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Equips Stats and Appraisal Stats changes - Detailed Document


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#1 Paulera

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Posted 05 May 2011 - 12:32 PM

As part of some ideas, I have created this document to bring some great changes to the game. Everyone talks, and the dev team works to
improve the drop system, but the problem is that the drop system is not resumed only to catalyst drops. Since the first stats changes later
Orlo Chapter 2 (attack speed nerf,etc.), there are no more players farming equipments and the economy did back to be based on the catalysts
drops. I'll explain more detailed the importance of these changes following:

Why to make this changes?
- The dev team tried to balance the equipment sets, but instead even more blue equipment sets came to be trash;
- The players will have much more options of set variations;
- Union equipments are meant to be good, but not the only option;
- We don't need trash and totally useless stats when appraising an item;
- The economy is weak. It's hard to find something the player want;
- New features like the Instance System is pretty hot to bring back or attract new players, but the poor economy and items variations will
make again these items obtained by Instances to be the only desirable option;
- New farm options, around all high level maps, for all classes;
- Little Item Mall implements will have their sells but will not bring players to the game; new content will be. And as part of the new equip
stats and plans I have for the Instance System drops, the refine system will burn hot and could make the sell of plutorune and venarune
increase, wich is a better way for Gravity ;
- As buff sets can't be taken from the game without drastic changes on skill system, the buff sets can become to be a unique feature of the
game. With these new stats, the players will have a great number of equipments to hunt and improve their sets, but in order to make so, the
buffs durations will need to be increased, especially self or non-cleric buffs.
All buffs with 5 minutes and 20 minutes durations will have their durations increased to 30 minutes.
Changing even more sets and rebuffing all the time will make players getting frustrated.


This document is based in 3 parts: dropable and craftable equipments static stats changes, craftable masks statics stats changes and appraisal
stats changes.
As the game have a big number of equipment sets, in the first part the numbers will be based on the lvl 200 equipments. With this base, will
be easy remodeling lower lvl equipments gradually.
For second stage, masks stats changes, and for the final part, a complete renew on stats obtained through appraisal item. All trash stats have
been removed, and adjustments have been made to make a good portion of appraised items to be usefull and part of the economy.


New Changes


Dropable lvl 200 Equipment sets:

Demon Chest: 70 critical / 14% attack speed
Demon Head: 60 critical / 6% attack speed
Demon Gloves: 50 critical / 10% attack speed
Demon Boots: 60 critical / 6% attack speed

Dark Chest: 16% attack speed / 100 accuracy
Dark Head: 10% attack speed / 60 accuracy
Dark Gloves: 12% attack speed / 50 accuracy
Dark Boots: 10% attack speed / 60 accuracy

Grand Chest: Max HP: 1500 / 35 attack power
Grand Head: Max HP: 1100 / 20 attack power
Grand Gloves: Max HP: 1000 / 30 attack power
Grand Boots: Max HP: 1100 / 20 attack power

Golden Set: removed from game. Currently Golden equipments in-game will be turn into Elven with appraisal.

Elven Chest: Max MP: 1200 / Global cooldown: - 1.0 seconds
Elven Head: Max MP: 900 / Global cooldown: - 0.5 seconds
Elven Gloves: Max MP: 800 / Global cooldown: - 0.8 seconds
Elven Boots: Max MP: 900 / Global cooldown: - 0.5 seconds

ps: - Global cooldown is a new stat that decreases the cooldown time of all skills by the time specified. Not need to be showed at the
Stats Window.



Craftable lvl 200 Equipment sets:

Reinforced Chest: Max HP: 1600 / Parry rate: 12%
Reinforced Head: Max HP: 1200 / Parry rate: 8%
Reinforced Gloves: Max HP: 1100 / Parry rate: 10%
Reinforced Boots: Max HP: 1200 / Parry rate 8%

ps: - Parry rate is a new stat with a chance to reflect 40% of the damage taken back to the caster, just like the Knight skill "Shield Reflect" and
the Borgeois skill "Reflect Aura".

- The difference is that these skills have a 100% chance to reflect 30% of the damage taken for the skill time, while with parry the character
could have a maximum of 38% parry chance to reflect 40% of the damage, permanently added by the full set.

- Parry Rate could be showed stacked with defense, just like Block Rate is showed at the Stats Window, but there's no need to show the value.


Endowed Chest: HP Recovery: 160 / MP Recovery: 160 / Additional socket can be drilled to a maximum of 2 sockets simultaneously
Endowed Head: HP Recovery: 110 / MP Recovery: 110 / +15 All Stats
Endowed Gloves: HP Recovery: 100 / MP Recovery: 100 / +20 All Stats
Endowed Boots: HP Recovery: 110 / MP Recovery: 110 / +15 All Stats

ps: - "All Stats" includes all manipulated stats by stats points (str,dex,int,con,cha,sen)

- Endowed Chest can be drilled to have 2 gems simultaneously in it. While using Perfect Separation Drill, Separation Drill or Destruction Drill,
the gem removed will be chosen randomly.



Union lvl 200 Equipment sets:

Precious Chest: 15% attack speed / 100 move speed
Precious Head: 12% attack speed / 70 move speed
Precious Gloves: 14% attack speed / 60 move speed
Precious Boots: 12% attack speed / 70 move speed

Chivalrous Chest: 95 attack power / 290 defense
Chivalrous Head: 60 attack power / 180 defense
Chivalrous Gloves: 75 attack power / 160 defense
Chivalrous Boots: 60 attack power / 180 defense

Glorious Chest: 90 accuracy / 160 dodge
Glorious Head: 80 accuracy / 100 doge
Glorious Gloves: 110 accuracy / 90 dodge
Glorious Boots: 75 accuracy / 120 dodge

Luminous Chest: 95 attack power / 220 magic resistance
Luminous Head: 60 attack power / 120 magic resistance
Luminous Gloves: 75 attack power / 100 magic resistance
Luminous Boots: 60 attack power / 120 magic resistance



Lvl 200 Weapons:

Darkened weapon: 20% attack speed
Enchanted weapon: 120 critical
Chivalrous weapon: 250 defense
Glorious weapon: 120 dodge
Luminous weapon: 200 magic resistance



Masks:

Nomadic Beard: 25 attack power
Flu mask: Max HP: 800 / HP Recovery: 80
Black mask: 20 dexterity / 40 dodge
Butterfly mask: 40 move speed / 60 charm
Zorro mask: 8% attack speed / 40 accuracy
Persian mask: 6% attack speed / 40 critical
Wicked mask: 60 critical
Jolly Front mask: 80 accuracy
Iron mask: 180 defense
Totem mask: 120 magic resistance
Ashura mask: 20 strength / 20 concentration
Mask of Lies(Requires lvl 70): 40 move speed / 60 dodge
Ego mask: 80 magic resistance / 120 defense
Pierrot Nose: 80 charm
Pinocchio Nose: 60 dodge
Glasses frame: 25 strength
Dork Glasses: 20 intelligence
Thick Framed Glasses: 20 concentration
Sunglasses: 25 dexterity
Cart Googles: 35 sense



Lvl 200 Legendary Equipment sets:

- The lvl 200 legendary equipment sets will be removed from game (except for Orlean and Mercenary), and will be back as Boss Drops with the
future changes for Turak Hunt and Cave of Ulverick instances, for players 200+.

- As Orlean and Mercenary Legendary sets are used for buffing and crafting, they will not be removed. Instead, the names will change to Legend
Orlean and Legend Mercenary.

- Actual lvl 180 and bellow Legendary Equips will be mantained to help players on using Unique Weapons. For that equips, the primary stat
ammount will be increased by 100%.

- Accuracy will be removed from head, and attack speed will be removed from gloves.

- As Orlean and Mercenary, every Legendary equipment lvl 180 and bellow remaining in the game will have their names changed do Legend. Legend
is a prefix already present in-game for 1st job equipments, with same stats as Legendary equipments. Current Legend will also receive the 100%
increase ammount on the equipment stat.

e.g.Current Legendary Shadow Fall Chest will become Legend Shadow Fall Chest, with 36 dexterity as static stat, up from 18.
Current Legendary Jaguar Chest will become Legend Jaguar Chest. Current Legend Jaguar Chest will remain Legend, and both Chests will have
the static stat of 20 dexterity, up from 10.

- Legend and Legendary will be still dropping from the same sources, but now they have the same name, like they would be the same.

- Legendary Aurum and Raptor equipments currently in-game upon the removal will turn into a random dropable type equip with appraisal.



Following, the new stats randomly achieved by appraisal or craft. No stat will have more chance than other upon appraisal.
Mantaining different stats for drop and craft just like now, would make Artisans os Drops better than other in some ways, causing the prices
fluctuate.


Substats(drop and craft):

40 attack power
120 defense
90 magic resistance
70 accuracy
70 critical
80 dodge
8% attack speed
45 move speed
Max HP 800 / Max MP 400
25 strength
25 dexterity
20 intelligence
20 concentration
30 sensibility
80 charm
20 attack power / 50 accuracy
20 attack power / 50 critical
20 attack power / 3% attack speed
20 attack power / 40 dodge
20 attack power / 25 move speed
20 strength / 20 attack power
20 dexterity / 20 attack power
15 intelligence / 20 attack power
15 concentration / 20 attack power
25 sensibility / 20 attack power
3% attack speed / 25 move speed
3% attack speed / 50 critical
3% attack speed / 50 accuracy
40 dodge / 25 move speed

Many stats had been removed from game, as well every trash stat. With a total of 29 different stats, the player will have less than 4% chance
getting the wanted stat, that already is a pretty low chance. So, there's yet a good chance the appraisal have an unprofitable stat to the
class equipment, wich would make it trash anyway, as well a good chance to get an usefull stat and make part of the economy.



There are new stats (parry rating and global cooldown). Let me know if it's too hard to implement, and I'll change it to something more "rose
like". Let me know too if you need help on making the stats for lower lvls equipments.

I'm planing new documents about the Instance System, Drop System, Cart Racing System, Buff Set Interface, and even Game Divulgation Media,
but I need to know if this very document will be taken into consideration to be applied into the game. Anyway, I'm happy trying to help.

Edited by Paulera, 12 July 2011 - 11:59 AM.

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#2 Logi

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Posted 05 May 2011 - 01:11 PM

Thats a nice post there ^^ so much though....

There is a need for crafters to have more impact on the equipment economy, union gear seems to be the only choice. Reinforced + stats seems to be preferred by some though, but thats just 1 kind of craft. Your reason in the first part seem logical as well, idk about the item mall part. More instances, agreed!

I'll just comment on the proposed armors+stats here, so much xD

The demon set could do with a bit less aspd if you ask me, every secondary stat shouldnt be too strong. The other ideas all seems nice, I dont know if I agree with the elven set though. As I understand it the cooldown you mean is something that is present in Ragnarok. The ability to decrease casting times, which is awesome for those strong attacks ofcourse. If we want to put this in idk, its just 1 more thing to go wrong if you ask me. Lets change the armors first and look at this later.

The union sets now also work with a set bonus for 2 and 4 pieces being worn. I'm all for making the stats on equipments usefull to the point they can be preferred over union gear when THAT stat is what you are looking for, union equipments remain all round best and unrivaled in their stats, just maybe put some of the strength of a set in wearing all 4 pieces. Grand could give more hp, dark more aspd etc. Same thing can be used for legendary gear, give a bonus amount of the stat when all 4 pieces are worn. Making elven/golden armor more usefull using these set bonuses also sounds more appealing to me then by removing golden and making a skillcooldown stat.

Giving a certain set the ability to get 2 gems I dont like, lets keep it simple 1 gem will be enough. Making certain crafts more usefull is a very good idea, endowed has really no reason to be there. Sure there may be a few which are using it, but lets make all crafts appealing.

There is no reason to remove legendary from game, whats wrong with it ? I use leg soldier for my 200+ knight, granted its just lvln gear but its usefull enough. The changes you propose seem to complicate the matter, if they are not harming the game then they can help make it more interesting.

Give masks stronger bonus again, I agree ^^, maybe make more 2 statted masks like you propose and like the Mask of Lies. We do have to watch out that all this increasing of stats and making all these armors a bit or alot stronger doesnt make things inbalanced again: Pvm too easy, pvp too stupid.

I know it not a 100% agree post but I tried to give my view on all of the ideas, I very much agree that this is a important part of the game and also part of the fun. As giving food a lvl requirement, union equipment a set bonus and make Muris a city sealed by fate its nice to have a reward for accomplishing something: Leveling up, getting points for a full union set or finally making it to the last city. Gathering a full set of grand might become a small goal to reach because of a nice set bonus, why not ?

You give some very goods ideas ^^, dont get depressed because of slow responses or trolls, you post is alot to take in.
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#3 Paulera

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Posted 05 May 2011 - 02:17 PM

Thx Logi, and everytime I look again at the stats I realize that something could be changed. So, I see meaning on what you said.

For Legendary, the name should mean that they are... Legendary. Perhaps mantaining actual Aurum and Raptor, renaming them for Legend will be ok, so with Instances we can have true Legendary items.
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#4 Phish

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Posted 05 May 2011 - 02:17 PM

Well thought out, alot of your ideas are interesting and it adds diversity. Different types of useful gear puts more desireable items in the stagnant economy which will help.

I think the secondary stats you've suggested could be implemented as set bonuses rather than an additional substat. (ie using 4 pieces of reinforced grants you the 40% parry rate as it's final bonus) Although I'm not sure how the dual gemming of the endowed chest would work in this manner.

Regarding legendary equipment. The prefix shouldn't only drop for the muse/dealer class even though those are the only ones anyone ever uses. If anything the base stats should be adjusted to make them more useful. I made a thread about it awhile back buried somewhere around here...


And yes alot of masks/in game gear needs to still be fixed after the forsaken patch. I can agree with most of what you have for masks.
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#5 Paulera

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Posted 05 May 2011 - 06:02 PM

As Zeppelin has said that Legendary equips would be done to be even better than epics, so using Legendary prefix would be more profitable.
As first job equips have also Legend prefix, every other Legendary could be turn into Legend and the Legendary would be back dropped by hard fights in the Instances.
I had some plains too, as different Legendary for each second class, affecting the class skills as bonuses.

And the bonuses for sets (as the parry rate when using full reinforced set) is a great idea. I'll wait more responses and start the adjustments.
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