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Everything posted by Ambrosius
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Since it used to be my sword i'll comment: It's a pretty nice weapon, it lost a little bit of its attractiveness because of the attribute caps and the dragon armours (because of it's wide dmg range). But it still has really nice bonusses and that 8% chance is a lot. I've seen it hit +20 dmg 2-3 times in a row on more occasions. Specially nice to get that +20 when your enemy is about to restore...good chance your opponent dies, specially in conjunction with damage rings (if no red cape). I found it to be a nice weapon when fighting multiple people aswell. Make it a bit more potent by using star med (since attribute caps my prefered PK med.)
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pr0 idea. As i've said before: the great swords do too little damage to dragon armour making pk fights too long and tedious. Might has been capped, more and more armour ingame with very high armour ratings, yet nothing has been done about the damage you can deal with a sword. Makes things a bit unbalanced. As Kaddy said: hitting 10 max damage on somebody wearing IDA + helm with OS is annoying to say the least. It also makes anything with less damage then OS useless in PK.
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Umm, did you also test WITHOUT them? How did it compare? I could notice a decrease in special hits with some items when Sia had 30 magic resistance (compared to not wearing bronze at all) The OSMN (the most annoying weapon ingame) however seemed to hit just as much as normal. The point is: If even 30 magic resistance doesnt give you immunity to the special stuff then imo it's not worth it to use bronze armour. Even if it did give you absolute immunity then the big accuracy negs of bronze still make it less usefull then dragon armour. I would suggest removing the accuracy negs and tweak the magic protection bonus of bronze but keep some of the hot/cold negs, so dragon armour gives good protection against thermal (but doesn't do much against special hits) and bronze gives good protection against the special stuff (but is not as good against thermal). Brings more strategy into the game. Would make the following armour ranking: -steel: good for high level training -titanium: good entry level PK armour, has some heat/cold protection -bronze: good PK armour, pr0 against special hits, not so good against thermal -dragon armour: good PK armour, pr0 against thermal, not so good against special hits
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Some time ago we tested full bronze + helm + shield + warlock cape and magic protection spell for a total of 30 magic resistance. This is the highest ammount of magic resistance that's possible ingame. Even with 30 magic resistance i could get several OSMN hits on Sia. All the other special stuff worked aswell altho i could notice a decrease with some items. Unless something has changed since that time, even 30 magic resistance doesn't give you immunity to the special items, just a decrease in special hits (at best)...my conclusion was: with all the negs bronze armour gives it's not worth it. Even if full bronze (without helm - you need CoL) would give total immunity to special hits, then it's still a difficult choise between that and dragon armour as it messes up your accuracy too much.
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When i took the perk i expected to beable to stay on spawn longer aswell (10% less hits). This however didn't seem to be the case. It even seemed my stay on spawn was shortened. Heard this complaint from more ppl who took the perk aswell. In PK i did notice a positive difference however...especially when being multied. Maybe there is something not 100% right with the perk. Atm it is very hard to judge if and when the perk works...same goes for fatal man and to less extent BP and mirror perk. That's why i suggested you get a small fading message when a combat perk works. Gives satisfaction and proof that it actually does it's job. Edit: Sia and me had the feeling we were getting more crit hits aswell with the perk (from monsters).
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Yeti cave back spawn has always been (very) busy. There are alternatives tho: -Yeti cave front double spawn. -Iscalrith: 3 yetis there of which you can easily keep 2 on spawn. -Hulda, yeah its PK but the pay off is good gc, just use MI or TS if people are annoying you there. -Imbroglio Yeti/Fluff spawn. -Trassian harv cave: 2 yeti there, altho with the reduced respawn time it might be hard to keep them on spawn.
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A bug? WHAT THE FUCK? just saying ur char doesn't log off when u actually log off and that there is maybe 1-2 seconds delay before server would log you off... And if you are in a fight, even if you grue your character will stay ingame 1-2 seconds after the flee, which is enough time to reattack you and keep training while you are "offline" (but best is to keep the comp on if you wanna afk train ) Indeed, most people don't use this "trick" but just keep their char logged on while they are afk for work or sleeping or w/e. Then vice versa happens when the other person gets back from afk. Some people gain millions of xp per day like this. And yeah, the "flee bug" is easy to get around...doesn't cost anything either.
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As is you get no message or other effect when a positive perk like evanescence, fatal man, body piercing or mirror skin works. Because of this it is hard to see if the perk works and how often, makes it hard to judge how beneficial it is. It would be nice if you get a little message every time the perk works, like the fading xp above your head. it could be a small fading text like: "BP" for a body piercing hit "Mir" for a mirror hit "FM" for a fatal man hit "Eva" for an evanescence dodge It would probably stimulate taking these positive perks aswell.
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Positive perks: fading message
Ambrosius replied to Ambrosius's topic in Suggestions - General, Misc.
I was more thinking about the combat perks...especially those which have a xx% chance to work. Excavator perk works always, 2x harv when you take it^^ -
Positive perks: fading message
Ambrosius replied to Ambrosius's topic in Suggestions - General, Misc.
Would be nicer if just you can see it, to avoid more spam in combat / training. A small fading message or text above your head would give you a good idea how effective something is without being too annoying. -
Ýeah, it's a known bug...noticed it when they first came ingame. The cooldown is removed, just the cooldown timer isn't. According to Radu it's a clientside bug but doesn't have priority.
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Increased Gc drops from monsters
Ambrosius replied to Infamous's topic in Suggestions - General, Misc.
Lol, if you do it right you can get almost even att and def xp while pvping. It's the only way for me to get decent xp nowadays (except for Trice). And the xp is quite good -
Don't forget it's PK map and people can harm you for 100 damage so you have to use MI or TS all time. Thats another 3k gc per hour. True, even more so now you can actually see if someone has MI or not
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Hulda isnt what it used to be anymore either... Seems like the drops from AC got reduced (EFE/serp stones/ELE) + the new Yeti drop less aswell (gc and drops). I can make 17k gc per hour there (usually less). then deduct cost of 90 srs and 300 hes and your left with less then 14k per hour + maybe if your lucky a drop. So in theory you could make 120-140k there in 10 hours of pure training...BUT...if something breaks which happens a lot with ACW then its a lot less. Besides...who has the time or motivation to train 10 hours a day :s
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Some hopefully constructive thoughts and suggestions
Ambrosius replied to Deodand's topic in Suggestions - General, Misc.
Cost of PK back then: Ti chain: 7k serp: 6-7k leather boots and pants: 100 gc mirror cape: 5k steel shield: 450 gc moon med: 100 gc iron helm, few srs, hes, rings total: ~22.000 gc PK now (minimum cost) Ti full set (low end gear): 140k COL: 66k ti Shield: 25k OS: 27k Mirror cape: 7k Cape of unbreakable (2x) 13k Moon med: 100gc EMPs (10): 3,5k ACC/EVA pots: 1K summ stones (10): 1k (Rostogol: 25k) rings, srs, hes, etc total: ~300.000 gc With virtually no increase in gc drops. Yes, Yeti was implemented, but can only be used by the very top a/d which is not the majority of the PKers. -
Increased Gc drops from monsters
Ambrosius replied to Infamous's topic in Suggestions - General, Misc.
Back in the "good old days" when there was no expensive pr0 stuff I already had to mix a bit to make ends meet because i couldn't live from just monster drops. Since then i've been on Yeti for a long time and i can make a living serping them and AC + the occasional giant, but i can't help wonder how those people that are on Fluff, Feros end Chims do it. Also: Yeti drops and gc used to be a lot better...back in those days i made a lot of gc but spend a lot aswell. I used to buy large stocks of HES, SRS and other essence + spare armours, COLs etc. Nowadays i have to watch what i'm doing a lot more...and if smth breaks...you feel it. -
Problem is, instead of buying from the shop and then selling those items to make gc, people are now buying directly from gc sellers. As there is more gc being offered then there is bought, the gc sellers keep on offering better rates to get sales. I've seen rates as high as 8k gc for 1 usd already. This used to be 4k for 1 usd.
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Extra drop ideas: NMT cape No More Warlock cape Nexus removal stone Saving and binding stones Item of white dragon armour
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Don't forget that a year ago KF was not a no drop map too Now that KF is a non-dropping map there has been a ton more PKing than ever before I think. Why would anyone want too sell their goods if they are dumping tons of essences, armors and potions into their PKing? I assume those ppl that PK more now, didn't sit on their asses back then doing nothing and used that time for training more - using essence and pots and breaking armours aswell.
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Seems the EL economy is in a recession aswell. There's 180! bots online nowadays, yet it's difficult getting even the simpelest things like essences (energy, health, air) and armours. Just last week there was no CoL to be found ingame... I remember about a year ago i never had any trouble finding supplies, many K's of essence on various bots. Same with armours and other stuff. Prices have gone up tp incredible levels: rostogol 20k+, serp stone 5k+, EFE 7.5k+, binding 8-9K... Another reason for armour being sold cheap is another trend that's been happening lately: Bots buying degraded armour for low prices, then their owners trying to repare it and upon succes sell it cheap again.
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LoL, i hope you guys realise that all your doing with the recent bid wars on stones, is make yourself overpay for them^^ They go for more now then when they first came ingame...nice achievement
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Isn't it already taken care of? See quote:
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This all wouldn't be a problem if there was actually a way to get 40 magic resistance which gives you immunity to all special armour/weapon effects. Currently this isn't possible...most you can get atm is 30 magic resistance (spell, full bronze including helm and warlock cloak) Simple solution: make it so that ppl can actually get to that 40 limit by increasing the magic resistance bonus of the Warlock cape and the magic protection spell (which actually gives magic resistance) This will make the Warlock cape a lot more used and helpfull item aswell. Btw...according to some testing me and Sia did a while back the mana drain cuisses already start to hit less from 22 magic resistance and up.