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Phoenix

dugtrio

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Everything posted by dugtrio

  1. no? vanilla spawn increase is by any player, and you would need half the amount of mobs as players to get any spawn increase, which would be impossible with no mules vanilla spawn increase is also not affected by afk flagged since that didnt exist, which you would need on phoenix so people wont pay people to be in a map its the same concept as vanilla spawn increase as it does increase spawn... but i would argue that before the skele mini dungeon released, kishin was the only thing that made big partys in skele viable. i have seen this lack of spawn in one platform in other maps other than skele in this patch, where one person would just get really low spawn on his platform while the other players have good spawn
  2. with the exp split change i noticed an oversight due to maps usually dont have enough spawn to fit big parties. if you have a high enough level difference in a party it would change the exp to favor the highest kill count player in terms of exp, which it should, but in certain scenarios where you have a big party and some platforms dont have that much spawn, that player on the low spawn platform will suffer from both low kill rate and low leech exp due to the exp split lowering the leech exp. this causes that player to get worse exp per hour than lower number player parties, since in lower player count parties, a single player would have a larger portion of a map. im suggesting a system that increases spawn (preferably in the lower spawn point areas of a map if possible) with higher party counts 4 man = +1 mob 5 man = +2 mobs 6 man = +3 mobs note* afk flagged players will not count towards this system
  3. with the current meso explosion damage formula it only does damage from the 15 out of the 20 bags it explodes, meaning 5 bags go to waste and since it prioritizes lower meso bags first, in some situations where you have alot of pickpocket meso laying around, if you were to drop meso bags on top of that it wouldnt count the higher bags as damage since they will be the last ones to be counted im suggesting reducing max bags per explosion to 15
  4. with ToT coming up and a new set of high level/end game gear coming i think its a good time to add the upgrading option for the raven weapon to cwk Fiona npc with the exception of Night's Raven Claw that should be changed from being 40 att and dexless to 42 att 120 dex req to fit with the rest of the upgraded weapon theme upgrading the basic raven weapon would cost: if dusk - tao of harnomy if night - tao of shadow if dawn - tao of light + basic raven weapon + 100 crystals of some kind
  5. seems like there is only a Timeless version of the ToT shields: Timeless Prelude - 5 int Timeless Kite Shield - 7 str 5 dex Timeless List - 5 luk this looks like an oversight by nexon since any other equip slot has both timeless and reverse options im suggesting to add a reverse option for shields: Reverse Prelude - 3 int Reverse Kite Shield - 5 str 3 dex Reverse List - 3 luk
  6. yea this skill can use a buff i dont agree with the 3rd suggestion tho as it doesnt solve the core issues of the skill either reduce the animation time, being able to move while using the skill but not attack or being able to use on ropes. one of these changes will make the skill alot more used while in combat
  7. is it possible to also change the 25 of each badge exchange to be something more rewarding than just mesos? -a roll from all badge exchange pools -slightly better odds for items instead of mesos
  8. str daggers should still be +2 attack than luk daggers, so they should also be fixed lvl | str | luk | diff 30 | 47 | 45 | +10 40 | 57 | 55 | +10 50 | 67 | 65 | +10 60 | 77 | 75 | +5 70 | 82 | 80 | +5 80 | 87 | 85 | +5 90 | 92 | 90 | +5 100 | 97 | 95 | +5 110 | 102 | 100 | +5 this is what it should be if it was consistent like other +5/+10 per tier weapons
  9. then do it
  10. would be crazy if he was in charge of making all dragon gear
  11. a few more maps should be mentioned that are in need of spawn buffs so that they will be more on par with other maps in the same area dark wyverns maps are kinda dead compared to blue/red wyvern and can use a spawn buff -Canyon: East Road -Canyon: West Road the jr.newtie map could also get a spawn buff so its more comparable to Dangerous Dragon Nest -Destroyed Dragon Nest
  12. these 3 classes have the most armor issues from not being able to equip high level armor since their armor secondary stat requires close to if not the same as their weapon, creating unused stats when wearing high level armor. im suggesting this to be changed so these classes can benefit fully from higher level armor and so that higher level armor will be more sought after. thief armor dex req = same as the level you need to equip it mage armor luk req = level/2 pirate armor dex/str req = level/2
  13. should probably cost 1 dragon scale, 1 dragon spirit and some ores depending on class(warrior gear-power crystal ore, thief- luk crystal ore....) shoes and gloves would be 7 slots maybe increase overall slots to make it better than top/bottom?
  14. lvl | str | luk | diff 30 | 45 | 45 | +10 40 | 55 | 55 | +10 /+7 50 | 65 | 62 | i think they mightve fixed the +7 from tier 40 to 50 by giving the lv80 +8 from lvl 70, that still means the +3 att from 80 to 90 is unneeded if we look at other +5/+10 per tier weapons they all end up +70 att from lvl10->100 weapon lvl10 spear : 32 att lvl100 spear:102 att lvl10 2 handed sword : 30 att lvl100 2 handed sword : 100 att lvl10 bow : 25 att lvl100 bow : 95 att 2 handed mace : 32 att lv100 2 handed mace : 102 since dagger starts at 12 with 27 att, and its 10 att per 10 lvls on lower lvl weapons we can convert it to lvl 10 25 att lvl10 dagger 25 att lvl 100 dagger would be 95 if it was consistent like other weapons, but its 93 att that means its missing the +2 att that missing on 90+ daggers
  15. if you mean str daggers having +2 more attack than luk, its unrelated to this, im talking about how tier to tier upgrades to luk daggers doesnt make sense at lv90 str | luk lv80 : 85 85 lv90: 90 88 lv100: 95 93 lv110: 100 98 that "+2 higher than the other" was applied to daggers lv80+ by giving lv90 luk dagger +3 att instead of +5, while the more sensible way of making str daggers +2 attack than luk daggers is just raising their attack by +2 compared to luk, while keeping the +5 attack gain per tier after lvl80 to both. the change im suggesting looks like this: str | luk lv80 : 87 85 lv90: 92 90 lv100: 97 95 lv110: 102 100
  16. it doesnt make sense that the level 90 dagger is only +3 attack higher compared to the level 80 dagger. im suggesting normalizing the attack on daggers to +5 attack per tier from the level 80 dagger and above. so if the level 80 dagger is 85 attack, the level 90 should be 90 attack, level 100 should be 95 attack, level 110 should be 100 attack and so on...
  17. adding weapon dark scrolls to showa exchange could be done to both introduce ways of obtaining weapon dark scrolls and adding reasons to hunt in those areas/exchange for the rare items that only showa provides. there are 17 different weapon types available in the game while there are 10 different showa exchange options(excluding male boss pomade), could do something like 1-2 different scrolls per exchange option if you wanted to fit them all. i would spread them out in a way where if a dark scroll is currently available(on BMS drop table) it would be under one of the harder exchanges to complete inorder to balance the male boss pomade should have all of the dark scrolls the showa exchange provides but on a lower drop rate
  18. while i like the idea of having specific areas for specific things, a lot of mobs in those areas have "worse" maps than others for some classes over others. so i think it might be hard to balance without putting multiple scrolls in one mob drop table inorder to keep some sort of balance. (for example wolf spider has like 5 different weapon dark scrolls on bms) if we compare mighty maple eater maps to water goblin maps in kill rate you will find discrepancy, of course you can balance it with drop rate being a factor in obtaining the scrolls but there is also the ease or appeal to actually go to farm a map for something you need which you cant balance unless changing some maps
  19. couldnt replicate, i think it happened when i used hyper body exactly when it ran out
  20. currently we are very limited with weapon 30% scrolls through mobs, which result in people leveling up characters just enough to do the showa quests for a chance at their wanted 30% scroll. i think this is extremely flawed as a game design and i suggest adding the missing weapon 30/70 to mobs. currently available weapon dark scrolls through mobs(according to the BMS drop table) : xbow 30 spear 70 pole arm 70 spear 30 2h sword 70 claw 30 wand 70 dagger 70 wand 30 missing weapon dark scrolls : bow 30/70 xbow 70 claw 70 dagger 30 one handed sword 30/70 two handed sword 30 one handed bw/axe 30/70 two handed bw/axe 30/70 pole arm 30 staff 30/70 gun 30/70 knuckle 30/70 now, where should these drop? idfk i would love to hear some suggestions. in my opinion they atleast shouldnt drop at places that are currently heavily farmed already(birk, skele, goby etc....)
  21. these guys dont drop anything, no meso, no etc, no potions, no ores
  22. logged off in leafre, showing in maple island
  23. that is how we figured it out, if you went past the most left rope you would get your attacks stuck, then if you went past the second rope you would be fine
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