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Posts posted by Phish_
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47 minutes ago, Garnet said:
- 1. Limiting to each game to 3 Clerics max, 2 Knight max - PRO: it solves everything CON: lot of player maining those classe wont be able to join AA, there is only 2 games max running at Peak time
So while I do think this will make the actual AA games healthier and more inactive it does come with some issues.
What is the magic number to limit?
You need to differentiate between Support and Battle Cleric. NA Rose originally checked this be checking if the clear had a heal and buff skill, I would suggest checking if the cleric has the skill heavenly grace in this case now.
That also leads to an issue like a team having 1 support and 2 battle clerics and reaching the cleric quota, but is not nearly as much healing as 3 support clerics which also makes me think capping the number of clerics a 4 to be safer because limiting people who main such classes is an issue as well.
44 minutes ago, Garnet said:- 2. Finding a counter to Cleric/Knight: it can be be changing how piercing defense work to counter shield block, applying a reduction on heal like it has been done on AOE damage (i don't like it personnally)... - PRO: in the best world, it solves the issue and everyone can bring the class of its choice in any game - CON: balancing is long, tricky, mistake can be made, require a lot of testing, we also don't have a test server available for now
So I think having more active counterplay to things is a good approach in the long run. More skills that apply wounded or reduce healpower, particularly aoe oes that can deter a team from piling up on top of eachother.
Consider a skill that leaves behind a hazard in one spot that debuffs received healing if you stand in it. the sikuku catacombs slime already has this mechanic in game.
Another counter is some type of skill/stat that penetrates block like you said, without it necessarily being super high damage to non shield classes. The more that I think about it, you could apply the effect of pierce defense to penetrating block like this:
This would reduce an opponents block physical stat by 50% - 270.
The knights Block Physical stat would be lowered to 1705, the block rate would remain untouched.
The pierce def/magic stat is relatively underwhelming, this also gives it more value in pvp. This does however change the dynamic of pvp as such classes with high pierce stats will do much better damage vs knights and clerics, so that can also lead to potential balancing issues.
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The economy prices of certain stats vs others is just supply and demand. The reason the dex ap sells for more than the int ap is because more people want the stat therefor pay more therefor the price goes up.
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It's going to be too luck based on the randomization if you don't. A team of 4 support clerics is just something that needs to be avoided
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You should probably try to do it in a way that distributes classes somewhat evenly
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Do visitors really count though?
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Overall probably crossbow scout. Axe champs are really low, probably even more in pvm. Gunbourgs are pretty common in pvp now
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It's cool that you put this together but there's definitely some....bias?
Like how does a support cleric have offense? Even if you count the sleeps and mutes a battle clerics has the same one plus actual damage.
Artisans are also not that bad, theyre still doing more damage than champs and knights in the average AA game
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Not really a fan of including separate stat buffers in a tournament but it's your decision.
10 v 10 with a week's notice, is there even going to be enough entrants to host a proper tournament?
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Gotcha, didn't know there were mods present to teleprt people
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What happens when there's a stalemate? Allowing 2 of the same class can lead to teams like double cleric knight or double knight cleric, which probably won't die to a team of 3.
How do you deal with interference? Since it's in the people could easily get in the way just by standing near the combatants, getting in the way of the target enemy skill or weakening aoe damage just by being hit by them. Not to mention hawkers could just stay in stealth that aren't playing and get in the way of aoes.
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Any consumable item can go in the skill bar, I think ammo can be placed there and reloaded if you click it
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Can you use honor buff potions? A team wont be able to get full buffs otherwise.
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14 hours ago, Gaboulator said:
Fun fact, just after writing this, I mistakenly attacked a mob and it dropped a Legendary Orlean shoes
To my understanding, the Wiki is not quite right as it depends on the zone and the monster that you kill. We should change the wiki with that specification.
Concerning Legendary 200 Dealer gear, I saw a conversation with one of the staff that confirmed it existed. Based on that, I understand that it exist 1 specific monster somewhere that drops it.
Existed in the client, I don't think it is actually dropping. The server has been up for 9 months and has anyone even seen it in game?
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I wanted to make this thread to have some discussion materials for crafting gems grade 8-10.
Many features that were implemented in the last couple years when Genesis was lead developer of NaRose were left unfinished and were implemented in a way to incentivise item mall sales.
The grade 10 gem update got implemented in patch 655 in February 2018 and like most updates in that time period never got adjusted since.
5 types of materials were added in that update:
- Small Glistening Orbs
Very Rare Tier
7 different colors. Drops from level 200+ mobs including in dungeons
- Prismatic Dust
Epic Tier
Drops from level 200+ leader type mobs (bronze star) or higher
- Large Glistening Orbs
Legendary Tier
7 different colors. Drops from level 200+ leader type mobs (bronze star) or higher
- Prismatic Fiber
Legendary Tier
Drops from Wandering Bosses in Orlo or Dungeon Bosses (a drop on the ground NOT a reward)
- Prismatic Lattice
Legendary Tier
Drops from Wandering Bosses in Orlo or Dungeon Bosses (a drop on the ground NOT a reward)
- These items all still have a yellow name when they're some of the rarest items that drop in game. Small Orbs should have a blue name and the rest should have a purple name.
Now these drops are very rare and you need many of them for gem crafting,not to mention the rate of failing is quite high and you can lose some or all of the materials. In Narose though there were tons of item mall items that could help increase the rate of farming them.
- Medal of Fortune/Sigil of Brilliance (2-3x drop rate)
- Medal of Retrieval (no reduction in drops for lower level mobs)
- Medal of Abundance (Extra drop quantity (same principal as a dolomite asscher))
- Epic Drop tier Medal
- Legendary drop tier Medal
- Lucky spin costumes that gave extra drop rate
- The cute cat/dog/cow/dragon costume that gave extra drop rate specifically to Legendary and Epic Tier drops
- Premium Account that gave an extra (25%?) Drop rate
None of these exist anymore.
The only thing that's still around are the drop rate gems and the ever so flawed clan passives. The clan passives do increase rates by a noticeable amount but we know the clan point system needs work also.
Something else I noticed after looking back at the old warpportal forums. It looks like Prismatic Fiber and Lattice used to also be a possible Dungeon Reward back then too.
Some reference:
A post I made with feedback on drops
A post about where to obtain Fiber and lattice
Prismatic Fiber and Lattice aren't Dungeon rewards anymore. Im wondering if they were removed from the table as anaccident because it was thought that they were used for runes not gems. There were materials used for upgrading runes called Paradigmatic Ore /dust /cluster /essence /fragment /remnant. These were similarly named but different items; Im hoping this was an oversight.
Hopefully this thread sees some light, because this is one of the updates that should've been tweaked from NaRose.
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I feel like at some point it should just manually skill reset everyones skill points. It's really broken fighting mages that can max their skill tree because of a bug.
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I think it's less about salamander flames and more about having many clerics on one side. 1 cleric on a team? Not enough healing for 15 people. 2 clerics? More balanced but definitely not broken. 6 clerics? Degenerative game play. Flames plus aoe heals plus infinite ressing, means you usually can't wipe the team, plus their team also lacks damage due to having many clerics so they often struggle to wipe the enemy UNLESS the enemy team has like 1 cleric and thus they can't sustain.
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Theres no reason to not take option 1, (unless you actually DON'T want it but you can just leave the item on the floor to begin in that case). which leads boss drops to be even more rng than they are already.
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Yeah that, it would be cool to have more options for viable attack speed builds (in pvp atleast) they are more niche in pvp and very few classes can really utilize them.
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Gun attack speed should be increased. Crossbow attack speed should also be increased (its the slowest weapon at .45%), though not sure about other slow weapons. Nerfing launcher attack speed doesn't necessarily make guns more appealing and to be fair you're going to be using skills most of the time as a launcher despite the fact that their attack speed was increased. It's just now you can actually utilize auto attacks for single targets again compared to before; launcher still doesn't get attack speed assumes other than 5% potentially from one of the unique skills. The gun skill tree has tools that help encourage a melee build (in the bourg tree particularly) but logically it doesn't make sense that launchers are bother higher attack power and attack speed though its good to know it's an oversight.
On another note attack speed substats should be improved too, the max aspeed sub is 2.25% attack speed compared to max ap being 40 attack power. Even with an auto attack build the 40 attack power substat is going to be better than 2.25% attack speed as far as dps goes on top of it also doing more damage with skills too.
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Yeah I don't know when it was changed so you lose the fairy when you die. If that's the case you might as well allow them to work in pvp too.
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Agreed, funny enough back in 2010 I was the one who suggested the hit rate formula when zeppelin was in charge, (it used to be .5 acc/dodge) and I also suggested the 5% miss chance, but back then we also used to have reliable skills which dealt half damage when they 'missed' the 2013 skill update changed the hit rate formula to what it is now, but still left the 5% miss chance.
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The formula is accuracy/dodge. It caps at 95% hit rate and minimum of 5%. I think level difference may still play a role but I'm not entirely sure what it is.
I really wish the 5% chance to miss was removed though, it just feels bad casting a slow skill on a mob and having it miss because of it.
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Im interested on how much there is?
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500k chewed bones only existed for the first month of the game, when not as many people were high level, and they got reverted 100k in january. They've been 100k for 3 months now and many more players have leveled characters since then. I feel like theres probably been some zulie exploits that have gone under the radar which generated so much in the economy.
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[Important][Game Arena][PvP]Restricting the amount of a class in a game
in General ROSE Discussions
Posted
Not necessarily. You won't use a peridot on skill based classes and can consider another gem for mixed attackers (using both skills and autos) also the pierce change gives those gems more viability in pvp.
Regarding the initial proposal, I do think limiting the amount of clerics is necessary but I think we should cap it at 5 instead of 3. Yes 5 cleric games have alot if healing but if we're too restrictive then people will be detered from playing their class which also can lead to a lack of clerics at the same time.