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#994267 Fallen Sword App - Beta Information

Posted by goolsby7 on 02 October 2018 - 08:52 in General Discussion

Currently I can't login, it says to update, but the playstore shows it as up to date :/



#994219 Fallen Sword App - Beta Information

Posted by goolsby7 on 25 September 2018 - 16:58 in General Discussion

I update things regularly, and as of just now, there are no updates in the PlayStore. I also am stuck in an logging in loop... Possibly things being done currently by the team have made it unavailable...

Just tried now and it logged in normally, but had a massive wall of text that looked like a code notification similar to an error that vanished after a second. Was well over the size of the screen so I didn't see it all and couldn't get a screenshot

Edit: got this when I tried to go to another players page so I could msg them
[Hider=report error]
Please Describe the steps that caused this error.
=====================================================================================


=====================================================================================
Player name: goolsby7
Level: 1125(1132)
Realm: Port Draynoth (Harbour) [4,1]
---
Dialogs: FailedDialogController; ProfileDialogController; LogDialogController;
Handle: Void HandleLoadFailed(FS.Context.Script.FSScriptProfileEvent)
---
Event Result: Event Result(FailedUnknown, Exception handling 'success' network request: System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
at System.Collections.Generic.List`1[FS.Context.Script.FSScriptProfileImageType].get_Item (Int32 index) [0x00000] in <filename unknown>:0
at Core.Util.CLEnum`1[FS.Context.Script.FSScriptProfileImageType].Get (Int32 index) [0x00000] in <filename unknown>:0
at FS.Context.Script.FSScriptProfileImageType.op_Explicit (Int32 type) [0x00000] in <filename unknown>:0
at FS.Context.Game.Profile.FSProfileHandler.ReadBasicPlayer (LitJson.JsonData json) [0x00000] in <filename unknown>:0
at FS.Context.Util.FSUtil.ReadArray[BasicPlayer] (LitJson.JsonData json, System.Func`2 callback) [0x00000] in <filename unknown>:0
at FS.Context.Util.FSUtil.ReadArray[BasicPlayer] (LitJson.JsonData json, System.String name, System.Func`2 callback) [0x00000] in <filename unknown>:0
at FS.Context.Game.Profile.FSProfileHandler.Read (FS.Context.Script.FSScriptProfileType type, FS.Context.Game.Player.FSPlayer player, FS.Context.Game.Mold.FSMolds molds, LitJson.JsonData json) [0x00000] in <filename unknown>:0
at FS.Context.Network.Message.Game.FSNetworkMessageProfileLoad.HandleGameSuccess (FS.Context.Network.FSNetworkRequest request, LitJson.JsonData json) [0x00000] in <filename unknown>:0
at FS.Context.Network.Message.Login.FSNetworkMessageGameBase.HandleSuccess (FS.Context.Network.FSNetworkRequest request) [0x00000] in <filename unknown>:0
at FS.Context.Network.FSNetworkRequest+<Send>c__Iterator0.MoveNext () [0x00000] in <filename unknown>:0 )
System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
at System.Collections.Generic.List`1[FS.Context.Script.FSScriptProfileImageType].get_Item (Int32 index) [0x00000] in <filename unknown>:0
at Core.Util.CLEnum`1[FS.Context.Script.FSScriptProfileImageType].Get (Int32 index) [0x00000] in <filename unknown>:0
at FS.Context.Script.FSScriptProfileImageType.op_Explicit (Int32 type) [0x00000] in <filename unknown>:0
at FS.Context.Game.Profile.FSProfileHandler.ReadBasicPlayer (LitJson.JsonData json) [0x00000] in <filename unknown>:0
at FS.Context.Util.FSUtil.ReadArray[BasicPlayer] (LitJson.JsonData json, System.Func`2 callback) [0x00000] in <filename unknown>:0
at FS.Context.Util.FSUtil.ReadArray[BasicPlayer] (LitJson.JsonData json, System.String name, System.Func`2 callback) [0x00000] in <filename unknown>:0
at FS.Context.Game.Profile.FSProfileHandler.Read (FS.Context.Script.FSScriptProfileType type, FS.Context.Game.Player.FSPlayer player, FS.Context.Game.Mold.FSMolds molds, LitJson.JsonData json) [0x00000] in <filename unknown>:0
at FS.Context.Network.Message.Game.FSNetworkMessageProfileLoad.HandleGameSuccess (FS.Context.Network.FSNetworkRequest request, LitJson.JsonData json) [0x00000] in <filename unknown>:0
at FS.Context.Network.Message.Login.FSNetworkMessageGameBase.HandleSuccess (FS.Context.Network.FSNetworkRequest request) [0x00000] in <filename unknown>:0
at FS.Context.Network.FSNetworkRequest+<Send>c__Iterator0.MoveNext () [0x00000] in <filename unknown>:0
---
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This can be found on your hand and will remain available for collection of others if you don't deposit it safely to your bank.<\/b>\r\n\r\n21:59 14\/Mar\/2018\tPlayer Dantalian has just sent you 1,000,000 gold\r\n\r\n20:59 02\/Apr\/2018\tYou successfully purchased the Elite Pack!<<<<Big thanks to <b>killerz15<\/b> - the Sugar Fracking Daddy.\r\n\r\nAvatar by Dulcharn\r\n\r\nGlob shield kindly loaned by Ryano14\r\n\r\n\r\nFracking around since 22\/Jul\/2010","guild":{"id":5857,"name":"For Fracks Sake","rank":"Fracking Titan 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---
Device Information: motorola Moto Z (2)
Graphics: OpenGLES3 gmem size(1024) sysmem size(3724)
OS: Android OS 8.0.0 / API-26 (ODXS27.109-34-17/21)
[/Hider]



#994212 Fallen Sword App - Beta Information

Posted by goolsby7 on 25 September 2018 - 02:00 in General Discussion

Don't know if anyone else has experienced this, but since early am (about 15 hours ago) I can't seem to log on via the app. It pulls up the login screen like normal, but the "logging in..." Just flickers on and off reptativelt.



#994211 Restart the game on a new server but keep the old aswell.

Posted by goolsby7 on 25 September 2018 - 01:55 in General Discussion

(A) You guys will always be united but good luck getting a new starter to stay (....) (B ) Enjoy your little community but this game is now tailored to you guys. There's nothing to keep the new starter enticed (....) © Just not worth the time investment.

(...) (D) Also, it would be the old fallen sword again. I don't see how this effect any of you because you can all enjoy what you're already doing. Yes it separates us, but no one would stay anyway.

So, you went from trying to help save the game, to condeming it to inevitable death?

So a few things if like to say, and each will be marked according to said marked sections above.

(A)
Your right about this. We will always be United, and it is difficult to keep new players.

However.

Being United as a community and as family's (as I feel my guild is and I'm sure others may as well), is one of the things that kept me invested over the years. All it takes is a new player meeting some players, starting to build friendships, and then finding what they like most about the game. Be it hunting, pvp, merhanting, inventing, or whatever else.

(B )
The game isn't necessarily "tailored" to anyone. If it was, a lot of us would have not stayed as long I'm sure. It's fairly balanced in all directions. How it's "tailored" to anyone remains a mystery to me.
As for keeping newbloods enticed, see section A.

©
Whether it's worth time and investment is purely (imo) a case by case situation, as that comes down to whether or not a person finds the game to be something they enjoy in any aspect. To some people, even though it's a massively popular game, WoW isn't worth the time and investment. And not because of the subscription aspect.

(D)
If, and that's most likely a no lol, this did happen, it most certainly would not be the old fallensword. Everything would be as it is now, except everyone would be at square one, but with all the knowledge of not only will happen at later levels, but the game as a whole. Nothing would change except for a loss of progress when comparing to the old character, which clearly people have shown they don't want to do lol. As far as "no one would stay anyway" obviously a lot of us old gezers are proving you wrong because we are here advocating against the second server idea.

While admittedly my first thought about a second server was "this may be kinda neat", I agree with the others that it's an unnecessary drain on resources as well as unfruitful endevor.

(TL:DR)
Try to find new players and actually help them want to stay instead of trying to split the players, or more accurately shove new players into a different server as it seems like that's what would happen.



#993848 New Skills / Enhancements

Posted by goolsby7 on 04 September 2018 - 17:02 in General Discussion

 Gools you must be crazy with this one  :lol: do you want us to end up having only 20% of our actual attack?

 

eh, it was just an idea lol, like i said before, was simply trying to think of something attack related for enhancements .3.




#993775 Once again.....

Posted by goolsby7 on 28 August 2018 - 13:58 in General Discussion

possibly, but eventually youll run out of relics that need taking XD




#993773 Once again.....

Posted by goolsby7 on 28 August 2018 - 13:17 in General Discussion

1 - create a guild (it's free)

2 - get 2 random players to join

3 - create group

4 - take relic

5 - profit!

 

disband guild and create another

 

if a relic is unwanted, i'm sure it's undefended...an easy source of revenue for new players if they can reach it

 

aye, but whats the guild creation cost? @A@




#993770 titan secures - old frail titans

Posted by goolsby7 on 28 August 2018 - 12:09 in General Discussion

The only thing that fixes demand is player numbers.

 

that and forgetting to claim your timed out auctions XD rip at least 3 epics over the years myself alone XD




#993769 Once again.....

Posted by goolsby7 on 28 August 2018 - 12:05 in General Discussion

Can I ask how it would be abusable if it is on a 24 hour timer?

my guess, and its just a guess, would be that a guild could take take a relic from someone, then purposely drop it for another guild. But that can sort of be done now by leaving it defender-less :/

 

 

hmm, we have traveling composers...may be a market here for traveling relic hunters

 

the tricky thing with this, is how would you take other relics after hitting you limit XD




#993768 New Skills / Enhancements

Posted by goolsby7 on 28 August 2018 - 12:02 in General Discussion

Well about Enchantments. They are a mystery anyways. Who knows what's the real percentage of those stuff kicking in.

Yes I do understand that there is some stuff that should keep mystery or the players have to discover them themselves.

But how would new players know about this 2% ? An enchantment stating that there a chance for defense to fail would do the trick. Doesn't have to have numbers.

......

As for Titan Drops and Potions. Consumables are way better than non consumables as rewards. Consumables get used by time as for Epics they just get inflated . They made the tiering thing to fix the inflation. I talked about how to stop the continuous inflation of Epics and revive the other game aspects respectively in another thread called Epics true Value.

But as matter of fact making a level 500 Rage from Oggys won't turn things upside down as an Example.

A Level 500 Great Vigor from Kraken

A Level 500 Evade From Wazrags.

A level 500 Berserk from ... Etc..


Base Boosting buffs from Titan Drops. Won't affect global Event pots. Not everyone is going to make them unless they need/use them specialty berserk. Can be another way to make potions and sell them when epics value drops.

Ladder peeps would eventually consume all this when they get crazy about their fight without regards to price.

 

as far as the "2%", see the following:

https://forums.hunte...showtopic=76398

 

im short, there is no 2% rule, but just a hidden value the cows wont even give hints for lol. which is fine by me.

 

some of the enhancements give you the chance, while others you have to do some tricky math for.

master inventor for example, is less then 5% by what i was able to deduce last time i tried.

 

and i can guarantee you that if the pots were a single buff, no one would ever bother making them :/

see my examples above as a possible example that would fit better. im not trying to say my ideas better, far from it, just that single buffs from epics wouldnt cut it.




#993759 New Skills / Enhancements

Posted by goolsby7 on 27 August 2018 - 21:09 in General Discussion

If we need an enchantment. I think it would be the " 2% fail on defense" that no one has an idea about. At least it can be increased by a skill they introduce and decreased by Demoralise. Ofc. It won't go zero chance.

Defense Crusher Enchantment: A Chance to crush enemies Defense regardless how much Attack you have.

Unstoppable Axe "Buff" : Increase Defense Crusher Enchantment by XX% over 100%.

*Edit = This enchantment can be gained through guild structures easily so that everyone has access to it regardless.

Instead of having the trouble if adding it to each and every piece of gear there is.

 

while interesting, i dont think the cows are going to add anything to modify the mystery number that grants random wins. A secondary number however may indeed be possible. rather than "defense crusher", perhaps "quickstep". The enhancement granting you a chance to reduce your targets defense by 25% (at 100% bar), the chance being a mystery number like that other enhancement... *glares at the minuscule bonus given by master inventor again*

 

Also I should say we need a buff for HP. At least Visible HP like Smashing hammer, KE , Shield Wall and Armor Boost.

A boost to HP based on number of sets. But the buff shouldn't be so strong since it ll add to armor and weaken defense setups in comparison.

Green Regeneration Buff : 0.025 per point per set fully equipped boost to HP Stats.

It ll give HP the same love other Stats has, even though it ll affect SC a little but it ll make meaning to those HP Boosting Gear. And also for people who have all stats in HP.

Can be a level 4K buff though. Just for the balance. After all this will be a boost to armor Setups.

 

the armor setups need the boost honestly, eventually it all comes down to def setups because of the large number of buffs in favor of def. and kudos on your math :D the standard 17.5% with the max of 4 sets equipped :D i think this would bring in some variety to sets that people use again.

 

Another idea, I mentioned it somewhere else buutt let's leave it here.

Inventable Epic Potions from Titan Drops. Some titans are getting way too cheap. Specially the low leveled ones , etc... Let's melt those gear and drink em for the slaughter :)

 

hmm... Personally i like the idea, but i dont think the cows will do anything with it given their history lol. We already have access to so many epic pots as well, be they event related, purchased chests, or timed events. Sure this would give us access to a somewhat endless supply and could promote finishing off titans and the price revival of epics, but we would also have to take into consideration the buffs we would be getting. they would have to be higher or equal to the ones we can get from event chests, but not so high as to discourage composing. Using multiple epics from different titans could possibly mean we could see higher levels since they would be made from (imo) bare minimum of 3 epics +resources, but theres still the matter of which buffs we'd be getting out of said pots. the obvious pots will be some centered on pvp, while others hunting, but i think if something like this was implemented, they could also make special pots that would give bonuses for titan hunters and SE hunters as well.

 

for example, a titan pot that gives high level teleport, titan hunter, and light foot even. maybe even a new "titan slayer" buff that works similar to the SE slayer buff.

 

and the SE hunter pot could have high LF, SE slayer, teleport, and a new buff "impish resilience" which would grant your imp the ability to keep one life remaining when a SE hits you. so instead of one save, it would be able to (or maybe have a chance) survive 2 hits instead of just the one.




#993744 New Skills / Enhancements

Posted by goolsby7 on 25 August 2018 - 23:48 in General Discussion

*stuff*

Right now, with Flinch and the likes of the Composed potions at the level they're at, the Defender already has a great advantage over the Attacker. Don't think a buff like the one you mentioned would balance the scales any better.

Just my 42 cents

 

I can understand all of that :o thats why i said the potions make a ton of difference. i was just trying to think of an enhancement we didnt have, since we do have 2 different armor ones (both advantages for the attacker lol), and an attack/dmg one as well. Granted we have very little to go on what percentages are actually added COUGHlokkingatmasterinventorCOUGH, but still .3.

 

all the same a fair point.

 

we do need something to give attacker a bit more of an advantage however, since Def setups can be so easily made up these days with availability of such high buff levels




#993740 New Skills / Enhancements

Posted by goolsby7 on 25 August 2018 - 18:18 in General Discussion

you counted how many buffs boosts attack but you didnt count how many buffs nerf atk and others boost defense. not to mention Dispel curse which is trouble at some point. Fist Fight doesnt boost atk too. it just negate Buffs strictly before combat starts, it does help but its a chance buff. the situation is really bad if you use KE 350 and Coord ATK 250 and you yet cant breach enemys defense... ofcourse that doesnt stand in all pvp bands, it differs according to gear in each band and players levels.

even if you want to nerf atk , it shouldnt be "10%" ... in any case Fumble and Flinch 350 together can do the job for it...

 

 

***I cant fix the italics below for some reason so o gave up on it, its not meant in any way.***

 

 

Going off of the base buffs, and not potions:

attack nerfers are:

  • flinch (-17.5%)
  • fumble (-17.5% when defending only)

Defense boosters:

  • constitution (+17.5%)
  • NMV (+43.75% def, -43.75% attk)
  • Co-def (+8.75%, all gear part of set)
  • Barricade (+43.75% def, -43.75% dmg)
  • shield wall (+8.75%, all gear worn a completed set)
  • Defensive aura (+8.75%, -8.75% attk)
  • almost no one uses setups of all the same level so im ignoring balanced def

Attack boosters:

  • keen edge (+17.5%)
  • Co-attk (+8.5%)
  • ignoring balanced attack for the same reason as def

 

So, yes there are more def boosters then attack nerfers. Its a way to defend. HOWEVER. You also have to take into account that anyone using these, in order to get the most benefit without loosing stats, will be getting a net gain of 35%, and that's with constitution, Co-def, and shield wall.

 

Dark curse at 175 is a 35% reduction that is not a chance While dispel curse is a 35% [i]chance.

 

So before buffs that nerf attack or drain other stats, its an even match. even with dispel curse.

 

once you add in the attack boosters, your at an advantage of 26%.

 

Once you bring all the other stat swap buffs in or potion level, then yes a ton is going to change. But at that point were talking more strategy and chance then anything else since we have many buffs that are chance activated that help us get past these other stat swap buffs. I understand that potions are going to be the huge thing here, but im looking at base numbers and such.

 

really want an extra chance to hit someone with ridiculously high def? buff them with shield strike and reckoning lol.

 

edit:

and i never said fist fight boosts attack. fist fight makes ALL buffs pointless, at which point its basically an arena fight.

 

and chance buffs are what make the pvp aspect more interesting since you [i]hope they activate as they can sometimes be what really turns the tide in a fight.




#993719 New Skills / Enhancements

Posted by goolsby7 on 24 August 2018 - 03:37 in General Discussion

I don't think atk needs anymore nerf. It's way too hard to by Pas Barricade NMV Constitution and Flinch to begin with.

Try some ladder...

 

Sealed, spell breaker, spell leach, coordinated attack, keen edge, all the item enchant buffs, invert, fist fight. There are ways around said buffs.

 

that, and counted a stat with armor/def for when you miss :/

 

Im no stranger to the ladder. sure i know there's plenty against attack, but its not uncircumvent-able. Just takes planning and proper buffage. 




#993707 Reset Player Reset

Posted by goolsby7 on 23 August 2018 - 04:46 in General Discussion

Can I have an example so I can maybe think way to kill it?

 

ill see if i can find one, but may take a while. 

 

Sidetrack aside, I like the idea of a cool down, along with a reduction/reset of the cost for level up points




#993705 Reset Player Reset

Posted by goolsby7 on 23 August 2018 - 03:27 in General Discussion

Yes of course. I am not that stupid to assume lvl 1000 with buffs is something I can kill usually. Lol. My point is that some times you just have to accept not to hit sure land  @ 1st round and take the chance. How much armor those creatures have you failed on? There are plenty of buffs to help you 2nd hit. Not so stamina beneficial but effective.

 

depending on the area, because of the way some gear sets are later on, your actually going to be 3-4 hitting WITH bufffs lol. not many areas but it does happen. effective hunting sets stop being so varied around... i wana say the 4-500s?




#993703 Reset Player Reset

Posted by goolsby7 on 23 August 2018 - 01:01 in General Discussion

If I can buff myself to be able to kill person that is lvl 1000+ I doubt there is a creep that cannot be dealt with.

this is assuming they aren't geared for pvp. gearing up and getting buffed, pvp or hunting, has a lot to think about. if anyone is wearing the right gear and have the right buffs, you can defeat anyone of higher levels. i recently did a bounty on someone 3700+ but i also had to get a good number of buffs, had to get my spell leach/breaker to activate, and sealed as well. without them id never have been able to try to complete said bounty. 

 

your only lv 293 (at the time im writing this) you have a TON to learn about future mobs~




#993692 something about the world map :P

Posted by goolsby7 on 22 August 2018 - 15:34 in Game Content

Would a player icon cover other things on the map like doors, quests, relics, etc?  Sorry, I really don't see this as useful in any way.

im sure there could be a way to make it so doors/quest/relics are still visible.

 

 

and while i understand it wouldn't do anything extremely useful:

Aesthetics really :0




#993689 something about the world map :P

Posted by goolsby7 on 22 August 2018 - 03:27 in Game Content

But there are so many people in the Cathedral that the overlaying characters would make it lag too much to move :P

 

for instances like this it would just be a single icon :o just a way to say "hey, there's a player here! :D"




#993682 New Skills / Enhancements

Posted by goolsby7 on 21 August 2018 - 21:15 in General Discussion

And a buff just popped into my head, composing specific:

Conversion chamber - composing pot, max lv 300

.01% chance per point that when conserve activates, the stamina that would have been used is instead added to your stamina pool.



#993680 New Skills / Enhancements

Posted by goolsby7 on 21 August 2018 - 21:04 in General Discussion

Hmmm... How about an enhancement?

Trip - at 100%, 10% chance to reduce attackers attack by 15%

Granted I can't check up on various other levels to make a more realistic stat amount, but work has ahold of me lol.



#993679 something about the world map :P

Posted by goolsby7 on 21 August 2018 - 20:49 in Game Content

Asthetics really :0 it would be neat to be able to see other players in a map with you outside of finding then by chance like a chest XD



#993677 something about the world map :P

Posted by goolsby7 on 21 August 2018 - 19:13 in Game Content

I was running around for a daily quest, moving through tiles, and i happened to come across another player :D thats so rare outside the cathedral or during globals lol.

 

Then i had a thought.

 

we have a character we can see in the world map, why not make them visible to everyone on the map similar to a titan? The only exception would be when i titan is visible on the map, but guild mates would still be visible :o it would refresh on character movement or a creature kill :o

 

just a simple idea that i honestly dont think will go anywhere, but you never know :P




#993673 titan secures - old frail titans

Posted by goolsby7 on 21 August 2018 - 10:24 in General Discussion

Well tiered titans do take 32 drops for each tiered item out of the game, Anything done to change the system will always end this way. valueless epics why demand? Perchta is a prime example. and it is not even in oversupply, but the demand is no longer there.

The only thing that fixes demand is player numbers.


And that's on successful invents each time .3. unfortunately it's only a temp solution, if it was implimented. And truthfully more players would only hold true for so long, because eventually it happens again :(



#993667 titan secures - old frail titans

Posted by goolsby7 on 21 August 2018 - 05:21 in General Discussion

For the time being, all we can do is finish them off. U.U

Other then that, think of ways to entice the cowns to implement something we think of lol




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