you don't have to spend your few credits buying pots from the bazaar/other players and can divert them to more trainings/better equip.

After that IIRC the general advise is to level up Scavenger, LoTD and Quartermaster equally training cost wise, which seems to work for me.
LoTD is always the most tempting one but the loot roll range seems to be so wide it ends up not mattering that much unless you get the huge boost from BT/IWTBH (IMG:[invalid] style_emoticons/default/laugh.gif)

I think it's pretty safe to say Quartermaster is the most noticeable single training upgrade you can get in HV because of the % increase. I remember putting a couple points in it in a shortish time span and in the long run I could really see monsters dropping more gear. (IMG:[invalid] style_emoticons/default/smile.gif)
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post Feb 3 2013, 20:01
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Greatly decrease monster mana/spirit attacks damage.

Give them an OC bar like us if they want to do super strong attacks they have to build up to it

This post has been edited by skillchip: Feb 3 2013, 20:02
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