The Small Accuracy Elixir has the exact same effect as the minor elixir (5% increase, when it should be 10% with small). The buff you get for taking the small elixir even says "Minor Accuracy Elixir".
Vladimir00's Content
There have been 14 items by Vladimir00 (Search limited from 02-July 23)
#865633 Crafted Small Accuracy Elixir
Posted by Vladimir00 on 28 April 2014 - 06:16 in Bug Reports
#858322 Titan Update and Bounty Board Feedback
Posted by Vladimir00 on 28 March 2014 - 03:25 in General Discussion
#858317 Titan Update and Bounty Board Feedback
Posted by Vladimir00 on 28 March 2014 - 03:00 in General Discussion
Okay, I'm a bit late to the party, but I thought I'd throw in my two cents.
The titan update seems like a good one. I hardly ever titan hunt myself, but anything that would make it harder to cheat gets a thumbs-up from me.
PvP ladder hits being un-bountyable? Okay. I don't think it would really make a huge difference, since few people do this anyway, and the ones who do are typically laughed at and used as hourly chew toys... but it makes sense since the ladder is opt-in, and I suppose there's an off chance that it would encourage more people to participate, which is always a plus. The ladder is dead right now.
Bounties no longer being able to expire? Meh... don't really care either way. It was never something that made any sort of difference for me. I suppose it would prevent high level players who want their bounties to expire from taking clears personally (like some have mentioned). I've never had any problems with this, but if others have, I guess it could use tweaking.
Then there's this...
Furthermore, we are thinking that anyone who takes a bounty cannot be bountied for taking it. This would mean being a Bounty Hunter would no longer be more damaging to the Hunter, making it a viable part of the game again. However, we would like constructive feedback regarding this.
#851631 Fleeing the Nest
Posted by Vladimir00 on 25 February 2014 - 15:52 in Suggestions
Maybe, though there is already another quest in that level range that requires weaponsmithing (Assisting the Watch).
...which I frankly can't stand, because weaponsmithing is such a pain to level. It levels at about half the rate of armorsmithing (requires twice the materials for the same xp), and in some cases, theres actually a net loss in money when you sell the items you craft.
Plus you need weaponsmithing to make some of the best weapons in the game, so it's not like the skill would be useless if players weren't forced to level it to complte quests (as is the case with other professions, like fishing).
#851628 Viridian "No-Heal" Debuff is Broken
Posted by Vladimir00 on 25 February 2014 - 15:43 in Bug Reports
Im pretty sure you need to cast it on the guy that need to be healed. Not the healer.
If the debuff is on the healer, it doesnt prevent him/her from healing.
But if the debuff is on the tank, it prevents the healer to Heal the tank until someone used sernity on the tank.
Oh... I'll have to test that next time to find out if that's the case. For some reason, we were under the impression that the spell was cast on the healer and rendered the target unable to heal, not cast on the tank and rendering it unable to be healed.
#851432 Viridian "No-Heal" Debuff is Broken
Posted by Vladimir00 on 24 February 2014 - 09:15 in Bug Reports
...Well, that, or Serenity is broken.
Okay, so I was doing the lvl 25 "Under the Sea" arena with some friends, and when we got to the final boss, our healer had some issues.
Now, we already knew that the boss could cast a spell that kept the healer from healing, but I was told in the past that the buff could be removed with Serenity. Well, after we wiped, my healer told me that she cast serenity on herself 3 times (I even cast it on her once when I saw that she still wasn't healing). Apparently, the debuff icon went away when she cast serenity, but the debuff itself stayed and she still couldn't heal.
Is this a bug, or did the developers decide to make the spell immune to Serenity? And if they did... how do they expect a bunch of lvl 25-30s to beat the boss with no heals?
I'm also curious if the to3 version of Viridian has this bug as well, since I'm not high enough to attempt that dungeon, yet.
#829451 Hellforging Improvements
Posted by Vladimir00 on 11 December 2013 - 23:50 in General Discussion
Isn't that the whole point of those items anyway ? - they were "designed" to be heavily skewed so the hell-forging should reflect that too ?
I thought about that, honestly, since it would make sense for a weapon "designed" for damage to become stronger in that area as it is improved... but for me, I'd prefer the consistency of increasing and distributing the overall stats.
Since Hoof plans on keeping the +5, +10... etc. system for lower level stuff, I don't think it would be ideal to use two systems that distribute their stats in completely different ways, as that could lead to some odd results.
Besides, improving other aspects of a piece of equipment to compensate for some of its weaknesses makes just as much sense as focusing on its strengths.
#829345 Sigmastorm Revamp
Posted by Vladimir00 on 11 December 2013 - 19:35 in General Discussion
Well they asked in a poll if people would support the game again , so thats a good sign, however we have been disapointed in the past .Would be nice though .
Hate to say this, but the guy who made that poll wasn't HCS staff... so I wouldn't get your hopes up.
#829333 Hellforging Improvements
Posted by Vladimir00 on 11 December 2013 - 19:03 in General Discussion
It would work more like the current system, but be more worthwhile at higher levels that way I think. So basically working out the total item stats, multiply them by the percentage and apply them evenly across the item (or use the old calculation if that works out to be more - which it will at lower levels).
Exactly.
One thing you'll have to decide is if the system should take the item's current craft level into account (meaning items with better craft level have more total stats, and therefore benefit slightly more), or if it would just assume either "perfect" or "uncrafted" for anything you forge, and go off of those numbers.
If the forge bases the bonus stats on the item's current craft level, the hell forge bonuses could actually change if the craft level were improved (unless they're "locked" once the item is fully upgraded, meaning it'll be important to craft before you forge). I'm also not sure whether or not the "epic craft" buff would have an effect on this.
#829313 Hellforging Improvements
Posted by Vladimir00 on 11 December 2013 - 18:31 in General Discussion
That actually makes more sense I think - that would make the example look as following (working out the increase based on the total stats)
Upgrade 1: (+5 / 1%)Attack: +906 / +905Damage: +2732 / +2731Upgrade 2: (+10 / 2%)Attack: +924 / +923Damage: +2750 / +2749Upgrade 3: (+15 / 3%)Attack: +943 / +941Damage: +2769 / +2767Upgrade 4: (+25 / 5%)Attack: +964 / +997Damage: +2790 / +2803Upgrade 5: (+50 / 10%)Attack: +992 / +1067Damage: +2818 / +2893That seems reasonable...
Yeah... that way you're not having to use a different system for each stat.
#829296 Hellforging Improvements
Posted by Vladimir00 on 11 December 2013 - 17:52 in General Discussion
Using a perfect crafted Pounamu Warriors Retribution as an example, here are how the Hell Forge bonuses look currently and how they would look with the new system:
Non-upgraded stats:
Attack: +887
Damage: +2713
Then the Hell Forge bonuses would look as follows (Old / New):
Upgrade 1: (+5 / 1% split)
Attack: +906 / +891
Damage: +2732 / +2726
Upgrade 2: (+10 / 2% split)
Attack: +924 / +896
Damage: +2750 / +2740
Upgrade 3: (+15 / 3% split)
Attack: +943 / +900
Damage: +2769 / +2754
Upgrade 4: (+25 / 5% split)
Attack: +964 / +909
Damage: +2790 / +2780
Upgrade 5: (+50 / 10% split)
Attack: +992 / +931
Damage: +2818 / +2849
Looking at it like that - I don't think it works splitting the percentage. If we look at this again without splitting it it would give the following:
Upgrade 1: (+5 / 1%)
Attack: +906 / +896
Damage: +2732 / +2740
Upgrade 2: (+10 / 2%)
Attack: +924 / +904
Damage: +2750 / +2767
Upgrade 3: (+15 / 3%)
Attack: +943 / +914
Damage: +2769 / +2850
Upgrade 4: (+25 / 5%)
Attack: +964 / +931
Damage: +2790 / +2849
Upgrade 5: (+50 / 10%)
Attack: +992 / +986
Damage: +2818 / +2984
Oh... by "splitting the percentage", you meant increasing each stat by 5% at level 5. That actually isn't the same as increasing the total stats by 10%, then splitting them. I was thinking it would work something like this (To keep things simple, I'm just going to assume these are at level 5 instead of listing the stats at each level)...
Non-upgraded stats:
Attack: +887
Damage: +2713
Total Stats: 3600
So just increase the total stats by 10% (360), and split those points between the two stats to get:
Attack: 1067
Damage: 2893
Total Stats: 3960
Increasing each stat by 10% actually increases the total stats by the exact same amount (360).
Attack: 976
Damage: 2984
Total Stats: 3960
The only difference between these two options is that the second adds 360 points by adding 89 to attack and 271 to damage, while the first splits the points evenly and adds 180 to each.
#829264 Hellforging Improvements
Posted by Vladimir00 on 11 December 2013 - 16:06 in General Discussion
Im seriously confused about hell forging, Ive just looked at the current system, and cannot for the life of me work out how it is worked out.
I used FS Calculator to work out what the stats should be for fully forged Pounamu Warriors Retribution, and its different to what it actually shows in my BP.
Did Hell Forging already get changed once?
The explanation on the actual forging page doesn't make sense either, it says +50 stat points, plus +1 stat point for each 50 levels.
That works out at +82 for a 1600 item, but the actual increase is 105 (which appears to be a total of each level gain)
Can anyone explain it for me?
It should come out to +210 for a lvl 1600 item. The bonus is +1 per HF level for every 50 levels, so if you forge everything 5 times, you're getting +5 additional stat points for every 50 levels. 1600/50 = 32 x 5 = 160 + 50 =210.
Given the total stats of those items, that's an increase of a little less than 6%.
#829151 Hellforging Improvements
Posted by Vladimir00 on 11 December 2013 - 05:32 in General Discussion
I like this idea for the most part, but there's one small problem... SE sets.
Changing hell forging from a set number of stat points to a percentage-based number of stat points would benefit most equipment, but when it comes to gear with huge set bonuses, but very small item bonuses, the benefit is practically nothing... so no one would bother to forge those sets.
#824847 Asaharas Gold sink thread
Posted by Vladimir00 on 03 December 2013 - 23:33 in Accomplishments
Forgot about this thread for a while...
******* lost 6244297 gold of which TWRhino stole 4683223 gold
******* lost 4253996 gold of which TWRhino stole 3190497 gold
Same guy, too.