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opman

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Everything posted by opman

  1. Pets meso and item equip are meso paid items, i don't see why it should not work in GPQ bonus as what they're intended for. Also, would be a real time saver with that short ticker in bonus esp when we're hitting boxes and those pillar covering our drops.
  2. Would be nice if we could have 10 Ciders per slot instead of the current 1. Since it costs already 100k, does not have MA/ Def/ Acc/ Avoid and also 2x shorter duration & 5x lower WA than an onyx apple, 10 would be a nice fit. Could even make it one of a kind in stacks of 10.
  3. Dead mobs shouldn't be able to inflict physical/projectile damage on characters. After receiving the Exp from killed mob, it should be classified as Dead. With this change sooner than later (later ver iframe), It'll indirectly address the excessive pot burn/charms in most melee classes and newcomers, providing more quality of life. In general, with this change, 1 hp pot or so is saved per mob (1+ if u're cleaving), which is not a large buff to pot consumption over time, since majority of HP pots are used during the duration of mobs being alive. Also, as what I've noticed in multiple servers, receiving visual dmg (both physical and projectile) and killing a mob within 0.1s or so upon visual dmg, would not result in any damage taken.
  4. +1, sounds good and I agree with manfroy's concern. Alternatively, I'd prefer spawns to be based on how fast the mobs are cleared in the lane before the next wave spawns and then only trigger bonus spawns to compensate for those higher levels who had to wait for spawn. Of course if at all feasible, code wise. Example: - If all spawns in map cleared within 9s: Bonus spawn in map = (leftover duration of no spawn in map before next wave) * map active player count Which translate to Bonus spawn = (10 -9) * map active player count = (1) * 6 = 6. - If all spawns per lane cleared within 9s: Bonus spawn per lane = (leftover duration of no spawn in lane before next wave) * lane proximity active player count Which translate to Bonus spawn = (10 -9) * lane proximity active player count = (1) * 2 = 2. Using 6 (ideal setup) and 2 (lane sharing scenario) for map and lane proximity player count. Spawns per lane may be trickier to identify but if done right, would encourage a robust scaling system for bonus spawns. This would also effectively propel jobs that mainly mobs with skills that has 6 hit count (priests/sader/wk/cb) per skill and those with short reach, where in cases of 3-4 hit count could be improved to even 4-6 count depending on their skills in weaving mobs and clearing, not to mention the improved efficiency in warriors pot burn per mob killed (mobbing 6 vs 3). As well as allowing for a wider level party range to take flight with the faster clear time lanes still benefiting based on their capability. Where if bonus spawns were based on whole map, it may spawn in sectors that may negatively affect the lower dmg dealers and cause more likelihood for pot wastage and death. If however, a map spawn buff were to happen based on the example, maybe it could be based on selected spot/area (and not random) for bonus spawns, so that individuals could position appropriate classes if necessary.
  5. + Formula: More Def scaling along with Def skills. + Skill: Summons + Edit: Modified Hero's Will.
  6. +1 i don't see why not for either as per suggested
  7. + wheel of destiny and dispel also kindly move this thread to discussion please and thanks.
  8. opman

    .

    I like this idea as it may bring more players to actually explore more maps than usual. Also, usually gacha rewards pots with quantity less than 10, maybe we could tweak the pots rewards to be higher, somewhere around 20-30 for it to be somewhat worthwhile. As well as maybe using some items that are usually forgotten and low in monetary value (drake blood and meat, fairy's honey, sap) to pair with a lower than usual etc as part of the gacha exchange (i.e. 1 sap + 50 banana) for rewards such as dark scrolls or others.
  9. To have Ludibrium cape changed from an individual stat giving cape to All stats instead, with the same random value (0-2) applied per stat. At present, ludibrium cape only gives a single specific unique stat, either a str/ dex/ luk/ int based cape with at most 2 points (i.e. 0 to 2 str cape, avg 43/48 W/Mdef, 5 slots). Additionally, players would most of the time loot the wrong stat cape and only having to toss it out and watch it fade away, which I feel, is a waste. Since this ludibrium cape is already an "one of a kind, untradeable item", it should be same or if not better than capes such as Goblin cape as it requires greater effort to attain. Currently, it requires a series of tedious prequests to be done and a party size effort to acquire this item which is not a guaranteed drop as compared to a confirmed Goblin cape (+5 str) from quest and easily obtainable through solo means. In a way, this could change the perception of the Goblin cape being end game for warriors and bows to it being a stepping stone (but still relevant) where players could work towards a better end game gear such as the new Ludibrium cape in the future. In turn, indirectly promoting low luk mages gameplay. While i do feel mages armor deserves more MP bonus and def to make up for the MP lost per level when stats are added to luk, it is a discussion for another day. As all stats have a random value from 0-2 on loot, this may well present more mini boss activity in server and this time tossing out low stat cape for a chance of a higher stat rather than looting a wrong main stat cape (current ver). Warriors would definitely benefit mostly from this change as str/ dex/ luk are stats to look out for. As for the random values per stat, it could even be changed further if wanted to 0-4 stats per stat (totaling 16) which in some way sum to 1-2 WA on main/sub stats (worse than a PAC), since the Red Musketeer cape has 300 hp which is a well 15+ stat bonus on avg to most classes except war/ mage. In the case of switching thru and fro Red Musketeer and Ludibrium cape, this may well present an additional meso sink in the form of AP reset. i.e. A hermit that uses Red musketeer cape for the added hp/def bonus that indirectly buffs drained hp and requires a total 130 dex on claw, switches out to Ludibrium cape and possibly gains an extra 4 dex, would most probably have to AP reset those 4 stats back into luk, or vice versa, when switching back. This change could place a well defined differentiation between the Ludibrium cape to be geared towards players who value DPS over the Red Musketeer cape that focuses mainly on HP and Def. Cheers.
  10. To have the quest "Goblin at black mountain" and "Mr. wetbottom's secret book" changed to be repeatable on a daily and every 3 days basis, respectively. Currently as it stands, these items are a one off attainable quest item per character and non-repeatable. With "one of a kind", untradeable items such as the Goblin cape that gives +5 str with 5 slots, it mainly affects the Warrior, Bow and some Str Dit that choose this over papu/ pianus cape's high Def (saves meso in long run). If this cape were to be poorly scrolled, leaves in no way for players to attain it once again, another flaw of the game design. Which is why it is fine to be repeatable on a daily basis. As for tradable items like the male/female sauna, it is well inaccessible to players whenever an influx of new players has dried up, resulting in the creation of more mules by the player to do this quest, which is something we do not want to encourage as a server. Comparing to some existing repeatable quests such as NLC's leaf potion (+13 WA/MA) which is repeatable every 3 days, this benchmark could well be used for the male/female sauna where players can progress on with their scrolling on this particular item at a well deserved pace. Cheers.
  11. I understand that the norm is usually to have drop rates events behind major annual events as mentioned above, but what is proposed for, is to have something on a continual basis (plus point for potential newcomers/ exisiting) where players can progress slightly better throughout the year rather than experiencing this effect every 1 or 2 events per year.
  12. To have a weekly (or bi-weekly) 1.5x drop rate event for 24hrs, excluding meso bag drop rate. Using the past event rates, such as 1.5x drop rate, I believe is an appropriate benchmark to start off with. By having a weekly/ bi-weekly event (ideally on a weekend), it may help spur some necessary gear progression as compared to past events lasting only once every few months/years. In doing so, players would have some or if not, better odds at hunting their desired item. As for classes such as warriors and bows, this could mean a possibility of lesser meso burn while hunting their job specific items and maybe a chance to profit off miscellaneous drops. Thanks to mah homies for the discussion.
  13. opman

    FA tweaks

    yes and this is not what this post intends for
  14. opman

    FA tweaks

    Enable FA to be able to KB and double KB even if target is already in kb animation (regardless of weapon att speed and booster) or did not get kb-ed, if damage dealt is on or above the required knock back on monsters and bosses. As we know, almost every monster has a Knock Back rate (KB), as such any damage dealt on or above this KB rate would most certainly work. However, this is not the case for Final Attack (FA) skills and this would in turn affect WK and Saders in their late game as they've already a very short horizontal attack range. By aligning the monster's KB rate along with the actual damage output and allowing a monster currently in KB animation to be KB again would assist in placing some form of controlled gap between player and monster. This may well present as a more than feasible QOL upgrade or description fix according to the skill description and mechanics. By not being able to continuously KB while grinding, even after hitting on or above the threshold, it'd be a most definite damage taken by the monster approaching closer to the warriors. Credit's to my fellow warrior mates, for the discussion.
  15. 300k for most of these seems fine except 100%: Earring Luk, Shield Str, Top Str/Luk, Btm Dex. These mentioned scrolls could be otherwise added to Deep Ludi monsters (i.e. MDT, Phantom Watch) or other regions droptable as part of a custom add, which is not too much to ask for, bringing these said scrolls to somewhat of a perceived value add. Alternatively, these scrolls could be added into Mr. Do's existing exchange list at Mu Lung. Here, players would exchange Mu Lung specific etc drops from any monsters in bundles of x100 for a range of marbles (from 10-13+, lower reward on straw doll etc) for a choice of scroll to exchange for.
  16. interesting point u brought up, however most ice mages and fp already do exceptionally well dps wise while grinding in early to late levels (esp fp misting and ice @ birks in early lvl 80s). Note that we would 1st have to cast the holy arrow and then cast SR or heal, this reduce the grinding capability already by having to perform this combo to being with. So i do think in fact, cause of this combo, its fair. Also, i don't think reducing monster's def via holy arrow is a way to go, since it'll be fairly similar to the Threaten skill (page). " 50% chance to reduce enemy ATT and DEF by 20% for 80 seconds and enemy Accuracy by 20% for 8 seconds."
  17. To have 6 ap instead of 5 ap on level 120 and onwards. By having this 1 ap bonus, it comes in a form of a passive incentive for more character progression apart from the existing and future contents to come. From levels 120 to 200, there are 81 levels (81 potential bonus ap), which could at least translate to a potential for 16 levels more of dps upon reaching lvl 200. This would serve as a well achieved goal and motivation for players striving for lvl 120 and higher, which in some way may be in the form of a mini buff and reward. Some indirect form of effect for jobs such as mages with more INT bonus would increase their MP pool (lessen the need for hb mules) per level. Additionally, this bonus ap stat could come in the form of some replacement (for the item's that we will not be having) such as the Gachapon items: Sky ski, PAC/PGC (pink/purple adv/gaia cape) and other PQ's such as CWKPQ. Additionally, Apples/ Gelt (except annual event drop) / Pie are 'one of a kind item' and 'untradeable' here, whereas in vanilla, players had options to have multiple of such potions and the need to use more than one or two in necessary situations. Some ways this could help: - Increase grinding efficiency - Additional DPS in Leafre (esp mobs like skel, has Def Buffs) and Bosses (removing some need for 4th job skill in the future) - Incentivize creative AP builds - Increase party plays feasibility of future map content meant for 4th job, such as Time of Temple Alternatively: we could implement 6 AP per every 5 levels after lv 120 (16 bonus ap by lvl 200). Credits to Potsplease suggestion and discussion.
  18. Speaking of radius of effect (AOE) after hitting 1st target, I agree with a higher spread range of hit count per holy arrow cast, we can take similar spread aoe range as the iron arrow but keep in mind we have others such as coma/ slash blast (sword = lowest) that has lower spread range that may be considered in the future. But I doubt the skill can be similar to iron arrow at all, as the original holy arrow has already some versatility to it already, since it can bend at certain angles to target the enemy, this places the future potential of the new holy arrow skill more towards Arrow Bomb instead in terms of the initial cast.
  19. pretty sure i mentioned this above but ok. anyway even if holy arrow were to have issue such as the dmg being too high for a skill to mark monsters, applying a fixed 1 dmg may work, as its sole purpose would be to mark mobs with undead status for x period of time (stackable cast to increase status duration, up for debate).
  20. sure it opens up other maps for training (leaning more towards newt) and i'm curious to see how many other diff maps priests try out and actually use the combo throughout hours of grind. My guess it'd be a good add for priest with the willingness to apply this combo with high death rate maps as priests don't usually survive 2 hits (post hb) especially in leafre's newties, to attain higher eph. As well as the community thoughts if we'd allow it to affect boss mobs and how it affects healing/summon/sr dmg dealt on boss and may change some meta. some workarounds (1 or more changes) : - limit the mob hit count to 2-3 per cast (SR hits 6) - limit dmg of holy arrow to 1 (since it's used as a combo skill to apply holy weak status to mob) - limit dmg of holy arrow by skill dmg/x (x being the number of mob hit count)
  21. apart from this, increase magic base % of skill, any thoughts? cuz this marking on mob for additional dmg feels like 5th job classes.
  22. With the introduction of a Buff in Party Bonus EXP (from 4 party members and more), some PQs should naturally align with this buff and have their EXP per round completion adjusted (competitive rates). Reason why I mentioned some PQs and not all is because we must first take precedent the existing training maps alternatives that we have. Not all alternatives will be presented here as PQs do not only require the effort to organise a 4 to 6 man party but as well as different variations of classes required, hence alternative training maps discussed will solely be fit for the majority of classes that train at those locations and a few potential large sized maps. Below shows an example for illustrative purposes of how the existing PQs EPH (exp per hour) could possibly take form: *excluded monster exp for a clean minimum exp calculation *excluded kpq stg - 1 hs party grind only *note kpq reqs a min of 4 to start a party and 3 to complete (considering using 1 mule to enter and log off) *note lpq reqs a min of 6 to start a party and 5 to complete (considering using 1 mule to enter and log off) *note opq reqs a min of 6 to start a party and 5 to complete (considering using 1 mule to enter and log off) *note, there is no possible way to have Holy Symbol buff throughout the whole duration of a PQ. *note opq has a quest that awards 10,000 exp if able to complete the PQ within 25mins. Alternative Training maps before Buff in Party Bonus Exp: (EPH: Solo/ Duo/ Trio/ Quad, lvl 70 cap on players/ skills) Ant Tunnel 1: lvl 21+ (80k/-/-/- eph) 94th: lvl 30+ (90k/-/-/- eph) Jr. Lioner/ Grupin/ Cellion: lvl 30+ (80k/-/-/- eph) Brown/Pink Teddy: lvl 30+ (70k/-/-/- eph) STD: lvl 40+ (250k/ 400k/-/- eph) Coolies: lvl 52+ (250k/ 520k/ 600k/ 610k eph) FOG: lvl 54+ (250k/ 350k/ 400k/ 420k eph) others: Disposed garden, Jr yeti, Hector *keep in mind the valuable drops from each monster. Even before any Buff in Party Bonus Exp, PQs are already at the losing end in terms of EXP. With the rewards PQs give upon successful completion and the unfavourable chances/ rarity to get worthy items, pushes some players to training maps and PQs content go stale. Suggestion: To increase KPQ and OPQ overall exp rates by 1.5x (up for discussion) the current rates, dedicating majority of exp towards the last stage of the PQ to avoid Rush PQs and incentivize actual completion of PQ. (excluded LPQ due to it’s time n rewards being relatively fine imo, but a buff is always welcomed especially when u compare the eph/meso at STD, players literally grind here from lv43+ till 3rd job.) With consideration of the risks involved in the time factor of waiting for required party members and classes/ the uncompletion of PQ (members DC/ Death(s))/ no means of boosting exp through Holy Symbol buff and the Bonus stage reward RNG. Additionally, with higher lvls, players within the OPQ range of lvl 51-70 have more training maps open as alternatives with higher levelled 2nd job skills, such as coolies and FOG that offers exceptional EPH rates. Also, with the buff in party bonus exp, we could possibly be thinning (disincentivizing opq) the players within OPQ range as larger sized maps such as Hectors, Jr Yetis are in fact an attractive exp and drop alternatives by itself. By comparison, even if players were to manage to received a random quest available to accept from opq npc, the furthest an 1.5x buff to OPQ could push the EPH to would be within the 400k (270k before buff) eph range for an at least 5 man party size. We could buff the % chance rate on the rare items but by how much would it even be worth in players perspective, and also considering the RNG factor involved. I believe PQs are in fact a gamble/ opportunity costs weigh off with the rewards but the EXP involved should not be at an exceptional low range whereby it discourages party quests. By incentivizing the exp aspect, even with bad RNG, players would still feel motivated in this content and this indirectly increases the chances of more scrolls and items in the general market.
  23. maybe u could add this onto here or suggest some rates for whichever tier armor, i personally like a mp and/or hp bonus added to those armors
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