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  #16  
Old 04-15-2012, 11:36 PM
Felix_Xenophobe Felix_Xenophobe is offline
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i'd like to see regen removde completely in spars
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  #17  
Old 04-15-2012, 11:46 PM
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lets continue the attacktype discussion here, for battle admin updates discuss here


edit: would be sweet as hell to see a Chain Lightning effect from electricity attacktype, like 1/5 chance to strike another possible target that's in the area, and if it strikes one target nearby it has another 1/6 chance to go again, and 1/7 for another

would be cool to have a sword like that for war
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Last edited by Seeya; 04-16-2012 at 04:05 AM..
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  #18  
Old 04-16-2012, 12:05 PM
Felix_Xenophobe Felix_Xenophobe is offline
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Idk I'd rather focus on the attacktypes that don't actually work atm. Fear and slow would be neat to see fixed (sup master race balor n aengus.)

I'm generally against game changing procs. We don't really need more effects on the level of poison. Confusion is a bit over the top. Blinding is a good example of how to implement new effects. It doesn't make or break a fight, it just serves as a distraction. Confusion has a pretty disgusting element of rng to it vs casters and melee fighters and completely obliterates archers. For balance purposes you should try to make things less rng dependent.

In the case of that lightning suggestion a good way to implement it would be to make every 5 successful hits you shoot out a bolt of lightning. That way you can balance out the numbers more easily. Had it been a random proc and you shoot out 3 bolts in a row it would completely shift the fight.

In short: rng bad.
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  #19  
Old 04-16-2012, 12:51 PM
Nuke_for_you Nuke_for_you is offline
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In short: rng bad.
I have to agree, random numbers make me cry
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  #20  
Old 04-16-2012, 08:12 PM
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Had it been a random proc and you shoot out 3 bolts in a row it would completely shift the fight.
I think for the situation of a big war, saying "LOL I killed three of them! I got so lucky and pulled three chain lightnings in a row!" would be very cool, but yeah, I agree the fifth shot should shoot a level 107 (or whatever your phys level is) ball lightning that won't absorb into players, rather shoot through them.
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  #21  
Old 04-16-2012, 08:14 PM
Felix_Xenophobe Felix_Xenophobe is offline
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would b pretty cool. idk tho that kind of stuff is hard to balance with the different arenas. in open world pvp it'd be neat but in the spar arena it could potentially be devastating for multiple players
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  #22  
Old 06-10-2012, 09:08 AM
ssw22 ssw22 is offline
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I agree with the additional effects, especially the one for lightning.
Perhaps it could proc an after-shock, multiple hits on the same target due to electrostatic charge after the initial hit.
>You are shocked multiple times by the residual electrical charge on your armor!
A 20% rate of after-shock and 10% rate of chain-lightning seems interesting to me.
>The intense electrical charge shocks another nearby mob!

First however, I would like to see the "Acid" attacktype become more common; perhaps it could reduce armor and damage to some degree.
>Your armor starts to fizz...
>Your weapon starts to corrode...

Also, fix fear.

Last edited by ssw22; 06-10-2012 at 09:17 AM.. Reason: What's a ghost-hit?
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