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

 
post Jun 3 2013, 00:35
Post #8621
Drksrpnt



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QUOTE(Maximum_Joe @ Jun 3 2013, 00:29) *

That defeats the purpose of even having tiers. High PL owners would just Normalfest and grind for lower food instead of going up in difficulty for better food.


They'd have to grind hundreds of rounds to get enough low-tier food to feed their high-level monster army though.

And wasn't Normalfesting nerfed anyway?

This post has been edited by Drksrpnt: Jun 3 2013, 00:35
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post Jun 3 2013, 00:55
Post #8622
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QUOTE(Drksrpnt @ Jun 2 2013, 14:35) *

They'd have to grind hundreds of rounds to get enough low-tier food to feed their high-level monster army though.

They already did that (for other reasons though).

QUOTE
And wasn't Normalfesting nerfed anyway?

Yep.
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post Jun 3 2013, 01:10
Post #8623
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QUOTE(Maximum_Joe @ Jun 3 2013, 00:55) *

They already did that (for other reasons though).
Yep.


Well, if people are gonna Normalfest anyway...

And since it was nerfed, I don't really see why it's an issue.
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post Jun 3 2013, 02:47
Post #8624
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QUOTE(Drksrpnt @ Jun 2 2013, 15:10) *

And since it was nerfed, I don't really see why it's an issue.

Multiple accounts.
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post Jun 3 2013, 03:58
Post #8625
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QUOTE(Maximum_Joe @ Jun 3 2013, 02:47) *

Multiple accounts.


Oh, right.

But will every account be able to go through hundreds of rounds a day?

And there must be some way for Tenboro to detect "Oh, this person keeps getting food/crystals from that person, I should probably look into that", right?
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post Jun 3 2013, 04:09
Post #8626
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QUOTE(Drksrpnt @ Jun 2 2013, 17:58) *

And there must be some way for Tenboro to detect "Oh, this person keeps getting food/crystals from that person, I should probably look into that", right?

That's not proof of dupe accounts.
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post Jun 3 2013, 04:15
Post #8627
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Nor is same IP. It's kind of an hassle to detect.
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post Jun 3 2013, 05:41
Post #8628
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A few changes I thought of while day dreaming:
  1. Resist should be changed so that it now doesn't reduce damage by 100% all by itself, but rather double all of the mob's specific mitigations, up to 100%.
    • This will cause deprecating spells to be irresistible.
      • A possible "solution" to this is to make deprecating spells fall under dark specific mitigation.
      • Which means dark mitigation of 75% means 25% chance for failure, or 25% duration.
    • Of course, this will also apply to players as well.
    • A natural extension to this is that mobs that are weak to certain elements can no longer resist said element.
    • The doubled number should be after prof's reduction.
  2. This naturally will lead to some changes to the ability tree. Elemental/holy/dark spell upgrades now will grant some level of mitigation against said element, up to a max of probably 20%. Maybe also give 5% magical mitigation per maxed offensive spell, just for fun (IMG:[invalid] style_emoticons/default/laugh.gif) Or 1% per offensive spell upgrade, only active while wearing cloth (IMG:[invalid] style_emoticons/default/tongue.gif)
    • This should "encourage" people to IW items for mitigations.
    • In addition, light should probably get some light-specific abilities that buff specific mitigation some. Cloth as well.
  3. This will then lead to some changes to the prof bonuses. I think the rewards should be doubled, up to 100% anti-resist and -50% specific mitigation at prof factor 1.
    • Prof's formula should also be changed to a logarithmic formula. It should handsomely reward players for having a small to medium number for prof factor.
    • This should make it rewarding for players who mix 1-2 pieces of gossamer into their EDB gear.
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post Jun 3 2013, 05:45
Post #8629
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Hum. If that were to apply to parry as well it would raise the importance of deflection/dampening/stoneskin suffixes.
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post Jun 3 2013, 05:47
Post #8630
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QUOTE(Lement @ Jun 3 2013, 10:45) *

Hum. If that were to apply to parry as well it would raise the importance of deflection/dampening/stoneskin suffixes.

Problem is that I think getting parry is a little too easy, to be honest.
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post Jun 3 2013, 05:49
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You mean that it would hugely benefit players given all the void damage.

Resist isn't that hard to get, just look at arcanist/negation shade.
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post Jun 3 2013, 06:08
Post #8632
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QUOTE(Lement @ Jun 3 2013, 10:49) *

You mean that it would hugely benefit players given all the void damage.

Resist isn't that hard to get, just look at arcanist/negation shade.


That, too.

But yeah, I was thinking about parry and 2H/DW and how easy it is to get parry for those (IMG:[invalid] style_emoticons/default/tongue.gif)
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post Jun 3 2013, 06:59
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Put the accept changes button on the top of the settings page for a character in hentaiverse, or make things selected immediately accepted. I can't change difficulty because of it. It sounds minor, but for me, grinding on normal sucks.
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post Jun 3 2013, 07:01
Post #8634
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QUOTE(Drksrpnt @ Jun 2 2013, 21:58) *

Oh, right.

But will every account be able to go through hundreds of rounds a day?

And there must be some way for Tenboro to detect "Oh, this person keeps getting food/crystals from that person, I should probably look into that", right?


I go through hundreds of rounds a day.
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post Jun 3 2013, 08:17
Post #8635
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ChosenUno: Expect that at most player parries would still do exactly what they do now - reduce damage to 0, and most of the time they'd reduce the damage less than that. However, I'd wager that majority of the melee attacks past ~150 are void, so they parry that and mitigate 0 damage.
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post Jun 3 2013, 09:28
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QUOTE(Lement @ Jun 3 2013, 13:17) *

ChosenUno: Expect that at most player parries would still do exactly what they do now - reduce damage to 0, and most of the time they'd reduce the damage less than that. However, I'd wager that majority of the melee attacks past ~150 are void, so they parry that and mitigate 0 damage.


Hmm, that's true. So then it should be the weapon type that determines parry mitigation? Like mace will always use crushing, and so forth.
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post Jun 3 2013, 09:46
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Hum. A possibility.

Does this mean that if low-level dragonkin attempts to absorb fimbulveter they're going to take more damage, though?

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post Jun 3 2013, 11:00
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QUOTE(Lement @ Jun 3 2013, 14:46) *

Hum. A possibility.

Does this mean that if low-level dragonkin attempts to absorb fimbulveter they're going to take more damage, though?


I'd imagine only mobs with a positive mitigation after prof removal will be able to even attempt resist (IMG:[invalid] style_emoticons/default/laugh.gif)
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post Jun 3 2013, 14:26
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Could we have the difficulty tied to the equipped set?

In my case, I always use a light armor set (+survivability) at IWBTH difficulty and a power armor one (+damage, no heavy armor masteries) at Normal, so tying the difficulty to the set would prevent forgetting to switch the difficulty when switching sets as well as making the switch a bit faster. Generally speaking, depending on the damage and survivability provided by a set, some difficulties work better than others. And if you wanna try a new weapon or style, or just have a weaker set you wanna use for some reason (proficienciy training for example), you may want a lower difficulty but still play with your main set at the same difficulty. Even if you have a main set you use at different difficulties, with this system, you could just create a duplicate set (now possible since the same weapon can be used in different sets) and allocate them different difficulties, and switching difficulties would be faster than the current system.

I can't really think of cases where you would not want the difficulty to be tied with the set, to be honest.

Programming-wise, It doesn't need any UI change (it would be nice to see the number of the equipped set somewhere on the Character tab though), and should be easy enough to implement.
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post Jun 4 2013, 19:40
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QUOTE(Maximum_Joe @ Jun 3 2013, 00:29) *

That defeats the purpose of even having tiers. High PL owners would just Normalfest and grind for lower food instead of going up in difficulty for better food.

Normalfesting is best for people who have armies, for those who care about upkeep. True story.
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