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Old 04-23-2014, 05:51 PM   #41
Dely_renigo
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Quote:
Originally Posted by Kimahri_Ronso View Post
If we call boss gear OP it might be unfair yeah, but as I already said it above, everyone has the chance to get it ^^
So boss jewellery quest for all players is OK for you? Or...
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Old 04-23-2014, 06:04 PM   #42
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Quote:
Originally Posted by Rising_Cold View Post
Im saying the ring is made for archers and warriors and mages could use the mana
this is only true considering PS ring... (which mana bonus should be switched with Ring of the Earth concentration or HC bonus, btw). The other mana boss ring this game has (eve mana ring) is not directly good for archers and warriors, as damage or AS rings becomes more useful.

tbh i dont get exactly how should a boss jewelry be directed to mages if not directly by mana... cast speed? bah!
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Old 04-23-2014, 06:28 PM   #43
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Quote:
Originally Posted by Hayir View Post
Everyone having the chance to get it doesn't make it any less OP. Also not everyone has a chance to get it, dragon amu is not dropable anymore.

NGD once added by accident jewelry dropable by normal mobs removed it again, those were even as good as boss jewelry iirc. Many people optained and used them. Why shouldn't they be able to do that with boss jewelry and remove it as well?
I didn't say they aren't able, I just said IMO they won't. Big difference.

Also, don't you think they're asking us now about things like this because they will make it dropable again? Cuz I do. Soon, but not very soon.
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Old 04-24-2014, 05:14 AM   #44
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all boss level jewellery should be time-limited.

if possible, disclose all combat formulas so that a proper assessment of the combat balance can be made before further adjustments. otherwise, you will end up chasing shadows.
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Old 04-25-2014, 06:13 AM   #45
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I think it's a great idea to either lower the amount of damage on boss jewellery or give quest jewels that are near the damage of boss jewels.

Rings with 25 physical damage, or amulets with 30 elemental damage as part of a quest chain (high level quest, maybe to kill a certain amount of players or earn a certain amount of rps) would be a great addition and even out the damage difference between players.
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Old 04-25-2014, 09:14 AM   #46
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I don't really see boss jewellery as the core of the issue here. The problem is out of whack damage, which is a combination of ridiculous buff-stacking, weapons and jewellery. Nerfing just boss jewellery won't do much to fix the problem.

What is needed is to compress the upper range of damage, as more and more dmg enhancers are stacked it should give diminishing returns. Just as AS%, CS% and other stats work already.
I've heard NGD tried to introduce such a feature on Amun some time ago, but the community cried too much about their reduced damage, so it was abandoned.
I believe the message from this thread and others is a loud admission from the community that they were dead wrong, and it's time just to reintroduce this damage compression.




(Anyway just get this over and done with fast plz, so you can turn your attention to more important stuff, like reintroducing TDM...)
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Old 04-25-2014, 11:09 AM   #47
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The core issue here is the game mechanics. The solution will not be simple, and I doubt NGD will do it properly (because "10 year old code").

There are two fundamental problems when it comes to boss gear (by that I mean dragon amu + boss dmg rings). The first is the current armour system in place, fixed damage reduction needs to go. The second is the way in which percentage based damage buffs works with boss gear equipped, this also needs to change.

Introducing new jewellery may reduce some of the disparities between boss gear owners and normal gear owners, but it's a quick fix to a problem that is always going to impede future balance issues. Fix the game mechanics, see how much easier balance is then.
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Old 04-25-2014, 11:52 AM   #48
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Quote:
Originally Posted by Enitharmon View Post
I've heard NGD tried to introduce such a feature on Amun some time ago, but the community cried too much about their reduced damage, so it was abandoned.[/SIZE]
All i can remember was NGD adding maybe -30% mauls on us when testing the 2010 balance update.

If there been a system with diminishing returns or anything as refined as that, surely would have heard more about it.
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Old 04-25-2014, 07:48 PM   #49
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Jewellery. Many are terrible and useless. Some are average. Few are good and fewer still are considered OP.
Those considered OP are mainly so because of damage calculations and creeping up-tick of defense/offence leading to sometimes absurd extremes. If the equations are not repaired, all will happen is that the problem just gets kicked further down the road.

There is one other issue I would like to mention. The current jewellery was only designed in a context of a max level of 50. With 60 being the new maximum, some of these pieces scaled out of proportion along with other propagating power increase issues. This then makes the equipment OP on 60's yet barely useful to levels 45-50 who would be best served by a power boost. On the other end some are so useless to the point of being absurd.

One possible solution to all this is to level cap jewellery. This allows the invention of powerful stuff for lower levels without the fear of it scaling out for higher levels. Make new jewellery appropriate for level 51 - 60. One size really cannot fit all especially in a level spread such as this game has. One serious conceptual error was trying to stretch all the equations that were balanced for 50 to somehow make it scale for level 60. A price is paid for that now.
In the end, level capping jewellery would ensure that there would be few useless pieces in the world and almost no OP ones due to scaling at least.

Actually, it could be a way to bring even lower levels into the warzone which is what I assume NGD wants.
Increasing WZ survivability through jewellery for lower levels could help.
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Old 04-26-2014, 12:34 PM   #50
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Quote:
Originally Posted by Adrian View Post
Hi Everyone,

We replied to a topic in the Spanish forum about in-game jewellery and wanted you guys to participate too. I've read in the past some threads about this but didn't find one recent (and not tainted with personal discussions ) so please, post here your thoughts about jewellery in general. Specially about the imbalance it generates, how player attitude towards gear is affected and the cases when its use is abused.

Thank you!
First of all ,last 2-3 threads that you replied begined with ,"wee did this on spanish forum",that's not cool at all ,wee know there is main core of the game ,wee know that NGD is modelling the game around RA ,you NGD make same mistake again ,again and again ,there will never be a CoR in international if you continue with this mentality ,spanish and others ...

Even at some post found out from some players about what Frosk replied a few days a go in spanish forum ...

This is mirroring international ,even a old thread of mine from 2 years a go what OS are you using to play Regnum had more voters in international ,around 200 ,now fragile touch 90 voters for a international forum ...this must give you a think about what your are saying and how are you sayning ...

Anyway to be back in topic :
Boss jew were not so powerfull at the begin of the game ,as it's now ,but the basic huge impact amplifier is made by:
-legendary weapons
-cold blood
-fulminanting

But fixing armor system will fix this minuses ,maybe ....
And even worse you are modeling your balance around boss jew and not normal players ...
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