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

 
post Feb 8 2013, 04:08
Post #7241
skillchip



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QUOTE(Maximum_Joe @ Feb 8 2013, 01:25) *

That's because you're not a bot.


Give that man a free pass to mazes/ponies!
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post Feb 8 2013, 11:33
Post #7242
YinX



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QUOTE(Maximum_Joe @ Feb 8 2013, 02:25) *

That's because you're not a bot.


So you mean the problem for bots is that they regularly click "V" instead of "C" or "S" instead of "D"?

No, let's be serious. Unless the scripter is fully retarded no bot has ever typed anything but "A", "B", "C" or "D" in these. So there is no disadvantage in removing the other options so that we stupid humans can't misclick anymore.
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post Feb 8 2013, 14:14
Post #7243
chamois



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Can we type 1 2 3 4 instead ?
My fingers always put on 1 2 3 4 for fighting and it's easier to find than A B C D. (I play in dark room)

This post has been edited by chamois: Feb 8 2013, 14:14
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post Feb 8 2013, 17:41
Post #7244
kserox



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QUOTE(chamois @ Feb 8 2013, 14:14) *

Can we type 1 2 3 4 instead ?
My fingers always put on 1 2 3 4 for fighting and it's easier to find than A B C D. (I play in dark room)


How about ABCD and 1234 then? (IMG:[invalid] style_emoticons/default/rolleyes.gif)
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post Feb 8 2013, 17:57
Post #7245
Maximum_Joe



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QUOTE(YinX @ Feb 8 2013, 01:33) *

Unless the scripter is fully retarded no bot has ever typed anything but "A", "B", "C" or "D" in these.

I'm deeply curious as to how you know this as a fact.
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post Feb 8 2013, 18:16
Post #7246
Lement



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Joe....If you find a programming language where that sort of mistake could be done, inform me. Because for the life of me, I cannot.
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post Feb 8 2013, 19:13
Post #7247
varst



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I have to agree here, as I don't think anyone would have that kind of insanity to write a bot that would input anything other than ABCD. This trap hurts the players while doing nothing against the bots.
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post Feb 8 2013, 20:06
Post #7248
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na

This post has been edited by r3dd0ssal: Nov 18 2020, 04:39
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post Feb 8 2013, 22:43
Post #7249
PK678353



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Considering that we have scripts that limit the user to A/B/C/D or switch it to click boxes, it's apparently easy enough to detect when you've hit a maze or pony. Any non-retarded bot scripter will figure that out in a couple of iterations, tops.

A particularly non-retarded bot scripter will be throwing in some randomness to mess with the bot traps, but a lot of humans probably get the mazes right 99%+ of the time. The maze was actually pretty easily solvable by bots in the first version, it's a bit harder now that he's added some more shenanigans to the image, but I think the good bots still get it like 75%+ of the time (that 25% failure rate is actually plenty to keep them at 0 stamina), it's PONIES that really fucks up bots.

This post has been edited by PK678353: Feb 8 2013, 22:45
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post Feb 8 2013, 23:34
Post #7250
skillchip



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My only two mess ups this year have been ; due to lag on my browser and me spacing out. Yay hotkeys.

So since we already raped Shade once, lets do it again!

The first time we got rid of the two things going for Shadowdancer, AGI/DEX and no burden. All shade now has the same Burden (0) and same PAB ranges, which were slightly below the ranges Shadowdancer could achieve, but still better for the other suffixes.

Let us take away what Shadowdancer still has, crit. It is kinda helpful, but you know what would be even more awesome? Attack Speed Bonus. That would be fun.

Now let us look at the rest of Shade. Why should only Arcanist have reduced Interference. Lets just give Shade as a whole the amount of Interference Arcanist has, or none at all, since that would still fit it.

To make up for everything having the same Interference now, give Arcanist mana conservation.

This would give light users something to hold over heavy!

This post has been edited by skillchip: Feb 9 2013, 01:33
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post Feb 9 2013, 02:02
Post #7251
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QUOTE(skillchip @ Feb 9 2013, 08:34) *

My only two mess ups this year have been ; due to lag on my browser and me spacing out. Yay hotkeys.

So since we already raped Shade once, lets do it again!

The first time we got rid of the two things going for Shadowdancer, AGI/DEX and no burden. All shade now has the same Burden (0) and same PAB ranges, which were slightly below the ranges Shadowdancer could achieve, but still better for the other suffixes.

Let us take away what Shadowdancer still has, crit. It is kinda helpful, but you know what would be even more awesome? Attack Speed Bonus. That would be fun.

Now let us look at the rest of Shade. Why should only Arcanist have reduced Interference. Lets just give Shade as a whole the amount of Interference Arcanist has, or none at all, since that would still fit it.

To make up for everything having the same Interference now, give Arcanist mana conservation.

This would give light users something to hold over heavy!


Oh. Yes. Freaking. Please. Mana Conservation and Attack Speed in my shade armour would be much appreciated.
With that, I won't have to worry about a 125% mana cost, which is more than my Kevlar gear (115%).
On that note, why not make Phase gear have Economiser as a potency, or a boost in Evade/additional Resist?
Make Power gear have a reduction in Burden (because Armour moves you like that of a mecha suit) or give it Attack Speed buffs as well as a potency?

By the way, do armours have a unique Level 10 potency at all? Seems saddening that you get only added resistance or bonus MP/HP.
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post Feb 9 2013, 02:17
Post #7252
skillchip



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QUOTE(limitbreak @ Feb 9 2013, 00:02) *

Oh. Yes. Freaking. Please. Mana Conservation and Attack Speed in my shade armour would be much appreciated.
With that, I won't have to worry about a 125% mana cost, which is more than my Kevlar gear (115%).
On that note, why not make Phase gear have Economiser as a potency, or a boost in Evade/additional Resist?
Make Power gear have a reduction in Burden (because Armour moves you like that of a mecha suit) or give it Attack Speed buffs as well as a potency?

By the way, do armours have a unique Level 10 potency at all? Seems saddening that you get only added resistance or bonus MP/HP.


Armor has nothing special at this time. It would be nice to see more strategic potencys, and less useless ones.

That is pretty funny your magic protection focused armor is higher mana cost then your physical protection based armor.
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post Feb 9 2013, 02:18
Post #7253
HTTP/308



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QUOTE(limitbreak @ Feb 9 2013, 08:02) *

Oh. Yes. Freaking. Please. Mana Conservation and Attack Speed in my shade armour would be much appreciated.
With that, I won't have to worry about a 125% mana cost, which is more than my Kevlar gear (115%).

You won't have to worry about it with more level, IA, and Rainbow perk.

QUOTE(limitbreak @ Feb 9 2013, 08:02) *

On that note, why not make Phase gear have Economiser as a potency, or a boost in Evade/additional Resist?

Currently mages don't need more than 5MC in higher difficulty.

QUOTE(limitbreak @ Feb 9 2013, 08:02) *
Make Power gear have a reduction in Burden (because Armour moves you like that of a mecha suit) or give it Attack Speed buffs as well as a potency?

Power already has low burden.
It's not difficult to have 0 burden with Power+feather.

QUOTE(limitbreak @ Feb 9 2013, 08:02) *
By the way, do armours have a unique Level 10 potency at all? Seems saddening that you get only added resistance or bonus MP/HP.

no

This post has been edited by HTTP/308: Feb 9 2013, 02:18
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post Feb 9 2013, 03:14
Post #7254
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why not give a bonus for having a potency lvl 5 on all armor.
If you get lvl HP boost on all armors it doubles your base HP, for MP doubles base MP.
For the resistances it could make you not only immune to it but allow you to absorb the spell and let it do something useful. For the elemental attacks it could add power to your next attack, holy could heal you, not sure about dark, soul could restore SP.
And if you were crazy enough to reset enough to get both lvl 5 HP and MP boost, it could double your base HP, MP and SP.
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post Feb 9 2013, 03:31
Post #7255
destructorspace



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Just a thought - can we eliminate the elemental crystal drops from artifacts? Or raise the drop amount?

At the bazaar, we can sell artifacts for 2k, but if they drop 100x crystals, there's a 7/13 chance that we'd get 100c worth, and 1k if we bought that same amount from the bazaar.

I mean, Energy Drinks go for 3k, and hath go for around 16k, and I suppose the stat boosts are "priceless", since they can't be removed or bought otherwise, but the crystals... at least the stat crystals have a market price of 2.5k (to buy, anyway).

Guh. I suppose there's something to be said for having a couple of "bad" drops from artifacts, but I think even a base drop of 250x any type of crystal is bad enough.
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post Feb 9 2013, 07:11
Post #7256
Lement



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Hm....If Cloth had single level of Economizer as level 10 potency....Light single level of Attack Speed as level 10 potency....Heavy single level of damage reduction...Then I guess all main gears would get IWed to 10. IWing five pieces of cloth to 10 is certainly easier than getting 5 econ on a single staff.
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post Feb 9 2013, 09:19
Post #7257
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add one more possible counter attack to all 100 levels of 1hand proc. also each 200 will give you the ability to land 2 counters on one mob. 3 with level 400.
The Prof will now also give Bonus Counter Damage.
Add some more useful Bonuses to Shield Potency. Butcher, Economicer, Counter damage.

You probably see where I want to go with that Style?

---

DW Prof now adds a small chance to Proc Elemental weapon effects so you can make them explode which is fun.

---

2hand gets their 0.2x damage strike back and get one more 0,1x Damage Strike at Prof 400. With the recent changes it should be made somewhat easier to stack up your procs.

Bleed and Stun adds -0.02% PMI to all bleeding or Stunned mobs for each point of Prof.
Just to bring theme closer to Estocs power.
Tenb also may thing about increasing Bleed Damage a bit more.

---

Mage just getting a bit more Magic Damage for each point of Prof.
Also 0,02% Anti resist for each point.
Such little anti Resist will not break anything but could work well in combination with the new anti resist sticks.

This post has been edited by Ichy: Feb 9 2013, 09:20
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post Feb 9 2013, 09:29
Post #7258
pervdiz



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QUOTE(Ichy @ Feb 9 2013, 08:19) *

Bleed and Stun adds -0.02% PMI to all bleeding or Stunned mobs for each point of Prof.
Just to bring theme closer to Estocs power.
Tenb also may thing about increasing Bleed Damage a bit more.

Is it just me, or would it seem only logical that bleed shouldn't be affected by PMI?

Not too sure about current status, but if that's not how bleed is currently calculated ; well I think it could make bleed efficient again. Actually, it might even be too much and need a nerf. I don't know, I'm a lowbie.
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post Feb 9 2013, 09:35
Post #7259
Ichy



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Bleed is calculated by your attack power and the weapon Proc.
And no my suggestion does not make them bleed harden, you just do more damage to beeding and stunned mobs with your next attacks.

Ever tried to kill something without PA on IWBTH? (IMG:[invalid] style_emoticons/default/laugh.gif)

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post Feb 9 2013, 10:59
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While we're talking about 1H and Bleed, Vital Strike should get 100% chance to proc bleed on a stunned target. I believe Vital Strike is currently the only skill that doesn't proc reliably, and I don't think 1H deserves that. :<

Also would be great if the Vital Strike proc couldn't be completely overridden by a normal hit's bleed, though I'm not sure how that would affect balance.

Agree with Ichy that some way for melee to make elemental effects explode would be cool.

This post has been edited by Hitsuyou-H: Feb 9 2013, 11:02
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