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[Suggestion] A few requests, Can we has... |
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Jun 28 2010, 22:45
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hgbdd
Group: Gold Star Club
Posts: 8,365
Joined: 8-December 08

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QUOTE(Boggyb @ Jun 28 2010, 21:26)  Why would anyone need IA anymore?
I don't need IA, why you need it? But a good point, I didn't remember since I don't have IA (IMG:[ invalid] style_emoticons/default/tongue.gif) With focus you have to lose 1-2 turns, making you take damage, but well how about only reduce about 40% the cost? Plus in case of deprecating spells, this is not cumulative with CM, perhaps even dispel CM.
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Jun 28 2010, 22:48
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20200
Group: Gold Star Club
Posts: 7,687
Joined: 28-May 07

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QUOTE(cmdct @ Jun 28 2010, 13:45)  I don't need IA, why you need it?
The 45% reduction in Mana cost for Shadow Veil. QUOTE(cmdct @ Jun 28 2010, 13:45)  With focus you have to lose 1-2 turns, making you take damage
Which is only an issue if you have to do it at the beginning of a round.
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Jun 28 2010, 23:41
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hgbdd
Group: Gold Star Club
Posts: 8,365
Joined: 8-December 08

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What about the rest? (40% is less than 45%)
This post has been edited by cmdct: Jun 28 2010, 23:54
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Jun 29 2010, 00:06
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20200
Group: Gold Star Club
Posts: 7,687
Joined: 28-May 07

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QUOTE(cmdct @ Jun 28 2010, 14:41)  What about the rest? (40% is less than 45%)
So, I would be spending 750 hath for 5%? (IMG:[ invalid] style_emoticons/default/rolleyes.gif)
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Jun 29 2010, 00:12
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hgbdd
Group: Gold Star Club
Posts: 8,365
Joined: 8-December 08

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QUOTE(Boggyb @ Jun 28 2010, 23:06)  So, I would be spending 750 hath for 5%? (IMG:[ invalid] style_emoticons/default/rolleyes.gif) Yes (IMG:[ invalid] style_emoticons/default/laugh.gif) Fine, let's discard all the supportive spells expect AF and HS then. This post has been edited by cmdct: Jun 29 2010, 00:14
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Jun 29 2010, 07:03
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Pickled_Cow
Group: Gold Star Club
Posts: 6,358
Joined: 22-November 06

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I have come up with 2 suggestions for the Trainer in the Bazaar.
Cardio, 40 levels. Add 1/5 of a second to the virtual timer after every turn you take in battle.
Victory Dance, 12 levels. Adds 10 seconds to the virtual timer after each victory.
If you aren't sure what I mean by the virtual timer, it currently gains 2 seconds after every turn and none for victory. Increasing how much it adds would effect your HP/MP/SP regen rates in battle.
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Jun 29 2010, 07:09
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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QUOTE(Anomtai @ Jun 29 2010, 01:03)  Victory Dance
*FF Fanfare* Those could get really broken, really fast, especially for people with Stars and Hath Auras.
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Jun 29 2010, 07:10
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20200
Group: Gold Star Club
Posts: 7,687
Joined: 28-May 07

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QUOTE(Anomtai @ Jun 28 2010, 22:03)  I have come up with 2 suggestions for the Trainer in the Bazaar.
Cardio, 40 levels. Add 1/5 of a second to the virtual timer after every turn you take in battle.
Victory Dance, 12 levels. Adds 10 seconds to the virtual timer after each victory.
If you aren't sure what I mean by the virtual timer, it currently gains 2 seconds after every turn and none for victory. Increasing how much it adds would effect your HP/MP/SP regen rates in battle.
Rainbow aura does half that. This post has been edited by Boggyb: Jun 29 2010, 07:13
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Jun 29 2010, 22:21
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Pickled_Cow
Group: Gold Star Club
Posts: 6,358
Joined: 22-November 06

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I've read up on star and rainbow auras, and if the wiki is to be trusted, the bonuses you two are referring to raise the actual HP/MP/SP regen rates but does nothing to the virtual timer in battle. Cardio and Victory Dance are designed to aid regen rates in battle without raising them.
This post has been edited by Anomtai: Jun 29 2010, 22:39
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Jun 29 2010, 22:39
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hgbdd
Group: Gold Star Club
Posts: 8,365
Joined: 8-December 08

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QUOTE(Anomtai @ Jun 29 2010, 21:21)  I've read up on on star and rainbow auras, and if the wiki is to be trusted, the bonuses you two are referring to raise the actual HP/MP/SP regen rates but does nothing to the virtual timer in battle. Cardio and Victory Dance are designed to aid regen rates in battle without raising them.
Look, let's try this example: 30 MP regen means you have 1 point of MP recovered per turn (each turn is equivalent to 2 seconds), with gold aura you get +100% regen so you recover 2 points instead (you can think now each turn is equivalent to 1 second)
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Jun 29 2010, 23:04
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20200
Group: Gold Star Club
Posts: 7,687
Joined: 28-May 07

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QUOTE(cmdct @ Jun 29 2010, 13:39)  Look, let's try this example: 30 MP regen means you have 1 point of MP recovered per turn (each turn is equivalent to 2 seconds), with gold aura you get +100% regen so you recover 2 points instead (you can think now each turn is equivalent to 1 second)
The latter should be 4 seconds, but the point stands.
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Jun 29 2010, 23:13
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hgbdd
Group: Gold Star Club
Posts: 8,365
Joined: 8-December 08

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QUOTE(Boggyb @ Jun 29 2010, 22:04)  The latter should be 4 seconds, but the point stands.
Right, my fault (IMG:[ invalid] style_emoticons/default/tongue.gif)
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Jun 30 2010, 15:34
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flint
Group: Gold Star Club
Posts: 1,412
Joined: 3-November 08

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QUOTE(Anomtai @ Jun 29 2010, 07:03)  I have come up with 2 suggestions for the Trainer in the Bazaar.
Cardio, 40 levels. Add 1/5 of a second to the virtual timer after every turn you take in battle.
Victory Dance, 12 levels. Adds 10 seconds to the virtual timer after each victory.
If you aren't sure what I mean by the virtual timer, it currently gains 2 seconds after every turn and none for victory. Increasing how much it adds would effect your HP/MP/SP regen rates in battle.
uuh... Yay for AI being utterly useless and all my supportive spells running out faster.
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Jun 30 2010, 18:02
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20200
Group: Gold Star Club
Posts: 7,687
Joined: 28-May 07

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QUOTE(flint @ Jun 30 2010, 06:34)  uuh...
Yay for AI being utterly useless and all my supportive spells running out faster.
Actually, neither of those would be effected.
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Jun 30 2010, 20:11
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flint
Group: Gold Star Club
Posts: 1,412
Joined: 3-November 08

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Wait, am I getting something wrong?
I thought the training would increase the time units per turn. If it was intended to only affect regeneration, then it should have been suggested as an increase in regenerated percent.
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Jun 30 2010, 20:23
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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QUOTE(flint @ Jun 30 2010, 20:11)  If it was intended to only affect regeneration, then it should have been suggested as an increase in regenerated percent.
I would train that. (IMG:[ invalid] style_emoticons/default/smile.gif)
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Jun 30 2010, 20:27
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20200
Group: Gold Star Club
Posts: 7,687
Joined: 28-May 07

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QUOTE(Ichy @ Jun 30 2010, 11:23)  QUOTE(flint @ Jun 30 2010, 11:11)  If it was intended to only affect regeneration, then it should have been suggested as an increase in regenerated percent.
I would train that. (IMG:[ invalid] style_emoticons/default/smile.gif) QUOTE(cmal @ Jun 28 2010, 22:09)  Those could get really broken, really fast, especially for people with Stars and Hath Auras.
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Jun 30 2010, 20:53
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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The bonus could be small but noticeable. Another suggestion. This time for the HV forums: Moderator Approval for new threads? (IMG:[ invalid] style_emoticons/default/rolleyes.gif)
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Jun 30 2010, 21:36
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Sayo Aisaka
Group: Members
Posts: 4,556
Joined: 27-September 08

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QUOTE(Ichy @ Jun 30 2010, 19:53)  Another suggestion. This time for the HV forums: Moderator Approval for new threads? (IMG:[ invalid] style_emoticons/default/rolleyes.gif) Don't hold your breath. Although it is possible to "approve" (show) and "unapprove" (hide) topics, we don't do it, because... QUOTE(Tenboro) Don't use the stupid hide function. It's bloody annoying since it keeps flagging it on the front page. Not to mention the front page flags tend to bug out and go permanent, meaning I have to manually clear some crap in the database. (IMG:[ invalid] style_emoticons/default/rolleyes.gif) QUOTE(BunBun) Same thing with posting approval. Every time we do that, the little notification NEVER FUCKING LEAVES.
Anyway, there isn't that much crap in this subforum, and things can always be moved or deleted if they get too spammy. Moderator Disapproval ftw. (IMG:[ invalid] style_emoticons/default/smile.gif)
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Jul 3 2010, 06:13
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Pickled_Cow
Group: Gold Star Club
Posts: 6,358
Joined: 22-November 06

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QUOTE(flint @ Jun 30 2010, 18:11)  Wait, am I getting something wrong?
I thought the training would increase the time units per turn. If it was intended to only affect regeneration, then it should have been suggested as an increase in regenerated percent.
When you are not in battle, your HP/MP/SP regenerates by using real time (i.e. waiting), how fast is this they recover is determined by their respective rates. When you go into battle, to prevent recovering by just taking a break from the game, this switches over from real time to virtual time. Which is currently set to 2 seconds per every turn you take. A level or Carido would have increased this by point two seconds, so it would take less turns to recover points in battle. Time units, are different as they and determined by AGL and what you did last turn I believe. And the duration of supportive spells are determined by how many turns you take, not how many time units pass.
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