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Stance should be a passive 100%, no debate on that.
Stance used to be one of the unique aspects of warriors, but now it's expanded to other classes.
I'm okay with this, but I'm not okay with two members of the Resistance having 100% passive Stance at such a low level while Adventurers have to spend 30 fourth job SP to get an inferior version.
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Classes I think need to be improved...I feel as though warriors got so little from Ascension. Pirates and Thieves are obvious. CKs are very lackluster after all their buffs their adventurer counterparts have received over the past few months. In the Resistance, well WH are incredibly weaker than I thought, now that I have actually made one. Mechs and BaMs could use some tweaking to be more versatile (more aura range please, better party support from mechs, more HP/defense for them as well).
Arans are fine, DBs are fine, but Evans are constantly being left out.
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Viaje Wrote:That last sentence is nonsensical. Not changing anything always requires less work than changing something.
And, no, making a damage formula isn't as simple as going "HERPDERP THIS NUMBER TIMES THIS NUMBER!"
Well, you can do that, but your game will probably suck.
What I meant was that it could possibly reduce the number of lines in the code. And I'm not quite sure why a damage formula couldn't be something simple. :f6:
The formula we currently have for Power Guard is almost the same really:
Damage Recieved = (Floor)[Monster Damage * 0.50]
Damage Reflected = (Floor)[Damage Recieved * 2.00]
Actually, the damage reflected doesn't even need a formula in Power Guard's case. Here, let me do that again:
Damage Recieved = (Floor)[Monster Damage * 0.50]
Damage Reflected = [Monster Damage]
It really isn't that difficult to make a damage formula, the only part that could be considered difficult is calling the code so that the monster's health will be effected accordingly. Though, in all honesty I find that part relatively easy as well.
I suppose making a formula that would be considered balanced would take some actual thought, but really, how imbalanced would it be to deal 7-10k extra damage when a monster touches the player? Though, you never mentioned balance, so this last bit here wasn't really necessary.
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Sorien Wrote:What I meant was that it could possibly reduce the number of lines in the code. And I'm not quite sure why a damage formula couldn't be something simple. :f6:
The formula we currently have for Power Guard is almost the same really:
Damage Recieved = (Floor)[Monster Damage * 0.50]
Damage Reflected = (Floor)[Damage Recieved * 2.00]
Actually, the damage reflected doesn't even need a formula in Power Guard's case. Here, let me do that again:
Damage Recieved = (Floor)[Monster Damage * 0.50]
Damage Reflected = [Monster Damage]
It really isn't that difficult to make a damage formula, the only part that could be considered difficult is calling the code so that the monster's health will be effected accordingly. Though, in all honesty I find that part relatively easy as well.
I suppose making a formula that would be considered balanced would take some actual thought, but really, how imbalanced would it be to deal 7-10k extra damage when a monster touches the player? Though, you never mentioned balance, so this last bit here wasn't really necessary.
the only problem with tha formual as it doesnt account fir the defence of the player. with my power guard i find i reflect 3times the damage i receive. not 2. So the formula is more reflective of the orginally damage the monster can potenially do. (before achillies)
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Sorien Wrote:What I meant was that it could possibly reduce the number of lines in the code. And what benefit would that serve?
Sorien Wrote:And I'm not quite sure why a damage formula couldn't be something simple. :f6: Learn to read.
Making a damage formula isn't as simple as going "HERPDERP THIS NUMBER TIMES THIS NUMBER!"
Before you insert the formula, you have to take certain steps to arrive at that formula like factoring in balance issues.
Sorien Wrote:I suppose making a formula that would be considered balanced would take some actual thought, but really, how imbalanced would it be to deal 7-10k extra damage when a monster touches the player? Though, you never mentioned balance, so this last bit here wasn't really necessary. Oh, well there you go.
Though it's odd that you say I never mentioned balance when I referred only to it, but you decided to jump on the coding train.
I never said nor implied anything to say that it would be an issue of programming - that was your personal tangent.
Now, I agree with you that 7-10k extra damage when a monster hits a player is negligible because it is.
In fact, it's so negligible that it serves absolutely no purpose whatsoever.
So now we're back to something I said already:
I still haven't heard an actual scenario in which this change would be beneficial.
You're so concerned with how it should be done despite having not even addressed why it should be done.
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Viaje Wrote:it serves absolutely no purpose whatsoever.
So now we're back to something I said already:
I still haven't heard an actual scenario in which this change would be beneficial.
You're so concerned with how it should be done despite having not even addressed why it should be done.
Ok, you'll likely hate my reasoning for this, and if no one insults me in a reply, there's a good chance someone is still going to be thinking insulting thoughts.
My reasoning for why it should be done is...
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Sorien Wrote:Ok, you'll likely hate my reasoning for this, and if no one insults me in a reply, there's a good chance someone is still going to be thinking insulting thoughts.
My reasoning for why it should be done is...
I find this to be a pretty good reason.
It's cool, it's fun, and it's not really a big deal as far as balance goes. Why not?
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Sorien Wrote:Ok, you'll likely hate my reasoning for this, and if no one insults me in a reply, there's a good chance someone is still going to be thinking insulting thoughts.
My reasoning for why it should be done is...
You are provably wrong.
Phoenix Wright Wrote:I find this to be a pretty good reason.
It's cool, it's fun, and it's not really a big deal as far as balance goes. Why not? Because the resources, time, and effort could be spent on something meaningful, that's why.
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Viaje Wrote:Because the resources, time, and effort could be spent on something meaningful, that's why.
"Something meaningful"? I think you forget that the idea of a game is to have fun. It's why most people play them in the first place. It's an amusing idea, it doesn't feel out of place, and it doesn't hurt game balance, so why not?
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Phoenix Wright Wrote:"Something meaningful"? I think you forget that the idea of a game is to have fun. It's why most people play them in the first place. You know, I'm glad there are so many trite people in the world.
Otherwise, how else would I remember that Maplestory is just a game?
I mean, now that I remember, that certainly negates the fact that the entire idea is a gimmick that will quickly lose its novelty.
I mean, they could spent some time trying to take away the sheer repetitiveness and spamminess of the game, but pineapple that!
I WANT TO KILL LOW LEVEL MONSTERS BY RUNNING INTO THEM! THAT'LL BE SO MUCH "FUN"!
For less than two minutes.
Phoenix Wright Wrote:It's an amusing idea, it doesn't feel out of place, and it doesn't hurt game balance, so why not? Because the resources, time, and effort could be spent on something meaningful, that's why.
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Viaje Wrote:I mean, they could spent some time trying to take away the sheer repetitiveness and spamminess of the game, but pineapple that!
I WANT TO KILL LOW LEVEL MONSTERS BY RUNNING INTO THEM! THAT'LL BE SO MUCH "FUN"!
For less than two minutes.
It would be useful for Warriors whose main bossing strategy is standing on the boss and taking touch damage and not getting hits from attacks.
wait that's all of them
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LOL kill monsters by running into them? LOLLLL you'll be seeing lots and lots of "gm police says bye bye" i havent used body pressure since big bang
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Don't know if real or just trolling:
(image too big so here's the link to the ellinforest thread o_O)
http://www.ellinforest.com/forum/showthread.php?t=16451
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SaptaZapta Wrote:Oh well, since nobody seems to agree, guess I'll just withdraw the idea.
But I still want 100% passive stance. Doesn't have to be from level 10 like mechanics. I'd be fine with it being an added effect of mastering Power Guard/Reflection and HB.
I've been wanting 100% Stance ever since they started throwing it around like candy to the newer classes.
Worthyness Wrote:Don't know if real or just trolling:
(image too big so here's the link to the ellinforest thread o_O)
http://www.ellinforest.com/forum/showthread.php?t=16451
>>>Poll for class revamp
>>Takes NexonNA stance and picks ALL options
>Does order totally out of poll result
I noticed one thing though. IF this is truly real, Mercedes isn't being touched. If D.Slayer gets nerfed, Mercedes is gonna be SUPER OP!
Also, you could have just put the image in spoilers.
[imgspoiler]http://img594.imageshack.us/img594/5034/revampy.png[/imgspoiler]
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Worthyness Wrote:Don't know if real or just trolling:
(image too big so here's the link to the ellinforest thread o_O)
http://www.ellinforest.com/forum/showthread.php?t=16451
I really shouldn't laugh at Pirates and Thieves, but it really is funny. Well, not so much funny as it is laughably sad.
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Sorien Wrote:I really shouldn't laugh at Pirates and Thieves, but it really is funny. Well, not so much funny as it is laughably sad. 
Because they don't get a JUMP! Update? Yeah, I'm not too surprised honestly...
I wonder what this revamp is gonna be called.
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I wish they would change the majority of self buff skills to toggles (so it can still be dispelled) upon reaching max level.
It gets annoying when you have ~5+ different buffs to cast, all with differing durations. >:
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Phoenix Wright Wrote:It gets annoying when you have ~5+ different buffs to cast, all with differing durations. >:
CO + Stance + Iron Body + PG + Element + Lightning + MW (+Decent HB)
Us Pallys
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Dark Link Wrote:CO + Stance + Iron Body + PG + Element + Lightning + MW (+Decent HB) + booster
Us Pallys 
corrected. But if they did that. then skills like booster would be pointless. as all it does from lvl 1~20 is add time. maybe make it a 10 point skill (lvl 1~9 = +1 att speed; lvl 10= +2 att speed)
AND WE GET A NEW SKILL. i like this =D
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valhala556 Wrote:corrected. But if they did that. then skills like booster would be pointless. as all it does from lvl 1~20 is add time. maybe make it a 10 point skill (lvl 1~9 = +1 att speed; lvl 10= +2 att speed)
AND WE GET A NEW SKILL. i like this =D
Or, they could just make buffs drain MP once every 10 seconds or something, and make it so that they all have 5 valence seconds before they turn off when the player runs out of MP. Buffs like Booster could then be changed to drain less mp at higher levels so that there'd still be a point to spending points on it.
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