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Dugur

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Everything posted by Dugur

  1. Pipes

    Then a negative perk - addiction. Gives you an AddictoMeter to HUD and whenever it goes below 0 you start getting damage. Having it -30 would hurt big time. You could increase the meter by smoking tobacco or eating shrooms. Having the perk would cause too big amount of shrooms to make everything colourful. Would also suggest a person to be able to consume alcohol if they took the perk, but too much would end up with problems controlling character, becoming PKAble or sudden death (pass out and get eaten by monsters.) Alcohol consumption could also result in lowered a/d (by percentage) but increased criticals against you. Original idea is nice. I wouldn't worry about "will somebody think of the children!" -aspect.
  2. Eclipse - stealing bags

    400 tiger lillies with 210 silver mixed at iron is 210 energy ess + 190 flowers with total emu of 400 (-fails). Eclipse should also have prepared to have food and time to harvest the iron. As you mentioned the time here is less than 12 minutes and we assume there's no bag spamming occurring in the map. Solution 1) you are mistaken. Solution 2) they lied their emu. How much health does Eclipse have? EMU 260 comes with 22/4 p/c which is 65hp. MoL and CoL you can easily identify these days. Will increases hp too, but it's not likely choice (though likely enough to blow the theory.)
  3. Increasing NPC prices

    Selective reading ftw. The only reason is that NPC prices are same as before. Miiks mentions a situation with low NPC prices isn't that bad. I point out you'd just mix at NPC then. Inflation doesn't make NPC prices go down, as you say he said, which he didn't. In Miiks case you bring NPC price down, not wait for money value to decrease - the case which you are talking about. I still admire the skillZ.
  4. Increasing NPC prices

    I strongly recommend reading the post I quoted. I admire your failing skill.
  5. Increasing NPC prices

    Just go to NPC with a good load of food and FE. Will remove huge loads of gc from game. The ore that enter game is turned to bars - swords - hydro - nexus - pp. Epic sink.
  6. Build : Mage build

    Glad to hear the exp is running Next creature would be armed female orc, just as nathan suggested. Recommended level is 70+ with decent coord, so you'll be stuck on ogres for a while. For recommended levels and attributes you might want to take a good look here Remember that 1 reaction = 1 def. Easiest way for engineering is to ignore the nexus and just grind with ashes. The rationality boost will give you nice exp and some change from grinding a/d.
  7. Build : Mage build

    Actually that's not true. Based on current situation and trainable monster it's better to stick to def god for two reasons. 1) ogre with att god gives 62 att and 84 def exp. ogre with def god gives 52 att and 100 def exp. Take 10 full exp rounds. Current build will hit ogre about 90% = 135 of the 150. In reality it's smaller amount thanks to fleeing, unless using a weapon which would reduce the overall exp unless on triple spawn. Also the char would get about 80% blocks with 16 coord (based on my wild assumptions and little experience playing the game) which would be 120 blocks out of 150. Therefore with def god the overall gained exp would be 3% more. Also with more def levels the block rate increases = even more exp. 2) Char with that build needs to compensate the lack of reaction with hard def levels, which means it's good for the future to get a bonus to def. When jumping to orcs, it's good idea to keep with def god based on 2, but having att god would give more overall exp. In this case it's up to the player to decide which is more appealing. When fluffs are ok, then it's definitely an att god.
  8. Build : Mage build

    With the multiway Orick suggests it'd be 20/4/26/48/20/20 + tinf. PPs needed = 43, which is +28 oas or reasoning removed and 6 oas (ending with 20/4/4/48/20/20) You'd probably want to take human 5 with this at some point too. Done properly it does give tons of exp, but has several flaws. Finding spawn, keeping it, restocking and gathering mobs back (or using hypers), resync/lag being bigger risk than normal etc. For a casual gamer it isn't so much fun in the end, but if looking for fast progress it can be considered. You'd be with ogres for as long as they have aggro, but once it's gone it's clops or fluffs or pp removing. Roughly by the time the char is done with ogres the fluffs are doable. Then it's more grinding and once enough pps it's time to move them as wanted and continue whatever seems best. And 120 def doesn't make you "a hard tard to kill." I'd just take 16/16/26/48/4/4 for starts, which leaves you 3 free pps (up to you to put them in human or save for future) Grind ogres and build p/c to 20/24-28. Then try armed orcs starting with female, the reasoning helps you hit good and it gives nice att exp. I'd go with mortos once on orcs. Aluwen is ok with ogres. Build coord to 32 while on orcs, they will take you to 80's, which makes your oa around 95. That could make you 20/36, but I'd recommend keeping 20/32 and bash the orcs to 90's and doing that try fighting a fluff every now and then to see how they go. At some point you can pump the rest of the pps to coord (possibly swap some reasoning to phys) and enjoy fluffies for the next 12 months. Could also take more phys instead of coord, but then you need to stay longer on orc to move on. With 26/48 you already enjoy mage perks. It's not really necessary to go to 48/48 instantly, it's likely to backfire at some point. Best is to build good oa and decent a/d first (mag lvl will build up while on this, use restore and keep few BR's for safety) Once you're 100+ ad the fun starts. You don't need so much coord for good performance on fluffs, so it's free to go to phys or reasoning. Those bunnies will give you decent exp a long while, and there's the feros too. Don't get stuck with doing just one thing, level engineering every now and then, summon rats etc. Ratio bonus is good for you and in the end you have a char with maxed ratio, enough pps in p/c to keep training properly and decent levels in other skills to blow up some nenocrits. One major flaw is that you won't be going past feros/chims this way. At least not easily. Edit: Based on pp amount I guess you have ICD, Scotty or PH and Anti atm. There's still the possibility to get a small pp boost with negs, but my advice is to have patience. ICD is tolerable in single, but in the end you might want to get rid of it. If you took godless instead of ICD+PH/Scotty... get those gods back.
  9. Build : Mage build

    Eva perk is good to consider when you start fighting mobs that crit a lot, roughly yeti and up. Those 5 pps put in coord instead is about the same as having 3 more def and more essies with you. Doesn't sound much but it is good. Eva would just give you 10% more blocks from the hits that you get = if you block often it doesn't really give much of a difference. Also if the char hasn't maxed r/w I'd recommend training it to 100+ a/d before pumping rationality. This way you can gain fast oa's and progress smoothly to fluffs/feros. When those are easy, just swap some coord to r/w as you gain a/d levels and oas. If a char has max rationality first, then it'll be more of a pain to get to the good exp mobs. Just my opinions. (Best is to just grind and max all attribs and take all good perks.)
  10. Build : Mage build

    Get yourself carry capacity. 70's a/d can train easy with 0 human. Only worry is breaking ton of leathers while at it, therefore some phys is recommended but you'll need coord too to block better. Rationality bonus is nice, so staying on lower level mob than normal isn't that bad an idea. Ogre until 90 or more is no sweat really. It all depends on how miserable performance you want in combat. Forget the perks. If you really can't decide, go for 20/20 pc and pump other one to max.
  11. Instance for Mixers

    To keep it simple, make a normal NPC that gives you (or your team) a mission and a reward if you finish it in time. What you want is a group feature to a daily quest, that is made harder by a time limit.
  12. #1 Day of Schools Stone

    Anyone planning to add to a bot a feature that has stone shares for sale? Say a stone is set for 500k gc and sells shares of 10k gc -> 50 shares. /... buy 1 day of schools share Bot accepts trade if 10k gc is put in trade. If succesful trade your name is added to shareholders list, which can be checked. When last share is sold, bot informs the person who is set to use the stone. And will drop 10k if I get myself online.
  13. Instance for Mixers

    The instance needs Leonard :>
  14. Instance for Mixers

    How about sort of defend the castle scenario. Imagine something like NRM or Thelinor. Team enters with absolutely nothing / with rostos only (exc cape?). There are several monster waves starting with easy animals that are useful for mixing stuff and provide some gc for NPCs. The point is to make all the stuff used at the instance and defend the landing area. There could be a stationary target with certain amount of HP that gets attacked by the waves, unless they are intercepted fast enough. Implement barricades to add strategic bonus. NPC trades your s2e's for hydro ore etc, they also sell leather and other basic npc stuff. Food could be limited to shrooms/bones only, or allow FPS from NPC. One map, all resources available. The castle outsides could be dangerous with random monster invasions, if you die there's a respawn time unless a rosto (or similar item) was used. Some random NPC quests that give some bonuses. For example bring tailoring items and get something to help the team. It's up to the team to decide if they should try to provide equipment fast or split team to work for bonuses too. No time limit, but the waves force you to act fast. There's always something to do for everyone and both mixers and fighters are needed. Items made in instance are poofed at the end, but team keeps the rewards.
  15. Or... The newb sees the others have chars way out of his league and is warned. The higher chars see the opponent is a newcomer and choose not to engage. It's too easy to assume all PKers are bastards.
  16. Summoning perks

    am i that one person? lol..well yeah i have the perk and personally...its not worth it 5pp for +5% a/d? certainly not worth it at all! Isn't it +10% to a/d and also +5 to both crits. Crits can make a difference, but still hardly worth 5pps. Would still take it though, were I to use summon actively.
  17. New Item: Disguise

    This topic is giving an idea that bagjumping is easy and gives huge income. So not true. Shame Erstad (bless that man) isn't playing anymore, could ask for some reliable lifestyle jumper feedback. Only reward for a BJer is when they find a moron who has no idea of risk management. Also you can't jump a fighting drop just like that, but need the person to move away from bag. A bag isn't a temporary storage. Hyperbags are another story, but has nothing to do with the implementation. Those are like picking berries if you know what you're doing, and it's rare you get busted. And what comes to serping... have you ever seen serping in PK area? If the disquise made you PKable and unknown you surely either get a spawn or a trip to UW/Brave Sir Robing playing on the background. Imagine serping made illegal, unless wearing a disquise. (a bitch to moderate, tho)
  18. New Item: Disguise

    Would be nice to be able to hide what you're wearing at least, if not hide the total identity. If every dragon armour had serious weakness for certain weapons, it'd be neat to wear a cape of something so the opponent couldn't be sure what to whoop you with, but needs to actually pay attention. Still many flaws involved, but would there be anything good in approach like this? And obviously a spell would be nice to have. Then we can go into the superhero ideas with wearable stuff. 2 categories - villains and heroes. Looks you can imagine, villains and heroes gain total war status. If not a cape, an item (hero makeup, bought from NPC) that after used makes you hero/villain for set amount of time (lost status on death.) Names could be hidden until engages in a fight/done any hostile act. Ofc there already is a total war.
  19. Dragon armors

    +1
  20. broding

    And with epic armours these days it's just convenient to get rid of opponents armour by breaking them so they take more damage and die faster. The problem is just that the moment you whip it out there's easy counterstrategy, and if there isn't - diss+tele. Then if you manage to cool them down and go on a BRoDing rampage ppl value their gear more than their lives -> strip down and try to flee to suicide. Major flaw is just that the moment opponent loses armour, they won't come back. But isn't that the most epic win, since many seem to think PK as a battle of factions (looking at the alliances.) And tbh if there was a chance of drops no one would BRoD since it'd just waste the potential drop value. Blame the rostos. I do agree BRoD is gay, but don't see why it shouldn't be used. Very nice way to increase your PC aggro. And BoD, Scythe and RoD are all ok imo too.
  21. broding

    Carrying a BRoD on a hydro run is a waste of inventory space. A serious hydro harvester cba to prepare to PK with all the related items, else they'd double the run time. Also if someone wants to defend themselves from ebul PKers, they don't use BRoD that's weak dmg and useless since attacker has CotU anyway (person attacking someone on a hydro run is very likely to be an experienced PKer.) Not to mention the price tag on one. But more on topic, BRoDing needs no reason imo. There are 99,9% sure way to be safe from being branched anyway, and it makes some nice drama. Use one on a hydro run and you are the laughingstock. Use one succesfully on a hydro run and I salute you. And on a side note, those s2es and other random use of inventory space a harvester is carrying belongs to the PKer until you're away from PK area
  22. New critical damage

    Before update I trained Funny_HuH on ogres without breaking a single item on them. Did a good while with hardly blocking 50% of hits and critical to damage hits came through with dmg. Fought a good while on clops too, and no losses. Also trained Bellatrix, a char with whole intention of taking hits to get minimal def. Trained on clops a good while (up to att 89) and it still has only 57 def, which means getting hit on clops all the time and any critical dmg does more dmg (10+ max hits.) For some reason I never ever broke a thing on that char. And there were hours on clops without blocking them. Now after update I whip out Funny_HuH to clops. The clops hit critical dmg anyway bigger than 0-8, so the amounts of getting hurt is actually the same as before. Equipment breaks fast. Both chars are comparable on this case for they both have maxed toughness, other just can't block. So is it even possible that there was a bug with breaks before and now it just is closer to normal?
  23. Extra critical chance

    It's quite simple actually. To really do so called afk training, you need to be away from keyboard, stay alive and keep exp refreshed. Since macros are a nono, you need to make sure you stay alive as long as possible = minimize damage income / outsource healing. The fleeing part is quite easy to handle, and once you've managed to flee there needs to be a mean to re-engage (obvious, you train mob with autoatt.) Prob with autoatt is low ignore lvls, so optimal case is to have minimal attack and attributes that allow training but keep low combat lvl. I grinded a looooong while with equipment setup that removed critical to hit -hits from happening, so I never hit a monster - no attack exp. This ofc meant arrow which is also nasty def penalty, adding that no shield can be used. Attributes taken were phys and vitality, both to max, so that there'd be maximum damage reduction. Reach ogre level, go to nice map with plenty of ogres and no other trainers and grind with good exp (still having def penalty ofc.) Yes, I managed to stay on spawn for long whiles and needed to pay attention to game just enough to heal once in 2 minutes (and later the time was longer thanks to more and more blocks and also dmg reduction thanks to def.) Eventually reaching levels that allow you to go afk for few hours, come back and heal and back afk. Notice, reaching the point of afk training took good while with minimal exp gain. No sane char build would go with this, since a char with 7 att and whatever def is practically useless, unless on tanking purpose (oh the joy). This build is a "threat" to the game only by instances, and we already know those are farmed easily and much more effectively with normal chars. What a normal defbuilder char does at some point is start building their attack, so they use ages in something they could have done good while back. And what comes to afk training, sure it blows to look at someone that isn't really working much, but does the game need to kill someone for going to loo for few mins while on spawn. Now to look at what one can reach with epic afk multitrain setup? 7-130 ad? Very useful. After that it's monsters that crit enough to keep you busy and paying attention. Why bother? Because it was possible With current situation I wouldn't make same sort of char, and that's away from diversity. No biggie. Guess there were big loads of players training afk, since changes this size were necessary ;p
  24. Extra critical chance

    Testing on my part shows that combatants get up to 8 dmg, apparently on crit to dmg hits. Tested on ogre. Good thing since it's critical damage afterall, and this also motivates ppl to jump to the clops, since the dmg difference isn't that insane (ofc the crit rate is bigger but better rewards too.) Haven't tested if this happens also on IP creatures. This could make a newbie player get considerable dmg. Should be no biggie thanks to quests allowing fast lvl ups, but might cause frustration if a new player goes bashing rats with their 20hp and not realizing to use pps (which imo is quite common, no reading and fast forward to action.) As a side effect I started to get good load of breaks with basic training leathers and medallions (more than I'm used to on normal training on any char I've had.) But that's still a bit early to say. Now getting more crit dmg so it should be normal effect. #edit: skeptic
  25. Extra critical chance

    I disagree on this based on 120 def char getting 4 dmg from rat when a new character gets same amounts. Also this means a char should get less dmg against their lvl mob and a higher lvl player is supposed to get more on the same mob. Both are false based on empiric study. Just my opinion and observations. Seems the higher level mobs perform the same or nearly the same as before, but everything below does nastier criticals. With epic toughness char you get hit by a racoon for 6 dmg as example. Ogre ~15. Skellies ~10+. PW ~15. Gobs 10+. Lions, clops, orcs, fluff, feros all are trainable mobs and hit more than before. What this does is just increased item breaks and more essence consumption. Must say that before you could do insane amount of feros with one restore, not anymore. So in a way it makes sense. Also invasions will be heavier for mid level players if this update is kept as it is. On a sidenote you might want to rethink will vs. vitality when training non-epic-ad char. Not so small change tbh.
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