Posts by JohnRoy
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Hello,
I don't usually rant on forum about technical problems since I understand the Team here is not the cause of them.
But this situation can't go on anymore and I'd like if someone would put some pressure on the devs to fix the problem.
It has now been almost 4 months. Steam players cannot change ch more than 2-3 times consequtively. Otherwise we receive the usual "An error has occured. Please contact support", not letting us log in even for hours.
I have been playing all this time without changing ch, but you can easily imagine that farming like this is impossible.
Now there is Easter event, which I particularly like, and I cannot even farm it decently. Best I can get is a couple easter metins per hour.
I waited all this time thinking it would be fixed soon, but at this point I am not even sure if they are trying to fix it. We are getting updates after updates and new stuff getting added to the game, while we can't even log in properly.
Furthermore there is always the item shop "discrimination". We pay for the same DC as gameforge accounts, yet we have access to half the items (e.g. the new item for the extra equipment slot).
So, please, before thinking on new ways to get our money, fix this damn problem or migrate each Steam account to gameforge.
Sincerely, a Steam player.
P.S.: For anyone who wants to comment "just make a gameforge account": THAT'S NOT THE SOLUTION.
Thanks
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For everyone who called me crazy for not choosing Cloud on my low ninja, you can call me the Messiah now.
No but for real, this is hilarious lmao. -
no, me hattie and dann are not from steam so i gues your tip didnt help
His tip worked for me on gameforge.
Ah well if you play on steam then you guys deserve it XD
Hey that's discrimination right there, reported
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And by the way, even if I wanted to sacrifice my stars: there's the green "claim reward" button for the 1-star bonus, but the 2 and 3 star is missing!
That's the next issue... you can't skip to rewards for 3-star if you didn't unlock the previous ones... :-))))
Wait wait wait, I never noticed I can't directly unlock 2 stars or 3 stars. This changes everything wtf.
This must be a joke lmao
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Also, there's a rumour that in order to get a bonus (i.e. attack value) you'll have to sacrifice the stars collected for each card involved in that set, losing the chance to transform or teleport to the monster. If that's the case, it's really mean and it should be fixed...
As someone who grind monster cards, that's not a rumor at all. You will lose the stars you use to unlock the bonus.
When you do a quest, you've to kill three random monsters - and that's a first level of randomness: but then, as soon as you complete it, you get a random card out of the three. This makes the whole thing even more difficult, because you could virtually never get the card you're looking for.
Plus, the randomness of the monsters you receive is not even "fair". Meaning that there are monsters that appear more often and some which are more rare. For example in the first 3 levels, Lykos, Li-an and Young-Ji appear way more often than the others. I have indeed around 90 cards each of those three. On the other hand I have less than 30 cards on Jug-Hyul. And this is a big issue since for example I want to unlock the 3 star bonus of Li-an, Young-Ji and Jug-Hyul (+55 attack value). Despite grinding for months and having 90 cards of the first two, I'm not even halfway to achieve it.
I also agree with everything else being said. With years of grinding it is somewhat possible to get 5 stars on map1 and map2 monsters, but I don't see anyone ever achieving the same result on bosses. Unless of course someone spends 10'000 euro on Monster Cards chests on the item shop.
In my opinion, just removing the sacrificed cards thing and lowering the ratio to get tradeable cards to 1:3 or even 1:5 would be a great improvement to the system. -
the mobs deal elemental damage and normal damage, elemental resistances only work on the elemental damage
not all mobs have the same distribution between normal and elemental damage
and without knowing how that damage is distributed on each particular mob, this excercise a bit pointless
Do we (or can we) know what more than 100% elemental resistance does?
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I'm not going into detail regarding upgrade chances. However, the effect of resistances will always be a mystery.
100% resistance is not 100% reducing the incoming damage from that element. There are so many bonusses working together to reduce incoming damage:
DEF
Average damage resistance
x element resistance
Overall resistance (think about lv 70 bio reward)
Most ranged mobs have arrow and/or magic resistance working
Push resistance like the defence you can get from talisman (which is the same as dragon god def)
Some skills like Blessing (used to be average damage resistance but is now a standalone bonus), Fear and Dark Protection
Let's just put in light that normal DEF will always reduce damage, even if you manage to reach 2000 DEF, it will reduce damage, apart from the disadvantage when you get piercing hits.
Also piercing hits through blessing and average damage resistance
Then how would you explain why 100 fire res doesn't reduce damage to 0 when you use it on a low level character? Reason for this is the base resistance, which is quite low.
But if you want real numbers, have a look in the 110+ maps. Around 1100 DEF, 121 wind resistance, 25 push resistance (dragon god + talisman), 49% blessing (buff), 37% from Fear, 45 magic res, 30 arrow res and these mobs from TR/Redux enchantment forest are still hitting 350. The destroyer even hits 8000. I had these resistances activated all at the same time. When you wear none, these mobs hit around 4500.
Make your conclusion
I also think that the damage of each monster is divided into parts (which is also what they say on the italian wiki). This would explain why 100 elemental resistance doesnt nullify incoming damage. For example a monster can deal 80% of elemental dmg, 10% magic dmg, 10% "base dmg".
For example the monster I quickly tested for the data above was a simple monster in Fireland, which presumably has 99-100% elemental damage. While on high lvl maps they have different types of damage.
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To be honest I don't see why your computation would make sense.
I understand that you treat it like how you explained it in the case b): so in case you "fail" the first try, you have still a chance for a second try. And in this case you add the chance of the two events "Success on the first try" and "Fail on the first try + success on the second try" (In your example 10% + 90%*10% = 19%).
This would make sense in the context of the upgrade chance.
But if we are talking about resistances you can't really talk about "success" and "fail". For example let take the simpler example where you have only two items with wind resistance, say helmet with 10% and bracelet with 15%.
According to your formula the overall resistance would be: 10% + 15%*90% = 23.5%;
which you can "read" it as: if the first 10% "fails" you have a second chance of 15%.
This would make sense if Wind Resistance was a bonus with one fix effect with a chance of activation, which in my opinion doesnt make sense in this case.
Now for the sake of your argument, let's assume that your computation is right, how would you compute the incoming damage?
I did some tests with Fire resistance between 0 and 100%.
The blue dots is the incoming damage i got with various value of fire resistance.
The orange dots is the incoming theoretical damage you get assuming that, for example, with 30% of fire resistance the incoming damage is reduced by 30% (with respect to the value with 0% resistance).
The yellow dots is computed as for the orange dots, but using the resistance values from your script.
You see how the blue line is almost linear like the orange one and not curve like yours. You see how the distance between the yellow line and the blue line gets bigger as the resistance grows, and you said
I guess the remaining damage is taken care of DEF, if there is nothing else.
This would mean that the DEF decreases the incoming damage more when your elemental resistance is higher.
If I got it right, you started this theory because 120% resistance is apparently better than 100% and your script would include this behaviour.
I honestly didnt know that but I will test again the incoming damage when I can find a 15% fire resistance helmet, because then i will have 105% (which is the max I can get for now).
But in my opinion the formula simply changes when you reach 100%+ resistance. I told you how for example with piercing shots, when the % is bigger than 100, the extra % goes to increase directly your damage. I think that in the case of resistance we could have the same effect where each 1% after 100% gives you +X% defence or something like that.
If I misunderstood something let me know.
Love and Cookies
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Knowing exactly how they work it's pretty hard and we will never have 100% sure answers.
In my opinion for question 1) the answer is simply a). I never really tested blessing scroll vs dragon scroll but what I did in the past was testing normal and guild blacksmith. I always assumed that
blessing scroll chance = normal blacksmith chance dragon scroll chance = guild blacksmith chance Of course I'm not sure of this, so don't take anything for 100% true.
Anyway the guild blacksmith always had around 10% more chance than the normal one, so like in your case a).
While for question 2) the answer should be safer.
Element resistances should still work like case a) and I don't see why it shouldn't. If you open your character details you can see every resistance you have and adding +10% in an item simply gives you 10% more overall. I don't even see how the case b) could work when you have +10/15% resistance in 4 or 5 items.
The only exception is on 6th/7th bonuses, where there are bonus like "+10% of total value of wind resistance" and here it's clearly the case c).
For critical and piercing chances the argument is the same as resistances, so case a).
(Off topic: if you have more than 100% piercing, every 1% more gives you around +0.5% damage)
For powershards and additive it's very easy:
powershards work like a);
additives work like c).To be more precise with powershards you define the "base" success chance. Every powershard adds 2% chance, so for example 10 powershards gives you a base chance of 20%.
Additives add a % of the base chance. For example Power Additive gives 50% more chance of the base %, meaning that if your base % is 20%, then every additive adds 50% of 20%, which is 10%. (This is independent from the number of additives you use, meaning that if you use 5 additives, every additive adds 10%).
The max success chance you can have adding 6th and 7th is indeed 70%: 10 powershards (20%) + 5 power additive (+10% x5).
Hope it was clear
Bai
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UPDATE
BOW PVP 15w
Crow Steel Bow+9
18 skill
ninja, war, cooldown+4
SHIELD PVP 10w
Falcon Shield
Immune
5 hh
SHOES LOW LVL 10w
Leather Boots+9
1k hp
15 2hand
15 dagger
6 claw
3 slowing
HELMET LOW LVL PVP 6w
Chain Hood+9
10hh
BRACELET LOW LVL 5w
Silver Bracelet+9
5hh
4 magic
20 animal
PET 20W (box not included)
Meley (3 skill)
lvl 1
type 6
1.3% hp
0.3% def
44 days
Aged 92d
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UPDATE
SHIELD 15w
Lion Edge Shield+9
Immune
20 devil
10 undead
6 dex
10 mystics
BOW PVP 15w
Crow Steel Bow+9
18 skill
ninja, war, cooldown+4
HELMET PVP 10w
Orc Hood+8 (lvl 60)
10 hh
SHIELD PVP 10w
Falcon Shield
Immune
5 hh
BRACELET 10w
White Gold Bracelet+9
6 wind
10 orcs
10 devil
10 animal
10 mystics
BELT 4W
Linen Belt+9
SHOES LOW LVL#1 10W
Leather Boots+9
1k hp
15 2hand
15 dagger
6 claw
3 slowing
SHOES LOW LVL#12 10w
1.5k hp
8 atk speed
5 blackout
10 sword
6 2hand
PET 25W
Meley (3 skill)
lvl 1
type 6
1.3% hp
0.3% def
44 days
Aged 76d
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Wooden Shoes+9 sold
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UPDATE
ARMOR 6w
Ant Lion Suit+9 (lvl 34)
1k hp
15 light
15 arrow
6 reflect
SHIELD 18w
Lion Edge Shield+9
Immune
20 devil
10 undead
6 dex
10 mystics
SHOES 9w
Wooden Shoes+9 (light)
1.5k hp
5 crit
10 sword
EARRING 9w
Ebony Earring+9
20 devil
20 undead
15 twohand
BOW PVP 15w
Crow Steel Bow+9
18 skill
ninja, war, cooldown+4
HELMET PVP 10w
Orc Hood+8 (lvl 60)
10 hh
SHIELD PVP 12w -> 10w
Falcon Shield
Immune
5 hh
BRACELET 10w
White Gold Bracelet+9
6 wind
10 orcs
10 devil
10 animal
10 mystics
BELT 4W
Linen Belt+9
SHOES LOW LVL#1 11W
Leather Boots+9
1k hp
15 2hand
15 dagger
6 claw
3 slowing
SHOES LOW LVL#12 10w
1.5k hp
8 atk speed
5 blackout
10 sword
6 2hand
PET 25W
Meley (3 skill)
lvl 1type 6
1.3% hp
0.3% def
44 days
Aged 60d
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LIST UPDATE (NEW PRICES AND NEW ITEMS)
ARMOR#2 8w
Ant Lion Suit+9 (lvl 34)
1k hp
15 light
15 arrow
6 reflect
SHIELD 18w
Lion Edge Shield+9
Immune
20 devil
10 undead
6 dex
10 mystics
BRACELET 12w
Silver Bracelet+9
15 light
10 devil
SHOES 9w
Wooden Shoes+9 (light)
1.5k hp
5 crit
10 sword
EARRING 9w
Ebony Earring+9
20 devil
20 undead
15 twohand
BOW PVP 15w
Crow Steel Bow+9
18 skill
ninja, war, cooldown+4
HELMET PVP 10w
Orc Hood+8 (lvl 60)
10 hh
SHIELD PVP 12w -> 10w
Falcon Shield
Immune
5 hh
BRACELET#2 12w
White Gold Bracelet+9
6 wind
10 orcs
10 devil
10 animal
10 mystics
BELT 5W
Linen Belt+9
SHOES LOW LVL#1 12WLeather Boots+9
1k hp
15 2hand
15 dagger
6 claw
3 slowing
SHOES LOW LVL#12 12w
1.5k hp
8 atk speed
5 blackout
10 sword
6 2hand
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White Gold Necklace SOLD
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Helmet Chain Hood+9 SOLD