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Fuhreak

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Fuhreak
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Just a Reboot Mihile Bishop main.
  • Star Force Improvement (All Worlds)

    Stacona wrote: »
    Fuhreak wrote: »

    That is just safeguarding to 22 stars, and that would just double the cost like what safeguarding does now - remove boom and pay double the mesos.

    Introduce two ways to repair for Heroic, either pay mesos or replace with the same equipment be fine, but honestly completely removing boom will lose a lot to the game. As much as it sucks to see an item boom, it kind of is an important part to the gameplay, you cannot get that relieve feeling without that risk factor.

    And no drop and no boom would be 16x the cost at the same success rate, imagine over 2 billion mesos per starforce ATTEMPT on arcanes. Even being the same mesos cost as it is now, that mental aspect of seeing the insane cost per attempt would be way too much for players and actually greatly sour the players mood when that one attempt did not succeed.
    Those options would not be used on arcanes. That kind of system is not designed for easily replicable gear.
    I would love for the ability to pay 2b meso for a completely safe tap on a pitched item.
    End game players would much rather lose all their meso knowing that they won't lose the item than wait eons for the chance to tap it only to get nothing out of it, or worse, actually go backwards in progression.
    You don't understand late game at all if you don't think everyone would jump all over this system and consider it a great improvement over what we have now.
    But what I am talking about is only and specifically removing drop on failure completely and by doing so makes the success rate to star rank up actually accurate to what it is now.

    Even though nothing technically changes for mesos cost and chance to star rank up vs chance to boom, it will make the system feel a whole lot better only going up rather than bouncing back and forth. Plus most importantly it removes the deception factor that no one can see right in front of their eyes since people are insanely bad with numbers, and exponentially worse when it comes to %s.
    This is fine. However it is still a bad system because it does not address the fact that every other system in the game allows you to mitigate the risk factor.
    Repair system improvement to mesos fee or same equipment sacrifice would be good as it retains the risk factor to booms, while kind of having that safeguard aspect, while being able to keep the risk aspect of "what if it booms".
    This is a fair way of mitigating the risk factor, if you remove drop and also add in a repair with meso option, then it's fine.
    However this is still sub optimal as pitched items shouldn't be so stupidly rare that you can sometimes wait over a year if not years to see one.
    Pitched items should have a similar drop rate to the slime ring from CSlime so that players can actually progress at a decent speed and on multiple characters easily.
    If we going to remove the risk entirely, then there is no point for it to be a chance system in the first place. Might as well just change it to pay mesos and it ranks up guaranteed and remove the variance entirely.
    You don't remove risk entirely. You add in a way for players to mitigate it.
    There is still risk in the form of losing meso for nothing, at a faster rate than if you had just risked the item instead of the larger sum of meso.
    Variance and risk are very good for the game when done well and adds to the gameplay, this essentially game-a-fining gambling and would be true gambling if there was financial lost with potential financial gain involved (very important stuff like this is 100% free to play).
    This is actually a decent argument on why all RNG upgrade systems should be removed entirely, this is not 100% free to play.
    (Which I don't believe they should, we just shouldn't be paying real world money for them)
    Players can use real world money to buy cubes or meso only to get absolutely nothing out of it.
    It isn't "game-a-fining gambling", it's just actual gambling. The world at large just accepts it as something that they have to put up with now.
    There is a reason why it is illegal for Nexon to operate the cash shop in full capacity in certain countries.
    You're too used to getting raked over the coals by predatory game companies to see exactly how evil they actually are.

    Nexon, Digital goods should not expire. COSMETIC, Digital goods, that offer ZERO benefit gameplay wise, that expire is completely unacceptable, predatory and just show contempt for your own players.
    Nimo
  • F/P mage question

    The wording on this skill is extremely poor, it says earlier in the skill description what it should also say on the damage modification.
    "The damage will increase proportional to the number of continuous damage effects applied to the target."
    The skill should read "Final Damage Modifier: +20% for 2 continuous damage effects, +54% for 3" and so on.
    To add to this confusion, after mistakenly calling DoT effects "Explosions" in the previous section, the tool tip then says "Max Simultaneous Mist Explosions: 6"
    This number is referring to how many clouds you can detonate at a time, NOT the final damage modifier.
    This line is correct, the ones that mention FD are misleading.

    Testing this for myself, you can see that my damage increases for each DoT effect I have applied.
    Starting at 1 (because the cloud itself applies an effect) ending at 6 to showcase that a 6th DoT effect does not affect damage.
    My damage with six stacks was actually lower simply because my sample size (25 x 6) was too small to hit the same crit damage modifier that five hit.
    Please note that on the following graph and image, actual damage is higher because Fervent Drain is not calculated into the expected FD increase.
    Additionally, even though sample data image says "50" on times used per sample set, mist eruption increases by two every time it is cast so the sample size is half what it appears.

    Final Damage Increase per Damage over time Stack
    3F2QInl.png

    Sample Set
    nM8wTcL.png

    The design of F/P is to apply five damage over time effects at all times.
    1. Flame Sweep
    2. Flame Haze
    3. Poison Mist*
    4. Megiddo Flame
    5. Something Else

    The first four skills have DoT effects longer than their CD (Megiddo is 60s not 30s because of Burning Magic in third job)
    The 5th skill does not have a 100% uptime option, however given number of options for the last stack it is almost guaranteed to be applied as well.

    Options for your 5th stack include:
    DoT Punisher: 16s (25s CD)
    Poison Nova: 20s (25s CD)
    Teleport Mastery: 8s
    Ifrit: (4s)
    Poison Breath: 20s

    Poison Chain should not be confused for a DoT effect, despite having a duration each tick of poison chain is considered an attack, not a DoT.

    Poison Mist should not be manually cast as Flame Haze auto casts this skill when it hits with a target.
    You can still manually cast it if Flame Haze did not hit the boss and you still want to use mist eruption.
    Poison Breath should not be used as the other skills should easily make sure you always have 5 stacks.
    Side Note: The Skill Oz's Flame Gear obtained from the Cygnus Explorer Skill Questline does NOT work for Fervent drain, however it DOES work for Mist Eruption.
    This skill also should not be used since your 5th stack should be applied by another skill anyway.
    RedRaven
  • GMS Class Balancing? Green Potion difference

    ryanV wrote: »
    -snip- Make green and purple potion only usable outside of the boss room. -snip-

    This sounds fine enough except that 30 minutes on this potion is not long enough, people who solo black mage can easily take over 30m on weaker characters so the base duration of this potion would have to be an hour so that these longer runs are still possible.
    ryanV
  • GMS Class Balancing? Green Potion difference

    Nexon can actually figure this out somewhat easily by just taking the value of attack speed 8 and attack speed 10, calculate the difference in value between the two for all classes that actually benefit from this, and give whatever the average value is in FD to the classes that do not.

    For example, you calculate how many attacks based on data a character would have made at attack speed 8 vs how many they did make at attack speed 10.
    If the difference is say, 10% more attacks on average, then you get 10% more FD to classes that do not benefit from green pot. You could adjust slightly for each class based on how many skills they have that can be used with attack speed 10 and how much of a difference there is between 8 and 10 for those classes.

    This is an oversimplification and it may need further balancing, but that would be a quick and dirty way to handle it.

    ryanV
  • [UI] Lynn Minimap Moves on Log In

    Upon logging into the game, Lynn's Minimap moves to a new location instead of staying where it is supposed to be.
    This only appears to happen when logging into a Lynn character, each login moves the minimap again regardless if you haven't closed the game or not.
    The map does not appear to move when changing maps.

    kS2hYSQ.png

    In the image, the minimap should be aligned with the top left corner upon logging into the game, but it is instead slightly down.
    Kaitlynn