Purpose: To decrease the gap between mall and free players while not devaluing mall players or decreasing money spent. This will be partially be achieved by revamping the base stats of items and the reinforcement system.
Currently, at end game, +0 players are at best 17-25% efficiency compared to full +30 players. The proposed system will decrease the gap to ≥50% percent of full +30 mall players.
The proposed system also includes:
-
+30 players retaining current stats
-
mall amounts needed not decreasing
-
encouraging reinforcement to certain stages with bonuses
Proposals:
Note:All reinforcement additions except percentages rounded to hundredths. Percentages rounded to thousandths.
For items without ranged stat rolls:
New base stats of item = Current +30 stats of item/2
New addition per reinforcement = New base stats of item/30
Examples:
Base defense = (+30 defense/2)
Defense per reinforcement = (+30 defense/60)
Base stats (con int mnd str dex) = (+30 stats/2)
Stats per reinforcement = (+30 stats/60)
For items with ranged stat rolls:
New Min Roll = + 30 Current Minimum Roll/2
New Max Roll = New Min + Range of Current Max to Min Rolls (Range difference stays the same.)
Addition per + = New Min Base / 30
Example:
Changed From:
For players at +0 to +9, players will be able to compete at a 50 – 72% efficiency compared to heavy spenders (not including enchants).
Proposition # 1 Regarding Jewels
Note: % bonus applied to the dmg, the cad, scad, scc, pcc, but NOT the actual targeted stat (Ex: No bonus on CON from NM CON jewels)
For each jewel at reinforcement levels 10, 20, and 30, rewards to item base stats would include:
+
These are bonuses to each jewel at that current reinforcement stage. THESE DO NOT include enchantments IN the item. ONLY effecting the stats of the jewel itself.
Option 2 for this proposition
The % bonus only turns on when the ENTIRE set is at the required reinforcement stage. Each jewel gets this % bonus onto its OWN stats EXCLUDING enchants ofc. Encouraging people to spread their reinforcement instead of focusing solely on jewels that give the most benefit. This however would require this formula for people using split sets
(Bonus for Grade Set/8)*Quantity of set items + (Bonus for 2nd Grade Set/8)*Quantity of 2nd set items
Proposition #2 Regarding Jewels
If % bonus to jewels is not possible. The concept behind this, is rewarding the player for getting the entire set to a specific reinforcement level. +10 is easily accomplished during a 70% forge for a free player, requires very limited amount of foc points, and offers a substantial bonus to getting full set to a specific reinforcement.
As you can see, the difference between +30 set and +10 set is not overly excessive, yet it still provides incentive for players to aim for full +30 gear.
Additional Note for players who are using mixed Grade sets:
If you are currently using 4 parts Carus +30 and 4 parts rare +30, the bonus would work as followed
(150/8)*4 + (125/8)*4 = Scad/Pcad
(5%/8)*4 + (4%/8)*4 = Scc/Pcc
(200/8)*4 + (175/8)*4 = Damage
Formula is
(Bonus for Grade Set/8)*Quantity of set items + (Bonus for 2nd Grade Set/8)*Quantity of 2nd set items
Proposition # 1 Regarding Armors
Currently they difference between Plate, Chain, Leather, and Cloth armor is, very minimal. The only difference is the defense they provide.
Plate Armors:
Reinforcement
Work in Progress
Yes, Helium, we realize that reworking all those stats on items along with reinf will be a huge thing. But the gap between f2p and mall players is too large.
Also, this project has been worked on by multiple people. Mostly one mad scientist, a representative/HR person, an angel who deserves a bucket of mint and caramel ice cream, and a couple handfuls of older mall and free players. All help is appreciated!
Edited by XRosebloodX, 06 January 2015 - 10:41 AM.