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Diealot

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About Diealot

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  1. Make all Big Books Makeable

    Alchemy/potion, why not? Engineering is sort of the last hold out of 'if you want the levels, you'll have to mix' type skills (alchemy sort of fits there, but it's much less avoidable than engineering unless you have a huge gc vault). Introducing more accessible (cheaper) big books for engineering would do away with that, and whether that's a good or bad thing is best decided by radu. Engineering xp speeds up once you can produce treasure finders (TF), so similarly to tailoring and white wizard hats, I'd guess people would probably read big books (if they are similarly priced to tailoring/others) until they could make those. There's currently only 20ish level 100+ engineers, the top 50ish are 80+ (high enough for TF). The top 100 is 71+ (Borderline TF) and the top 200 are 56+. More simply put, do you want to do away with most of the engineering mixes pre-TF? If so, make big book craftable. I say go for it, but I could see how others have different views (particularly on engineering).
  2. EXP Bonus after the kill

    Thanks for the clarifications. I still don't really like it. It seems easily abusable Seems like it would speed a/d up even further (it's already by far the fastest reliable exp in game, with the exception of a whale with white wizard hats perhaps) I think it'd make it even more difficult to achieve some of the more eccentric 'classes' (huge gap tank, gap hitters, low a/d mage/summon/rangers). EL is a sandbox game, the current system allows for quite a lot of freedom in character build. To me EL's best feature is it's sandboxness and I rarely like ideas that are contrary to that premise. I think other areas of the game could use updates before a/d (a crap reason, but the non-combat combat skills all could use some help [magic/summon/range]) All that being said, radu should do what he thinks is best for the game. Certainly this would change things a LOT, and (even though we just had an extensive client update) the game itself has been more or less the same for quite some time now. I do think some more experimentation is a good thing.
  3. EXP Bonus after the kill

    I'd like to add to my list of questions (the old ones first): How much bonus does OL give, since it's basically what you are suggesting? How does OL handle magic kills? How does OL handle ranged kills? How does OL handle any other kill that is not melee combat (engineering, summoning, possibly others)? How does OL handle multi-combat scenarios? Are you suggesting removing the on hit/dodge model currently employed completely, or adding a separate bonus at the end of a fight? Have you made a character from scratch recently? If so, what build? What's your current preferred training method (including what level you are)? How is this different than OL? New ones: If I don't ever hit the mob via melee, but still kill it, do I still get bonus att exp? (example: magic kill while engaged, summon kill, igitd kill, others) If I don't ever dodge the mob, and still kill it, do I still get bonus def exp? An added emphasis, what happens in multi-combat situations (meaning two players hitting the same mob)? What happens in PvP situations? (both vs players and summons) What happens if I flee, then re-engage? (take something [say a dragon] that might have a BIG bonus down to very low hp, flee, re-engage, and kill within 15 rounds) Assume the same scenario as above, but my buddy damages the dragon down to very little, then I come and kill it, what then? Sorry, the more I think about this the less I like it and the more potential abuses I see. In the overall picture, I very much agree with Mr. Letters.
  4. EXP Bonus after the kill

    I have questions: How much bonus does OL give, since it's basically what you are suggesting? How does OL handle magic kills? How does OL handle ranged kills? How does OL handle any other kill that is not melee combat (engineering, summoning, possibly others)? How does OL handle multi-combat scenarios? Are you suggesting removing the on hit/dodge model currently employed completely, or adding a separate bonus at the end of a fight? Have you made a character from scratch recently? If so, what build? What's your current preferred training method (including what level you are)? Apologies for all the questions about OL, but if the suggestion is basically their system I would like to know what it is, since I do not play there. If what you are suggesting here isn't essentially what OL has, then an additional question: How is this different than OL? Personally, I don't really like the idea. EL has it's way of doing combat, I don't see the need to reinvent the wheel. If you like the system OL has... last I knew it was still up and running, maybe go try it?
  5. Final Token Effects Possibilities

    Checkmate! We got a shitty token use that was already in game! Hurray!!! Let's have something a bit more exciting for forc and morc tokens?
  6. There is no eye information. Eyeing training bolts and PK bolts gives: Crossbow training bolts - Crossbow training bolt, not for PK! Weight: 1 EMU Pking bolts - Crossbow bolts, for PKing! Weight: 1 EMU Further there is no #arm information about range damage. Only special damage, (fire/cold/magic from special arrows) and missile accuracy are variable values reported on #arm based on what arrow you have equipped. So, the 'eye' info in game is technically correct, but practically useless.
  7. There's the difference. Target is gelatin. He never fights so I don't think much of it. Good catch. Big oops, my mistake. Still, the discrepency between PkB and the others is there. Good to know. Searching update forum for 'bolt' produces no results pertaining to reduction of PK Bolt damage from 30 to 25.
  8. Tried repeating your experiment on character with: Level 41 range (+8 damage), 44 perception, 34 AP, WH perk ER perk: Expecteds: Short Bow with trainings: min (0+3+8)*1.15 = 12 ; max (0+8+8)*1.15 = 18 (12-18 expected) Short Bow with PK arrows: min (30+3+8)*1.15 = 47 ; max (30+8+8)*1.15 = 53 (47-53 expected) XBow with trainings: min (0+14+8)*1.15 = 25 ; max (0+19+8)*1.15 = 31 (25-31 expected) XBow with PK bolts: min (30+14+8)*1.15 = 59 ; max (30+19+8)*1.15 = 65 (59-65 expected) I decided to go with a bit more controlled setting, and PvPed an armorless opponent Actuals Shortbow w/ trainer: 17 17 22 22 21 18 18 23 17 23 22 17 22 19 17 17 22 21 22 19 (17-23, 20 shots) Shortbow w/ PK: 54 56 55 56 57 56 54 52 57 52 56 56 56 52 52 56 55 52 57 53 (52-57, 20 shots) Xbow w/ trainer: 33 34 33 30 31 30 33 32 33 33 31 36 30 33 33 33 36 36 33 33 (30-36, 20 shots) Xbow w/ PK: 63 63 62 62 61 64 61 61 62 64 60 63 59 62 60 60 59 61 64 59 (59-64, 20 shots) Turns out, with my stats, shooting at min distance I had 100% crit all above shots are critical Second ranger: Level 21 range (+4 damage), 28 perception, 0 AP, no ranger perks Short Bow with trainings: min (0+3+4) = 7 ; max (0+8+4) = 12 (7-12 expected) Short Bow with PK arrows: min (30+3+4) = 37 ; max (30+8+4) = 42 (37-42 expected) XBow with trainings: min (0+14+4) = 18 ; max (0+19+4) = 23 (18-23 expected) XBow with PK bolts: min (30+14+4) = 48 ; max (30+19+4) = 53 (48-53 expected) Actuals Shortbow w/ Trainer: 12 15 13 14 14 15 16 14 13 12 (12-16, 10 shots) Shortbow w/ PK: 43 46 44 44 47 47 47 42 47 46 (42-47, 10 shots) Xbow w/ Trainer: 23 26 25 23 25 26 23 26 26 24 (23-26, 10 shots) Xbow w/ PK: 49 49 48 50 52 50 51 51 52 51 (48-52, 10 shots) Above reported shots are crit only (took much longer with this character, hence fewer shot counts) Both ranger tests performed during daylight hours on same map vs same opponent (who was naked). Note: Marksman xbow gives sharpshooter perk, which only gives perception bonus. it should not affect damage, only accuracy. My results showed that everything gave 5 damage (ish) higher than expected, with the exception of xbow+pkb, which gave what was expected. Based on those results, two things are likely: 1) Training Arrow/Bolt and PK Arrow are getting 5 extra damage than advertised 2) PK Bolts are missing 5 damage than advertised Edit: Perhaps a bit more than 2 actually: 3) PW have some range protection 4) PvP has some weirdness in it's calculation 5) Ranging makes one's head hurt Note: Above data is with gelatin target, all damage increased by 5. See Ant or my post below for more sensible conclusions
  9. Final Token Effects Possibilities

    Apply only to that token or one token apply to all haidir? Rabbit token for rabbit quest, rat token for rat quest, etc., or panther token to any haidir? Either way would be neat.
  10. Final Token Effects Possibilities

    What do you mean by that grud? 'Party' or 'guild' effects would be neat, but I don't see the benefit of a token guild buffing any skill aside from perhaps range.
  11. Final Token Effects Possibilities

    Discuss it to Radu. He will choose token action or will make completely new one. Radu, not me. I hope other players still want to add their suggestions here. Forum 3. an assembly, meeting place, television program, etc., for the discussion of questions of public interest. I was discussing it (maybe a bit rudely) with you. Radu will indeed do what Radu will do. If you don't want others discussing your idea, maybe you need to discuss it only with Radu.
  12. Final Token Effects Possibilities

    If you want poisonless invis, cast the spell. That's a lame token effect. If you want something more interesting have it greatly reduce the player's light modifer. There's uses for such a thing beyond what simple invisibility can provide.
  13. Radu asked for panther token ideas in 6. It's hard to convey an idea there. Here's a list: Random exp (small) (semi reusable) #ii time reduction (small) (not reusable) Heal all players around you regardless of guild (semi-reusable) Temporary +10 random skill (not reusable) Necromancy (sort of like a potion effect) - chance to turn a kill into a summon if that creature is summonable (could exclude some, like dragons) (not reusable) Teleport to a random map that contains the creature of the token (semi-reusable) Advance all astro a set amount of (longish) time (semi-reusable) Random positive perk effect for (longish) time (not reusable) Bonus magic/fire/ice damage for (mediumish) time (not reusable) -75 light modifier for (mediumish) time (not reusable) Chance to not use essence/mana on spell cast if in inventory (semi-reusable) High chance to hit thru MI if in inventory (not reusable)
  14. New client binaries for testing

    I know you have previously said that you do not have a mac to make a mac version, but have you (or anyone else) contacted Sir_Odie about compiling a mac version of this build? I would be very interested.
  15. Spelling And Grammar Errors

    You see an iceburg. Is it supposed to be a german ice town, or an iceberg?
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