Posts by JohnRoy

    I did a couple of tests and no, the amount of HP regenerated with potions is fix. Only the "base" regeneration that occurs each 3 seconds is influenced by the bonus.

    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

    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

    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?

    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.

    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%.


    Blizzard-forum.png


    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

    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

    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

    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

    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 1

    type 6

    1.3% hp

    0.3% def

    44 days

    Aged 60d

    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 12W

    Leather 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