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Honor

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Posts posted by Honor

  1. I gave the example of the hat to explain how such an activity is famous only for rewards like these.
    If someone who almost always does not find it wins, imagine who wants it to be stronger in PvP.
    There is an incredible contradiction in a POWERFULL object in a list of USELESS rewards that has a VERY LOW percentage to be found and that makes you REALLY STRONG almost like an extra PvP trophy.
    The rainbow just needs more people so that you can challenge diamonds against diamonds and not diamonds against "I just did the c48 now I try".
    The rewards are enough that they are balanced and not extremely profitable for those who always win.
    Like I said everyday objects or a little something from the Shop but not an object like a hat that makes you even stronger than you are.
    At this point it is better to put onyx wings ... they all have one and even if you find them with 0.05% probability you do not suffer an incredible boost to your statistics.

  2. 49 minutes ago, Kaizou said:

    I see the PvP GameModes as end game content to enjoy after getting good enough equipment and Champion Levels to participate, those who are unable to get equipment strong enough to win in PvP wouldn't be earning any rewards regardlessly as they wont be able to win battles.

    I also don't see Rainbow Battle and possibly this gamemode as a key way to earn gold as you'd be better off farming if gold is what is desired, but as Bash said before, rewards are needed in order to give a reason for players to participate.

    Nevertheless when it comes to a PvP mode, it isn't always about who has the biggest wallet, but about matchmaking and having a good team at the end of the day, but decent equipment is a must to stand a chance.


    I agree with you. Every activity needs rewards, but at the same time these profits must not be excessive.

    This is because a single reward can drastically change the strength of a character.

    And by this I mean a particular object.

    Im a swordsman and I make rainbow just to find Jennifer's hat.

    All other prizes are practically useless while the latter is literally a way to turn your sword into a gun. Realy 10% PvP Damage is too strong.

    Thinking about which of these awards are useful?

    Jennifer's Feathered Hat <------------------------------------------- ?
    Shining Blue Soul x10
    Dragon Heart x3
    Angel's Feather x70
    Full Moon Crystal x40
    Shining Blue Soul x5
    Dragon Heart
    Dragon Blood x2
    Amulet of Attack Power
    Angel's Feather x35
    Full Moon Crystal x21
    Lightning Rune
    Wave Rune
    Cloud Rune
    Wind Rune
    Fire Rune
    Shining Blue Soul x3
    Dragon Skin x5
    Divine Recovery Potion x7
    Angel's Feather x20
    Full Moon Crystal x14
    Divine Health Potion x7
    Divine Mana Potion x7
    Full Moon Crystal x7
    Shining Blue Soul x2
    Angel's Feather x10

    And among these there are also others (100% useless) like the 10 defense potions founded 4 times after 4 arduous victories.

    The prizes must be made useful and not divine even with very low%.
    Same thing there are few strong people and the really strong ones will come to diamond without problems.

    Im so happy aboout a possible AoT rework but i dont want do this just for a prize but for FUN!(and for some items like haristyle gold equip\sp up materials etc...but not trophy and super hats).

  3. Hi guys?

    Today i wanna propose something about the nosbazar.

    4dDTuFk.jpg

    As you can see, it is possible to display up to 100 objects at the same time.
    The suggestion is simple, change the limit to 200/300+ objects simultaneously.
    The idea comes from the fact that sometimes it happens that for some objects, especially raid boxs, you get to have more than 100 to expose.

    What do you think guys?

  4. 7 minutes ago, Nayxa said:

    @Honor, wouldnt be better if

    88~90+10(well when u get the first books...i cant remember lol, but I'll correct it later on ofc)

    88+11~24

    88+25~30

    88+31~44

    88+45~50

    Maybe I should make it better later on(terrible headaches sorry >_< )

    Yes of course it was a rough level band.
    As you suggested should be seen the various stages that distinguish players.
    Type books, equipment level etc etc

  5. +1 It is a good idea but should be reviewed in some points.

    Make it 99 + 48 + only like rainbow battle so alt abuse gets harder (and use the same punishments for non-equipped players like in rbb)

    I think this is the biggest problem.
    To make an activity interesting you need to allow more people to participate.
    Already the Rainbow is always frequented by the same people and the new 99 + 48 with normal equips are immediately destroyed.
    This only leads the rich to become even richer.
     

    In any case, level bands should be created.
                                                                                       -90 - 99+1
                                                                                      -99+2 - 99+24
                                                                                     -99+25 - 99+44
                                                                                    -99+45 - 99+50

    Remove all the stupid AoT exclusive potions
    Do you mean snacks and those pools that give 3k to HP?
    On this I agree but as for the other objects I would say that there are no problems, especially with regard to the potion against the invisible.

    Change the timeframe to 1 hour each but it opens 3-4 times a day (so all timezones can participate), 1 hour is more than enough the full 5

    Here too there is a problem.
    Like the Caligo, the AoTs are based on a set time schedule.
    It would be enough to find a time that is favorable for everyone and enable registrations from that time up to a maximum of 3 hours.

    Rework the rewards (i will go into detail in the following)


    As for the gold medals, they are unfavorable to their implementation.
    In particular I turn to the prizes you have proposed.

    1 Medal: 2 Rainbow Pennys
    This is ok, they are still money.

    10 Medals: 1 Abyssal Essence

    100 Medals: New Years Lucky Pig

    150 Medals: Maybe the new wind wings

    200 Medals: Afro Hairstyle + Colorbomb (not sure if it is the correct name for it, it would be an idea for an "exclusive item")

    500 Medals: Spiky Hairstyle + Colorbomb (also not sure about the name)
    Here, however, the RB error is again committed. Maybe Hairstyle are ok but the other are too much.

    Besides the fact that certain prizes would be devalued a lot, like the piglet or the fairies Erenia there is the argument that those who have perfect equip will take the best prizes.

    In my opinion the only prize should be Rainbow Pennys or minor prizes like the chance to get a minor trophy of your choice after X wins.

    That's my opinion. I'm a fan of the AoT like you but is better creare a funny mode for player than a second way to get rich prize because you are too strong.

  6. 13 minutes ago, danmachi said:

    BUT;  a big BUT: lower levels or  "not so op people" would maybe not like this, because in some cases this run away debuff can save ur ass

    Yes indeed this skill can be useful to disperse the monsters that chase you.
    However, it is clear that having 7 seconds in which monsters do not attack you is an advantage to avoid dying and maybe enter the arena to recover HP and not lost Cexp.

    How you indicated the skill makes no sense.
    If we take the War we can see how the "RUN AWAY" skill is single and not connected to a skill that is potentially perfect both in the PVP and in the PVM.

    Another expample is the WK debuff. Imagine that when I use that skill the monsters run away dispersing the lure.?

  7. Hi, today I would like to propose a small change regarding the Archimage.
    This suggestion will only affect PVM.

    JaSXaBB.jpg

    As you can see from the screen the skill "SACRED MIST" causes two effects with a 100% probability.
    1) 30px-Indebolimento_resistenza_lieve.pngHorror, very useful both in PVP and in PVM
    2))Fuga.pngRun Away, very annoying effect in PVM and useless in PVP.

    My proposal is to eliminate the second effect so that in the PVM it is possible to apply an AOE malus on monsters.

    What do you think?

    • Like 1
  8. On 4/4/2019 at 6:32 PM, Ciri995 said:

    Back in 2008, if i remember correctly, DG damage was magical

    Yes

    As EmmaniloJarjas noted years ago the dg used the wand.

    On 4/4/2019 at 8:11 PM, Azna said:

    Some debuffs support the team, not just yourself, that's how I see it.

    Yes, but the dg is used in particular for the pvp 1v1.

     

  9. 1 hour ago, Flock said:

    First of all im lazy to answer all your doubts and no one pay me for that.

    Thanks....i guess.

    1 hour ago, Flock said:

    You can't pretend have op armour for fc and rbb, and the same time do a excellent pvps but whatever, if u use seer u can do all u want, so make an armour with s res

    Infact i expressed myself badly.
    The shell of the armor concerned more on:
    Which of these effects is more versatile in PVP maps?
    In any case, thank you for your suggestion.

  10. 40 minutes ago, Ciri995 said:

    About the %overall defence "applying on mage shields" i don't have enough information to answer you.

    Of course a +10 would be better than a +8 one but as i said in the previous post you have to consider both attack level and defence level: assuming you are fighting 1vs1, your +10 armor will give you more protection versus enemies with lower attack level (+8+9 for example) but if your enemy has a +10 weapon you will be fully damaged by the base stats of the weapon itself;

    i don't know that much about the damage formula, but again, you can check it by yourself because it's in the forum guides.

    Just think that the bonus damage given by an upgrade (+10=200% for example) will be fully dealt only versus an enemy with +0 on armor, otherwise it is about the sum of this values (+8 weapon vs +10 armor = you gain defence bonus equal to a +2 upgrade, +10 weapon vs +10 armor = you don't gain any defence bonus but the enemy will not gain any damage bonus either)

    Another example would be: weapon +8 vs armor +10 = weapon +0 vs armor +2 (10-8=+2 upgrade=+15% defence bonus)

    I mentioned the s% all resistence effect because orange effects of both primary and secondary weapon always sum each other (effects of a PvP shell such as "drecrease all resistences + single resistences" only apply for the weapon u're using);

    that means if you got 12 res down on primary and 13 res down on secondary weapon you have 25 res down in total (we are talking only about orange effects on the weapons);

    but if u have 10 all res down, 10 water res down as pvp effects on primary and 12 all res down, 15 water res down as pvp effects on secondary weapon effects gonna apply only for the weapon you're using (assuming wand, in that case only 10 all res+ 10 water res)

    That's all i know, i searched also on the italian forum and recent posts say the same, so all of this should be 100% true

    So first I checked the post of formula damage that answered other minor questions.
    Now, however, with regard to overall defense, I have a doubt.
    Considering the fact that in a clash between a +8 weapon and a +10 armor the difference would be only 15%.
    In this case, if my +10 armor does not have OVERALL DEFENSE, I would only take 15% less damage than the opponent's weapon damage.

    While if I had OVERALL DEFENSE I would suffer 15% + 25% = 40% less damage?
    Always assuming a clash between a +8 arc (+ 90%) and a +10 tunic (+ 200%)

    Spero di essermi inteso xD

  11. Thank you for your reply @Ciri995

    If you don't mind I would like you to clarify two other simple doubts regarding the armor.

    1)Does the OVERALL DEFENSE effect% apply to the magician's shield?

    Not having this effect has a noticeable effect on the damage i can tank?

    I mean, if a +8 armor with defense 500 and with OVERALL DEFENSE has 25% the total would be 500 (+90%) (+ 25%) = 1075

    While a +10 armor without overall defense would be 500 (+200%) = 1500

    In this case it is better to take a +10 armor without OVERALL DEFENSE or one with OVERALL DEFENSE +8?

     

    2) You said that the S-Increases all resistances effect is very useful for fights or clashes against many players.

    However, this gave me a doubt about the fact that the magician in itself already has enough resistance.

    1) The avengers s6

    2) the book c18 which gives +10

    3) The perfections of a sp +100

    4) +10 of res that the armor gives you.

    At this point we should only be afraid of those who own a shadow stone r8 and a weapon with double declines.
    And even in this case it is not even said that this player succeeds in lowering the res as the actual decrease would be of maximum 40.

    To which I doubt.

    Do the orange effects of weapons apply?

    For example, if you combine the effects of falling resistance of the wand and the gun you get to 37 + 20 of the shadow stone +10/ 20 of the shell, and you can reaching 70/77 of effective res decrease.

    In this case I would say that the increase effect res would be essential.

    But the question always remains the same: do the orange effects of the primary and secondary weapon apply or not?

  12. Hi.Ciao.png

    I'm a mage c43 and i have a lot of doubts regarding the c45 c48 from PVP. 

    I immediately begin by saying that I have excellent Res Jewels and a very good Seer +15 +100.

    WANDRamoIlluminatoDiSeliLusha.png

    As for Wand, I did some research and came to the conclusion that the sps that use the wand prefer this main effects.
    S% Damage + S% Damage in PVP + S% Reduce Opponents Defense in PVP + Enhanced damage + Wound Freeze Stun.
    I would like confirmation from you if these effects are the best for a PVP wand.

    GUNPistola45eroe.pngPistolaMagicaInfernoSigillata.png
    Regarding the support gun I saw that we focus on the SL.
    OVERALL
    SL DAMAGE or SL PROPERTY
    SL DEFENSE

    Same talk as Wand.
    Are these SLs right or should other SL ENERGY combinations be used?

    Is it important to use a 45C gun or is that 25C enough?

    Also I would like to know two things about damage equipments.
    1)Is up +10 appropriate for weapons?

    I've seen some magicians do absurd damage with single +8 while other people with +10 weapons do much less damage.
    I ask this because a person confided to me that he did not notice any difference in damage neither in PVP and PVM from +8 to +10.
     

    2)Also how does the Enhanced damage effect affect the weapon?
    If I have type 95-100 on a weapon +8 or on a +10 how much does it change?

     

    ROBEVeste48mago.png
    The doubt came to me when I saw around that the strongest and most experienced magicians use multiple effects.
    Speaking with some friends and strangers it turns out that among the four main green S effects there are.
    S-Increases all resistances
    S-% to Overall Defense
    S-Reduces to chance of all negative effects
    S-HP recovery while defending

    Considering this and the fact that I want to specialize both in mass pvp like the Frozen Crown, but at the same time I still want to have good chances to make some excellent 1v1 both in the Arena and in the RB what effect do you recommend?

    Also should a magician bet more on defense or more on having so many HP?
    I have seen that SPs like the Seer or the DG are set up almost without points in defense but all in attack and energy.
    But at the same time some magicians use Bally to have more defense thanks to his buff.

    I hope someone will want to answer these questions about the equipe.
    Thanks in advance.

    WEAPON SKIN CampanellaDiNataleMago.pngSkinRacchettaDaTennis.png

    Which of these two is the best?

    PETOpossumMarroneAnteriore.png

    For the pet I saw that mages use:

    -FIBI

    -NIVIS

    -ERZE

    -BALLY

    Which of these four is the best?

     

     

  13. Hi.

    Today while using the DG I noticed an interesting thing about one of his malus.

    SimmxJp.png

    As you can see from the picture the malus "Hand of Death" causes an increase in damage on magic attacks by 50%.
    This is certainly a good effect.
    But unfortunately this SP cannot use it.
    This is because the DG uses range attacks and not magical attack like the other mage sp.

    Now I don't want to treat it as a suggestion, also because this is just something that I noticed recently but it may be that it is written wrong.

    In any case I would like to discuss with you about this "error" that we also find in one of the Blue Wizard's malus:

    latest?cb=20100518023038Intense Cold
    Skill Effects: Magic attack +500, water element +2000, 50% chance to freezing cast: (Chance of receiving critical hits: 100%, Disables attacks for 6 seconds)

    It's impossibile inflict critical hits with the wand.

    For you this kind of problem should be fixed? Maybe we can reduce the malus for 50 to 25 but this time for range attacks.
    Or would it make the DG even stronger than normal?

    • Like 1
  14. Bally is very strong in combo with sp with good defence.

    Fibi gives you the classic attack buff and is usefull for raids or in combo with sp with good attack.

    I you the like the  Monk and Renegade in PvM Fibi is the best choise for the damage that you can inflic to the monsters.

    For the Warrior SP the best is probably Bally with the golden wings is a very tank.

    Of course Fibi is usefull everywhere, 10% attack is kinda the base for all players during the raids or in the PvM.

    Bally is better for the pvp and in particular for the pvp with defence sp like warrior or monk with the second meditation status\buff.

     

  15. Hi I would like to propose an idea regarding the costumes of Bob Tom and Kliff.

    Vestito_per_Kliff.jpgVestito_per_Bob.jpgVestito_per_Tom.jpg

    These costumes can be obtained in Nosmail and guarantee two improvements to the aforementioned partners.
    The first is the aspect that distinguishes them from the other partners of the same "race".
    The second is a +2 speed bonus, very useful.

    Now I own both Kliff's and Kliff's and Bob's and I feel good.
    But today I thought.
    Why doesn't this skin provide any other benefits?
    The partners are used for two things.
    1) Raid and PvM where they perform the task of tank and buffer thanks to PSP.
    2) Frozen Crowns where they carry out the task of buffers apply malus to the enemies.

    I would like to focus on the PvM issue.
    The partners are weak.
    For how much armor and res you can give they are always a problem when they are used for expare or to drop item, expecially in act 6.

    So my suggestion is to apply one\two of the following buffs to the partner (once he has worn Nosmail skin).

    30px-Dif1.png

    -Classic buff of the Defence Pot.

    SkillPortatore6.png

    Improve the Defence(Lv.*3 of player)

    30px-Catene_d'incanto.png

    -Improve the Defence(Lv.*2 of player)

    -Speed+1

    -Every 10 seconds reduce MP(Lv.*2 of player)

    30px-Calo_del_livello_d'attacco.png

    -Attack level down to 2

    30px-Maledizione_di_Calvinas.png

    Movement Speed reduce by 30\50%.

    PLEASE NOTE:These are just examples of malus buffs that I would like to apply to my partner so that his defense is improved and his attack does not improve in any way.

    This suggestion will guarantee to the partners to resist much more in raids and during PvM confrontations.
    I am aware that there are dolls but sometimes you need your partner not to die or to hold back all the buffs you received.

    Of course this buffs\malus they will not apply to the player in any way.

    Furthermore, this would push people to buy these costumes, guaranteeing more revenue for the Vendetta team.

  16. Maybe no.

    One thing that surely should be added are the gillions but the perfumes represent one of the pillars of the game shop.
    If we started putting everything in the "Bash" shop the players would end up shopping.

  17. +1 for the idea.

    I saw people that use the safe-hitting strategy. 

    Maybe we can add a buff: When you exit from the "safe zone" for type 3/5 seconds your damage will be reduced by 100%.

    In this way the people that like to skill near the safe will have to give up the idea of attacking without being plausible because you will be able to notice them and get closer or go far.

    Just an idea because the safe is a just a zone with grafic bug and probably will be hard for Bash improve\fix the zone with this 10 seconds or with this buff.

     

    • Like 1
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