-
Darkboy132 wrote on 2015-06-22 03:24
Quote from Tetosan;1279515:
It didn't sound like a joke :<
Also once you get to know me you'l realize i may sound like i hate perverted stuff...
In truth i'm just a Closet-Pervert that feels kinda weird looking at nudity and such the whole time. I'm perverted but i don't want to see it all the time (Reason i have a VERY hard time playing Vella in Vindictus because of dat ass xD)
Does Teto want a comforting pat and/or hug? :hi:
I understand where you're coming from, really. We're all perverts at times but Vindictus and Mabinogi have gone overboard with it too much lately.
-
Infighter wrote on 2015-06-22 06:16
[SIZE="4"]Tower Cylinder[/SIZE]
I think tower cylinder should be a set up item that you "summon" and you just move the mouse to place it in a spot. When you want to use it, you just click it and press it again to run away freely without the troubles of installing it and click the dismount hotkey to release from it. That's the only issue about tower cylinders, the installation of it, everything is fine. When you want to use Elemental wave, you just simply dismount instantly, use your elemental wave or golden time, click the cylinder and your wave skills are ready to use on the tower. C:
For existing skills, the things I think it would be nice to add is stats (hp/mp/stam) to skills like
sandburst (stamina)
windblast (stamina)
barrier spikes (health)
removing mana crystallization (if possible) unless it gets changed into something else more useful.
Golems should get an editable Ai else getting better at fighting along with the summoner as well raising defense or magic defense stats of the user (str/will for def and magic def)
Golden time: extra duration doesn't seem useful for me since I instantly use my elemental wave. it should be useful if it could allow people to use most of the wave skills during the time its in effect as well as improving the stats (if that happens then giving heat wave some cooldown so it doesn't get abused when in golden time mode)
hydra is fine the way it is, its already good for assiting during a battle, even more if holding the title. The only thing that bothers is that if monsters runs through fast enough, nothing happens. Either give a slightly more range or give it a bit of slow down when hydra is active.
chain cylinder: the cooldown is both good and bad for this one. Sometimes, when already used chain, I load 3 crystals but its already late since its up, then I end up using a 2 crystal loading chain. I think lowering the default cooldown time by 1 second wouldn't hurt?
synthesis is outdated (fixed recipe and random item recipe), also adding a fixed recipe list with auto production checkbox so using it to producing a stack of items doesn't get too boring or accidentally adding the wrong amounts.
fragmentation is way more outdated than synthesis, there are lots of new items out there that could be useful to fragment, yet it has items from g9 and below. Also adjusting some success rates and items obtained from a successful fragmentation.
___________________________________
With Bashers destroying things around and Lightning Rodders dealing 60k+ damage, here's my ideas for an offensive skill for alchemist by taking advantage of dual cylinder abilities.
[SIZE="4"]Elemental Override: a skill which further enhances the offensive alchemy and their efficiency while sacrificing a percent of their respective health, mana and stamina.[/SIZE]
[SIZE="4"]Water Blaster (Advanced offensive water alchemy)[/SIZE]
While equipped with a cylinder and a guard cylinder allows the use of Water Blaster. The skill allows the character to continuously charge and shoot water crystals for a set duration of the skill
Duration: 5 seconds and after that the cooldown starts
cooldown: 15 seconds at Rank 1.
Notes:
The water is shot from both cylinder and guard cylinder at a rythmical 1,2,1,2,1,2,1,2. which stuns the enemy and the last shot is a knockback.
The shots are not precharged (do not expect 24k per shot but instead an improved damage of a single water cannon shot around 3.5k+ depending on equips, max mp and enchants)
Passive effects/hidden effects: Adding splash damage to monsters nearby the one attacked when using a max charged water cannon (Does not applies splash effects on Water Blaster)
Pros: faster attacking than water cannon to 1 on 1
Cons: cannot move until the skill is over or or canceled by the user.
[SIZE="4"]Meltdown (Advanced offensive Fire alchemy)[/SIZE]
While equipped with a cylinder and a guard cylinder allows the use of Meltdown. Press and hold to charge a stronger flameburst. Using the cylinder and guard cylinder simultaneously, allows to set monsters on fire with a greater damage and range than Flame Burst. In addition, the burn will make monsters vurnerable to ice elemental skills for a certain amount of time.
Press and hold the flameburst skill while the override is in effect. Up to a 3 seconds charge at rank 1.
Releases fire from both cylinders at a wider angle than the regular flame burst for 5 seconds (or the duration of flame burst unless having a flame burst duration reforge)
The meltdown effects will last for 15 seconds.
Frozen blast bonus defenses
Water Cannon additional critical damage.
Notes: Attacking melted monsters with frozen blast lowers additional defense and protection (good for parties/raids), while attacking with water cannon or regular flame burst deals more critical damage to those monsters (good for doing a solo)
Passive effects/hidden effects: +1 normal flame burst second, .5secs stun duration, +additional long range
pros: wider range to catch more mobs, debuffs to assist other alchemist skills.
cons: charging time probably?
Well, its good to dream at least... that's what's currently on my mind. A skill that improve the existing offensives and adding more debuffs to be assistive in parties. Water will work for stunning and high speed attacking, fire will be a debuffer (mainly improving the alchemist ones) I have other ideas but I have to grind my copper marbles
:cry:
Edit
Other things I've thought are fusion alchemy, as well taking advantage of the dual cylinders
[B][SIZE="4"]Quicksands (Earth alchemy+water alchemy):[/SIZE][/B]
Slowing down monsters within the affected area for a chance to sink the monster in the ground (the quicksand or pretty much an instakill. This instakill doesn't affect bosses)
slowing the monsters by a 30%
chances to instakill (quicksand sinking) a monster: .5% (possibly getting a 3% chance if rank 1, with title or other stuff so it doesn't get abused)
max targets: 15 at rank 1
max targets possible to instakill at the end of the skill duration: 3
duration: 45 seconds at rank 1
cooldown: 15 secs
the affected area range and chances of instakills are based on sand burst rank and clay alchemy respectively.
This skill could work great for hydra, since most mobs run out of the small range that hydra has, therefore its a bit difficult to get monsters to be affected by it. But I'm not sure since there is a lot of monster holding skills around (bind, chorus, lullaby, etc). But the thing about this one is that if there's a huge mob (usually peaca runs) there's a chance to get rid of them without further efforts as well slowing some ghasts down. :)
[SIZE="4"]Sandstorm (Earth alchemy + wind alchemy):[/SIZE]
Enables to manipulate the elements to knockback a mob of monsters and stunning them for some seconds.
The duration of the stun and the distance of the knockback depends on the rank of both Sand Blast and Wind Blast.
Notes: Their stuns/knockback will be lower than their primary skills (-50% effects)
-
Daniel1235 wrote on 2015-06-22 07:55
>>>>Click Me!<<<<
What is THIS!? :what:
-
Twin wrote on 2015-06-22 09:37
Current overflow existing stats are reassigned or deleted
[SIZE="3"]Warrior[/SIZE]
*Every melee weapon (not just Sword , Axe or Blunt) now scales from Agility.
*Strength: Strength too Defense (stat) nerfed. 10 > 15
*Every defensive / protection source is rebalanced for more 2 more tanking party skills
oh-and-Bash-removed *cough*
[SIZE="3"]Masteries[/SIZE]
*Clothing Armor Mastery added
*Plate Armor Mastery added
*Dexterity reductions now increased/decreased for Giants and Elves while using heavy armor respectively.
[SIZE="3"]Stun timing[/SIZE]
*All base stunning reverted back pre-dynamic combat for use wearing no gear
*Clothing Armor Mastery reduces a small amount of stun, but recovers from the floor faster.
*Light Armor reduces more stun than Clothing Armor, recovers from floor about normal.
*Heavy Armor reduces more stun Light Armor, gets up from floor slowly
*Plate Armor reduces the greatest amount of stun, but has the slowest get up animation
[SIZE="3"]Archery / Atlatl [/SIZE]
Archery
*Giants may now use bows.
*Dexterity : Now contributes to Accuracy and Distance stat. All aiming rate and distance sources (example reforges) are tweeked
*Monsters can no longer evade Archery-based attacks with luck.
Atlatl
*Humans and Elves may use Altalts, stat/multiplier now depends on race.
*Atlatl balance is now fixed
*Throwing Attack R1 accuracy is now 85%. Scales with Accuracy and Distance
*Monsters can no longer evade Throwing-based attacks with luck.
[SIZE="3"]Gunner [/SIZE]
*Guns default accuracy now fixed to 70%. Now scales with Accuracy and Distance stat.
*Way of the gun now boost accuracy.
*Taunes MK3 / Zeder II clip ,speed and range is slightly increased.
*Third slot added for weapons
*Rifle-type gun added
*Monsters can no longer evade Gunner-based attacks with luck.
New stat : Agility
[SPOILER="Agility speed amount"]
*The user will gain 1.5% for their base speed varying on gear-type being worn
*Clothing = 100 Agility
*Light Armor =130 Agility
*Heavy Armor = 155 Agility
*Plate Armor = 170 Agility
[/SPOILER]
*Every 100 Agility reduces animation lock by 0.2seconds for ''strong'' type skills Smash,Windmill, Counter attack Defense. Animation skilllock duration now rebalanced for every weapon
*Every quicker based attack requires 100Agility for 0.02seconds reduction on skills (Quicker skills would be like exclusive weapon-based skills like Pound ; Mace or Cleaver ; Axe)
Probably will post my Nimble movement idea when I actually find out a way to test speed in-game.
-
Kapra wrote on 2015-06-22 20:00
Quote from Twin;1279539:
Current overflow existing stats are reassigned or deleted
[SIZE="3"]Warrior[/SIZE]
*Every melee weapon (not just Sword , Axe or Blunt) now scales from Agility.
*Strength: Strength too Defense (stat) nerfed. 10 > 15
*Every defensive / protection source is rebalanced for more 2 more tanking party skills
If you're going to add new stats like Agility, why would you keep the whole strength>defense thing? I'd say add a new core stat that translates into defensive prowess.
-
Twin wrote on 2015-06-22 21:32
Quote from Kapra;1279704:
If you're going to add new stats like Agility, why would you keep the whole strength>defense thing? I'd say add a new core stat that translates into defensive prowess.
Not something i'd do, but I'm interested to hear what your idea for that is
-
Kapra wrote on 2015-06-22 22:31
Quote from Twin;1279623:
Not something i'd do, but I'm interested to hear what your idea for that is
I'd go back to existing skills and add new core stats to them. Such as adding Agility to skills like Evasion and Spellwalk. Add a defensive stat called Whatever to existing defensive skills as well as newer defensive skills, like the ones you suggested. I'd also add magical variants that I would add to skills like Mana Shield, the four Magic Shields, that Magic Guard skill I suggested years ago in this thread, I wouldn't make physical and magic defensive core stats be the same.
Though if I were making an RPG, I'd do a lot of other things different too that I wouldn't want to see in mabi, like magic being based on Willpower rather than Intelligence, separate Left Handed and Right Handed Dexterity into separate stats that AND skills that you work on, have Archery be based on physical Strength (in addition to separate stats associated with being dexterous), etc.
-
Tetosan wrote on 2015-06-23 02:25
Quote from Darkboy132;1279516:
Does Teto want a comforting pat and/or hug? :hi:
I understand where you're coming from, really. We're all perverts at times but Vindictus and Mabinogi have gone overboard with it too much lately.
Mabi, well they're a bit revealing but they're not that over the top (Talking about Cross Empire F) also it has Pants so no Upskirt shots possible.
Vindictus.... i can see where you're coming from *glances at Computer in Login screen, realizing the first time the current Armor my Vella wears shows her frigging underwear)
I'm gonna work on my Tweaks and new stuff ideas now....
EDIT: Okay here are my crazy daydreams
New Spirit Weapon System
- There's only a Male and a Female Spirit Stone now. Upon making the Contract you get to choose the Artwork yourself
- Every Weapon may now be made into a Spirit Weapon, however similiar kind Weapons (Close, Ranged, Magic etc) all start at the same Stats so Choice of Weapon is purely cosmetic and gives no advantage over other Spirit Weapons (so if you prefer a Short Sword you can achieve the same Stats as a Celtic Royal Knight Sword. This also means loss of any Set Effects of the Weapon or special abilities (such as Chargeless INT Magic)
- Stats are no longer leveled by feeding Items to the Spirit Weapon, instead your Spirit now Levels similiar to Player or Pet by being used in Battle. You may now also choose which Stats you want to level up to give you a variety of different End Results
- A fully leveled Spirit Weapon may now surpass regular weapons and Max level will be increased every time a stronger weapon gets released.
- Repair may now be done without a Proffed Weapon but will cost more the higher your Spirit's Level is.
Cost of Spirit Weapons will be adjusted to the fact that you no longer need to feed it Items, Gems and Gem powder may still be gifted to a Spirit for EXP.
- Upon Contract you may choose a Personality. Personality may change depending on your interaction with the Spirit
- The Spirit still loses levels when you change the Weapon however you may now rename the Spirit upon a Same Weapon-type transfer and may not need a new Spirit Stone for a Different Weapon transfer
- The Spirit Awakening skill will no longer be based on a level-able 'stat' but increase in strenght according to affection, Affection may be gained by interacting with the Spirit and gifting it Items it likes, however those items will NOT increase EXP only Affection
- A spirit no longer starves when out but will lose affection if you're idle with it equipped.
- Spirits may now be talked to even when unequipped but may be angry you don't use it in battle
A spirit may refuse to help you if Affection gets too low and thus stats will all be at 0 when that happens
- Spirits may learn different skills at Key levels that allow them to utulize Set effects or Special abilities. Thus you could make a Sword that has the Dura-loss reduction Set effect and is capable of using INT Magic. Some Skills are excluded, this affects anything illogical for the Weapon Type.
- Since spirits will be capable of surpassing Regular Weapons, they may NOT be Reforged anymore at all.
- A spirit may also learn the „Materialize“ Skill that let's it act like a Pet for a short time and follow you around outside of it's Weapon, Appearance is of course dependant on the Artwork choosen.
- A Spirit may also Learn the „Infernal“ skill which allows it to fuse it's powers with it's master for a Short time allowing you to use incredible strenght at the cost of Durability And possibly AP or another valueable ressource. This allows for gaining Stats beyond Cap. However Monsters that are Boss Level to you, Dungeon Bosses and Mini-Bosses as well as Mainstream Bosses are IMMUNE to this and will be healed by 1 point. Infernal may also not be used in Mainstream Dungeons or PvP
Crafting Revamp
- Adds MANUALS for Newer Production skills
- Adds a Character-Bound Collection of Patterns which the Player can unlock for Manual-less Crafting
- Adds multiple new items to Tailoring etc as well as their manuals as Dungeon/SM/TM Drops
- Revamp older Skills to use the newer „Crafting“ UI
- Pattern Collection Journal entries will unlock whenever an Item is completed. This may vary, a perfect result may give more EXP for the entry than a bad result
- Unlocked Patterns will forever be keept allowing you to someday craft Patternless
- Rare Patterns may need longer to unlock with the Rosemary Gloves being one of the hardest Patterns to master.
- All crafted Items use the „Random Product“ Lines now allowing for Blacksmith, Tailoring and Carpentry items to also have much higher stats than the regular product
- Previous patterns may now use a calculated number of the previous items to be crafted, you may still choose a finishing material in Blacksmithing.
- Shyllien Mana Knuckles, Concert Wireless Mic, Rebi's Guard Cylinder and Chef's Touch added to a corresponding Crafting skill at R9
- Merlin's Shyllien Mana Knuckles, Concert Standing Mic and Chef's rough Touch added to a Corresponding Crafting Skill at R3
Dungeon Revamp
- Dungeon Levels Changed to Beginner (only a few Dungeons have that) Normal, Basic, Intermediate, Advanced, Hard, Elite and so on
- Hard Mode Entrances renamed to „Adventure“ Dungeons, passes are the same and reflect the difficulty of the Adventure Dungeon as well as monsters in it.
- Players now get a „Rejoin Pass“ upon Entering a Dungeon which is valid for 30 Minutes, this allows players to rejoin a Dungeon if they Disconnect, Parties now have a 30 Minutes timer before they kick a player out. Party Leader may still choose to kick them during that time.
- Dungeons now reward Dungeon Points depending on various aspects, Dungeon Points may be turned in for various Items.
- Dungeons now also reward a bit of Gold and EXP at the end.
- Dungeons may now ALWAYS spawn 8 Chests and it may now be possible to turn in Dungeon Points for additional Keys
- Adventure Dungeon may be started alone but is recommended with a party
- In Adventure Dungeons you work as a Team to meet various objectives and solve puzzles
- Items added to help players get throught the Dungeon even if they're lacking something to meet a Objective (yes they're basically what i heard RS Dungeons are like)
- The Dungeon may have stray paths leading to the same Room in the end but require you to split in order to open gates for others, The game realizes if you're solo and opens up gates automatically if that happens
Shadow Mission and Theater Missions
- Provocation may now be entered alone.
- Tailteann Defensive Battle and Rescue the Scout may now spawn Enemies upon defeat of the last entity alive before the next wave normally spawns to speed up these missions
- People may now be kicked out of parties by the Leader if the majority of the Group agrees,
- Players may not get a reward key or EXP and Gold Rewards if they weren't active in the last 5 minutes. Activity excludes Walking or Skill-loading but being in a Room when a wave spawns or going thru a closed door may be considered Activity.
- If a player gets multiple strafes for being considered Inactive at the end of a SM/TM they may be restricted from doing an SM/TM for the next 1-2 Days
- Theater Missions may now be bought at Marlowe's Shop for Gold, Play pages or Stage Points. Higher Levels cost more or higher ranked Play pages
- Stage points are aquired upon completing a Theater Mission, Martial Arts Tourney may NOT contribute to this with the exception of the Finals and the Champion Rounds.
-
Twin wrote on 2015-06-23 04:25
Quote from Kapra;1279731:
I'd go back to existing skills and add new core stats to them.
Yup, that's the idea pretty much. Off the top of my head, Combat Mastery and Tumble( my reworked version) would give a fair amount. Considered listing them all, but that's way too long.
Quote from Kapra;1279731:
Such as adding Agility to skills like Evasion and Spellwalk.
I could see Evasion efficacy scaling with Agility (again making it able to dodge anything also with correct timimg) , but spellwalk wouldn't give any itself. At most, it would just bonus from Agility stat itself.
Quote from Kapra;1279731:
Add a defensive stat called Whatever to existing defensive skills as well as newer defensive skills, like the ones you suggested. I'd also add magical variants that I would add to skills like Mana Shield, the four Magic Shields, that Magic Guard skill I suggested years ago in this thread, I wouldn't make physical and magic defensive core stats be the same.
We already have a defensive stat, it's literally called defense. I think Nexon made str = defense / int = magic defense to make players more tanky without overcomplicating it things, since they're both desired stats in their respective fields. So a new stat isn't best imo, plus I don't have a stat name for defense to grow on. Toughness could probably work, but I could see that coming from mainly warrior-related skills / enchants. So end result would be the same str > defense
Also the two defensive skills I forgot to mention in my post above was Guard (the AR of defensive skills,can be broken- Standard name) And Impenetrable (moreso used for tanking tons of blows better than guard,without a strong counter offense game)
-
Tetosan wrote on 2015-06-23 12:20
Quote from Twin;1279681:
We already have a defensive stat, it's literally called defense. I think Nexon made str = defense / int = magic defense to make players more tanky without overcomplicating it things, since they're both desired stats in their respective fields. So a new stat isn't best imo, plus I don't have a stat name for defense to grow on. Toughness could probably work, but I could see that coming from mainly warrior-related skills / enchants. So end result would be the same str > defense
If you already bring up Agility.... the obvious Stat that EVERY other MMORPG uses for Defense
Vitality
-
Twin wrote on 2015-06-23 22:27
Quote from Tetosan;1279710:
Vitality
Sounds more like something that would restore your HP, Stam and MP quicker.
-
Darkboy132 wrote on 2015-06-24 04:52
- Dex/Will to Max Injury Ratio lowered from 10:1/2 -> 35:1 or some curve similar to Balance's formula. Way too damn easy to cap this stat.
- Dex/Will to Min Injury Ratio lowered from 20:1 -> 50:1.
- Counter series, Windmill, Doppelganger, all Puppetry skills, and Urgent Shot can now wound.
-
Daniel1235 wrote on 2015-06-24 07:16
Quote from Darkboy132;1279796:
- Counter series, Windmill, Doppelganger, all Puppetry skills, and Urgent Shot can now wound.
Wait... What??? :point::!!::srsly?:
-
Darkboy132 wrote on 2015-06-24 09:12
Quote from Daniel1235;1279808:
Wait... What??? :point::!!::srsly?:
[Image: http://i.imgur.com/4zQHi6n.jpg]
Yes I'm serious, it's rather odd for an archer skill. Took me a few days to notice deadly mobs had no wound damage because injury/wounding is an unimportant stat.
-
Slayerj wrote on 2015-06-24 09:59
For each weapon type, Close Combat, Lances, Bows/Xbows, Guns, Control Bars, Knuckles, wands and staves, and even bare hands have demising returns on their stat to dmg formula.
Like the first 150str for lance = current dmg scale and the first 100 after will have a .5 diminishing return, then the next 150, then the next 300.
While close combat has the first 150 str = the current dmg scale and the next 150 .5 with the next 250 .5 more, then the next 400.
But with your fists, the first 100 = current, and it scales down .5 every 100 from there.
No, I have NOT thought of any of this in the formulas and stuff. I was going to, then it turned 6am after a LoL match...so...no...going to bed.
Also, it'd be easy to make wound stat useful if monsters could heal/had high hp regin, and no I'm not talking about Iria dungeon heal room shit.