HealHard
Forsaken Elder-
Posts
206 -
Joined
-
Last visited
-
Days Won
5
Content Type
Profiles
Articles
Custom items
Forums
Store
Events
Everything posted by HealHard
-
The way i see it: th guild with like 10 priests online + some devoers and champs will be totally unbeatable. 8 ppl healing the stones, 2 ppl lexing attakers, champs asura them. 20 ppl would be able to hold the 2.0 infinitely. Just because bascojins are overpowered on our server. thats abusing card effects imo. Emp could be healed only with sanctuary and thats why basco gives that much bonus to that skill atm. Why the direct heal was buffed is still a mystery to me. We can leave things as they are if we change basco effect back to normal for direct healing. p.s. bascos were changed before 2.0 was introduced and was supposed to help guilds defend normal WOE castles. now we can face the fact its OP and abusable in such situation. so we should consider reworking basco once more.
-
any calculations to prove your statement please? http://www.forsaken-...showtopic=20935 you can find mine calculations there.
-
I totally agree. improve ASPD bonus at least. proper calculations were given in http://www.forsaken-ro.net/forum/index.php?showtopic=20935 already.
-
This suggestion is even more motivated after the release of new limited offer hats. bumping/waiting for approving.
-
"This is PVP map because rental passes are not the same with Fpass, which is designed for newbies, so you have to compete for resources with other players". thats how such suggestion was rejected before (as far as i remember xD).
-
if you do not like the machanics of this server, why not just joining another one? this server is BASED on Ygg and Skills Spam. you dont like that? then i think its not the server for you.
- 21 replies
-
- 2
-
- Yggdrasil Berries
- PvP
-
(and 3 more)
Tagged with:
-
Negative. all the balance is based on seeds and yggs. then you should reduce all the damage in PvP room by like 95% so people dont oneshot each other. and that will cause more problems with SP for champs etc...
- 21 replies
-
- Yggdrasil Berries
- PvP
-
(and 3 more)
Tagged with:
-
True. The person below me has or had at least one iPhone!
-
I dont think that all the leople who celebrate christmas are religious enough to be actually happy about the fact that approximately 2000 thousand years ago a very special jew was born. So just celebrate it with them because its a good reason be closer to each other. In fact, all religions are made to bring people hope and peace. So if you can find powers within yourself in hard situation to go on in life, then you can tell that person either "I do not need God to be happy" or to be polite with him "I have my own little God within myself". Otherwise, believing in something may not be such a bad thing. If that can stop you from suicide (because you gonna burn if hell for that), then it is a good thing because there is no "Return to last save point" option in life. you just exit the game to black screen.
-
Entry number one. IGN: Rad1x Theme: Traditional Russian New Year. Part one: Helping Santa to get rid of beastly muggers! http://imageshack.us/photo/my-images/651/cont1k.jpg/ Entry number two. IGN: Rad1x Theme: Traditional Russian New Year. Part two: Making friends with Santa! http://imageshack.us/photo/my-images/42/cont2k.jpg/ Entry number three. IGN: Rad1x Theme: Traditional Russian New Year. Part three: Dancing with Miss Claus! http://imageshack.us/photo/my-images/838/cont3h.jpg/ Merry Xmas and Happy New Year! with love from Moscow <3. Eugene
-
Actually, i have changed the suggestion terms, so now we speak about keeping 15% hp bonus but increase ASPD to 8. HP calculations above are meant to show the actual HP boost from skull cap to decide how many stats it actually lacks. so i guess that will be out main objective.
-
So lets go in-depth calculations: Fhelm : +5% hp, +10 all stats, +10 str, +10 luck, +10aspd. Skull cap: +15%hp,+20%sp, +15 to 2 stats, +2aspd. Here is HP calculation formula in Ragnarok Online: MAX_HP = Math.floor( MAX_HP * (1 + VIT * 0.01) * TRANS_MOD ); in which original MAX_HP value is character's basic hitpoints on 255 level without stats and gears etc. with gears equiped average person would have around 150 vitality at least (with gears bonuses). Test one: skull cap. TRANS_MOD will be (10%frigg,10%farmor,15%skull cap). Result: 3.375 of basic HP amount. Test two: fhelm. TRANS_MOD will be (10% frigg, 10%farmor,5%fset bonus) AND +10 extra vitality. Result: 3.250 of basic HP amount. in percents it means that fhelm gives 0.963 of HP amount that skull cap provides. thats less then 4%!!!!!! we can achieve 4% growth with only a few extra vit points. Here are some calculations for paladins: vit will be 290base + 80 vit belts + 50 from other stuff. Skull cap: (1.35 ratio) : 7.02 of base HP. Fhelm (1.25 ratio and another 10 vit) : 6.625 of base HP. in percents it means that fhelm gives 0.944 of HP amount that skull cap provides. 5.6%. better, but its almost triple ot the amount of vitality other classes can afford. Thats all that hat users get at the cost of dozens of stats. i dont think that is fair. So, the reasoning: 8 aspd because the HP bonus is almost irrelevant(!) with skull cap existing HP boost value. lacking 2 aspd would be ok to par it with fhelm, so fhelm users can put their "extra" points unused in agility to vitality (2 aspd lack is lacking around 10 stats in agi). I guess this is quite an argument for further discussion. P.S. : I bet that Chris also did those calculations as he mentioned before, but he decided not to share the results, right? ;-D
-
Well then i assume that this change should work. ASPD increase by another 3 points, making it 8. and returning the hp to 15% value.
-
I like the way you completely ignore my arguments also. i dont see the point to discuss it with you anymore. Deal with the fact that at the cost of some vitality you will have to put more points into agility and strength. And i dont see any connection with this very fact and WOE reductions. As i said, you can do the same with fhelm, just put some more points into vitality, Once final time i will state this: to be on par with existing headgears these hats have to compensate aspd bonus. adding 5% more vit is needed in order to keep the difference in helms. i can suggest to make it +7/8 aspd and keep the same hp bonus. I hope its clear enough now.
-
you point of view in understandable and predictable. but you have not tested this hat, so i wonder how did you find out that it is on par with fhelm. so i doubt you really understand what you are talking about. I have enough reasoning already. whats so bad if sinx gets like 3% more HP at the cost of Aspd and damage? that is op? you can do it it right away with Fhelm - just cut your str and increase agi and vit instead. As for people that wear those - i can tell you why they use the hats. they look awesome. thats the main reason so far. And yes, for a few classes it is almost on par with fhelm. so they can use it. P.S. and do not forget that Fhelm is a donation item as well. so it is right to compare them. just to keep it clear.
-
First of all. i dont tell it should be better then fset. But it has to be competitive. As for "OP" Hp bonus here are some values: on 293 base vit paladin this hat adds 12k more HP then Fhelm (fset is on). Exact values are : 417340 on fhelm and 429711 on hat. that makes 3% of actual hp increase. is that OP? no, as paladin will need more agi/dex also to keep 195 aspd. next test - sinx 258k vs 265k on 165 base vit. around 2.5% hp increase. at cost of 20! str and 10 luck and aspd. Do i need to contniue? Less vit - less effective the HP bonus is. Next - the idea of this hat was to increase hp/sp at cost of agi/damage. lacking about 50 agi can not match with 3% actual hp increase i suppose. And no, they are NOT on the par with fhelms / gvhs. thats why this suggestion is made. to make it an option for some players, not replacement of fhelm. at the moment their usefulness is highly questionable. And sorry Mike, i have never seen your suggestion about these. i guess that i missed it :( but i hope you like the changes i suggest to balance out the hats)
-
Well, first of all +5aspd is not the same as + 10aspd. Stats benefit to all classes indeed, but dont forget that hat gives +15 to only TWO stats, while fhelm boosts ALL stats +10 and another 10 for str and luck. I did explain why adding a BIT more aspd wouldnt hurt, it would just balance this helm with fhelm while remeaning different. Moreover, it is donation item so i doubt that it should be underpowered. At the moment only a few classes can actually use those hats because of HUGE difference in stats (because of agility) compared to fhelm. The changes i suggest can hardly make these hats overpowered by any means, but it could possibly become an alternative for more players. And please note that i dont mention Imperial valk helms here. They still gonna be on top for most classes.
-
So i tested out the new hats and came up with this suggestion to increase usefulness of those. current effects are: 2 slots Max HP +15%, Max SP +20% Mage Class: Int +15, Dex +15 Archer Class: Dex +15, Agi +15 Swordsman Class: Str +15, Agi +15 Thief Class: Str +15, Dex +15 Taekwon Class: Str +15, Int +15 Gunslinger Class: Dex +15, Agi +15 Ninja Class: Int +15, Dex +15 Merchant Class: Int +15, Dex +15 Acolyte Class: Int +15, Agi +15 With Fset: Freeze Immunity, ASPD +2 Suggested changes: 1.the set effect. I suggest to improve ASPD bonus to 5. Reasoning: slow weapon users like mages/priests need about 5+ agi to increase aspd by 1. easy calculations: lacking 8 aspd means increasing agility by 40+, which means that they have to put more points to agility and less to vitality. If they do so, the HP bonus from the hat disappears and they just get +5int/dex at the cost of other stats. Fast weapon users and dex-based classes will not be much affected much by this change as they can easily achieve 195 aspd on any gears. Also, Fset gives +5% hp + 10 vitality bonus with fset. It beats +15% HP bonus from hat for low-vit runners. I suggest to increase that value to 20%HP/SP. 2.Class-special effects: Ninja: str +15, int +15 - will be useful for both str and int builds. Merchant: int+ 15, str + 15 - so both WS and creator can benefit from it. Summing up, the suggested effect is: 2 slots Max HP +15%, Max SP +20% Mage Class: Int +15, Dex +15 Archer Class: Dex +15, Agi +15 Swordsman Class: Str +15, Agi +15 Thief Class: Str +15, Dex +15 Taekwon Class: Str +15, Int +15 Gunslinger Class: Dex +15, Agi +15 Ninja Class: Int +15, Str+15 Merchant Class: Int+ 15, Str+ 15 Acolyte Class: Int +15, Agi +15 With Fset: Freeze Immunity, ASPD +8 The rest of the effects are quite balanced from my point of view. Leave comments below :)
-
id like a GVG + WOE event. GVG map with emp in center. the guild which breaks the emp = winner. if you die you get teleported out of event like in GVG. Woulda be crazy.
-
traded.
-
i like the idea, but this one is not looking like a part of a player even. looks like another monster nearby. it may be a good idea for halloween indeed.
-
the point of doing elite quest it not getting gears anymore. its to advance in storyline. so once a newcomer gets some set he can make this elite quest to get 200 bonus stat poinst first and then a bow with a weapon and to chance to make some more knightsets himself and even try to make a legendary weapon and frigg.
-
You got no logic at all. to get the elite set you have to farm hydras anyway. and then 6k more different cards and an MVP card to get the box. i find farming hydras easier. And yes, this suggestion is just one of hundreds that gonna drop in that pile. and i just tried to explain why. its not bad, but its useless.
Footer title
This content can be configured within your theme settings in your ACP. You can add any HTML including images, paragraphs and lists.
Footer title
This content can be configured within your theme settings in your ACP. You can add any HTML including images, paragraphs and lists.
Footer title
This content can be configured within your theme settings in your ACP. You can add any HTML including images, paragraphs and lists.