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Dugur

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Posts posted by Dugur


  1. I said faster and you say the number of hits. One is referring to time and one is referring to a count. Even if it did take the same number of hits, the time would be different and the number of blocks would probably change as well.

     

    Were you watching me train? You don't know anything about my training unless you see it or I tell you. Don't comment on what you don't know. I'm bored with ogre. They don't kill me. They do give me shitty xp now.

     

    The proposed change was "increase the weight of a/d" and not "decrease the weight of attribs on chance to hit/block". Those two are totally different.

     

    I can't help it if you can't/won't see what is and what is not valid. Your logic is flawed.

     

    Tbh, I don't care how you train or what you train. It has nothing to do with this and I honestly think I never mentioned an example as you training or referred to your training in any way.

    But now that you mentioned it, looking at your stats and knowing you do ogres... You have 58/66 a/d with 22/24 p/c with 8 reason. On ogres you hit ~95% of time atm, mhm? Blocking is often enough to call it training. You don't really _have to_ flee because with bone might is enough to kill it ~15 hits, but fleeing adds some more def and is better oa exp on single spawn. Your future in a/d training is about 10 more def levels on ogres, congratulations.

    Now "Would you like to see the weight of att and def increased?" can be done two ways: increase weight of a/d or decrease weight of dext/reason. I looked into it with example of reducing attributes weight, ofc it can be done other way round.

    I offered you something easy to look into so it's more convenient to think of possible changes. You already have reaction higher than that of ogres, this is why you manage to block it so convenient. If your current reaction of 14 is valued with 0,8 multiplier instead of 1, you have it 11. In practise 3 def levels. Got astro? Notice how astro works for you? See how huge difference it is atm there?

     

    And going with the calculations of giving +20% or something to the a and d instead...

    Ogre ad becomes 84/60 value in rolls (but is still 70/50).

    You become ~70/79. Without tweak you had 4 difference in ogre a vs your d, now it'd be 5. You still get that blocking help from your cross attributes and still train like normally. Astro is worse.

     

    This has got to look terrible change. Real percentages to be decided by development team.

     

    I can't help it if you can't/won't see what is and what is not valid.

     

    Oh, and I didn't create the combat system, I'm just a consumer and offer simplified way to look into it. If I have given some specualtions that are heavily out of reality, give me some time out of forums with a ban.


  2. New questions:

    If a/d has more weight and you will kill a monster faster/slower, don't you think that the number of hits to kill it will change and effect xp?

    If the a/d has more weight, will that also effect the the a/d xp per hit/block?

     

    You won't kill monster faster or slower, that is what might does. If your hitting / dodging chance is altered by reducing the effect of rection/dexterity, no change in damage. Yes, attack gives more damage. Yes, defence reduces damage. Atm they play minor part comparing to attributes, but we talk of increasing value of a/d in hitting/blocking.

    A/D exp / hit is as before. Only your rationality gives bonus to exp, rection and dexterity have nothing to do with exp but the hitting / dodging.

     

    Atm 1 reaction / dexterity = 1 def / attack.

    If you change this, for example, to 1 : 0,8 - what happens? Do the math and imagine how drastically it will ruin everything. It's different to think side effects and imagine side effects.

    The speed at which you kill a monster would have to do with A. how often you manage to hit and B. how much damage dealt.

     

    Were you assuming I was referring to a combat situation where you can almost always hit the creature every single time?

     

    "the number of hits to kill it"

    The damage you deal will be same. This is thanks to your might. Monsters have fixed HP. You will have same amount of hits to kill one. Only changing is the calculations behind if you hit or if you block. Now if you already are fighting wrong level mobs, you are getting shit exp and getting killed while doing it. After change it will still be the same. If you now train smoothly on monster you might actually want to do the math behind the example of 20% tweaking and then think again. The training change is minimal. In game you grind manymany levels on same mobs, just look at the ogre - fluff - feros cycle. Mobs below these anyway have minor attributes that the change won't be affecting players in my eyes, unless you can actually show something _valid_.


  3. New questions:

    If a/d has more weight and you will kill a monster faster/slower, don't you think that the number of hits to kill it will change and effect xp?

    If the a/d has more weight, will that also effect the the a/d xp per hit/block?

     

    You won't kill monster faster or slower, that is what might does. If your hitting / dodging chance is altered by reducing the effect of rection/dexterity, no change in damage. Yes, attack gives more damage. Yes, defence reduces damage. Atm they play minor part comparing to attributes, but we talk of increasing value of a/d in hitting/blocking.

    A/D exp / hit is as before. Only your rationality gives bonus to exp, rection and dexterity have nothing to do with exp but the hitting / dodging.

     

    Atm 1 reaction / dexterity = 1 def / attack.

    If you change this, for example, to 1 : 0,8 - what happens? Do the math and imagine how drastically it will ruin everything. It's different to think side effects and imagine side effects.


  4. You kill fluff with roughly 15 hit rounds. The build gives you low restore, which means you use 1 on critter that has low crits, but another can make you restore 3 times. I speak of crits from fluff, because they are only thing that can damage you (to dmg ones) once good toughness.

    I am not saying you will perform like normal fluffy trainer, no way. A full set of HEs you can carry lasts you about 20 minutes iirc, fluffs I do for mag exp.

    On the other hand, max toughness and a single ogre spawn is quite economical. With FR perk (cape) you don't need SR's at all, just pack some fruits. Heal once in 10-15 minutes. 48/4 gives you ~full rounds of att exp and no empty rolls at attack level that you hit them easily (50+ good astro, 60+ any astro. rough estimates) Training with pure profit.

    Notice your exp gain is lot less than on normal trained char due to losing def exp. But hey, it's only for laffs. You don't get OP char, but one that can give you laughs occasionally.

     

    I do not recommend this build to main char/first char. Tho if someone has good basic knowledge of game, then it might make a nice noob instance hitter (at att:def ratio of 10:1 you can make 100/60 a/d that still gets in 60-80 instance. at those levels your oa is good enough to afford proper coord too)


  5. Trying this now, but what if i just made money for bp, and rapier, and started training would i get owned?

     

    The earlier you start (smaller oa, lower toughness), the more damage you will be getting and needing to heal more. Bigger monster - more likely dead. Gobs can be taken with relative ease having smaller toughness letting only those crit to damage hits pass.

    If you have bp and rapier you can find 2 pvpers and hit one of them while they hit eachother.


  6. roflol, and where is it stated that reaction and dexterity will be made useless?

    How about we face it that the change is not going to make the attributes half of current value. It's just useless to assume the change is 80% to a/d and 20% to attributes setting or so. If something at that scale was done the whole system would need to be redone in many parts.

     

    Point here, attributes still matter. Attributes _will_ give you power over those with less attributes. But if you have same attributes, the a/d will give small upper hand and reduces the luck factor. Now also if you get a good gangbang, the def penalty will have more effect bringing that omg so OP person you are ganging to slight more hard time.

     

    And what comes to lower level monsters... you can train to 60's without coord at all already. It will be just more enjoyable if you have ~20-24 coord. What ppl do now is skip some monsters and compensate a/d with coord, then get unhappy for low exp due to high might while they'd be able to get better overall exp from lower level mob in most cases.

     

    And if we assume a newcomer will get killed by a rat... fail. You have 7/7 on start, many don't know to put pps in and go fight rat. You have a/d above them and no attributes set, those low beasties aren't really coord monsters either, are they? To me it looks it will be easier for new player (if even noticeable at all)

    And wolf or goblin? You don't need coord for them atm, just some def. Put on uni med and a shield and suddenly a wolf is heavenly creature. For newcomer it's just bonus since they'll have the def with medallion + shield already good enough to train.

     

    Ogre? 70/50 if I got it right. Ppl in 50's are doing them... how? With overdone p/c, they would get lot better exp from lower monsters (ofc some use instinct too). 50's can serp ogres for drops, good exp training - not really the case, lower monsters are better. And if you're 60's those attributes will be enough still, who said they'd be negated? On good side, the natural training chain might be more followed and more spawns used, not just the ogres. Just in theory, in perfect world.

     

    I just refuse to believe that the tweaking would be made so drastic that attributes wouldn't count anymore. You don't trust the devs?


  7. But the game does say "beta". I expect the pickpoint buyers to accept losing their hard work with no compensation, so i'd be a hypocrite if i now expected compensation for the fact that items implemented since my resets would have prevented those resets... ofc, compensating me can be done without "omfg ruin the economy" and with radu making some nice $.

     

    Hallelujah sister, nuff said. Fully agree.


  8. So if i counted up all my gained exp, i believe (not in game atm) i will have around 125 mill exp, this will get me to let's say oa 120..

    But atm im only oa 98, so with buying a stone no matter at which cost real $$$ or in game GC, i will gain free 22 lvls..

     

    Fail.

    oa 98 ~40 million exp

    125-40 = 85 million exp

     

    If using the option where 50% of the exp is returned you get +42,5 million = 113 oa.

     

    It was mentioned in original post with several examples. One use / reset. The percentage of exp returned is to be decided by development team. The more it returns the more moolah can be gained. Notice this is calced with the 50 % value, I haven't straightly suggested it has to be 50% or 100% or anything. Just pointed out there is a hole for business, and looks like there are ppl that would use the chance.

    And this is about the last opportunity to make $ from nothing, new players won't need to reset and they won't get much use of the stone anyway. The segment is for oldbies who were there when several changes came in and therefore reset. A new player has much more stabile playground here atm and once they get few nexus bought or even pps, there won't be a reset to lose exp.


  9. If we really think that this is ebul rich real life ppl scheme of epic power leveling, it can be implemented other ways too...

    As Dilly said, pay 1 milliong gc to Tanta. Or make it a quest with roleplay spice and so on.

    Since we have PP buying in, we can add soft reset with a liiiiiittle work. Here is the other, dev side time consuming and therefore not so profitable, way:

     

    NPC in a stonehenge, such a lovely cliche it has to be done. Or just in Idaloran in middle of the rocks that make it a stonehengy feeling.

    S/he mumbles some RPG stuff telling you s/he found ways of bla bla and doing bla bla and then to interesting part: Bring me a shrubbery and I will attempt to regain some of your lost memories from the past. It can be also cutting an oak tree with a herring or just big load of cash with any item that is good to remove from game (hydro bars, scales, enriched essence, rare stones (*cough rosto cough* oh the corruption of $?) Great, you gather the loot, do some rituals and get those memories back - 10% of lost reset exp regained. Still something missing? Bring more stuff to get more exp back... Limit of gaining exp back decided by those who have the powers.

    And the beauty of this is you add fail rate, ha!

    And of course the NPC doesn't talk to you on Scholars day since they are doing some research on the memory haxing.

     

    Bit more complicated, but gives more to the game.


  10. 1. I don't think reset should be easy, this wasn't meant to be an "easy" game.

    2. I really don't like rl$ affecting the game so much. I don't like gc sales, I don't like character buying/selling, and I would rather shop items be items or services that don't affect "gameplay".

    This gives WAY too much advantage to $ spending. Don't like it at all.

     

    There are many players that never reset. Atm the game allows tweaking build without reset, using removal stones, while in past only thing you could do is #reset. This is plain business (gotta love the smell of $$$ in the mornings), not just making things easy for players. If you can point out a really heavy argument on how this makes a reset easy or painless, I'll reconsider my opinions. There's no need to fool oneself with the thought that the game isn't affected by $ already. How else would the rostos be known as bricks?

    This isn't just game, it's business for some. :medieval:


  11. This item has been mentioned previously, but thought to bring it up as it's own. Point being able to recover some of lost exp in resets. #edit: And make shit load of $$$.

    Now if we take a stone that counts all skills exp together and gives that exp to your oa, we have a dream item for everyone planning to turn their nexi into hydro nexi. On the downside, this will make everyone able to replace use of attribute removals and turn their build to anything they like no sweat. Too easy? Too abusable? Too expensive? Yes, very likely so(?)

     

    So instead of doing 100% soft reset with stone, there could be other type of rolling stone, ofc a shop item. This would count the all skills exp, reduce current exp and then give you that exp or percentage of it as overall exp (not adding scholars day bonus!) This isn't selling skills levels or pps from shop, because that exp has actually been in the char and earned. The obvious counterargument is that reset needs to hurt, you need to think how you build char etc etc.

    Now obviously to limit automatically redoing of all pps (if this limitation is wanted/needed) you'd need to have half the total exp in your overall already (now you can't just reset and take oa back) or have the returned exp considerably low percentage of total. Ofc one use / reset.

     

    In current system, there isn't really need to do resets anymore thanks to removal stones. You need to fail in build or be too cheap to spend on removals, or just need to feel those easy starting oa level dings. The rolling stone would compensate some of the done mistakes in past, that could have been avoided with removals these days. Also now we can also add the comment this is Beta, suck it up, boo-hoo.

     

    Example of a highish level person with all exp total of 140 oa (~300 mill exp) done reset and grinded to 117 oa (~100 mill exp) There's 200 mill exp poofed.

    If 50% of reset exp is returned they get +100mill and end up in 130's.

    If 25% returned - +50 mill = ~125 oa

    If 10% - +20 mill = ~120oa

     

    If exp is returned from oa 0 (allowing softish reset) same char would end up with oas:

    50% - ~125oa

    25% - ~110 oa

    10% - ~92 oa

     

    Even at 50% return the exp loss is so considerable that you'd think twice to redo your build at 140 oa, unless you are an epic resetter that stayed low oa but grinded lots.

     

    Same for total exp of ~100 oa = ~40million who is at oa 75 (~10 million) lost exp in resets = 30million

    50% - +15 million = ~ 88oa

    25% - +7,5million = ~ 83oa

    10% - +3million = ~ 79oa

     

    And counted from 0 oa:

    50 % ~ 81 oa

    25% ~ 71 oa

    10% ~ 58 oa

    (numbers estimates)

     

    Would this be away from someone? I know it would be heavy $$$. The bigger the percentage of the returned exp, the more moolah and bigger castle.


  12. Note, this topic is about making a/d matter more. Mentioning PP buying, although it has some part in this, makes the topic very likely to get hijacked to offtopic :S

    Personally I'd like to see a/d levels matter more. Don't know if this would suddenly bring more ppl to crowd yeti (highly doubt it) or other spawns, but for sure those who spent time at spawns lvling a/d deserve bigger advantage from the levels.

    It is hard to evaluate what it would do to have certain percentage more weight on a/d, but I'm thinking of even 20% more would still be agreeable.


  13. Silver used to be 2gc each and HEs sold 6-6,5 ea.

    Now silver went to 2,5 and HEs are ~7,5+ gc. For health essence, the change of silver price brings +1gc to cost of ess. I always sold my HE's for 6,5 max, but now on alt been doing 8ea no problems. More profit these days there...

    The biggest issue is getting the silver form market if you really want to alch. There used to be many PKers (and not just PKers, duhh) who actually mined silver and sold it, now none really. Dunno about those harvest alts, many moved to provide flowers for potions too I guess.

     

    And SR's has always been important training item for potters selling ~14gc. Obviously many have moved to mix BR's that sell to NPC 15gc ea, or are busy with other potioning stuff.

     

    Just my speculations. I bet there are more SR makers if we start buying it 15ea, but there a potters opinion is needed.

    For fixing HE issue get some LabRat wannabes online. Would need abundance of silver on market to get HEs spammed properly. If every HE consumer went camping in MM instead of spawn something might happen(?).


  14. This is a char build for laughs and good time. The aim is to make attack higher than your defence. This will not make you über epic figter due to getting hit by weaker, but ofc if you manage to hit harder than them you have a chance. In plain PvE it can be interesting for lower levels too.

     

    The whole idea of getting more att than def is to get hit, and hit back. Now getting hit hurts, especially on lower levels. Remedy for this is toughness, which also reduces damage from critical to damage hits (those that bypass armour)

     

    For starts you need to get basics right. Exc cape, basic essence and harvestable knowledge and inorganic nexus of 2. You will spend all pps on only phys to get emu. Mix FEs for base gc, then start harvesting silver and mixing HEs. For added leveling speed you will want to buy silver to make more in less time. Spend a month with alchemy, you will be late 60's alch and overall. The farther you make it this way, the easier it will be for you.

     

    Spend all pps to max physique + vitality. Get attack and magic god. For perks you can take scotty, PH, anti (stock some FPS to mix HE for training) and ICD (you aren't blocking with this build). Train your magic to be able to restore.

    Get a rapier and a BP cape. Check good critical hits astro day and go beat ogres. The toughness will absorb most hits and you'll level fast. If ogre is too much heat for you, downgrade to lower lvl mobs. Or if you're hardcore, go kill those fluffies. Doable with 18/7 ad, get some healing potions to secure healing.

     

    On bad astro days go harvest silver to get gc, it's np to harvest 10k silver a day if you play active and that's 25k gc a day. Tou won't need much armour, an aug set will do fine, but getting a CoL will help you with failing restore. A gatherer med or a MoL are fun to have too.

     

    Some tips:

    Get a damaged red dragon set and train in it, it is affordable and will annoy most ogre trainers away from spawns with several mobs.

    If you know someone pvping, go hit them with rapier+bp. The pvpers keep hitting each other, no risk for you.

     

    This is the Bellatrix build, quite entertaining tbh. (But if you want to be serious PKer/trainer/whatnot, this isn't for you)


  15. I played PK server a while in the beginning (created SantaClaus.) Personally the high end item rarity doesn't bother. The reason I am not playing on PK server is that everyone had rosto and dozen alts. If there weren't this epic multiplay, I'd still be in. Ofc many find it excellent to be able to interact with alts (and I had some too) but then again, how many players are there on server and how many characters total?


  16. I have decided to be in a guild of my own where I can freely be the despot I like to be, so I've formed the guild prkl.

    This post is to clarify where the guild stands PK-wise.

     

    *No allies

    *There will be no allies

    *PK area is to kill ppl

    *All ingame tricks allowed

    *Killing and dying is nothing personal, if you can't handle the death, stay out of PK areas

     

    #edit: updated


  17. if the repairing process doesnt have a chance of complete loss of the damaged piece (unlike with Tankel and HB), then i vote yes.

     

    This sort of comment is a guaranteed way to not get the repairing happen. It is complete utter... fail. Is the ideal situation that every player in game uses dragon set in training? The repair is done with a scale or two - it's nothing. The failing won't be the level of HB/Tankel, but that of what is in normal mixing (about, so I understood from convos on @6). A top player can have repair ings on spawn if they bother and fix stuff at the spot, manu 60 isn't impossible. And for epic success you pick a name in top 10 manu. Might want to ask the top manuers how often they fail to mix a dragon item.

     

    Scales reducing time to get into instance will be a lot bigger scale burner than the repairing, and the price will recover even without repair using the scales (most likely)

    To me personally it looks like the repairing gives more longevity to a set than what we currently have, and the items will last more evenly (I mean you can have tough luck now and break item fast and then dump it being damaged, but when repairing is there you can just fix and be back in business)

    With breaks, I see no harm done. Without change, no harm done either. But that's just my opinion.


  18. I voted yes and I would love to attempt to repair for anyone that asks and supplies the scales.

     

    I assume that since this would be a mixing task, that saving stones will be used. If so, good, I can charge 1K gc insurance on it too.

     

    Any idea what level dragon armor repairs would be?

     

    Iirc radu mentioned manu level of around 60 on channel 6. Someone correct if I'm wrong or there's more info on it.


  19. only c a upset mage who is pissed cuz he cant kill people in 1 harm anymore and now wanna remove pp buying so people cant max vit anymore :< and increase thoughness so he can 1 harm em again :<

     

    Sorry, I still can. The update changed nothing really for me :<

     

    If this was actually on topic I'd ask for clarifications on some part of your post that makes no sense to me :medieval: All in all, if we don't want to look at the overall picture, why bother? If there actually was something else than omfg no it'd add to the topic and possibly prove those that think pp buying is bad bad to know better.

    Only person that can do omfg no is radu, rest can debate, and personal whining can be done somewhere else.

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