Upgrading and how to encourage it
#26
Posted 30 June 2011 - 10:54 AM
#27
Posted 30 June 2011 - 10:56 AM
I dont want a system that gets everyone on server in +15 gears.
My main though for the idea was that the game had a mechanic that basically says 'ok you've spent enough HD ores that your beyond the spending point where 70-80% of the time you would of got the upgrade, so we're going to give you this one too keep you playing and not ruin your day'.
The values given where just round figures they could easily be set higher or lower. I just though it would be a nice idea so people dont get quiet as upset following a bad luck streak.
#28
Posted 30 June 2011 - 10:57 AM
#29
Posted 30 June 2011 - 11:18 AM
#30
Posted 30 June 2011 - 11:57 AM
Why does all the other gear with refining effect caps at +10 [Stat boost by refine (Liek Green Maiden, Kathryne Keyron), some whips (Eletric Eel / Carrot Whip) and other weapons and armor and stuff], while KVM gear caps at +14?
Are they afraid of Arrow Vulcan level 20? hehe~
Edited by asayuu, 30 June 2011 - 11:59 AM.
#31
Posted 30 June 2011 - 03:25 PM
Techically you buy 300HD Ores your only 70% ish chance of getting to +9. Now if you happen to be in the 30% that dont get it done its a real downer.
This happened to me. Twice.
And I still think the system is fine. Bad luck happens. We deal with it.
#32
Posted 30 June 2011 - 04:45 PM
its not.. most of them have only +2% damage vs demi human per upgrade as their effects beyond +9. A few, like cure wand, have an effect at +10, but then are just +2% after that, still.
I assure you, it's much more powerful than that. This refers to physical damage dealing weapons. I'm not sure what the hell magic users get.
#33
Posted 30 June 2011 - 05:35 PM
For physical, it's:
Slaughter Level 1: Square of (X-4)
Slaughter Level 2: Square of (X-3)
Where X is the refine level.
Let's think about any normal KVM weapon with Slaughter 1. In +6 (Refine level which procs Slaughter) it adds 2*2 = 4% damage to demi-humans (Like, the 95% from the whip).
In +9, it adds (5*5) = 25% instead of that 4%. To +10, (6*6 = 36%)... +14 (The cap from KVM)... 10*10 = 100%.
So a +14 KVM whip deals 195% damage against demi-humans and 20% bypassing defense. [Even so, Arrow Vulcan with it is a crap ^_^]
I don't know why KVM caps at +14 while most other gears cap at +10.
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