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Toreth

Member Since 20 Apr 2013
Offline Last Active Today, 00:59

#1010923 Realm Chest Update Ideas.

Posted by Toreth on 16 July 2024 - 17:52

Arterial Strike 600/1000: Already have a loyalty pot Arterial Strike 1000. It is also very niche and most people don't use it.

Trendy ???: No one will use this. Would have to be a stupidly high level to even try and get comparable stats to sets being paired with coordinated buffs and smashing hammer.

 

That being said I do have some possible potion recommendations if you are looking to replace some of these with something.

 

Sacrifice 550: Kind of the same as Sidd's potion allowing a higher level sacrifice be available outside of global chests.

Brewing Master 400: Will be a more expensive and rarer alternative of Brewers Art from arena to be used with those high epic pots.

Pride 300: Same as brewing master but for composed pots.

AS - the entire point is to have one available for free trade; that's good for the game's otherwise stagnantly dead economy. 600 won't do it, but 1k will. With the only other option being from Loyalty Tokens, those that DO want to use it will likely pay a reasonable amount for it as well.

Sacrifice already caps gold loss to 100% at level 500 - that's 575 post-distil which means 633 post-distil on 550? For what purpose? To have EVEN MORE XP gain when it's already super easy to level up?

BrewM would kill the only reasonable potion from the Arena. That does no good.

BG's on record as saying Pride is and will remain composing only.




#1010921 Realm Chest Update Ideas.

Posted by Toreth on 16 July 2024 - 15:50

 

Hey there.

 

Right, first swing at new Crate content, I reckon I'll spread the various frag stashes across all existing crates. I think maybe one new potion per existing one. Potions, I'm tempted to put into two new chests? Opinions?

 

Potions I reckon we'll add:

 

Conserve 800. 60m.
Adept Learner 800. 60m.
Light Foot 1500. 60m.
Overkill 1100. 60m. Sidd's Poison already exists in the open market.
Titan Doubler 300. 60m.
Counter Attack 300. 60m. Wasting stamina in 2024 is bad for gameplay; I understand minor appeal for wanting something to increase stats in PvE, but there are other ways to do it without sacrificing stamina in today's game. For those mentioning SE's, there are other ways to solo those even at a much lower level than having to rely on an abysmal buff such as CA.
Invigorate 1000. 720m.
Reckoning 300. 60m.
Savagery 300. 60m.
Arterial Strike 600 (1000?) 60m. 600 is Dead on Arrival; it doesn't provide enough of a benefit to see decent levels of circulation. While I know I made note that Sidd's Poison already exists for Overkill 1100, this one is different. With only having access to AS 1000 via Loyalty tokens, this would give it an opportunity to be in the open market, which is a good thing.
Shield strike 400. 60m.
Immobilise Titan 400. 120m.
Trendy ? Trendy is a wasted buff for where we are in the game now; losing access to both Coordinated Attack and Defense, coupled with losing out on some Epic Craft bonuses as well as diminished returns on Epic Forge, Enchant Buffs, and in-turn the other compounded buffs on top of those, you'd need an exorbitantly high level Trendy level for this to even be worth it. I can find you the break-even point to make it semi-viable, but even with a multiplier at 0.01% compared to Coordinated Buffs' 0.05%, it's already starting behind.
 
 
Arterial Strike I'm no sure whether to go for 600 or 1000. Maybe both? Dunno.
 
Not sure what to do with Trendy. I tested it at 10,000 for ease. I'm no going that high obviously, but I do understand it likely needs to be high-ish to be useful? Again, opinions please.
 
Cheers!
 
~ Grim

 

 

Cyan = Good or Indifferent

Red = Don't Do It

 

As far as new chests go, that's fine, I guess. The opportunity to rotate loot into the chests is also an idea as well if you decide to stick them in the old chests, however.

 

I understand the idea behind trendy, but the use of something like that is in FS's past at this point. As mentioned above, I can likely find a "break-even" point where it could find potential use, but that number would be ridiculously high to compete with the readily available buffs we already have.




#1010896 Fallen Sword Roadmap (July - October 2024)

Posted by Toreth on 11 July 2024 - 11:45

No. We are constantly told we need new stuff at all levels. The Level ranges of prizes are based on where in 1 to 10 the player placed. Thus the design is by the player for that level. That player decided they wanted an SE at that range. You want a specific SE in the high ranges, earn a top spot! ;)

 

~ Grim

 

'Twas just a suggestions - 'tis just a shame the set is already "Dead on Arrival" if it isn't above a certain level. I'm aware of how the "prize" is laid out for the player designed sets - you could also just compress the winning ranges so 1st gets EoC +250, 2nd gets EoC, 3rd gets Eoc -250, etc. Sword's loss - not mine.

I only brought it up as I was looking at gear statistics; just looking at "Glove/Gauntlet" items, from levels 1-1499 of Super Elite, Legendary, Epic, and Crystalline quality, there are 106 options available. The same item slots of the same quality from levels 1500-EoC yield only 65 options.

 

And that's just the gloves. It's generally the same across all item slots, and the disparity grows even greater when you factor in Unique and Rare quality items. When I say we don't need more down there, the numbers support it - it's not an opinion.




#1010850 Fallen Sword Roadmap (July - October 2024)

Posted by Toreth on 05 July 2024 - 13:37

Nope. Those games don't get updates or content. Sword gets both. I mean, this is a ROADMAP thread showing future updates and content both.

 

- Grim

 

"Updates" and "content" in what sense?

- Composing DXP Event

- Global

- Composing DXP Event

- LE Event

 

CTRL + C

CTRL + V

 

Ta-da; there's our monthly routine. Maybe sprinkle in a little variance occasionally, but there's the gist. We're on life support on Sword, and the players realize that whether it's communicated or not.

 

It takes minimal stamina investment to level through the 25 levels of content that come out quarterly before EoC is left with only logging in daily to get their 5 measly Allegiance Tokens and check to see whether their daily quest is worth doing (it usually isn't). Non-EoC are left typically waiting for their stamina to fill up to max so they can hunt the content to GET to EoC to fall into the same cycle.

 

The new stuff that comes out? Most is "dead on arrival." Why? Because all most care about is the hunting aspect and MAYBE a bit of titan hunting, but if stuff doesn't have Temporal Shift, then the latter is automatically discarded from potential use of new items.

New titans? Sure maybe? We're capped at +7 Stam Gain. Eventually everyone is going to have access and possession of all +7 Stam Gain items, and then there's no point in having an open market for new or pre-existing Epic items. It's just a "let me log in to make sure stam gain is still good."

 

A game is supposed to be challenging in some regards - Sword is void of that. There's a barely existent "open market," if you can even call it that - the mobs are yawn-able since all a player has to do is repeatedly mash 1 on their keyboard until they run out of stam - other aspects are so far behind they shouldn't be mentioned out of respect for the dead.

 

The Realm Chest Update should be at the forefront of priorities, but manpower, as stated above has been pulled for Godzilla. <- This is the proof that Sword is on life-support.

 

I don't want to see Sword die, but nothing's being done to resuscitate it and get it off the ventilator.




#1010831 Fallen Sword Roadmap (July - October 2024)

Posted by Toreth on 01 July 2024 - 14:10

Sword is not going anywhere, don't worry. :)

 

- Grim

In the same manner that Legacy, Sigmastorm, and Eldevin haven't and "won't go anywhere?"




#1010810 Fallen Sword Roadmap (July - October 2024)

Posted by Toreth on 26 June 2024 - 15:13

As it stands, I am currently unable to push for any sweeping changes to features, such as Arena, due to our resources being allocated elsewhere. However, when an opening presents itself, I will bring your feedback to the forefront once again and see what we can do for the future!  :)

 

So...proof that Fallen Sword is on life support? If it is, that's fine, but I'm sure we'd like to hear it directly more so than subliminally.




#1010474 Untapped Potential: The Analysis and Case for More

Posted by Toreth on 28 February 2024 - 17:02

The case for +8 Stamina Gain Epics via the Introduction Through Guild Versus Guild Combat
 
I know the stance of HCG has been adamantly against +8 Stamina Gain (SG from now on) Epics for a long while, but I’d like to broach the subject from a different angle here in order to help bolster the argument FOR introducing the +8 SG Items.
 
TL;DR:
  • Investment Average Cost for 5,000 RP +8 SG Item = ~10,246 FSP in Stam + ~1,275 FSP in Additional Expenses
  • Gain Difference in +8 SG over a +7 SG = 8,766 Stam = ~351 FSP
  • Overall Net Profit in Circulated FSP of ~11,170 FSP
  • Epic Provides Item of ~31.5 Years of Positive Valuation to HCG Before Item Pays for Itself
  • In adding a +8 SG item, it in turn grants the players the potential to be more active in FS. Because of this, it also could provide each person to eventually get their hands on a +8 SG to dive into other aspects of FS they haven't participated in prior to its introduction.
First, let’s look at how much extra stamina PER YEAR a single +8 SG Item has over a +7 Item.
 
A +7 SG Item Yields 61,362 Stam Per Year at 365.25 Days (To Account for our Leap Years) while a +8 SG Item Yields 70,128 Stam Per Year at 365.25 Days – a difference of 8,766 Stam Per Year. Looking at this from a FSP to Stam cost at the given 1 FSP = 25 Stam, we’re left with ~351 FSP of item valuation.
 
Secondly, let’s look at the stamina and monetary cost for each tier, in regards to hits, of GvG conflict.
 
Values were gauged on average for Composing Potions, eggs, and a roundabout gold cost given to potential frag costs per player involved in each GvG conflict which resulted in approximately 1,000,000 gold per hitter and 1,000 stamina to fill in gapped buffs. Given these values, we see that 50 round conflicts cost 2,000,000 gold and 2,000 stamina, 75 round conflicts cost 3,000,000 gold and 3,000 stamina, and 100 round conflicts cost 4,000,000 gold and 4,000 stamina to cover each of the minimum number of participants. In addition to this, we also look at initiation costs for each conflict - 1 FSP and 50,000 gold each. As you’ll see below, the investment here will only account for initiating costs and stamina + gold use for Composed Potions ONLY as they’re fairly standard and most have access to those.
Conflict Info.png
And for this one, the cost for each hitter can be seen stamina-wise while accounting for Conserve 345 used from Composed Potions as well.
Stamina Conflict Info.png
In total, thanks to the charts, we can now look at total investment for each tier of conflict:
  • 50-Hit Conflict
    • 1 Conflict: 1 FSP; 2,050,000 Gold; 2,410 Stam
    • 20 Conflicts: 20 FSP; 3,000,000 Gold; 10,200 Stam
    • 5,000 RP Conflicts: 500 FSP; 75,000,000 Gold; 255,000 Stam
  • 75-Hit Conflict
    • 1 Conflict: 1 FSP; 3,050,000 Gold; 3,610 Stam
    • 20 Conflicts: 20 FSP; 4,000,000 Gold; 15,300 Stam
    • 5,000 RP Conflicts: 334 FSP; 50,700,000 Gold; 256,410 Stam
  • 100-Hit Conflict
    • 1 Conflict: 1 FSP; 4,050,000 Gold; 4,820 Stam
    • 20 Conflicts: 20 FSP; 5,000,000 Gold; 20,400 Stam
    • 5,000 RP Conflicts: 250 FSP; 38,500,000 Gold; 257,000 Stam
(Our highest level RP Epic in the game, the Ridged Plate Cuirass at level 2500, takes two each of Bobanarts Crystal Skull at 250 RP each, 2 Bottle of Gorgon Tears at 500 RP each, and 2 Fang of Meng Zhang at 1,000 RP each for a total of 3,500 RP. With the level 2500 Ridged Plate Cuirass already at a +7 SG, an uptick to 5,000 RP instead of a minor increase to 4,000 in order to drive more player activity would further increase the demand while also keep supply more limited - hence the use of 5,000 RP as the sticking point)
 
Finally, let’s look at investment cost versus benefit now that the variables have been defined and presented.
 
As seen in point one, a +8 SG item provides an overall stam gain difference of 8,766 Stam per year over a current +7 SG item (~351 FSP). As seen in point two, we can see overall investment costs into obtaining 5,000 RP is ridiculously high compared to what the overall benefit would be per year - an average of 256,140 stam across all of the tiers of combats (~10,246 FSP IN STAM ONLY with an added ~1,275 FSP average in monetary costs between gold and FSP = ~11,521 FSP total valuation). The difference here is astronomical and only shows that the circulated FSP potential in a +8 RP epic would have staying power and last for the long term future.
 
I know the idea behind +8 SG items has been taboo of sorts for a little while, but this should shine light on why they are a net positive for HCG and the brand. The players just want more reasons to play the game and to spend more time actively on FS; this implementation only goes to benefit everyone involved with FS.



#1010285 Proposed RP Packs.

Posted by Toreth on 24 January 2024 - 19:49

FS Feedback.jpg




#1010219 Proposed RP Packs.

Posted by Toreth on 12 January 2024 - 14:50

You said these that I removed wouldn't change, so I removed from feedback. That said, based on the below, aside from the promotion items, the others can be scrapped.

 
Below are augmented versions of the above with RP costs. Still 12 hours duration.
 
 
Name: Battle Pack C Cost: 15 RP (Won't see much if any use.)
Contents: 
Rage 300
Berserk 300
Fortify 300
 
Name: Power Leveller C Cost: 20 RP (Same as above. These buffs are used by active, online players. They'd just pop composing potions at minimum.)
Adept Learner 300
Librarian 300
Doubler 300
 
Name: Battle Pack D Cost: 30 RP (Same as Battle Pack C. No use here.)
Contents: 
Death Wish 400
Death Dealer 400
Wither 400
 
Name: Power Leveller D Cost: 20 RP (Same as Power Leveller C.)
Contents: 
Adept Learner 400
Librarian 400
Doubler 400
Conserve 400
 
Name: Fortune Pack C Cost: 20 RP (Same as what Leos said. Redundant Given D.)
Quest Finder 300
Merchant 300
Four Leaf 300
Find Item 300
Treasure Hunter 300
 
Name: Defense Pack C Cost: 20 RP (Yeah, sure. This looks fine. As a believer in Level Up Point Distributions mattering, this looks fine)
Contents: 
Fortify 400
Aura of Protection 400
Force Shield 400
Fortitude 400 (Huh? 28 March 2023 @ 10:09 EST (15:09 Your time), and I quote "300 interferes with Promo and Arena potions," but here we are with a 400?" I'm all for the level 400, but let's maintain some consistency here with what we believe to be a good idea and a bad idea.)
 
Name: Fortune Pack D Cost: 25 RP (Good pack. Brings value around here. This one is needed.)
Contents: 
Quest Finder 400
Merchant 400
Four Leaf 400
Find Item 400
Treasure Hunter 400
 
Name: Defense Pack D Cost: 20 RP (Pretty good here. I may would toss in Great Vigor as a bonus on this one to round it out and make it an all-rounder.)
Contents: 
Evade 400
Absorb 400
Flinch 400
Rock Skin 400
 
 
Here, we have Toreth's suggestions. We've posted them below with possible costs. Additionally, we have noted where certain buffs and potion ideas confict with existing potions from around the game. Those are buffs are unllikely to be put in place.
 
 
Name: Enchant Pack Cost: 75 RP (Again, pretty good. As Count said, it does interfere some with the chest obtained potion of enchantment if you wanted to look at that; if you were to compare, though, I would suggest only lowering to 175 given that if someone happened to pop that potion, it puts the levels at 202.)
Contents: 
Enchant Amulet 200
Enchant Boots 200
Enchant Helmet 200
Enchant Ring 200
Enchant Rune 200
Enchant Shield 200
Enchant Weapon 200
Enchanted Armor200
Iron Fist 200
 
 
Name: Titan Pack Cost: 200 RP (As others have said, without any Teleport at all, this won't see use. Even with what Shin said and reintroducing at 185 so it has some level without invalidating some things would be good.)
Contents: 
Titan Doubler 200
Light Foot 600
Avert Gaze 200
 
 
Name: Leveling Pack Cost: 200 RP (Lowering AM is moot. As AM already exists at level 400 and above from a plethora of different areas, Serum of the Hunter, Globals, Loyalty Potion, even Composed. It doesn't really matter. Aside from that, this looks fine and good.)
Contents: 
Stalker 400
Sacrifice 300
Overkill 350
Animal Magnetism 400 - 350
 
 
Name: Defense Pack Cost: 200 RP (See Defense Pack C for feedback on Fortitude. Just leave it at 300 here. If you're going to lower it based on Defense Pack C, Raise Avenger and Stalwart Heart, then, otherwise this likely sees little to no use given it'll invalidate one of the key features of the pack. While Fortitude exists in level 300 and even 400 (345 and 460 post Distil), the Arena potion isn't purchased as-is due to its existence in other potions already. All this does is help with defending.)
Contents: 
Avenger 300
Stalwart Heart 300
Fortitude 200 (300 interferes with Promo and Arena potions.)
 
 
Name: Bounty Pack Cost: 200 RP (Another one of those "Mainly an active, online player pack" which, when we factor that in, the Anti-Deflect level at 400 doesn't matter as even a simple composing potion invalidates it - same as the Spell Breaker. The highlight is the Retaliate and Undermine for offline players. AD and SB are easily overwritten by online players as they're online buffs.)
Contents: 
Anti Deflect 300 (400 interferes with Promo potions.)
Spell Breaker 250 (Invalidates invented potion?)
Retaliate 300
Undermine 300
 
 
Name: Fighter Pack Cost: 125 RP (What happened to the strikethroughs on this one!? Originally proposed was Fist Fight 250 - 200 is too low given that all someone has to do is pop a BE potion from composing and buff everyone with Fist Fight 203. 250 gives it value given that online players who want to win will likely be using Fist Fight 345 (Empress Elixer). Originally Riposte and Sharpen as well, and if we look at those "win now" conditions, there wouldn't be interference given that someone would just use an XMas box for the appropriate level (518).)
Contents: 
Fist Fight 200
Critical Strike 250
Side Step 250
Riposte 200
Sharpen 200
 
 
I hope this is all makes sense. We look forward to discussion and feedback plus any suggestions regarding other possible packs.
 
~ The Fallen Sword Team

 

 

As others have said - there also needs to be more to bring value to RP. As much as I dislike having a multitude of different currencies across the same aspect, maybe look at adding something extra to GvG so that way when the introduction of new gear (what's really needed) comes around, people can't just buy immediately with stored RP.




#1010205 Guild vs Guild Update

Posted by Toreth on 09 January 2024 - 15:30

Hey,

 

At the same time, I feel like I am as likely to GvG as I was before the update as I am after it. I believed there was... more to come with the Update itself in terms of things changing. Do you have anything else planned in terms of rewards, mechanics, or additional adjustments?

 

I think this is the biggest takeaway currently. While I know the thread for new RP packs was posted as well, RP packs can also only do so much to drive activity in an area that is nearly void of participation. Sure, there may be some guilds who have been farming RP for a little while in anticipation for this "update," their takeaway is likely going to be "well this amounts to nothing for us."

 

GvG is supposed to be competitive to some extent, and while the notification system helps that, and the widening of the level ranges helps with getting more targets to potentially improve activity in some regard, the overall sentiment behind ONLY this is that "These are simple Quality of Life changes." There still will be no competitive aspect to GvG given what's been presented here.

 

Quote.png

 

What of this? What happened to this portion of the proposal that would have incentivized a good portion of players to at least ATTEMPT GvGing more seriously. Without the attached also being implemented, we are no better off than we were prior to the update - if anything, we may be a little worse off instead given the lack of incentives to continue GvGing that failed to launch with the QoL update.

 

It's been ~18 months since the original proposal was brought up on the forums, and while I understand some of that time has been waiting for Hoof, the fact that the update here is a mere change in combat level range and a notification to when the conflict has been initiated and will begin is a way to tell the part of the community that enjoys GvGing that they don't matter - that they should go and play other aspects instead as this one no longer exists.




#1009158 Planned GvG Updates

Posted by Toreth on 17 March 2023 - 15:33

TL;DR: Send the trials with the caveat of increasing the level ranges as part of the trial. This is a fix to the structural portion of how GvGs are done; rewards come after the structural part is fixed. Current Epics from GvG Rewards: 25% of them are upgraded; other upgrades still pending. Opt-out is terrible - notification system allows for Unbreakable casts to assist in the ONLY negative of gear damage.

 

While I certainly don't envy HCG for having to come in here and sift through the posts, trying to decipher what's legitimate and what's an "I want," I do hope they can see the dichotomy of the players in the community in regards to this aspect. What's a little surprising is the fact the HCG has come out and said "this is a trial," which has been met with disdainful comments of "No. Terrible. That's not going to work. That's no good." when the proposed quality of life changes haven't even been attempted yet. HCG has finally come down after how long to breathe some life in an absolutely dead aspect of the game?

 

Obviously I agree and support what's been proposed being the original, original poster that Arioche linked to, but there's a reason each of those were brought up initially:

 

  • Reducing Offline Time for Targets: This is to help prevent farming completely AFK players. Someone is much more likely to show up online if they've been AFK for ~24+ hours when compared to ~6+ days. Traditionally, once someone hits that ~48 hour mark, the chances of them logging back in for any reason drastically decreases.

 

  • Expand Level Ranges: This was proposed to go hand-in-hand with the Reduction in Offline Time for Targets as well as provide more overall target opportunities in dead ranges not at the very low or very high end of content where players are crowded. This is one I would strongly urge HCG to do in conjunction with the Reduction in Offline Timer during the trial as doing the former without this limits options for players.

 

  • Notification System: Also should be self-explanatory; nobody likes to be hit while they're AFK and not know about it. Imagine you're going to be pelted for 25 hits and there's an option ahead of time to give you notice to, at the bare minimum, buff up with Unbreakable. Now you've saved yourself gold. Without the notification and time for prep? No time for anything - have fun with that bill. And all of this is for the casual - those who want the hard core will only utilize it for much higher potential.

 

Everyone keeps touching on rewards, but they fail to address the core issue of GvG being a "I wanna farm AFK players who are unprotected." These would assist in doing that. Until the core is repaired, at least some, then the reward structure will do nothing but become stagnant rather quickly even if things are introduced.

 

"I want new items and new epics." Sure, but have those who've asked for such things taken note of the Epics that are currently in the process of being upgraded? Only 5/21 (or 5/20 if omitting Cobalt Rune due to low level) have been upgraded so far. That's 25% or less of the way done on those upgrades, but they are coming. BG said it was going to take a little while as it has to be done in phases. The impatience and desire for instant gratification is going to run this into the ground before it even has a chance to take off.

 

Others have tossed out other ideas around as well; some with merit (Structure for the notifications), others without (“Let me just disengage from GvG altogether”). There are also some that would require more substance from HCG, which also isn’t feasible: BG Overhaul Quote.png

 

The seasons idea was brought up in the Original that Arioche linked to that had favorable HCG response: BG GvG Ladder Response.png

 

But, if the core function of GvG isn’t patched first, then the GvG ladder system will be just what it is now - “farm AFK players and race to 1st; then, park until the reset.” These ideas up for trial are the initial steps into injecting a competitive nature back into FS. GvG (and PvP, but that’s a separate topic), are meant to be competitive in some regard, but there’s nothing to appease those who want a challenge.




#1008361 GvG - The Rejuvenation

Posted by Toreth on 19 September 2022 - 00:17

@BigGrim and @Arioche,

Is this still on the radar, by chance? I don't want to probe too much, but FS would still benefit a great deal from this update.


#1007956 New Titan Items!

Posted by Toreth on 01 July 2022 - 07:16

You are only talking about weapons here, that is bias data. Most people would say disable for weapons, there isn't much of an issue with non weapons. Weapons only speak for 1/9ths of the epics and they tell a much different story.

If not allowing COA/COD, then how about tuning invigorate. I'm going to use some random numbers here to explain.

Invigorate = 200% bonus 1 epic
Invigorate = 100% bonus 2 epic
invigorate = 30% bonus 9 epics

In this case it may allow for invigorate to scale well enough with wearing a filler epic and not make a full set of 9 overpowered.

Using a weapon isn't biased data at all. I'm going to guess you believe I was using a value for an Enchant Weapon potion in the calculations, however, you'd be incorrect. Enchant Weapon was set at level 203, just like any other buff level that wasn't available via composing.

 

Provide the data for the other 8/9ths of the picture and compare. It's a different story.

Since you asked nicely, the other eight slots were completed as well. I have requoted the parameters, however, sets had to change based on the slots used, so the sets are annotated next to each set of data. There's a TL;DR towards the bottom of the data.

 

Buffs Used: Armor Boost, Coordinated Attack, Coordinated Defense, Defensive Aura, Keen Edge, Layered Armor, Shield Wall, Smashing Hammer, Invigorate, Epic Forge, Epic Craft, Fortitude, Constitution, Sanctuary, Anchored, Chi Strike, Cursed Ring, Cursed Rune, Enchant Armor, Enchant Shield, Enchant Weapon, Iron Fist, Aura of Protection, Berserk, Evade, Fortify, Fury, Great Vigor, Rage, and Rock Skin.

(For Buffs with a Composing Equivalent, the Distilled Composing Value was Used for Those Values)

 

Also Included: Battle Totem 10, Health Shrine 20, Armory 10, Weaponsmith 10, Sharpening Stone 20, Guard Tower 15, Artificier 15, War Shrine 25, Healing Tent 10, and Relic Bonuses @ 10% For All Stats

 

Gloves: Periwinkle, Daemonic Reindeer, Poison Chomper, and Emperor Hydra Set with The Hunted Cow Gauntlets

  • 203's No COA - 403,503 Total Stat Points; 203's COA - 443,581 Total Stat Points (~10%)
  • Composing No COA - 573,072 Total Stat Points; Composing COA - 686,181 (~20%)

Helm: Periwinkle, Daemonic Reindeer, Sullivan and Pistos Sets with The Hunted Cow Crown

  • 203's No COA - 406,813 Total Stat Points; 203's COA - 447,246 Total Stat Points (~10%)
  • Composing No COA - 572,511 Total Stat Points; Composing COA - 685,563 (~20%)

Amulet: Monarch, Parfs, Vile White, and Chimeric Sets with The Hunted Cow Sigil

  • 203's No COA - 374,684 Total Stat Points; 203's COA - 411,932 Total Stat Points (~10%)
  • Composing No COA - 538,155 Total Stat Points; Composing COA - 644,431 (~20%)

Boots: Monarch, Parfs, Vile White, Chlodwigs Sets with The Hunted Cow Sabatons

  • 203's No COA - 380,542 Total Stat Points; 203's COA - 418,363 Total Stat Points (~10%)
  • Composing No COA - 546,899 Total Stat Points; Composing COA - 654,894 (~20%)

Ring: Parfs, Stalkers, Chancellors, and Pollen Sets with Woogle Ring (Project Stats Used Post Reprisal @ 1/3 Attack; 2/3 Armor @ 4.55 Stat Points Per Level Like the Hunted Cow Items)

  • 203's No COA - 374,558 Total Stat Points; 203's COA - 411,868 Total Stat Points (~10%)
  • Composing No COA - 537,209 Total Stat Points; Composing COA - 643,461 (~20%)

Armor: Chancellors, Stalker, Pollen, and Poison Chomper Sets with Egg Shell Armor (Projected Stats Used Post Reprisal @ 1/3 Damage; 2/3 Armor @ 4.55 Stat Points Per Level Like the Hunted Cow Items)

  • 203's No COA - 367,654 Total Stat Points; 203's COA - 404,279 Total Stat Points (~10%)
  • Composing No COA - 530,605 Total Stat Points; Composing COA - 635,547 (~20%)

Shield: Vile White, Periwinkle, Chlodwigs, and Stone Chomper Sets with Glob Encrusted Shield (Projected Stats Post Reprisal @ 1/3 Defense; 2/3 Armor @ 4.55 Stat Points Per Level Like the Hunted Cow Items)

  • 203's No COA - 373,385 Total Stat Points; 203's COA - 410,579 Total Stat Points (~10%)
  • Composing No COA - 523,861 Total Stat Points; Composing COA - 627,470 (~20%)

Rune: Daemonic Reindeer, Daemonic Santork, Periwinkle, and Pistos Sets with Cranks Loathsome Rune (Projected Stats Post Reprisal @ 1/3 Damage; 2/3 Defense @ 4.55 Stat Points Per Level Like the Hunted Cow Items)

  • 203's No COA - 413,752 Total Stat Points; 203's COA - 454,971 Total Stat Points (~10%)
  • Composing No COA - 580,953 Total Stat Points; Composing COA - 695,862 (~20%)

 

As you can see and as now shown, all nine slots have disparity of ~10% using only level 203 Buffs and ~20% as Composing Buff Levels are introduced proving the growing disparity as buff levels get higher. What you're referring to above about weapons holds even more true when we start referencing level 1500+ buffs. If we're already at ~20% disparity with ONLY Composed Potions being introduced, introducing Global Event and Donation Chest buffs into the equation throws the disparity much higher. I'll reiterate once again, COORDINATED BUFFS SHOULD NOT WORK WITH EPICS.

 

TL;DR: You're wrong.

 

The way I see it is making Epics do not disrupt CoA/D is just really a problem for PvP... It'll increase interest for hunting, of course, if you have a good hunting setup where the loose 9th piece fits with an Epic that gives relevant stats (damage mostly), then yeah, it's useful for hunting...But we already have enough damage and attack to one hit anything without a thought, so what difference would it really do? Just increase the interest and market demand, which I think it's the point of new Epics to start with.

But now, for PvP, would the stats of a setup with 4 sets + 1 Epic really be that different from a setup with 4 sets + 1 legendary/Unique/Crystal? I don't think it would be for level 3000+, but for lower levels Epics are waaaay too strong and that might be a problem.

On that note, I dislike the idea of just cancelling it to Weapons and make it would for the rest of Epics, it has to be simple and straightforward, that would create too much confusion.

-

All those questions might change once the Epics get reworked with the new formula, so I think we should just leave it for now, and come back to this subject once we have an idea of what the improved Epics gonna look like, better than having to revert that decision in the future.

 

Hey Yghor! I'd be willing to run some math around the difference in filler options for specific sets if wanted for PvP purposes in comparing Epics to Legendary, Crystalline, etc. There are other variables to take into account when doing something like this, though, as there isn't that "one size fits all" type set for PvP like there generally is for hunting.




#1007937 New Titan Items!

Posted by Toreth on 30 June 2022 - 06:48

Before we finalize considering the inclusion of Coordinated Buffs in with Epics, let's take a look at some stats, first, and the potential disparity it would cause, shall we?

 

For the stats listed below, the Periwinkle Purple, Daemonic Santork, Silicathus' Sandy, and the Poison Chomper Sets were used with the Greater Flamedeer Antlers for all math. Included buffs list is at the bottom.

 

~Current Flamedeer Antler Stats

  • Buff Level 203's (Including Coordinated Buffs)
    • 432,071 Total Stat Points
  • Buff Level 203's (Not Including Coordinated Buffs)
    • 392,927 Total Stat Points

- Difference: ~10% Total Stat points

 

  • Composing Potions Only (Including Coordinated Buffs)
    • 658,583 Total Stat Points
  • Composing Potions Only (Not Including Coordinated Buffs)
    • 549,833 Total Stat Points

- Difference: ~20% Total Stat Points

 

 

 

~Projected Revised Flamedeer Antlers Stats @ 4.55 Stat Points/Level (Post Craft/Forge) at 67%/33% Def/Dam

  • Buff Level 203's (Including Coordinated Buffs)
    • 460,715 Total Stat Points
  • Buff Level 203's (Not Including Coordinated Buffs)
    • 418,974 Total Stat Points

- Difference: ~10% Total Stat points

 

  • Composing Potions Only (Including Coordinated Buffs)
    • 701,026 Total Stat Points
  • Composing Potions Only (Not Including Coordinated Buffs)
    • 585,262 Total Stat Points

- Difference: ~20% Total Stat Points

 

 

As we can see by the two data sets, the change in the potential datasets show an equal 10% and 20% disparity between both sets depending on whether Coordinated Buffs are allowed to work with the set or not. 10% may not seem like too much of an issue at the base level using 203 buffs, however, with as often as composed potions are used, we can see that using composed potions widens the disparity between the two data sets. The kicker? The gap will continue getting wider as you pile higher level buffs on top of each other due to the way the buff stacking works.

 

When a single buff level goes up, the disparity inches a little higher, eventually coming to a peak if a person were to use the best epic potions available. There are other ways to give the "icing on the cake" to epics, but allowing them to work with Coordinated buffs SHOULD NOT HAPPEN. It would be an outright powercreep to what's available now.

 

Buffs Used: Armor Boost, Coordinated Attack, Coordinated Defense, Defensive Aura, Keen Edge, Layered Armor, Shield Wall, Smashing Hammer, Invigorate, Epic Forge, Epic Craft, Fortitude, Constitution, Sanctuary, Anchored, Chi Strike, Cursed Ring, Cursed Rune, Enchant Armor, Enchant Shield, Enchant Weapon, Iron Fist, Aura of Protection, Berserk, Evade, Fortify, Fury, Great Vigor, Rage, and Rock Skin.

(For Buffs with a Composing Equivalent, the Distilled Composing Value was Used for Those Values)

 

Also Included: Battle Totem 10, Health Shrine 20, Armory 10, Weaponsmith 10, Sharpening Stone 20, Guard Tower 15, Artificier 15, War Shrine 25, Healing Tent 10, and Relic Bonuses @ 10% For All Stats




#1007849 GvG - The Rejuvenation

Posted by Toreth on 21 June 2022 - 06:01

While I can certainly understand the want for a reduction in the proposed RP Prices, the prices presented were picked so as to help RP maintain a reasonable value. If we reduce the cost of RP packs that provide a greater benefit to the players, then nobody would ever touch the RP Items/Epics again as the value of uptime on any potential RP Packs would vastly outweigh the minor gain in those mentioned Epics.

By taking the market value of the RP Items that currently sell at ~0.5 FSP per RP and applying a "payout structure" to those items the way Guilds in-game currently do, you'll find that a 300 RP Buff Pack comes out to about an average of ~0.593 FSP per RP. (Minimum being ~0.46 FSP per RP; Maximum being ~0.72 FSP per RP)

I didn't toss out ideas for any additional rewards (the aforementioned potions) as I believe those would need to be thought out a little bit more as far as what's affected by them. With that said, there are some unused chests laying around from a scrapped Ladder Seasons event that could make an appearance...






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