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Showing content with the highest reputation on 12/03/2016 in all areas

  1. 3 points
    I have edited/created all the unseals up to level 95. I'm planning on putting the same PR for all classes on the same level equipment. So every 45 unseal will 21 PR. So far I have only done voyager, takes a bit of time finding missing equipment that most fitted and adjusting the values so they all appear on the red text like unseals. Used an excel spreadsheet to put all values and see how to scale them properly per level and then went on setting them on ItemInfo.
  2. 2 points
  3. 2 points
    Thread locked. Reasons: self-explanatory
  4. 2 points
    So I finally after messing around and comparing stats with the level 40 equipment and making a scale up to level 95 unseals, I think this is a good choice which will make players choose unseals instead of the level 40 equipment from chests. Do you guys consider them good or too much? Hahah. Using the equipment from level 40 and edited them to be unseal, hahah. Couldn't find anything more fitting to the current armor from unseal 45, either way, it will get fused so the original look won't matter much.
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  8. 1 point
    I don't exactly remember how , but arround 4 years ago when i still was developping this , i made a gem that added a 0.05 multiplier to the damage of magical class spells (conch thunder and the bolt) , i tested it and it worked flawlessly. I think the underlining concept is the same. Just take as a guide the effects of the Black dragon set , which are coded in the skills , and make a function that modifies the skill when a particular item is equipped. The only hurdle i see hard to overcome is making it work when the item is fused into an appareal , but there should be a way.
  9. 1 point
    While I love the idea behind this endeavour , i wouldn't suggest a linear progression in unseal power. For the simple reason that the effort to get them isn't linear. Unseals lv 75 should have a considerable powerspike compared to lv 65 given the context in which they are awarded (assuming the server is vanilla-like). I think a 25-33% overall higher stats would be the sweetspot. Either that or something more innovative , like a direct interaction between the piece of gear and the skill of the class , for example a modest lowering of the cooldown of spirital bolt for Cleric/SM staff , a modest boost in the defensive power of the Energy Shield of the Cleric and so on. It would enhance the value of the unseal and make them feel actually unique.
  10. 1 point
    Personally, the servers which i played were mostly successful because they were simple. Servers like foxlv or Lost paradise online, didn't have a lot of mazes, which i think is a good thing. Servers who add a shit ton of mazes like the main mazes (fc/ds/dw/ca/bd) and like +7 more unique mazes, i think thats too much, since players get confused and simply ignore most of the unique mazes. The other thing i liked about ca in foxlv, that after CA ended, on top of the bar, on system. It showed which player killed the most players, which player died the most times etc. That thing really encourages players to pk, where the stats actually matter. Same thing in LPO, there was a ranking for most kills in certain mazes, and those top players would get rewards. So i think keeping a simple but medium/easy server is best, then after people get the hang of it, add more content, more lvl's, better EQ, better gems, pirata cup or smth and so on. And 1 more thing, personally, i don't like servers where you run sonic super fast, and you only have to have a good ping,fps and only fb's to catch them, i think thats retarded. Keeping it simple movespeed is normal, that is normal pk which i think people enjoy.
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