Akira 0 Report post Posted January 6, 2011 Hp's formula won't changed? Share this post Link to post Share on other sites
Electron 0 Report post Posted January 6, 2011 Come up with well-argumented suggestions then Share this post Link to post Share on other sites
Artier 0 Report post Posted January 6, 2011 On 1/6/2011 at 11:53 AM, Wartale said: Come up with well-argumented suggestions then Read more About Prs' HP Formula? Man, I've just been to college, I don't feel like typing more essays but Do you genuinely think Prs's needed a new HP formula? By the looks of things, in this patch VL isn't being changed, so why add more Hp. In my opinion it's buffing a class that didn't need a buff. As far as Ata yeah maybe you nerfed Ata a little too much...but everything else I think you're 100% spot on with. GJ. :] About the ata thing (Speaking fromwtnot uPT) - An increase to Storm's damage/decrease to Xrage (with no delay) would maybe be a better choice. However, I think you should ignore any complaints about Storm Jav that mention "Oh but Xrage is easier to use...I dont like Storm Jav" - cause lazyness shouldnt be rewarded like that. :\ Share this post Link to post Share on other sites
Akira 0 Report post Posted January 6, 2011 On 1/6/2011 at 11:53 AM, Wartale said: Come up with well-argumented suggestions then Read more I thought this balance would be good. they scare plp, but i don't think that would overpower the classes benefited too much Share this post Link to post Share on other sites
Fuel 0 Report post Posted January 6, 2011 On 1/6/2011 at 11:53 AM, Wartale said: Come up with well-argumented suggestions then Read more Dont put delay in xt rage, just decrease the damage, for ex: 160% to 140%... like u make with vengeance and TOV.. Share this post Link to post Share on other sites
Easy4me2own 0 Report post Posted January 6, 2011 On 1/6/2011 at 11:53 AM, Wartale said: Come up with well-argumented suggestions then Read more well fine, If you think that current RPT with Ata's extreme rage is too strong, make it less strong then. Decrease its damage to from 160% dmg boost, too 140% or 145% Just like sword of justice (125%) extreme rage has slow animation, Reason why extreme rage should stay higher dmg boost then knight Sword of justice, is purely because ata's have only 1 handed weapon, sacrifise alot points for armors and dont have the tanking ability knight has. Secondly, Sword of Justice isnt even being used by knights so much, because brandish has way faster animation and still good AoE + Sword Of Justice is tier 4, just like Extreme rage. Putting delay on Extreme rage is like taking away a blinds man walking stick. Sure he can still rely on sound and touch from hands, but it will be rly touch on him. If you Boost Storm javelin alot, keep Extreme rage at lets say 145% and no delay , and actually FIX the bugged frost javelin from ata, so that it becomes a decent choice, Then you're on the good path. Second issue, Twist javelin delay. Twist javelin first balance purpose was to have a anti demon advantage of +50% , wich wasnt possible so actually it had to be reverted to +118% dmg boost and + 118% attack rating, Currently its a very weak skill compared to other 1:1 skills of other classes & ata's. 1 hit, and 100% dmg boost. Yet you want to put a delay on it. Thats like adding a delay on Double crash from knight, also a weak skill. it wont make a difference because that skill is so weak its only used as fun, not serious build.` Third issue, Triumph of valhalla tier 3, (same problem with force of nature of archers) Only adds +0/+40 max damage , You think thats fair compared to skills of knight wich add +100/+100, Fighters add on of +120/+120 (i dont mind fs though, they tank less `due the penalty for it) Unless you like Knights to out-dmg , out-tank, being a better boss hunter & better exper then ata, then continue with ur current plans Did i mention yet that for rangers, the strenght on armors increase every single time with items coming out, yet the boots always stay on same agility required? Also the talk of ata/archer comparing is getting lame imo, Ata is ata and archer is archer, just because they both ranged, its futile to keep comparing only those 2 all the time. They have a whole different skillset and are rly high dmger, that in RpT archers have weak bows is a item stat issue. Its better if u compare archer to fighter, high dmg class vs high dmg class Share this post Link to post Share on other sites
Guy 0 Report post Posted January 6, 2011 On 1/6/2011 at 1:01 PM, Easy4me2own said: Quote Come up with well-argumented suggestions then Read more well fine, If you think that current RPT with Ata's extreme rage is too strong, make it less strong then. Decrease its damage to from 160% dmg boost, too 140% or 145% Just like sword of justice (125%) extreme rage has slow animation, Reason why extreme rage should stay higher dmg boost then knight Sword of justice, is purely because ata's have only 1 handed weapon, sacrifise alot points for armors and dont have the tanking ability knight has. Secondly, Sword of Justice isnt even being used by knights so much, because brandish has way faster animation and still good AoE + Sword Of Justice is tier 4, just like Extreme rage. Putting delay on Extreme rage is like taking away a blinds man walking stick. Sure he can still rely on sound and touch from hands, but it will be rly touch on him. If you Boost Storm javelin alot, keep Extreme rage at lets say 145% and no delay , and actually FIX the bugged frost javelin from ata, so that it becomes a decent choice, Then you're on the good path. Second issue, Twist javelin delay. Twist javelin first balance purpose was to have a anti demon advantage of +50% , wich wasnt possible so actually it had to be reverted to +118% dmg boost and + 118% attack rating, Currently its a very weak skill compared to other 1:1 skills of other classes & ata's. 1 hit, and 100% dmg boost. Yet you want to put a delay on it. Thats like adding a delay on Double crash from knight, also a weak skill. it wont make a difference because that skill is so weak its only used as fun, not serious build.` Third issue, Triumph of valhalla tier 3, (same problem with force of nature of archers) Only adds +0/+40 max damage , You think thats fair compared to skills of knight wich add +100/+100, Fighters add on of +120/+120 (i dont mind fs though, they tank less and have penalty for it) Unless you like Knights to out-dmg , out-tank, being a better boss hunter & better exper then ata, then continue with ur current plans Did i mention yet that for rangers, the strenght on armors increase every single time with items coming out, yet the boots always stay on same agility required? Also the talk of ata/archer comparing is getting lame imo, Ata is ata and archer is archer, just because they both ranged, its futile to keep comparing only those 2 all the time. They have a whole different skillset and are rly high dmger, that in RpT archers have weak bows is a item stat issue. Its better if u compare archer to fighter, high dmg class vs high dmg class Read more +1! all u need to do to get ballance between ata and as is to give as more dmg for bows (way more dmg)... that will solve all the problems...no need to change anything with skills for atas, mabye just boots archer's abbility (skills and hp furmola)... Share this post Link to post Share on other sites
TripleR 0 Report post Posted January 6, 2011 On 1/6/2011 at 11:53 AM, Wartale said: Come up with well-argumented suggestions then Read more Well, about the HP formula, as I said before, this is what I would do: Archer HP Formula changed: from: ( Level *1.8 ) + ( Strengh *0.3 ) + ( Health *2.1 ) to: ( Level *1.8 ) + ( Strengh *0.6 ) + ( Health *2.8 ) REASON: - Yes, more HP per STR. Archers evoid wasting their stat points in STR because it results in a massive loss of power. For example, archers have to sacrifice 186 stat points in STR in order to use a perfect level 120 armor, while other melee characters (like knights, pikes, etc) only sacrifice 72 agility points to wear perfect 120 boots. That ain't fair. Archers have to be somehow compensated for wasting their stats in STR, and 0.6 HP every point sounds like a good compensation to me. And 2.8 HP per HEALTH point sounds fine too, for those who like to use health builds. Priestess HP Formula changed: from: ( Level *1.5 ) + ( Health *2.1 ) to: ( Level *1.5 ) + ( Strengh *0.4 ) + ( Health *2.0 ) REASON: - Just like archers and mages, priestesses have to sacrifice a lot of stat points in STR in order to be able to use decent bracelets/gauntlets/boots. I know other melee classes have to waste [64] stat points in SPIRIT too, but at least they gain a decent amount of MP for doing it, while priestesses get nothing (or barely nothing) for wasting [75] points in STR. And I know it's not necessary to give them more HP because they already tank good in PvE, but when it comes to PvP they get killed with 1 hit because their HP is something between 500 and 600, which is easy to achieve with one single CS/Destroyer/etc. So yeah, they should get more HP per STR. And then I lowered their HEALTH build a little bit because some priestesses use it during Siege War to heal the towers (they are almost impossible to kill) and if they are already getting +HP from STR, they have to get a bit nerfed on their HP per HEALTH to balance things out. In other words: priestesses who are already using regular build (SPIRIT) will get more HP (because of STR) and priestesses who already use HEALTH build will stay the same (because they will gain from STR but lose from HEALTH). Magician HP Formula changed: from: ( Level *1.5 ) + ( Health *1.9 ) to: ( Level *1.5 ) + ( Strengh *0.4 ) + ( Health *2.2 ) REASON: - Again, just like archers and priestesses, mages have to sacrifice a lot of stat points in STR in order to be able to use decent bracelets/gauntlets/boots. Other melee classes have to waste [64] stat points in SPIRIT too, but at least they gain a decent amount of MP for doing it, while mages get nothing (or barely nothing) for wasting [75] points in STR. And by the way, Energy Shield is not as good as everyone thinks. Mages are NOT godly tankers like they used to be in ePT. They are waaaay worse tankers then mechs, fighters, priestesses and knights for sure in PvE, and when it comes to PvP they get killed with 1 hit because their HP is something between 500 and 600, which is easy to achieve with one single CS/Destroyer/etc. So yeah, they should get more HP per STR. And I also improved their HEALTH build a little bit because (unlike everyone thinks) mages seriously die easy. I've seen people using 300 HEALTH points and Energy Shield level 10 to be able to tank without VL in a map that is in their level range. Mages got the worst item stats (just like priestesses) and one of the worst HP formulas. Basically, they suck at tanking. Just think about it. Why the hell do magical chars have the worst item stats, by the way?... If it's because they have support skills, that's bull shit. Every char has support skills (knights have def/abs, mechs too, pikes evasion, archers too, atas too, etc). If we got the worst item stats (for defense items AND ofensive items such as wand and staffs) why do we also have one of the worst HP formulas? I'd rather get my Diastrophism back to level 1 and delay on level 10 but at least be able to tank in PvE AND PvP than the way it is right now. Sure, we're great expers (if we got VL), but we suck at everything else, come on. This should be enough. Share this post Link to post Share on other sites
Edgardo 0 Report post Posted January 6, 2011 Maybe involving agi on formulas also, because to use such equipment, agi is even more useless, kkk... Share this post Link to post Share on other sites
r0xMirex 0 Report post Posted January 6, 2011 On 1/5/2011 at 3:18 PM, tommylizard said: Quote Atalanta Extreme Rage gets delay at level 1 Read more How are Ata's supposed to Exp ? Read more no up exp ... ridiculos delay for xrange ata =\ Share this post Link to post Share on other sites
starmagic 0 Report post Posted January 6, 2011 My first suggest was buffing bow since its not possible as I've been told to. Archer got 4 buffs in this patch •Archer Arrow of Rage Damage Boost changed to LV/9 at level 1 to LV/1 at level 10 •Archer Bomb Shot Damage Boosts increased by 200% and Area Damage increased 8 times •Archer Perforation Attack Range, Damage Boost and Critical increased •General skill summons defending ability (HP, Defense, Abs) tripled Arrow of Rage and Bomb Shot is useless its no point to buff those skills only Perforation is useful skill for archer. If you look carefully you will notice that original developers intended to make archer to be a dps class mixing attack and summons. Why do you think they add 3 summons skill (Falcon,Golden Falcon and Wolf) and 1 skill that buff summon (Force of Nature) ? My suggest is change Formula of Falcon,Golden Flacon,and FoN to this Falcon Level Falcon Atk Pow MP Usage STM Usage Upgrade Fee 1 10(+min atk power/4) - 36(+max atk power/4) 24 36 5000 2 12(+min atk power/4) - 40(+max atk power/4) 26 38 6200 3 14(+min atk power/4) - 44(+max atk power/4) 28 40 7400 4 16(+min atk power/4) - 48(+max atk power/4) 30 42 8600 5 18(+min atk power/4) - 52(+max atk power/4) 33 44 9800 6 20(+min atk power/2) - 56(+max atk power/2) 36 46 11000 7 22(+min atk power/2) - 60(+max atk power/2) 39 48 12200 8 24(+min atk power/2) - 64(+max atk power/2) 43 50 13400 9 26(+min atk power/2) - 68(+max atk power/2) 47 52 14600 10 28(+min atk power/1) - 72(+max atk power/1) 52 54 15800 Golden Falcon Change Added HP Recovery to Level 1 to 2 and increasing by 2 at level 10 hp recovery 20 Force of Nature Buff atk power by add 10 atk pow at lv1 and 100 atk pow at lv 10 Decrease animation delay of falcon attack to 1 second at level 10 (like you did with muspell) This is better fix for archer than nerfing ata,you dont need to add extreme rage delay. Share this post Link to post Share on other sites
December 0 Report post Posted January 6, 2011 On 1/6/2011 at 12:08 PM, Artier said: Quote Come up with well-argumented suggestions then Read more About Prs' HP Formula? Man, I've just been to college, I don't feel like typing more essays but Do you genuinely think Prs's needed a new HP formula? By the looks of things, in this patch VL isn't being changed, so why add more Hp. In my opinion it's buffing a class that didn't need a buff. As far as Ata yeah maybe you nerfed Ata a little too much...but everything else I think you're 100% spot on with. GJ. :] About the ata thing (Speaking fromwtnot uPT) - An increase to Storm's damage/decrease to Xrage (with no delay) would maybe be a better choice. However, I think you should ignore any complaints about Storm Jav that mention "Oh but Xrage is easier to use...I dont like Storm Jav" - cause lazyness shouldnt be rewarded like that. :\ Read more try play ata : @Wartale reduce damage for x rage that's better than putting delay on it AAP Share this post Link to post Share on other sites
Artier 0 Report post Posted January 6, 2011 On 1/6/2011 at 6:15 PM, MoonAtomic said: Quote Quote Come up with well-argumented suggestions then Read more About Prs' HP Formula? Man, I've just been to college, I don't feel like typing more essays but Do you genuinely think Prs's needed a new HP formula? By the looks of things, in this patch VL isn't being changed, so why add more Hp. In my opinion it's buffing a class that didn't need a buff. As far as Ata yeah maybe you nerfed Ata a little too much...but everything else I think you're 100% spot on with. GJ. :] About the ata thing (Speaking fromwtnot uPT) - An increase to Storm's damage/decrease to Xrage (with no delay) would maybe be a better choice. However, I think you should ignore any complaints about Storm Jav that mention "Oh but Xrage is easier to use...I dont like Storm Jav" - cause lazyness shouldnt be rewarded like that. :\ Read more try play ata : @Wartale reduce damage for x rage that's better than putting delay on it AAP Read more I've played Ata. Try reading the post correctly. Share this post Link to post Share on other sites
December 0 Report post Posted January 6, 2011 On 1/6/2011 at 6:41 PM, Artier said: Quote Quote Quote Come up with well-argumented suggestions then Read more About Prs' HP Formula? Man, I've just been to college, I don't feel like typing more essays but Do you genuinely think Prs's needed a new HP formula? By the looks of things, in this patch VL isn't being changed, so why add more Hp. In my opinion it's buffing a class that didn't need a buff. As far as Ata yeah maybe you nerfed Ata a little too much...but everything else I think you're 100% spot on with. GJ. :] About the ata thing (Speaking fromwtnot uPT) - An increase to Storm's damage/decrease to Xrage (with no delay) would maybe be a better choice. However, I think you should ignore any complaints about Storm Jav that mention "Oh but Xrage is easier to use...I dont like Storm Jav" - cause lazyness shouldnt be rewarded like that. :\ Read more try play ata : @Wartale reduce damage for x rage that's better than putting delay on it AAP Read more I've played Ata. Try reading the post correctly. Read more storm jav sux btw Share this post Link to post Share on other sites
Artier 0 Report post Posted January 6, 2011 On 1/6/2011 at 6:43 PM, MoonAtomic said: Quote Quote Quote Quote Come up with well-argumented suggestions then Read more About Prs' HP Formula? Man, I've just been to college, I don't feel like typing more essays but Do you genuinely think Prs's needed a new HP formula? By the looks of things, in this patch VL isn't being changed, so why add more Hp. In my opinion it's buffing a class that didn't need a buff. As far as Ata yeah maybe you nerfed Ata a little too much...but everything else I think you're 100% spot on with. GJ. :] About the ata thing (Speaking fromwtnot uPT) - An increase to Storm's damage/decrease to Xrage (with no delay) would maybe be a better choice. However, I think you should ignore any complaints about Storm Jav that mention "Oh but Xrage is easier to use...I dont like Storm Jav" - cause lazyness shouldnt be rewarded like that. :\ Read more try play ata : @Wartale reduce damage for x rage that's better than putting delay on it AAP Read more I've played Ata. Try reading the post correctly. Read more storm jav sux btw Read more Like I said read the post correctly. I didn't say it was good. I said if the only reason you don't want to use it is because it's not as easy to use as XRage then that's lazy. I didn't mention damage. Share this post Link to post Share on other sites
Easy4me2own 0 Report post Posted January 6, 2011 brandish, tornado, diastrophism, chain lighting, all easy exp skills too, whats the problem with extreme rage being a ''easy'' skill? If its too strong in Rpt community, just lower the damage, like i pointed out in my previous post. Share this post Link to post Share on other sites
Artier 0 Report post Posted January 6, 2011 On 1/6/2011 at 7:00 PM, Easy4me2own said: brandish, tornado, diastrophism, chain lighting, all easy exp skills too, whats the problem with extreme rage? Read more Read the post again. And yes if other classes complained that their AoE attacks took more effort to use I'd call them lazy too However that isn't the case, is it? You guys blow things way out of proportion and get really snappy too quickly. Forums are supposed to be a place of discussion, so converse with me, don't be so arrogant. Share this post Link to post Share on other sites
December 0 Report post Posted January 6, 2011 On 1/6/2011 at 7:03 PM, Artier said: Quote brandish, tornado, diastrophism, chain lighting, all easy exp skills too, whats the problem with extreme rage? Read more Read the post again. And yes if other classes complained that their AoE attacks took more effort to use I'd call them lazy too However that isn't the case, is it? You guys blow things way out of proportion and get really snappy too quickly. Forums are supposed to be a place of discussion, so converse with me, don't be so arrogant. Read more people can complain if they wanted to and now it's time Share this post Link to post Share on other sites
rye 0 Report post Posted January 6, 2011 the present HP formula of PRS when i log a 12x prs, health BUILD go SiegeWar (with VL, 24xx HP in total) six 12x players cant kill me ofc while i didnt get ICED if u change the HP formula, then my prs will get 4xxx HP that 10players cant hunt down one Prs with health build i dont think its a good idea to boost so much HP of prs even with VL get a nerf Share this post Link to post Share on other sites
TripleR 0 Report post Posted January 6, 2011 On 1/6/2011 at 11:15 PM, rye said: the present HP formula of PRS when i log a 12x prs, health BUILD go SiegeWar (with VL, 24xx HP in total) six 12x players cant kill me ofc while i didnt get ICED if u change the HP formula, then my prs will get 4xxx HP that 10players cant hunt down one Prs with health build i dont think its a good idea to boost so much HP of prs even with VL get a nerf Read more Yeah, I know. :-X That's why I nerfed Health build a little bit in my post: http://www.realmpt.com/forum/index.php?topic=20691.msg147485#msg147485 I'm sure Wartale will agree with us. Share this post Link to post Share on other sites
Akira 0 Report post Posted January 7, 2011 Str add hp to prs/ mages? that's new, no other server has it. Prs are good at tanking, but aren't for kill (at BC) even if 10 plp can't kill one prs, the same prs can't kill anyone. OFC, 4,2 hp per health's way too much, the 0,4 str/ 2,1 health is good. With a orb, with 80 str points, means 20 hp, not bad at all. Share this post Link to post Share on other sites
aydinerkan 1 Report post Posted January 7, 2011 what happened to the skill balance update? Share this post Link to post Share on other sites
JoeHandsome 1 Report post Posted January 7, 2011 On 1/7/2011 at 12:47 PM, aydinerkan said: what happened to the skill balance update? Read more http://www.realmpt.com/forum/index.php?topic=20775.0 Share this post Link to post Share on other sites
lummel 0 Report post Posted January 7, 2011 On 1/6/2011 at 3:17 PM, TripleR said: Quote Come up with well-argumented suggestions then Read more Well, about the HP formula, as I said before, this is what I would do: Archer HP Formula changed: from: ( Level *1.8 ) + ( Strengh *0.3 ) + ( Health *2.1 ) to: ( Level *1.8 ) + ( Strengh *0.6 ) + ( Health *2.8 ) REASON: - Yes, more HP per STR. Archers evoid wasting their stat points in STR because it results in a massive loss of power. For example, archers have to sacrifice 186 stat points in STR in order to use a perfect level 120 armor, while other melee characters (like knights, pikes, etc) only sacrifice 72 agility points to wear perfect 120 boots. That ain't fair. Archers have to be somehow compensated for wasting their stats in STR, and 0.6 HP every point sounds like a good compensation to me. And 2.8 HP per HEALTH point sounds fine too, for those who like to use health builds. Priestess HP Formula changed: from: ( Level *1.5 ) + ( Health *2.1 ) to: ( Level *1.5 ) + ( Strengh *0.4 ) + ( Health *2.0 ) REASON: - Just like archers and mages, priestesses have to sacrifice a lot of stat points in STR in order to be able to use decent bracelets/gauntlets/boots. I know other melee classes have to waste [64] stat points in SPIRIT too, but at least they gain a decent amount of MP for doing it, while priestesses get nothing (or barely nothing) for wasting [75] points in STR. And I know it's not necessary to give them more HP because they already tank good in PvE, but when it comes to PvP they get killed with 1 hit because their HP is something between 500 and 600, which is easy to achieve with one single CS/Destroyer/etc. So yeah, they should get more HP per STR. And then I lowered their HEALTH build a little bit because some priestesses use it during Siege War to heal the towers (they are almost impossible to kill) and if they are already getting +HP from STR, they have to get a bit nerfed on their HP per HEALTH to balance things out. In other words: priestesses who are already using regular build (SPIRIT) will get more HP (because of STR) and priestesses who already use HEALTH build will stay the same (because they will gain from STR but lose from HEALTH). Magician HP Formula changed: from: ( Level *1.5 ) + ( Health *1.9 ) to: ( Level *1.5 ) + ( Strengh *0.4 ) + ( Health *2.2 ) REASON: - Again, just like archers and priestesses, mages have to sacrifice a lot of stat points in STR in order to be able to use decent bracelets/gauntlets/boots. Other melee classes have to waste [64] stat points in SPIRIT too, but at least they gain a decent amount of MP for doing it, while mages get nothing (or barely nothing) for wasting [75] points in STR. And by the way, Energy Shield is not as good as everyone thinks. Mages are NOT godly tankers like they used to be in ePT. They are waaaay worse tankers then mechs, fighters, priestesses and knights for sure in PvE, and when it comes to PvP they get killed with 1 hit because their HP is something between 500 and 600, which is easy to achieve with one single CS/Destroyer/etc. So yeah, they should get more HP per STR. And I also improved their HEALTH build a little bit because (unlike everyone thinks) mages seriously die easy. I've seen people using 300 HEALTH points and Energy Shield level 10 to be able to tank without VL in a map that is in their level range. Mages got the worst item stats (just like priestesses) and one of the worst HP formulas. Basically, they suck at tanking. Just think about it. Why the hell do magical chars have the worst item stats, by the way?... If it's because they have support skills, that's bull shit. Every char has support skills (knights have def/abs, mechs too, pikes evasion, archers too, atas too, etc). If we got the worst item stats (for defense items AND ofensive items such as wand and staffs) why do we also have one of the worst HP formulas? I'd rather get my Diastrophism back to level 1 and delay on level 10 but at least be able to tank in PvE AND PvP than the way it is right now. Sure, we're great expers (if we got VL), but we suck at everything else, come on. This should be enough. Read more I think if prs and mage get hp from str, the advantage of using shield would be even bigger. I dont think that should be done becoz I think it should be better for prs/mgs to use orbs. Share this post Link to post Share on other sites
aydinerkan 1 Report post Posted January 7, 2011 On 1/7/2011 at 2:09 PM, lummel said: I think if prs and mage get hp from str, the advantage of using shield would be even bigger. I dont think that should be done becoz I think it should be better for prs/mgs to use orbs. Read more Priestess HP Formula changed: from: ( Level *1.5 ) + ( Health *2.1 ) to: ( Level *1.5 ) + ( Health *4.2 ) Magician HP Formula changed: from: ( Level *1.5 ) + ( Health *1.9 ) to: ( Level *1.5 ) + ( Health *3.4 ) thats not in the update right? Share this post Link to post Share on other sites