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#961 atta222

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Posted 25 August 2018 - 11:30

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.


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...

#962 goolsby7

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Posted 25 August 2018 - 18:18

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.


Edited by goolsby7, 25 August 2018 - 18:27.

Gold / Kill peaks at about Level 310 or so - and then drops again twice - once at 1601 (from average 300g / kill with no doubler/mer/th to 250g / kill) and then again at at 1626 (down another 50g / kill to an average of 200g / kill)

 


#963 Corrupted

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Posted 25 August 2018 - 20:46

Gools, while talking about all these buffs, you cannot ignore the prevalence of the Composed potion buff levels.

I would use a Flinch 400 (40% reduction) coupled with 175 Fumble (17.5% reduction). Just with those two, the attacker is at a big disadvantage. Then you add Constitution at the Heartfelt Stew level (25% defense), and for this case, let's assume you have a Castle Dispel Curse on (35% activation). You could also say I could get fancy and use that egg with Shield Wall 500 (some % added to your defense per set equipped). The Defender has a lot of tools at his disposal to keep himself a major threat while keeps those buffs on.

Granted, the attacker has the choice of striking on his/her own volition, you need much more attack than ever before to counter Defense.

I don't think that "chance" is the greater incentive behind PvP either. What drives people to PvP is the meaning of some sort of reward behind it. Have it be taking XP, getting gold or fsp, RP, smasher/dominance medal, so on...

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


#964 goolsby7

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Posted 25 August 2018 - 23:48

*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


Gold / Kill peaks at about Level 310 or so - and then drops again twice - once at 1601 (from average 300g / kill with no doubler/mer/th to 250g / kill) and then again at at 1626 (down another 50g / kill to an average of 200g / kill)

 


#965 atta222

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Posted 27 August 2018 - 15:04

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.

Edited by atta222, 27 August 2018 - 15:09.


#966 atta222

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Posted 27 August 2018 - 15:08

As for Attack , if they are going to give it an Enchantment Nerf. It would require 2 things. 1st they have to give something in return. Like increasing the maximum level of KE composed buff. Or making an inventable high level KE Of some sort ...

#967 atta222

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Posted 27 August 2018 - 15:19

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.

#968 atta222

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Posted 27 August 2018 - 15:22

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 :)

#969 goolsby7

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Posted 27 August 2018 - 21:09

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.


Gold / Kill peaks at about Level 310 or so - and then drops again twice - once at 1601 (from average 300g / kill with no doubler/mer/th to 250g / kill) and then again at at 1626 (down another 50g / kill to an average of 200g / kill)

 


#970 duktayp

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Posted 28 August 2018 - 00:44

'nother idea; a buff/potion that prevents your opponents' anti-deflect buff from activating


Edited by duktayp, 28 August 2018 - 00:47.


#971 atta222

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Posted 28 August 2018 - 10:40

'nother idea; a buff/potion that prevents your opponents' anti-deflect buff from activating


Haha that's over stretched. Even though I started to hate deflect my slef , it's still doing a good job along with Anti deflect. Let's be honest about it. it's the most annoying 2 buffs in game yet they some how make some balance.

#972 atta222

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Posted 28 August 2018 - 10:52


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*



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.



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.


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.

#973 goolsby7

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Posted 28 August 2018 - 12:02

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.


Gold / Kill peaks at about Level 310 or so - and then drops again twice - once at 1601 (from average 300g / kill with no doubler/mer/th to 250g / kill) and then again at at 1626 (down another 50g / kill to an average of 200g / kill)

 


#974 atta222

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Posted 28 August 2018 - 12:42

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.


I know about the 2%.

As for single buffs. It's just examples. It can be a single buff but last 600 min for example. That's way too good for the ladder and worth having. But can also be 3 buffs , etc. Cows know better about it and how to balance it. We just introduce our ideas.

#975 atta222

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Posted 03 September 2018 - 15:37

The Forbidden Trade (Buff) (PvP Only) : 0.2% per point that 0.25% per point of opponents Armor and Defense is transferred to your damage and Attack while 0.25% per point of your Damage and Attack is transferred to opponents Armor and Defense.

Note : Attack-Defense and Armor-Damage
Note 2: Sequence buff. Activates in red strictly before combat after Constitution and Sanctuary.

#976 atta222

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Posted 03 September 2018 - 15:54

Unbound Fight (Buff) (PvP Only): 0.1% per point that Attack of both opponents will be increased by 0.2% per point.

Note: Activates before Fumble.

#977 atta222

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Posted 03 September 2018 - 15:58

Cold War (Buff) (PvP only) : 0.05% per point of opponents Attack and Damage is transferred to his Defense and Armor.

Note : Activates before Constitution and Sanctuary.

#978 atta222

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Posted 03 September 2018 - 21:43

Ultimate Flip (Buff) (Pvp Only) : 0.2% Chance to flip opponents Attack with his defense and Damage with his Armor. This Buff activates when attacking only.


Note: This buff was meant to fight going into full offense + hit back buffs which will become nearly a 100% chance to keep on hitting back with Crystal ladder pots.

#979 murabane

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Posted 04 September 2018 - 01:50

who are you guys having a hard time killing? biggrin.png

 

Wouldn't it be easier just to get counter buffs to fumble and the likes?

 

fumble - two hand(x percent chance to not be affected by fumble or reduction of fumbles effectiveness)

flinch - focus(cuts flinch by x%)

 

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

 

Seriously who are you trying to hit? :P The defender will always have the advantage which is how it is suppose to be and sometimes you may need to go in more of a vulnerable suicide type set to get past people, but setups and buffs are beatable you just need to be creative and sometimes lucky.

 

The Forbidden Trade (Buff) (PvP Only) : 0.2% per point that 0.25% per point of opponents Armor and Defense is transferred to your damage and Attack while 0.25% per point of your Damage and Attack is transferred to opponents Armor and Defense.

So a 35-39% chance to take 25% of their stats to add to your stats? Depending on the stats of the two the attacker could go in with less stat enhancing buffs and get more stats than they give up. 

 

Unbound Fight (Buff) (PvP Only): 0.1% per point that Attack of both opponents will be increased by 0.2% per point.

Note: Activates before Fumble.

17.5%-19% chance to increase attack by 20%, you do realize if they are running NMV increasing their attack is increasing their defense too and fumble only decreases attack by 17.5-19% upon a defend so you and the defender only get a 1-2.5% attack increase so its basically pointless.

 

Cold War (Buff) (PvP only) : 0.05% per point of opponents Attack and Damage is transferred to his Defense and Armor.

Note : Activates before Constitution and Sanctuary.

Is this a defending buff or what? If you have this active to attack you are just adding to your opponents stats that you are trying to bypass, if its a defensive buff the % is so small it wont make much difference. Having a stat of 20k just to lose 1k? not much difference..

 

Ultimate Flip (Buff) (Pvp Only) : 0.2% Chance to flip opponents Attack with his defense and Damage with his Armor. This Buff activates when attacking only.

Basically a 20% chance to beat your opponent if his chance buffs dont kick with almost no regard for his stats, unless your opponent is in a hybrid setup and has all stats covered a bit switching things around probably wouldn't matter depending on their setup and buffs anyways, kind of like rearranging your living room and keeping everything you had in there before you moved everything... you still have to vacuum or sweep about the same amount of space  :D  



#980 murabane

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Posted 04 September 2018 - 01:53

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.

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




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