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General discussion Topics related to various aspects of Champions of Regnum

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Old 07-24-2015, 03:38 PM   #61
Hollow-Ichigo
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Quote:
Originally Posted by fritsos View Post
Is it possible to lower the cost a bit? 125.000 for a ring is more then becoming wm in general. Maybe thats a bit to much or am i the only one who thinks that way?
Prices are too low for the stats the jewels give imo
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Old 07-24-2015, 03:38 PM   #62
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Originally Posted by Blastard View Post
So Time Master will be 11,5s and Twister 10,35 on level 5 now? Awesome.
No. If it is the same as conju's passive, then it affects only bufs casted on you, not spells you cast on others.

Insightful - The caster gains a duration bonus to all powers received from allies or herself.: 5-7-9-12-15% spell duration
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Old 07-24-2015, 03:51 PM   #63
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Code:
WMC
AM sultar's rage    . spell duration +15%        . melee received damage -10%
AM whitebright      . range received damage -10% . ice damage +40
AM brightforest     . mana +150                  . attack speed +10%
AM nightwizard      . mana +150                  . lightning damage +40
AM flamerush        . cast speed +10%            . fire damage +40
AM frostbound       . health +200                . range received damage -10%
AM storm            . health +200                . lightning damage +40
AM boiling blood    . health +200                . fire damage +40
AM iceskin          . health +200                . ice damage +40

RI supreme sight    . attack range +7%           . piercing damage +25
RI swift spirit     . cast speed +7%             . slashing damage +25
RI destructive gaze . critical chance +30%       . blunt damage +25
RI fortitude        . strength +8                . blunt damage +25
RI matriarch bond   . healing bonus +5%          . piercing damage +25
RI bloodhound       . healing bonus +7%          . slashing damage +25
RI arboreal skin    . health +125                . melee received damge -7%
RI magic haste      . cast speed +5%             . mana +100
RI adept            . class attribute +7         . melee received damage -5%

GOLD
AM crimson          . health +100                . fire damage +20
AM azure            . health +100                . range received damage -5%
AM gloom            . spell duration +7%         . melee received damage -5%

RI crystal          . health +75                 . ice damage +12
RI swiftness        . cast speed +3%             . slashing damage +12
RI hardness         . health +75                 . melee received damage -3%
RI energetic        . cast speed +3%             . mana +75
RI brilliant        . critical chance +15%       . blunt damage +12
RI ancient          . class attribute +3         . melee received damage -3%

Last edited by Thallium; 08-06-2015 at 01:19 AM.
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Old 07-24-2015, 03:53 PM   #64
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Nice to see the updates keep coming, I hope this isn't made live before it's been sufficiently tested.

Cast speed;
Cast speed rings are all but pointless for anything other than a lock v lock pvp. If you have AD (5) and a 14% staff with another ~16% from your concentaton you end up with about 130% extra CS before having these rings.. the increase from 130% CS to 140% is 18 milliseconds for a 1 second cast time spell - I usually get a ping of about double this.... and the never conduction speed means this is only about twice the length of time as it takes for your brain to tell your finger to click.


Spell duration;
Conj's will probably find this most useful. With the combination of insightful and 2 rings of 25% each you can total a 65% increase in spell duration. That's 33 seconds of sanctuary and 66 seconds of steel skin. There's also spells like SOTW and UM that will increase to 12 and 15 second respectively (15 seconds of UM!).

Class attribute;
Will this be constitution of strength for a knight?

Melee received damage;
This seems like it's going to be far to good if you can ware 2 rings and an amulet for -21% received.


One final point - new idea for the xim shop: melt wm horse?
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Old 07-24-2015, 04:02 PM   #65
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The update seems decent, basically dragon ammy still remains an advantage, but WM jewels are very similar. It will be quite challenging for new players to obtain them, but at least there is a possibility.
The jewelery for gold seems pretty decent, keeping in mind that DS/RoL can be obtained only through certain quest, once per character. Setting a "high" price on the jewelery could even improve Regnum economics, which is in a sad state.

I know that this update is targeted towards the end-game, but without new players staying, this will not be any good. I would urge the developers to improve low/mid-game as soon as possible.
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Old 07-24-2015, 04:55 PM   #66
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Quote:
Originally Posted by Candyx View Post
new idea for the xim shop: melt wm horse?
Please, I'd buy it. This is really not fair, 300k WMC were an immense amount with the previous reward system
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Old 07-24-2015, 06:11 PM   #67
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Regarding new WM jewels only one thing came to my mind.

They are nice yeah, maybe too nice ( some of them ), sooooo, is it really a good thing to give them to those who have "farmed" WMC long enough to get it /more of them even, at once right after it went live?

My point is ^^ that maybe You, dear NGD doing it wrong, again

How about "trying" to make it a little bit more fair?

There are many IMO who have like more hundreds of thousand of wmc available right now waiting for it to be spent....
Is it OK that some gets it/them right after the update or not?

My suggestion would be is that make new WM jewel(s) available for everyone AFTER you have completed like 200 (amount to be discussed) WM quests at the NPC. That way everyone should do it through the long way. I know, the players in the more populated realm would do it faster but it's still a better way IMO than the 125/250k version of WMC...
Or just stay by the simplest way, kill x amount of the enemy players to get it ^^

Anyway, sooner or later everyone will run around with the desired WM jewels doing the same dmg, but who knows, maybe we will have some realm balance then
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Old 07-24-2015, 06:22 PM   #68
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And again, no real benefit from new jewlery for warlock spellcasters, maybe frostbound amulet with +200 hp and ranged damage reduction. All other classes can increase their output damage, but locks are stuck at cap 50 prehistoric damage. Pffft.

inb4 another "locks are fine" reply.
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Old 07-24-2015, 06:58 PM   #69
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I'd like to see some class restrictions on rings and amus. +7% range is fine for mages... not for marks. That will allow better bonuses with better control on balance.
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Old 07-24-2015, 07:22 PM   #70
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Why not making prices depend on realm population and activity something like war confidence.
It is unfair to make same price for all realm.
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