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> Upcoming changes to equipment mechanics, Pre-Announcement

 
post Oct 25 2025, 10:36
Post #121
Maharid



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QUOTE(Tenboro @ Oct 25 2025, 08:37) *

If you're asking why you cannot turn charms/pouches back into items, there are several reasons, but most importantly because then people could just farm potencies on all their gear in IW before the update and then remove them from the gear after it for free, flooding the market.


Actually i don't see the point of the market at all, a system where you can swap pouch and charm freely, or with little expanses, from any of your ruipment but can't sell or trade them will be simple and perfectly functional.

You start working on making your park of pouchs and charms and when you have them you can swap them as needed to change the equipment piece to fit what you need or just want to try in that moment.

I'm even thinking of some hath perk that can mlet you make preset charm sets for every equipment piece so you make the perfect set not for only the equipment but also for every day of the week and swap them when needed.
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post Oct 25 2025, 11:08
Post #122
Tenboro

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QUOTE(Maharid @ Oct 25 2025, 10:36) *
Actually i don't see the point of the market at all, a system where you can swap pouch and charm freely, or with little expanses, from any of your ruipment but can't sell or trade them will be simple and perfectly functional.

You start working on making your park of pouchs and charms and when you have them you can swap them as needed to change the equipment piece to fit what you need or just want to try in that moment.


That still allows you to just farm up a lifetime of charms and pouches beforehand. You will not be able to turn charms and pouches back into items, as this fundamentally breaks the assumptions for the design of the new system.
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post Oct 25 2025, 15:53
Post #123
Maharid



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QUOTE(Tenboro @ Oct 25 2025, 11:08) *

That still allows you to just farm up a lifetime of charms and pouches beforehand. You will not be able to turn charms and pouches back into items, as this fundamentally breaks the assumptions for the design of the new system.


I'll understand and i was about to say to scrap that cause somenthig got in my mind, you mabe already tought about it and scrapped it for reasons but i have to say it.

Why not adding a Prefix to all Pouches and Charms already existing and making all of them untradable?

Something like Old, Treasured, Bond, Personal or something like that, some example can be "Old Indestructible Pouch", "Bond Great Charm of the Butcher", "Personal Lower Charm of Surtr".

This will have multiple effects:

1) The market will be safe, no pre-change pouches or Charms can be traded, only the new ones.

2) Being free from that problem you can make all new pouches and charms being removable, swappable and tradable, you can add a bond function for them that give some advantage but make them untradables.

3) With the market comletely free players will be fully free to try anything, and the charm will get more lively and not focused only on the few things that work best.

Removing and swapping Pouches and Charms can still cost soemthing to not make it completely unreasonable.

4) By also adding some "Hath Perks" that give you extra "Equipment Persona" you can make the players create multiple preset for each of their equipments so they can swap the pouches and charms on them fast and easy.

But at the same time those Pouches and Charmes cannot be used on other Equipments so the market will florish cause if you want to make one Equipment Persona for every day of the week and for every equipment you will nede a nhuge number of Pouches and Charms ((From 14 Pouches and Charms for 2 Stats Equipments, to 84 pouches and Charms for 6 Stats items).

Obvuously there can be other limitation to keep balance but i think in this way the system will be far more player friendly and interesting.

I think this will be even more simple than the current system and give more options even for old equipments, with giving Old pouches and Chars a Prefix some extra bonus can be easily added the them to do a revamb "if and when" special Pouchs will be added in the future.

Actually this can be the "Start" of the future, you said that possibly new pouches with special features could be added in the future, by adding Prefix and\or Suffix the system will already be in place and ready to be used without much change.

This post has been edited by Maharid: Oct 25 2025, 16:53
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post Oct 25 2025, 18:30
Post #124
Tenboro

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The only situation where you might be able to transfer charms from one equipment to another is if you sacrifice it for stat fusion. And that's only if I can figure out a compact and elegant UI for doing so. And even then, all pre-update equipment would be entirely exempt from that mechanism, just by a simple "if equipment id is before the update then no charms are transferable".

Why?

Because there would be a state explosion of having to handle legacy charms and non-legacy charms and legacy pouches and non-legacy pouches and every possible combination of those.

Making a whole separate set of "legacy" charms and pouches, and then making and testing a whole separate logic with distinct UI to handle those is completely infeasible. Not to mention all the logic to handle transitions into non-legacy charms - did we replace the charm? then it's no longer legacy. but did we replace the pouch? if not, the pouch is still legacy. so we have a non-legacy charm in a legacy pouch? and how do we handle that? etc.
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post Oct 25 2025, 21:59
Post #125
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So, can we get Charms from turning in Artifacts? It would be a great way to keep Archaeologist trainings relevant...

This post has been edited by RibbonsCan: Oct 25 2025, 21:59
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post Oct 26 2025, 00:10
Post #126
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The currently explained Charms and Pouch system seems fine to me, given the current details. We could never move our Butcher or Dark Strike from one equipment to another before, so why should we be able to now?

We are lucky to have the privilege of trading new and unused Charms and Pouches in the Market, especially since the new thought wants to require players to soulbind and IW their own equipments.

I did have a minor concern that IW was already difficult for players below level 300. Tower is likely much harder, and may make new players unable to fully IW their equipment (not necessarily a bad thing).

QUOTE(Tenboro) *
Unsure. Visually, the upgrade readouts are only shown for soulbound gear, so they might either get a free soulbinding or require soulbinding before the upgrades become fully active. Possible they could require soulbinding but have it be free.

As long as old equipment with upgrades remain tradeable that's okay, but it would be nice if they could still be equipped and used without soulfuse, so we can continue to share or lend them, especially for speedrunning and testing purposes.

I don't think it would be too unfair, given that pre-existing equipment is limited. We would not be able to raise them beyond Peerless, and their transferred Charms and Pouches may not be complete anymore under the new system.

I suspect that most of our ideal IW potencies will no longer be the best in the new system. We will probably have to add at least a few additional Charms (not necessarily a good or bad thing). For example the typical 2-potency would become Greater Butcher + Greater Fatality or whatever, yet there's a possibility to carry over a Lesser Overpower with its 3rd permanent Pouch too. Maybe a stronger version of SPoison's beautiful boy could become broke awesome.

QUOTE(粉色甜心小姐) *
Average upgrade level is unfair for most equips. For example, my staff upgrades Wind EDB and never upgrade Dark ADB, because I'm a Wind mage. Players usually upgrade essential upgrades.

Come to think of it my melee weapon above lacks Accuracy, Agility, and Dark Spell Damage upgrades. Hopefully when the final math is worked out, it will still be fully upgraded. As previously mentioned, using the average upgrade level could result in the majority of all players' maxed equipment not receiving full upgrades.

I suspect this was stated in an earlier thread, but existing equipment will retain their two UID numbers, right? In case someone had a funny one like peerless stick of d0000d0000 or something.
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post Oct 26 2025, 00:54
Post #127
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QUOTE(BlueWaterSplash @ Oct 25 2025, 19:10) *

I did have a minor concern that IW was already difficult for players below level 300. Tower is likely much harder, and may make new players unable to fully IW their equipment (not necessarily a bad thing).


I think the difficulty level of IW will vary depending on the quality of the equipment. Therefore, lower level players who are IWing a Magnificent will play at levels slightly lower than if it were a Legendary.

QUOTE(BlueWaterSplash @ Oct 25 2025, 19:10) *

I suspect that most of our ideal IW potencies will no longer be the best in the new system. We will probably have to add at least a few additional Charms (not necessarily a good or bad thing). For example the typical 2-potency would become Greater Butcher + Greater Fatality or whatever, yet there's a possibility to carry over a Lesser Overpower with its 3rd permanent Pouch too.


Tenboro said it will be possible to have more than 2 Greater Charms on the same equipment.

QUOTE(BlueWaterSplash @ Oct 25 2025, 19:10) *

Come to think of it my melee weapon above lacks Accuracy, Agility, and Dark Spell Damage upgrades. Hopefully when the final math is worked out, it will still be fully upgraded. As previously mentioned, using the average upgrade level could result in the majority of all players' maxed equipment not receiving full upgrades.


Only 100% forged equipment will be max upgraded in the new system. In your case, your Rapier should be a few levels lower. As in the new system the maximum will be 20 upgrade levels, I think your equipment should be between 15 and 17. And if you think about it, the amount of upgrades you'll need to do to reach the maximum is quite small. And you will no longer need bindings.

It can't be any other way because in the new system all stats will have the same level, and they will all rise together.

And Tenboro couldn't convert your Rapier directly to the maximum upgrade level because that would mean he would be giving away the missing upgrades for free.
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post Oct 26 2025, 05:15
Post #128
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QUOTE(Tenboro @ Oct 25 2025, 12:30) *

The only situation where you might be able to transfer charms from one equipment to another is if you sacrifice it for stat fusion. And that's only if I can figure out a compact and elegant UI for doing so. And even then, all pre-update equipment would be entirely exempt from that mechanism, just by a simple "if equipment id is before the update then no charms are transferable".

Why?

Because there would be a state explosion of having to handle legacy charms and non-legacy charms and legacy pouches and non-legacy pouches and every possible combination of those.

Making a whole separate set of "legacy" charms and pouches, and then making and testing a whole separate logic with distinct UI to handle those is completely infeasible. Not to mention all the logic to handle transitions into non-legacy charms - did we replace the charm? then it's no longer legacy. but did we replace the pouch? if not, the pouch is still legacy. so we have a non-legacy charm in a legacy pouch? and how do we handle that? etc.

Could we simply have untradeable for pouch and charm, just like equipment? We don't have to consider the combination. No need to have a dedicated name. It should only add an additional column in your database instead of two separate tables + a few UI changes.
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post Oct 26 2025, 06:26
Post #129
Tenboro

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QUOTE(BlueWaterSplash @ Oct 25 2025, 23:10) *
As long as old equipment with upgrades remain tradeable that's okay, but it would be nice if they could still be equipped and used without soulfuse, so we can continue to share or lend them, especially for speedrunning and testing purposes.


Well, they shouldn't suddenly become untradeable overnight, anyway. Not sure if upgrades or charms would be active before you soulbind it, since that depends how glitchy the behavior ends up being, but I won't know until I start actually looking at it.

QUOTE(BlueWaterSplash @ Oct 25 2025, 23:10) *
I suspect this was stated in an earlier thread, but existing equipment will retain their two UID numbers, right? In case someone had a funny one like peerless stick of d0000d0000 or something.


The equipment URLs should remain as they are.
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post Oct 26 2025, 20:34
Post #130
SIRIUSs



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Question from --一虹--:
https://forums.e-hentai.org/index.php?s=&am...t&p=6761267

Staves with the Focus suffix can not gain Economizer potency currently. Will this still be the case after update?
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post Oct 26 2025, 21:42
Post #131
Tenboro

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QUOTE(SIRIUSs @ Oct 26 2025, 19:34) *
Staves with the Focus suffix can not gain Economizer potency currently. Will this still be the case after update?


Charms are not blocked by existing stats, so you can put Economizer on Focus gear, yeah.
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post Oct 27 2025, 10:03
Post #132
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I have a question about Stat Fusion.
Regardless of stat bonuses from prefixes and suffixes, do stat rolls alone determine whether a core is required?

If I have LHOH and LEOE as below

Legendary Hallowed Oak Staff of Heimdall
- Holy Spell Damage 180/38.4 (base roll/base stat)
- Supportive Proficiency 180/10.6

Legendary Ethereal Oak Staff of the Earth-walker
- Holy Spell Damage 190/15.3
- Supportive Proficiency 170/16.8

And when I sacrifice LEOE to boost LHOH, which stat will require a core between Holy Spell Damage and Supportive Proficiency?
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post Oct 27 2025, 10:16
Post #133
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QUOTE(sssss2 @ Oct 27 2025, 09:03) *
I have a question about Stat Fusion.
Regardless of stat bonuses from prefixes and suffixes, do stat rolls alone determine whether a core is required?

And when I sacrifice LEOE to boost LHOH, which stat will require a core between Holy Spell Damage and Supportive Proficiency?


Prefix and suffix would not affect whether or not a core is required, only the base roll.

It would be difficult (impossible?) to determine for sure before the update whether a particular combination of legendary gear would require a core or not for a stat, since the prefix/suffix adds a value to the base roll to determine the final value; there is currently not sufficient information available to calculate the base roll from the final value for stats that are affected by prefixes/suffixes.

Only existing stats that are part of the base template are relevant for stat fusion. So if a stat does not have a base roll (i.e. it's added by a suffix/prefix, or it is a stat that the gear you are fusing into does not have), then it would not require materials since it is not relevant.`
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post Oct 27 2025, 22:48
Post #134
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I have some older Legendarys with Magnificent stats, when the equips are converted to the new system do they risk being converted to Magnificent?
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post Oct 27 2025, 23:21
Post #135
Tenboro

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QUOTE(SPoison @ Oct 27 2025, 21:48) *

I have some older Legendarys with Magnificent stats, when the equips are converted to the new system do they risk being converted to Magnificent?


No, the quality moniker would be preserved. More generally, the name of the equip should not change, unless you upgrade it to Peerless anyway.
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post Oct 28 2025, 01:17
Post #136
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QUOTE(Tenboro @ No Snooze No Lose) *
You snooze, you lose. Besides, you don't have to do any min-maxing beforehand to avoid permanently losing out on anything, the reason for the delay is to get the update thoroughly tested (and finished) before pushing it to Persistent.

QUOTE(Basara Nekki) *
In your case, your Rapier should be a few levels lower. And if you think about it, the amount of upgrades you'll need to do to reach the maximum is quite small. And you will no longer need bindings.

And Tenboro couldn't convert your Rapier directly to the maximum upgrade level because that would mean he would be giving away the missing upgrades for free.

If the old Upgrades are being converted to new Upgrades at similar credits valuation, then the amount of upgrades needed to finish the rapier would be equally or more expensive after the update. If Upgrades are not being converted at similar credits valuation, then the player base should complain they are getting ripped off.

The conversion system may not be finished yet, so things may change or be clarified. The bulk of complaints may be waiting for more reveals.

Given the currently explained system, it does seem like there could be important deviations between the old and new base stats, which would further necessitate large deviations in the transferral of Upgrades.

If so, the upgrades and/or base stats themselves are probably either going to have to be given for free, or the players are going to be ripped off and lose a significant portion of their investments. Complaints can arise either way, but perhaps the safest and better thing to do is round everything up and give away stuff for free.
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post Oct 28 2025, 02:55
Post #137
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QUOTE(BlueWaterSplash @ Oct 27 2025, 20:17) *

If the old Upgrades are being converted to new Upgrades at similar credits valuation, then the amount of upgrades needed to finish the rapier would be equally or more expensive after the update. If Upgrades are not being converted at similar credits valuation, then the player base should complain they are getting ripped off.


No. I think it's the opposite. As Tenboro said, the conversion must take into account the values ​​of the materials used. And as most people upgraded the main stats, whose bindings were the most expensive, the total value should be closer to the maximum possible. Therefore, there will be few levels left to be completed. Furthermore, in the new system there will only be 20 levels of upgrades, not 100/50 as it is today. And we will no longer need bindings, making the entire process cheaper.

QUOTE(BlueWaterSplash @ Oct 27 2025, 20:17) *

Given the currently explained system, it does seem like there could be important deviations between the old and new base stats, which would further necessitate large deviations in the transferral of Upgrades.

If so, the upgrades and/or base stats themselves are probably either going to have to be given for free, or the players are going to be ripped off and lose a significant portion of their investments. Complaints can arise either way, but perhaps the safest and better thing to do is round everything up and give away stuff for free.


If an equipment is not truly 100% forged today, then it cannot transform into a 100% in the new system. It doesn't make sense to take equipment with different upgrade levels and magically make it 100% forged.
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post Oct 28 2025, 08:29
Post #138
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only exception I could see is physical damage on staff - that's very expensive to forge and does absolutely nothing for the play style.

all other useless stats aren't that expensive
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post Oct 28 2025, 09:56
Post #139
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I have a suggestion regarding the Warrior class:
Currently, most high-level players opt for the Mage playstyle, as it eliminates enemies far faster than the Warrior approach.
While a Warrior's damage output in SS form isn't bad, activating SS and casting skills quickly depletes their rage (except for the one-handed style, which gains rage through counterattacks).
My suggestion is to enhance warriors' rage acquisition. For example:
- Single-handed weapons: Base auto-attack grants 6 fixed rage
- Two-handed weapons: Base auto-attack grants 10 fixed rage
- Non-SS state: Critical hits yield 150% rage
- SS state: Auto-attacks consume rage, but critical hits become rage-free and grant 50% base rage
This would prevent warriors from being limited to a fleeting “God of War” moment.
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post Oct 29 2025, 20:57
Post #140
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For stat fusion, will it be possible to sacrifice a peerless piece to upgrade a legendary? Would this have the same fixed credit cost?
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