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

 
post Feb 27 2013, 14:33
Post #7481
fishinsea



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QUOTE(xmagus @ Feb 27 2013, 02:49) *

since when is anything uncapped in HV (IMG:[invalid] style_emoticons/default/rolleyes.gif)

Right. Precisely. So either you're arguing for something potentially game-breaking (second actual mainhand hit, including all procs and strikes), or you're only essentially asking for another Void Strike.


If conseqetive strikes was added there would be a cap for number of strikes that probably depend on DW proficiency or something, and maybe a damage reduction as well.

This post has been edited by fishinsea: Feb 27 2013, 14:38
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post Feb 27 2013, 17:53
Post #7482
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Change the level a monster needs to reach to unlock all Chaos upgrades to 1500 and then reset all Chaos upgrades.

You could also increase the price of the upgrades and increase their power a bit (e.g. health boost could go up to 250%).

This would at least give the high price crystal upgrades some value, even if it's just to unlock the Chaos upgrades. It would also mean high level monsters were more powerful than lower level monsters, which isn't the case at the moment.
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post Feb 27 2013, 18:50
Post #7483
Lement



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The problem with that is the same problem as using 1k PL.
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post Feb 27 2013, 19:23
Post #7484
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QUOTE(Lement @ Feb 27 2013, 16:50) *
The problem with that is the same problem as using 1k PL.

While it's true that it would have the same problem (i.e. there would be no benefit of going beyond level 1500) I don't think that'll be an issue for many people.

Level 1600 is about as far as you could go with a Humanoid and even then only HTTP/308 has the resources to do that (and me when I get my 695,927,570c 0.72 Eila devaluation refund).
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post Feb 27 2013, 20:18
Post #7485
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QUOTE(Ichy @ Feb 23 2013, 09:26) *

Without Riddlemaster MP I need to use pots. But i only have 65000 godly mana pots (IMG:[invalid] style_emoticons/default/cry.gif)

(IMG:[invalid] style_emoticons/default/laugh.gif)

You could always resort to constant ET, works fairly well and lasts a long time (IMG:[invalid] style_emoticons/default/biggrin.gif)
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post Feb 27 2013, 21:01
Post #7486
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QUOTE(TheTornPrince @ Feb 27 2013, 12:23) *

While it's true that it would have the same problem (i.e. there would be no benefit of going beyond level 1500) I don't think that'll be an issue for many people.

Level 1600 is about as far as you could go with a Humanoid and even then only HTTP/308 has the resources to do that (and me when I get my 695,927,570c 0.72 Eila devaluation refund).


Um... no, Humanoids can go to a theoretical 1781. The smallest maximum PL is 1655 for Elementals, while Giants have a max of 1946. Really, Humanoids are the 3rd cheapest to fully upgrade, assuming you bought every single crystal at bazaar price - 5,023,093,836,375c (just over 5 trillion).

If you like, a more balanced solution would be to have chaos levels unlocked either by percentage of say 80% of that monster type's total PL, or using PABs to gauge when to unlock. Since the six PABs max out at 25, 150 minus all starting PABs gives us either the total # of PAB upgrades, or that +6. Seeing as the max # of upgrades is 115, and the minimum is 107, if we just assume that players unlock the final chaos upgrade with their 100th PAB upgrade, everyone's happy, right? (IMG:[invalid] style_emoticons/default/tongue.gif) (IMG:[invalid] style_emoticons/default/rolleyes.gif)
Anyway, with 20 ranks for 12 different chaos upgrades, you unlock 2.4 chaos upgrades with every PAB upgrade, assuming you start off with none available, so in practice, you'll be alternating between two and three upgrades unlocked.

Now can you stop whining? (IMG:[invalid] style_emoticons/default/dry.gif)
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post Feb 27 2013, 23:14
Post #7487
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QUOTE(TheTornPrince @ Feb 27 2013, 19:23) *

While it's true that it would have the same problem (i.e. there would be no benefit of going beyond level 1500) I don't think that'll be an issue for many people.

Level 1600 is about as far as you could go with a Humanoid and even then only HTTP/308 has the resources to do that (and me when I get my 695,927,570c 0.72 Eila devaluation refund).

If I change that 1500 number to 1000, no, 600, that sentence will still hold true.

This post has been edited by Lement: Feb 27 2013, 23:14
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post Feb 28 2013, 00:11
Post #7488
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How about letting the Forge upgrade pre-upgrade equipment into post-upgrade equipment using either
credits or various materials?

That way, the no longer dropped items or obsolete items could be transformed into the like newer items
instead of being rat holed in someone's inventory

You could also replace the Shielding Rune with a "Gem Rune" for the newer Gemstone prefixed armor

Just a thought for the old being made new (IMG:[invalid] style_emoticons/default/biggrin.gif)
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post Feb 28 2013, 00:14
Post #7489
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QUOTE(destructorspace @ Feb 27 2013, 19:01) *
Um... no, Humanoids can go to a theoretical 1781. The smallest maximum PL is 1655 for Elementals, while Giants have a max of 1946. Really, Humanoids are the 3rd cheapest to fully upgrade, assuming you bought every single crystal at bazaar price - 5,023,093,836,375c (just over 5 trillion).
Um... yes.

Firstly, the wiki page you directed me to was actually wrong until I posted this. If you scroll down five posts from there you'll see that Varst only fixed the wiki after my post. You're therefore not telling me anything I don't already know.

Secondly, nobody is going to be able to collect enough crystals to max any monster class, and even if they could the data types used to store your crystal totals don't support such large values. Reaching any of the maximum levels is therefore impossible.

I was therefore completely correct when I said "Level 1600 is about as far as you could go with a Humanoid".

QUOTE(destructorspace @ Feb 27 2013, 19:01) *
If you like, a more balanced solution would be to have chaos levels unlocked either by percentage of say 80% of that monster type's total PL, or using PABs to gauge when to unlock. Since the six PABs max out at 25, 150 minus all starting PABs gives us either the total # of PAB upgrades, or that +6. Seeing as the max # of upgrades is 115, and the minimum is 107, if we just assume that players unlock the final chaos upgrade with their 100th PAB upgrade, everyone's happy, right? (IMG:[invalid] style_emoticons/default/tongue.gif) (IMG:[invalid] style_emoticons/default/rolleyes.gif)
Anyway, with 20 ranks for 12 different chaos upgrades, you unlock 2.4 chaos upgrades with every PAB upgrade, assuming you start off with none available, so in practice, you'll be alternating between two and three upgrades unlocked.
That would be fine as well. Anything that makes higher level monsters stronger and gives them an advantage over lower level monsters.

QUOTE(destructorspace @ Feb 27 2013, 19:01) *
Now can you stop whining? (IMG:[invalid] style_emoticons/default/dry.gif)
I'll stop whining when there's nothing to whine about, which in this game will likely be never.


QUOTE(Lement @ Feb 27 2013, 21:14) *
If I change that 1500 number to 1000, no, 600, that sentence will still hold true.
LOL. Changing it to 1500 would still be an improvement of the current situations.
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post Feb 28 2013, 00:45
Post #7490
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QUOTE(TheTornPrince @ Feb 27 2013, 17:14) *

Firstly, the wiki page you directed me to was actually wrong until I posted this. If you scroll down five posts from there you'll see that Varst only fixed the wiki after my post. You're therefore not telling me anything I don't already know.

Huh. I had no idea you did the math for the wiki, since Varst certainly didn't. He's on top of most things, but I'm the one who made those calculations in the first place. And I've only just started participating on the forums in the last week, so why would I care? Next time, just say "in practice" or "effectively", and then I can't get annoyed and pull up numbers that I crunched because of poor phrasing. (IMG:[invalid] style_emoticons/default/rolleyes.gif)
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post Feb 28 2013, 00:48
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QUOTE(TheTornPrince @ Feb 27 2013, 14:14) *

nobody is going to be able to collect enough crystals to max any monster class, and even if they could the data types used to store your crystal totals don't support such large values.

Wait what.
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post Feb 28 2013, 01:01
Post #7492
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QUOTE(Maximum_Joe @ Feb 27 2013, 17:48) *

Wait what.

The Arthropod, Beast, and Humanoid's maximum Crystal cost is the smallest at 196,363,738,572, while Mechanoid and Undead have a max cost of 13,758,210,268,297,400.
(Due to the first three having only one light elemental weakness, but the latter two having a major weakness)

Yeah... Unsigned, the first needs an integer storage of at least 5 bytes, while the giant needs 7. Normal ints are only 2 or 4, IIRC.
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post Feb 28 2013, 02:23
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If 10B's using 64-bit PHP integers would be 8 bytes. This is only a problem if he's still running in 32-bit mode, and if he is it's not that hard to fix.
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post Feb 28 2013, 02:26
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Give some equipment a coolness bonus. For example, demonic scythes of the vampire should definitely be more powerful just because.
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post Feb 28 2013, 05:34
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Negation on Shade does nothing that Arcanist doesn't, and is worse at it as well (lower top roll for resist than Arcanist, same minimum). Either increase the resist rolls of Negation by 15-20% or axe it.

I suggest replacing it with Protection :V





[addendum]

Monster anti-resist/block is too powerful. I think this is the wrong way to go about things in regards to chaos enhancements.

I propose that all anti-whatevers be removed and be replaced with a single chaos enhancement, "Monster Hit Rate Bonus".

Monster Hit Rate would be the value that's returned after all player avoidance ((1-parry)*(1-block)*(1-evade) or (1-resist)*(1-block)*(1-evade)) is calculated to give the hit ratio.

What Monster Hit Rate Bonus chaos enhancement would do is increase the monster's hit rate by the value indicated. To compensate for the lack of anti-whatevers, I will be using 2.5 points per level of chaos upgrade, up to a maximum of 50%.

Let's say after the (1-parry)*(1-block)*(1-evade) is calculated and returns 0.70 (70%), a 20% Monster Hit Rate Bonus would return 0.7*1.2 = 0.84 = 84% chance to hit. A 20% increase to damage.

For someone with dreadful avoidance and is full of mitigation gear, after (1-parry)*(1-block)*(1-evade) returning 0.834 (83.4%), a 20% Monster Hit Rate Bonus (8 levels) would return 0.834*1.2 = 1.0008 >= 100% chance to hit. Very slightly less than 20% increase to damage, but plate wearer will still always get hit.

Monster Hit Rate should cap at 100%, with percentage points over the cap being converted to critical hit rate.

If (1-parry)*(1-block)*(1-evade) = 0.8 (80%) (though this low amount of avoidance is unlikely at high levels unless no care was given to avoid Evade reduction), facing off a monster with 50% Monster Hit Rate Bonus, 0.80 * 1.50 = 1.20, which means the monster will hit each time it attacks, and have a 20% critical hit bonus on top of it. This makes pouring every resource into mitigation potentially dangerous, as opposed to trying to maximize and balance avoidance and mitigation. This is superior to the current system, where stacking mitigation is always better than having the same percentage in avoidance.

This affects all builds equally, and avoids excessively punishing high-avoidance builds and while doing jack and shit to high-mitigation and low avoidance builds.

This post has been edited by Bunker Buster: Mar 2 2013, 04:35
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post Feb 28 2013, 06:07
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QUOTE(Bunker Buster @ Feb 28 2013, 03:34) *

Negation on Shade does nothing that Arcanist doesn't, and is worse at it as well (lower top roll for resist than Arcanist, same minimum). Either increase the resist rolls of Negation by 15-20% or axe it.

I suggest replacing it with Protection :V
[addendum]

Monster anti-resist/block is too powerful. I think this is the wrong way to go about things in regards to chaos enhancements.

I propose that all anti-whatevers be removed and be replaced with a single chaos enhancement, "Monster Hit Rate Bonus".

Monster Hit Rate would be the value that's returned after all player avoidance ((1-parry)*(1-block)*(1-evade) or (1-resist)*(1-block)*(1-evade)) is calculated to give the hit ratio.

What Monster Hit Rate Bonus chaos enhancement would do is increase the monster's hit rate by the value indicated, in this example, 1% per point. You could change the cap to something like 30 or 50 to compensate for the lack of anti-whatevers.

Let's say after the (1-parry)*(1-block)*(1-evade) is calculated and returns 0.70 (70%), a 20% Monster Hit Rate Bonus would return 0.7*1.2 = 0.84 = 84% chance to hit. A 20% increase to damage.

For someone with dreadful avoidance and is full of mitigation gear, after (1-parry)*(1-block)*(1-evade) returning 0.834 (83.4%), a 20% Monster Hit Rate Bonus would return 0.834*1.2 = 1.0008 >= 100% chance to hit. Very slightly less than 20% increase to damage, but plate wearer will still always get hit. Builds with no avoidance whatsoever don't get shafted at all, but those are pretty much border cases.

Monster Hit Rate should cap at 100% for obvious reasons.

This affects all builds equally, and avoids excessively punishing high-avoidance builds and while doing jack and shit to high-mitigation and low avoidance builds.


Could only say this worse myself! Very awesome suggestion.

This post has been edited by skillchip: Feb 28 2013, 06:08
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post Feb 28 2013, 06:26
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[Addendum Addendum]

In the (maybe unlikely) case that Monster Hit Rate goes above 100%, the chance over 100% gets translated as additional chance to critically hit for the monster. If you aren't getting hit more, you get hit harder.

Example: someone with 80% mitigation and 15% avoidance (85% monster hit rate) is facing off a monster with 50% Monster Hit Rate Bonus!

0.85 * 1.5 = 1.275 = 127.5% Monster Hit Rate -> 100% Monster Hit Rate, +27.5% Monster Critical Hits

So low avoidance still becomes important for mitigation, albeit in a different way. SCIENCE

This post has been edited by Bunker Buster: Feb 28 2013, 06:32
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post Feb 28 2013, 06:27
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QUOTE(Bunker Buster @ Feb 28 2013, 05:34) *
For someone with dreadful avoidance and is full of mitigation gear, after (1-parry)*(1-block)*(1-evade) returning 0.834 (83.4%), a 20% Monster Hit Rate Bonus would return 0.834*1.2 = 1.0008 >= 100% chance to hit. Very slightly less than 20% increase to damage, but plate wearer will still always get hit. Builds with no avoidance whatsoever don't get shafted at all, but those are pretty much border cases.

Monster Hit Rate should cap at 100% for obvious reasons.

This affects all builds equally, and avoids excessively punishing high-avoidance builds and while doing jack and shit to high-mitigation and low avoidance builds.

Um yeah, are you aware of what you are saying?
I happen to like my parry, while it doesn't work very often against the maxed anti-parry mobs it does still work. Having no chance to parry the high PL mobs would slaughter heavy users.
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post Feb 28 2013, 06:32
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QUOTE(teddy.bear @ Feb 28 2013, 06:27) *

Um yeah, are you aware of what you are saying?
I happen to like my parry, while it doesn't work very often against the maxed anti-parry mobs it does still work. Having no chance to parry the high PL mobs would slaughter heavy users.

I'm sorry, I can't hear your whining in the midst of divine system design

Also keep in mind that you can only benefit if you have >35% parry, la~

This post has been edited by Bunker Buster: Feb 28 2013, 06:42
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post Feb 28 2013, 06:32
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1.5 is also a really big number, 1.2 or 1.25 might be more fair, but it of course will need to be balanced.
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