zergling Posted February 9, 2013 Report Posted February 9, 2013 okay so I know this has been suggested before but I'm not sure if it was accepted or not. every other class has a valk weapon with the exception of the taekwon boy. star gladiators need a valk weapon or even a legendary weapon that will put them into the game with the other classes. so any feedback from the GM's as to if this is in the process of being worked out or not?
Veracity Posted February 9, 2013 Report Posted February 9, 2013 We are not disabling any skills (that's just going too far), so someone would have to suggest stats that would actually work with all of the classes' skills enabled. The previous stat suggestions absolutely would not.
zergling Posted February 9, 2013 Author Report Posted February 9, 2013 uhh... str+30, dex+ 30, increase damage to demi human by 20%, increase damage with flying side kick by 30%, slotted 4. this would be a valk weapon because it is a very strong weapon and as of right now nobody other than me knows how to use this class to it's full potential and hell as of right now I would still think twice before donating for this weapon because it's almost not worth it as is.
Bishop Posted February 10, 2013 Report Posted February 10, 2013 As I've stated in a different topic as well adding a bonus to FSK is completely out of the question for me. That skill already does insane damage on your targeted classes, any add to that and you will be easily 1 hitting any class you have targeted. As the reset npc is being worked on I don't think we really need to boost this class in general any further. And if we do I would suggest giving the weapon bonus health and perhaps something like an incant/phreeoni effect so star glads would no longer need a constant Union skill active to be effective and thus be easily disabled by dispel.
zergling Posted February 11, 2013 Author Report Posted February 11, 2013 well since you know so much about the class then you must realize that the star gladiators deal more damage without a weapon than a using a current weapon that's available and so the weapon they will need HAS to give an increase in damage or else nobody will use that either. seriously test it out yourself. in any case the damage as i have stated in the other topic is not only for the hatred classes it's for the other classes that have no hatred. as i have already stated if your class has hatred on it it's sort of a 1 sided fight against someone who knows the class like i do, there's almost no chance to win that fight. as far as other people using the class they aren't half as good as i am so the damage bonus would help them but regardless it's not hard to beat most of them (especially from what i have seen of them using the class).
Shino Posted February 11, 2013 Report Posted February 11, 2013 (edited) I've hidden the inappropriate reply. No need for it. Please stick to the topic and please make it civilized. There is no reason to reply in a hostile way. Edited February 11, 2013 by Shino
Bishop Posted February 11, 2013 Report Posted February 11, 2013 well since you know so much about the class then you must realize that the star gladiators deal more damage without a weapon than a using a current weapon that's available and so the weapon they will need HAS to give an increase in damage or else nobody will use that either. Star glads deal close to the same damage with an optimized weapon compared to using no weapon, correct. However adding a damage boost is not needed for people to prefer using a weapon over using none. Examples could be additional HP when wielding a weapon. Additional stats that automatically would give the weapon a slight benefit over using no weapon. and perhaps even a low amount of demi human reduction as star glads are quite squishy, automatic incant and phreeoni effect so the star glads would no longer need a constant Union to be on = Dispel doesn't completely counter them anymore + no risk of killing yourself when below 20% hp. Those things should make a reasonable star glad player want the weapon , quite badly. Without making it insanely overpowered, you just give them more survivability and remove the easy counter against the class so they can be more beneficial during pvp/woe. in any case the damage as i have stated in the other topic is not only for the hatred classes it's for the other classes that have no hatred. as i have already stated if your class has hatred on it it's sort of a 1 sided fight against someone who knows the class like i do, there's almost no chance to win that fight. As stated in the other topic as well you can not boost damage just for the none hatred targets. meaning if you boost it in general the hatred target damage would be insanely overpowered. You say you already win ALL fights vs hatred targets. You do not seem to understand that there will be an NPC to let you reset your targets so you can basically have ALL classes targeted as hatred. Just not all at once, but it will be possible to reset them. as far as other people using the class they aren't half as good as i am so the damage bonus would help them but regardless it's not hard to beat most of them (especially from what i have seen of them using the class). I don't think I need to say anything about this. Just the fact that you're insulting all other star glad users (which are only a few people, true) while those should be the players supporting your suggestion. Doesn't seem very logical to me.
zergling Posted February 12, 2013 Author Report Posted February 12, 2013 people are supporting my suggestion because it's the right thing to do. every class has a damage boost and hell look at it this way snipers get a massive damage boost. a fully geared sniper deals 40k+ with FAS and can spam it from a distance and use charge arrow, so are you trying to tell me that it's fair for one class to be able to get a weapon that gives a damage boost but it's not okay for another less played but equally powerful class to not have a weapon to give a damage boost? good sir I do believe that you have contradicted yourself in this case. how can you treat one class one way and turn around and pretty much give a "fuck you" to another class. the weapon would cost 30 bucks sorry but not a chance in hell would i donate for a weapon that just gives HP, phre effect, and incant effect, not a living chance in hell. if you want people to actually buy this weapon then it requires a damage boost as well, it's completely unfair to give classes like snipers, super novice, and every other damn class on the server a weapon to increase damage (and from what I have seen they can put out pretty much equal damage to a star glad). how is that fair? how can you give one class a damage boost and leave another class hanging? I can tell you that even with a weapon BUILT for damage my damage is reduced by 2k-5k damage per kick depending on the class i'm hitting, compared to using no weapon and going bare handed. there's a reason that I suggested the damage boost for flying side kick. it's to counter this reduction of damage and so worst comes to worst it's doing the same damage as without a weapon. I sort of was hoping that you would realize this and I wouldn't have to waste both of our times by me explaining this.
Bishop Posted February 12, 2013 Report Posted February 12, 2013 (edited) people are supporting my suggestion because it's the right thing to do. What the right thing is is different for every individual. You don't decide what's right or wrong. every class has a damage boost and hell look at it this way snipers get a massive damage boost. a fully geared sniper deals 40k+ with FAS and can spam it from a distance and use charge arrow, so are you trying to tell me that it's fair for one class to be able to get a weapon that gives a damage boost but it's not okay for another less played but equally powerful class to not have a weapon to give a damage boost? good sir I do believe that you have contradicted yourself in this case. how can you treat one class one way and turn around and pretty much give a "fuck you" to another class. A sniper with FAS even with it's current boosts deals less damage than just running + FSK. Not even adding tumbling on top of that. On top of that a sniper requires 4 kiels to spam FAS, a star glad does not require that to spam running/fsk. Sniper does 40k wearing everything to get maximum damage and being vurnerable to effects. A star glad does an easy 100k, without wearing gears that render him vulnerable for status effects. Please quote the part where I contradicted myself as you seem to misunderstand the word contradict. the weapon would cost 30 bucks sorry but not a chance in hell would i donate for a weapon that just gives HP, phre effect, and incant effect, not a living chance in hell. if you want people to actually buy this weapon then it requires a damage boost as well, it's completely unfair to give classes like snipers, super novice, and every other damn class on the server a weapon to increase damage (and from what I have seen they can put out pretty much equal damage to a star glad). how is that fair? Star glads at this very moment already deal higher damage than the mentioned classes with their buffs. Therefore boosting the star glad damage far beyond the other classes would be unfair. We don't leave any class 'hanging' some classes need damage, others need survivability or other effects. The only weakness Star Glad has is dispel, hence my suggested effects.. You can't grab a class that can already 1-2 hit people easily, and decide to add a ton of damage to it. If they already do massive damage you don't add damage for them, you add other things that they lack. I can tell you that even with a weapon BUILT for damage my damage is reduced by 2k-5k damage per kick depending on the class i'm hitting, compared to using no weapon and going bare handed. there's a reason that I suggested the damage boost for flying side kick. it's to counter this reduction of damage and so worst comes to worst it's doing the same damage as without a weapon. I sort of was hoping that you would realize this and I wouldn't have to waste both of our times by me explaining this. The damage boost you're suggesting is WAY bigger than a few k damage. As explained in the other topic, you didn't quite get your calculations right... So there's no need to explain. I already explained it for you at the other topic :). Edited February 12, 2013 by Bishop
zergling Posted February 12, 2013 Author Report Posted February 12, 2013 my calculations are solid. regardless if you take a star glad using no weapon and put a weapon on them even with 100% damage cards it will still do less damage than without a weapon at all. the reason for this is because running without a weapon gives you a str boost. now then if we boost the damage of flying side kick or boost the demi human damage for the weapon it will null this giving them the same damage as without a weapon as well as the survivability effects you are suggesting. I really don't see how this is a hard concept to grasp hell my 5 year old cousin understands it... it's not affecting the damage to classes simply because it's adding the damage that would be there regardless if the star glad didn't use a weapon.
Mint Posted February 12, 2013 Report Posted February 12, 2013 I would easily give up 5-10% damage on my star gladiator for a 4 slotted book, because their melee damage is insane.
Bishop Posted February 12, 2013 Report Posted February 12, 2013 my calculations are solid. Proven wrong twice in your other topic by now.. regardless if you take a star glad using no weapon and put a weapon on them even with 100% damage cards it will still do less damage than without a weapon at all. the reason for this is because running without a weapon gives you a str boost. It adds 10 str and bonus damage to kicking skills why do you think we add stats to the weapon ? Your 30 str bonus overwhelms the running buff easily as the 4 slots by itself would easily make up for the secondary running effect. now then if we boost the damage of flying side kick or boost the demi human damage for the weapon it will null this giving them the same damage as without a weapon as well as the survivability effects you are suggesting. It will go way beyond 'nulling the effect' it will boost it with an way way higher amount while the skill at this very moment already is a 1-2KO skill. I really don't see how this is a hard concept to grasp hell my 5 year old cousin understands it... it's not affecting the damage to classes simply because it's adding the damage that would be there regardless if the star glad didn't use a weapon. Mature. And it's not a hard concept to grasp as it's obviously (as proven several times now) a concept that does way more than just 'nulling' an effect. See the new explanation on the calculation at your other topic as you didn't seem to get the first explanation.
zergling Posted February 12, 2013 Author Report Posted February 12, 2013 the melee damage isn't that strong when you consider the fact that the damage can be out healed without much problem. regardless though as I have stated in my other post I'm done arguing on this subject, and as such the weapon needs to be developed. make it however you want but the same thing applies with the cape, if it's not worth donating for nobody is going to get it because it's still going to be a piece of shit, and this would have become a huge waste of time for this post and all those that have replied to it.
zergling Posted February 15, 2013 Author Report Posted February 15, 2013 bumping this up since no final decision has been made.
markie86 Posted February 17, 2013 Report Posted February 17, 2013 Bishop is right,no need to boost the damage of SG's,i think they even do more damage than an SB type sinX(no shield),im an SB type,and in order for me to kill,i need to go 2 handed,star glads don't need to do that to kill ppl,and i remember the other day,a star glad attacked me and did 48k each damge while my frigg w/usakoring is on and my ring is on,so,what more damage can he inflict if they have donate weps and ring?it just means that they can 1 hit class(with hatred on) even if they're on full defense...so my verdict for this is -1.....please don't get mad,everybody is entitle to their own opinion..
zergling Posted February 18, 2013 Author Report Posted February 18, 2013 how about just giving them a +30 str, +30 dex, incant effect, and +100 hit with 4 slots and a +15% HP bonus instead?
Shino Posted February 19, 2013 Report Posted February 19, 2013 Isn't it that Bishop originally suggested to just put the incantation samurai card and phreeoni card effect on the weapon itself so that one dispel doesn't ruin the class?
zergling Posted February 20, 2013 Author Report Posted February 20, 2013 then we agree that the weapon should give those stats correct?
Shino Posted February 20, 2013 Report Posted February 20, 2013 Yes, I agree to that. The previous suggestion about the book was disabling certain skills from the Star Gladiator tree, that is why most of the GM team didn't agree on it.
zergling Posted February 20, 2013 Author Report Posted February 20, 2013 that's understandable, so this new suggestion is acceptable by everyone correct?
Bishop Posted February 20, 2013 Report Posted February 20, 2013 Seems like a good weapon to me. Strong but not too strong and SGs would no longer be useless when dispelled.
supream Posted February 20, 2013 Report Posted February 20, 2013 Why not just put a incant card on it like everyone else? Any way you look at it putting a weapon on a sgw will make flying kick do less damage because the sprint skill wont give the str and damage boost anymore, but putting on a weapon increases your melee damage, which a good star glad can do 10k or more with a normal kick and more with kicking skills.
Mint Posted February 22, 2013 Report Posted February 22, 2013 My Star Glad Fbook allows me to do more damage with flying kick as it is now btw, just something to consider