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Dugur

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Posts posted by Dugur


  1. 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.)


  2. I did read his post. The only reason why what he suggested has not happened is because of the massive gap between player prices and 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.


  3. Dugur, you forgot coal. The only reason why this didn't already happen is because npc prices are so high above player prices right now that only a lunatic would buy any ingreds from an npc. Basically, nobody buys ingreds or sells ingreds to npc's. It is one of the first things we tell the newbs because we know their prices are screwed up.

     

    I strongly recommend reading the post I quoted. I admire your failing skill.


  4. Actually I think it would be good to lower the NPC prices for ores and minerals under the market price. Like 2,3gc for silver, 2gc for coal etc. People, who don't need them asap, would just haul them from NPC and harvers can still sell them for current prices to people, who are too lazy/busy to haul them from NPC.

     

    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.


  5. I know i am impatient ;p

    here we go 20/16/26/48/4/4

    About 4kxp/min, star med, bone, aug set. Triple male ogre

    When i should move to next creature? ( what a/d?)

    And about training a skill else than harv, alch, mag a/d. You advice me to train engineering ( how much nexus should i take)?

     

    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.


  6. i would switch to att god, you will get more total xp... and yes you would have to remove R to 4 if you were to multy

     

    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.


  7. i have not built a mage before but i have been told that i have the right idea for a mage build... i have a Def tank account, with your stats i would try multying something... some people say that its stuped to get a large gap of a/d because you are worthless in PK, however i dont agrea with that... a multy account is best for the reason that you can get OA lvls really fast, even at 130+ OA i still can get 1 OA a day with only 5-6 hours of training... there is no way you could do that but you could get close... i would get tinf perk take everything out of C put P up to 20 for the EMU and put 20 in I/V for training

     

    being able to get 700-1.2 mill xp an hour on 3-8 creatures at a time is really nice, and once you get to a nice def lvl so that you can take most of the fighters atting you then pump up C and R for acc and get i glow in the dark... with 120 def you would be one hard tard to kill... Cel websight is a great place to find out what creatures and builds you can creat for what combat lvls so creatures keep atting you... get gold coin by doing small team instanceas and wait 24 hours between instances you get better drops, also make sure your team does the same or there is no point :)

     

    good luck, got to run

     

    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.


  8. 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.)


  9. 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.


  10. Keep it simple, no Leonard or waves of creatures are needed, a ticking down clock will suffice. Bring requested items to NPC before times run out, if not out, if successful clue to next (random located) NPC for next task, find within time limit or team is out, repeat till final challenge (perhaps a challenge from the next level instance) Only final NPC might give very very rarely a drop, for rest only exp for the team (per successful tier, in the skill of the items required). Of course dangerous area’s, (poisonous etc) and perhaps, oh boy, depletable sources, but for rest in my opinion that’s all that’s needed for harvesters and mixers to get their kicks. If out waiting time for a few days before next try, perhaps carry a rosto to prevent being kicked out (once).

     

    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.


  11. 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.


  12. 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.


  13. If the server sends the character attributes and such while on a pk map and it gives too much information, it may be too convenient to use it on pk maps and choose some newb to slaughter. I get the feeling that might not be a good thing. It might not be good to show the information of anyone that is on a pk map either. I am considering pk arenas as well as actual complete maps when I say pk maps.

     

    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. :whistle:


  14. Use the conj cape - and I think only one person ever took the Summoner perk.... so don't take it!

     

    :D 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.


  15. 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)


  16. 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.


  17. IMO, using a BoD is always acceptable.

    PK is about killing players, hence the name... that's all a BoD does.

     

    On the topic of the BRoD i disagree with Dugur about it not requiring a reason for use. Just because there's protection against the unbalanced item doesn't make it's use somehow legitimized.

     

    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.


  18. 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 :wub:


  19. The reason for higher breaking rates (unless I have another bug in the code, but this is unlikely now) is because before, if you were fighting a lower level monster, the monster wouldn't hit you as often, so you got less damage to the armor. All this change does is for the criticals that did no damage before to do some damage now, which means a higher chance to break stuff. But if before all the hits did damage to you, this should not change a thing.

     

    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?


  20. can someone please explain me how could you AFK train???

     

    if you get 15 times exp you gain no more that's max 30 seconds witch means - ????? AFK 30 seconds and than you must retreat waiting about 10 - 15 seconds before you're character goes away from combat witch means in currently critical we had was alot and now I'm even afraid go on the enemy he'll crush in few minutes

     

    I guess even rats would crush me in few minutes lol

     

    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 :devlish:

    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


  21. 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


  22. Well i'm in mid 80 a/d and got hit by a male goblin for 12 damage.

    They did ~2 damage to me before this update...

    So it seems to me, that those fighting receive more critical damage if the difference between them is higher.

    The only thing is, how is the gap between "weaker" and "stronger" combatant computed.

     

    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.


  23. I made a small change, I am curious if people will notice it. I am not going to tell you what I changed though.

     

    My guess based on little testing is that critical to dmg ignores toughness or part of it. If this is the case, the change doesn't seem so small.

    This assumption is based on character with maxed toughness that gets +~15 dmg after update.

     

    I'd like to hear experiences from other players too, since there might be a-d gap involved too. The char I used to test this with is 7/93. If you don't notice any change in normal creature bashing, it's highly likely a gap issue only.

     

    #edit: Seems to be same results with 89/57 char. Increased critical dmg received.

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