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Ludibrium cape to have +All stats


opman

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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.

Edited by opman
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On 8/16/2021 at 9:55 AM, RickSenchez said:

 i believe there are already plans to buff it for next patches.

No such plan exists currently.

 

On 8/16/2021 at 2:11 AM, opman said:

it should be same or if not better than capes such as Goblin cape as it requires greater effort to attain

I don't think this has to be true.

 

I was considering adding a random 2nd stat to it but wasn't sure.

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considering you can only obtain goblin cape once and ruining it isnt out of the ordinary, the current pap cape is just fine.
one issue i have with the pap cape is the 1-2 stats u get from it dont really do anything compared to the defense boost u get with pianus cape, which is why u see so many ppl using the pianus cape instead of the pap cape.
 

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I've noticed way less people are willing to do pap runs ever since the pianus cape received the HP buff. Some sort of incentive boost for pap runs would be nice. Like when the revised ludi cape was first released.

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On 8/30/2021 at 10:18 PM, RickSenchez said:

what do you guys think about increasing slots number to 7?
then you can have pianus cape that is more defensive and ludi cape that can be build to do more damage.

I, personally do not like having more slots on ludibrium cape. I'd prefer for players to run more times to attain the max preferred stats (i.e. if you're a BOW, 4str, 4dex), possibly incentivising more runs. Where if 7 slots were just given, it'd be just a "get 2 stat and dip/scroll". But nonetheless, it is also fine as an alternative.

With possibility of cwkpq around the corner, I feel it's even more so reasonable for the aforementioned changes to happen. Having Ludibrium cape hold its weight as a DPS gear in comparison to Pianus cape (defensive route) would serve as a nice alternative cape and as a stepping stone to the new BFC (+300 HP, +3-5 WA, +4x W/M Def) and Crimsonheart Cloak (+3-5 AS, 4x W/M Def) ,cwkpq capes. In a way, if possible, I'd like to have CWK's mon/capes to also be somewhat of a stepping stone to ease HT survivability.

With the potentially 2 new capes that may be added. If left unchanged in their attributes, this would further bring down relevance to Ludibrium cape. Here are some possible changes to them:

BFC
Req lvl: 90 -> 150
WA: 3-5 (unchanged)
HP: 300 -> 1,000
W Def (avg): 35-> 300
M Def (avg): 48 -> 411
Slots: 5 (unchanged)

Crimsonheart Cloak
Req lvl: 90 -> 150
All stats: 3-5 -> 5-10
W Def (avg): 35-> 300
M Def (avg): 48 -> 411
Slots: 8 (unchanged)

Assuming BFC has already lower drop rate % chance than Crim in bonus round, it was meant to be surperior to Crimsonheart cloak in vanilla MS esp since there was Chaos scroll back in the day, as we do not have it here, I felt that it'd be fine for some stats to be unchanged for now. Mark of Narcian (MON) would also have too be nerfed harder from it's 5WA to maybe a 2 while keeping it's HP/MP bonus to also aid in HT survivability, to help keep HTP (+23 AS) relevant as a DPS gear. As for the level requirement, the reason why it's so high of a level is simply cause most DPS roles below 130 would just not be sufficient.

Edited by opman
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I'll be giving ludibrium cape a bit of a bump. Can't comment on the CWKPQ capes.

 

Assuming def is made less useless one day, I'd like to avoid making the def changes you've mentioned incase as that'd be a subject later.

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