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Challenge Dungeon MK 3


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#101 Oda

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Posted 01 October 2015 - 03:12 PM

Here are the proposed drops for the Challenge Dungeon !

 

Challenge-Drops-Proposed1.png

 

Edit, my apologies: For the rarity numbers, just divide by 100 and that will give you the percentage chance. 

 

For example, card rate on Classic is 2 in the database which comes out to 0.02%


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#102 Ramses

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Posted 01 October 2015 - 03:16 PM

i don't ge what the rarity numbers mean. It's looking good tho


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#103 Campitor

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Posted 01 October 2015 - 03:35 PM

i don't ge what the rarity numbers mean. It's looking good tho

divide by 100 for the drop chance %. Example 20/100 = 0.2%, 1000/100 = 10%


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#104 Themes

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Posted 01 October 2015 - 03:46 PM

These look good to me. Long Horns are already available to us so you can replace those (appears twice). I'd consider doing Empty Bottle boxes instead of Whites. I also dont really like the Geek Glasses Coupon, if the uhh fancy Biolab thing you were testing didnt work think of something else to put in there. Geek Glasses are really not good enough to warrant such a small drop rate from the MVP, slotted mids have come down significantly in price over the last 12-18 months and the Geek Glasses are easily the worst of them because of binding (not even taking looks into account).


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#105 Ramses

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Posted 01 October 2015 - 03:52 PM

1% drop for gsb feels like....too low considering  GD mobs drop them at 1.85%


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#106 Themes

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Posted 01 October 2015 - 03:55 PM

Oh yeah I missed that, I just assumed it was 10% because Bio3 monsters are 8%. Those rates are definitely way too low.

 

Depending on difficulty/density 3-6% is probably suitable.


Edited by Themes, 01 October 2015 - 03:55 PM.

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#107 darkabe

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Posted 01 October 2015 - 06:14 PM

Excelent! With these kind of updates I believe we're going in the right direction and making the challenge dungeon appealing.

 

I want to add that Steel Arrow quiver doesn't seem to be worth the 0.7% drop rate. It may as well be a Holy or an Immaterial Arrow quiver which are currently droppable by Agav and Cecil Damon at same or higher rate.


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#108 Xellie

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Posted 01 October 2015 - 06:19 PM

Geek glasses are awful, should put in a coupon redeemable for w/e slotted mid you like.

 

That said, slotted mids are pretty cheap and common now.


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#109 zerowon

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Posted 01 October 2015 - 07:07 PM

everything looks good last dungeon had ygg seed at like 50% can we do this one at maybe 1%-3% drop ?


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#110 lxst

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Posted 03 October 2015 - 06:58 PM

:p_hi: looks so good~ :thx: would like to see something else as the rare mvp drop. although, off the top of my head i cant come up with what. the subject aura was a cool idea that shows status. players like that. any chance there's an unused headgear sprite or something? ppl love rare headgear. 

 

 

Edit: perhaps cd in mouth as the mvp drop with some kind of server made effect? that is if we don't put it in lucky box and cant use the sprite slot for rare subject aura.


Edited by lxst, 04 October 2015 - 09:04 AM.

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#111 Sindssyge

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Posted 07 October 2015 - 07:33 AM

why u don't put good drops on the challenge dugeon? Like Orleans gloves and other stuff that is rare? just put a low drop (like cards drops) and it's done,

the current drops are sux

other option is change the challenge dugeon for something better, like Renew TI.


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#112 lxst

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Posted 07 October 2015 - 07:42 AM

technically, if there are 0 of something on the server than that is UBER RARE. such as everything on the new drop table? :hmm:  

 

 

are the mobs at there final stats? i have an itch to try an get my guilds "afk-ers" to join me for a test. sounds like something to do today :)

 


Edited by lxst, 07 October 2015 - 07:48 AM.

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#113 battle

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Posted 07 October 2015 - 10:11 AM

Here are the proposed drops for the Challenge Dungeon !

 

Challenge-Drops-Proposed1.png

 

Edit, my apologies: For the rarity numbers, just divide by 100 and that will give you the percentage chance. 

 

For example, card rate on Classic is 2 in the database which comes out to 0.02%

 

how about you make gsb drop rate higher at least 3-4%for regular mobs and maybe add OPB in the empty spots at 2-7%. They also need random crap drops. Could we also get turnin board with sets of 50 and 100?

 

ps. If your going to put in empty bottle box why you not buff the ant eggs with 2 emptys and 3x the mobs?
 


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#114 Ralfi

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Posted 07 October 2015 - 10:11 AM

everything looks good last dungeon had ygg seed at like 50% can we do this one at maybe 1%-3% drop ?

 

This please


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#115 Ramses

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Posted 07 October 2015 - 10:56 AM

could add empty bottle boxes at low chance (3-4%) and enhance gsb drop rate


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#116 Jenna

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Posted 13 October 2015 - 07:38 AM

Is it possible for the first post (or a new thread) containing all of the information? I am trying to figure out how to kill and what classes are needed, unless it's a trial basis but I spent a few minutes trying to figure out how to kill the Kobold Leader.... because he didn't die :(.

 

Thanks in advance!


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#117 PaulElgan

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Posted 13 October 2015 - 03:04 PM

im not sure if this has already been mentioned in the thread but when can we expect all these changes to be implemented? :)
I'm already excited to start hunting <3
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#118 Oda

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Posted 15 October 2015 - 12:13 PM

We have made changes to the monsters! Please test them out on our test server when you have the chance and post your feedback here.

 

-Kobold leader is now boss property

-Damage dealt by monsters has been tripled 

-Drops have been added to Challenge Dungeon monsters

-Kafra in the middle of town will give 1 million zeny

-Consumables vendor added just north of town center


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#119 Ecclesio

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Posted 15 October 2015 - 03:54 PM

edit: delete this. my bad, wrong server.


Edited by Ecclesio, 15 October 2015 - 04:03 PM.

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#120 Themes

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Posted 15 October 2015 - 05:10 PM

Ok cool trip report from today:

 

Ranged - is still cool, damage increase is great, pneuma renders it fairly useless but with arrow repel/fiber its actually amusing.

Melee - boring, doesnt really do much of anything, safety wall just crushes it.

Caster - Its atk is mixed up with the MVP and hits way too hard, but otherwise still a fun monster.

MVP - Didnt really bother to test it, it's hard to clear out enough other stuff to be safe enough to try it. From other tests I feel that this is going to need a bit of work to make it feel like a real MVP.

 

In general the health pools are a bit high, initially I suggested they start of reasonably high to combat Fisting, however I think after playing around with them it may just encourage fisting. Anything over 250-300k health is just punishing anything that isnt a Champ and right now there's no way anyone would kill anything in there with anything but a Champ. You can look at toying with def/mdef/vit to balance the three monsters out vs their health but to start with I'd look at changing melee to 300-350k, ranged a small drop to 250-260k and the caster should be ok at 200k for now. To go with the health decrease you can look at increasing mdef 5-10 each for those two to offset the extra kill speed that would give Wizards.

 

The melee still doesnt do much, partially because its attackspeed is so low and SW will just cheese through it. You'd want to increase it to probably 170ish and give it something that can piece Safety Wall because right now they just stand around doing nothing it seems like.

 

In general the damage increases seem reasonable, they get scary in larger numbers and they take long enough to die that any additional ones can be really annoying to deal with. We were killing with Wizard and no Phen meant the Wizard wasnt able to tank both a Ranged/Melee at the same time.

 

Also we got a White Potion Box while down there, I dont think these are a good idea. Right now White Potions are the only thing people actually spend any zeny on and it's nice to have a proper zeny sink. You could replace them with Empty Bottle boxes (and fix the bottle merchant so people cant bug it out anymore).

 

Edit: I have like 10 minutes to kill so I'll write some words about the MVP for people to think about. So there's a few ways it can be designed, it can be a fairly easy thing, medium health (~1-2m hp) moderately threatening abilities with the possibility of wiping an unprepared group with moderate-low drop chances for its loot or something more powerful. I'd definitely lean on making it easier, with a short respawn and lower drop rates allowing more people to get involved and have an opportunity to kill it.

 

Right now it doesnt have a very scary arsenal of abilities and the scariest thing I've seen from it is its autoattacks. It also currently seems to be on passive or have a very short vision range so you can just run away and it'll stop chasing. You can use the Wounded Morroc system where something new happens every x% of health, dont do something like EQ that's fairly overdone, but something like the Bio3 MVPs and have it spawn additional adds to upset the flow of things or use hells power (cant resurrect).

 

I'm not entirely sure if you want to keep the caster/MVP both with longer than 1-2 attack ranges, right now you can block damage from three of the four mobs down there with Pneuma. The caster does sit around casting a lot of things which is nice and means it's not a big deal, but the MVP having a range like that may cause issues if it's not using skills in a similar sort of way to the caster.


Edited by Themes, 15 October 2015 - 08:15 PM.

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#121 esum

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Posted 16 October 2015 - 04:33 AM

Since there seems to be some demand for slotted elemental armors still, can the MVP drop at random one of the non-slotted Saphien's, Lucius, Aebecee's, and Claytos as a rare?  And then also include an option to the slotting NPC to slot these?


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#122 lxst

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Posted 16 October 2015 - 09:50 AM

my initial thoughts. solo sinx 

 

mage: its really weird that the mages melee atk has such huge range. other than that it was an interesting mob. but i'd fix the melee range. think bio 1-2 mages trying to hit you with there staffs. lol.

 

ranged: for some reason well fighting this mob i had a hard time getting sonic blow to trigger. like the mob was not on the square my sinx was going to. i had to try a few cells around the target before the skill would launch. this happened with three of this target in a row. so it has to be the ranged guys ai or something. besides this frustration the knockback/fiberlock was cool, and could actually kill me if i wasnt really careful.

 

mvp does seem to have a bit much hp. but i do like the skill set. perhaps lower hp=make skill set more challenging (no idea how tho....) 

 

also, the test server could use atk spd pots and arrows.

 

edit edit: are these the lvl caps per class and equips for group pvp stuffs? i'd like to calc up some stuff if it is. and if it isnt we could use some stuff for the Mk3 testing.  :thx:


Edited by lxst, 17 October 2015 - 02:49 AM.

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#123 lxst

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Posted 17 October 2015 - 03:02 AM

ROFL!!! the mvp could summon regular kobolds to scare ppl! it is almost halloween. 


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#124 darkabe

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Posted 17 October 2015 - 06:00 PM

Since safety wall makes the melee one too week can we have it cast two-hand quicken or ganbantein when it reaches melee range?


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#125 lxst

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Posted 18 October 2015 - 08:10 AM

^^ this or lower atk a little and increase atk speed quite a lot. but be careful. i believe it has edp. so we have to watch what it can do outside of a safety wall situation :p_hi:


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