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RE: Luck is completely random

 
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9/29/2011 13:10:28   
TurkishIncubus
Member

^ I dont say removing luck factor but its so annoying when your oponent block your Rage Frenzy with 50 lower dex , so i lost energy + no hp gain+ rage gone and what is the wrong thing i did ? Having 50 higher dex? i dont think so
Epic  Post #: 301
9/29/2011 13:12:26   
MirageD
Member

you didn't do anything wrong.....but you can't depend on blockable attacks when push comes to shove...is all :D
AQW Epic  Post #: 302
9/29/2011 13:58:11   
One Winged Angel1357
Member


Turk you are correct Luck is completely random but that is exactly the point of luck it isnt luck if you made it happen then it is just another forced event
AQ DF AQW Epic  Post #: 303
9/29/2011 14:02:20   
Dendavex
Member

@OWA wow you just killed everyone who complained about luck in one bullet wow...
Your completely right btw
Epic  Post #: 304
9/29/2011 14:10:03   
One Winged Angel1357
Member


I was just waiting for someone to phrase it in such a way that i can end the arguments forever
AQ DF AQW Epic  Post #: 305
9/29/2011 16:50:27   
Stabilis
Member

@TurkishIncubus,

I forgot to mention the sole purpose of my suggestion.

If my idea was implemented, the difference of luck between a level 29 and a level 33 is 4%. Not significant to victory, which the luck factors won't be. I intended for players to be less lucky and more skillful as they level. A significant case would be lv 33 against a level 1. Then again, will a level 1 beat a level 33? Yes, but consider the circumstances: AFK 33, stat point difference, encumbrance, equipment, etc... Will not affect fights immediately... Affects fights in the long run! Hurray!

< Message edited by greenrain13 -- 9/29/2011 18:14:22 >
AQ Epic  Post #: 306
9/29/2011 16:59:10   
Wootz
Member

Nice one OWA :D /BroFist
We should battle sometimes, y'know?

Oki. Now to talk about luck:
Firstly,
Why do you think that Deflection & Block should be on Luck?
Block should stay at Dexterity, and personally I'd move Deflection into Strenght, with some minor changes.
Secondly,
It might be OP'd. Imagine a level 29 vs. level 33. And the level 29 has the max of 40% or 45% w/e it is; Block bonus by dex over the 33 with Shadow Arts making it 50/55%. Adding let's say just 10% into that it would be 60/65%, that level 33 would be blocked atleast 2/3 attacks, which would be a huge downside towards the Hunters.
AQW Epic  Post #: 307
9/29/2011 18:24:20   
Stabilis
Member

quote:

Why do you think that Deflection & Block should be on Luck?
Block should stay at Dexterity, and personally I'd move Deflection into Strenght, with some minor changes.


This is because they are factors of luck and normal stats should be separated from this.

Block with dexterity? So having a good defence, block chance, improved skills, hit chance, is a good thing and not OP in cases?

If deflection went with strength, high weapon damage is accompanied with defence, and this combination would counter support builds overly effectively.

quote:

It might be OP'd. Imagine a level 29 vs. level 33. And the level 29 has the max of 40% or 45% w/e it is; Block bonus by dex over the 33 with Shadow Arts making it 50/55%. Adding let's say just 10% into that it would be 60/65%, that level 33 would be blocked atleast 2/3 attacks, which would be a huge downside towards the Hunters.


What you are theorizing is a burden of dexterity to the extremes. This is acceptable because pure dexterity lacks damage output and resistance. It has a large weakness. And I think you have misread the luck scale. Blocks are solely attributed by SA and character level, = 25% chance at the MAX if a level 29 fights a 33. That is 1/4 blocks at the maximum.
AQ Epic  Post #: 308
9/30/2011 1:04:33   
Wootz
Member

quote:

Block with dexterity? So having a good defence, block chance, improved skills, hit chance, is a good thing and not OP in cases?

What world do you live in? Do I see Block rate increasing by Strenght maybe?


quote:

If deflection went with strength, high weapon damage is accompanied with defence, and this combination would counter support builds overly effectively.

Exactly, the reason why it would be altered. I do see people with 100+ Support. So they should be deflecting everything, but they don't.

quote:

And I think you have misread the luck scale. Blocks are solely attributed by SA and character level, = 25% chance at the MAX if a level 29 fights a 33. That is 1/4 blocks at the maximum.

What part of "Let's say" you didn't undestand?
AQW Epic  Post #: 309
9/30/2011 4:03:57   
Algorithm
Member

Force critical X.X
Post #: 310
9/30/2011 7:21:41   
Stabilis
Member

quote:

What world do you live in? Do I see Block rate increasing by Strenght maybe?


Zomg speedy do I have to post this again because you skimmed my posts?

quote:

Luck Scale

1-10 Luck = 10% Chance to go first, critical strike, block rate, and deflection rate.

11 Luck = 11% Chance to go first, critical strike, block rate, and deflection rate.

12 Luck = 12% Chance to go first, critical strike, block rate, and deflection rate.

13 Luck = 13% Chance to go first, critical strike, block rate, and deflection rate.

14 Luck = 14% Chance to go first, critical strike, block rate, and deflection rate.

15 Luck = 15% Chance to go first, critical strike, block rate, and deflection rate.

16 Luck = 16% Chance to go first, critical strike, block rate, and deflection rate.

17 Luck = 17% Chance to go first, critical strike, block rate, and deflection rate.

18 Luck = 18% Chance to go first, critical strike, block rate, and deflection rate.

19 Luck = 19% Chance to go first, critical strike, block rate, and deflection rate.

20 Luck = 20% Chance to go first, critical strike, block rate, and deflection rate.

21 Luck = 21% Chance to go first, critical strike, block rate, and deflection rate.

22 Luck = 22% Chance to go first, critical strike, block rate, and deflection rate.

23 Luck = 23% Chance to go first, critical strike, block rate, and deflection rate.

24 Luck = 24% Chance to go first, critical strike, block rate, and deflection rate.

25 Luck = 25% Chance to go first, critical strike, block rate, and deflection rate.

26 Luck = 26% Chance to go first, critical strike, block rate, and deflection rate.

27 Luck = 27% Chance to go first, critical strike, block rate, and deflection rate.

28 Luck = 28% Chance to go first, critical strike, block rate, and deflection rate.

29 Luck = 29% Chance to go first, critical strike, block rate, and deflection rate.

30 Luck = 30% Chance to go first, critical strike, block rate, and deflection rate.

31 Luck = 31% Chance to go first, critical strike, block rate, and deflection rate.

32 Luck = 32% Chance to go first, critical strike, block rate, and deflection rate.

33 Luck = 33% Chance to go first, critical strike, block rate, and deflection rate.

How is Luck calculated?

Luck decreases with player level. A higher level player will have less luck than a lower level player. The lowest level has the highest luck and the highest level has the lowest luck. Luck is calculated by numbers with the following formula: Luck value = 34 - (Player' level).


In my suggestion stats DO NOT affect luck... I am NOT talking about something such as strength or dexterity improving block/deflect. Only character level affects this!

quote:

Exactly, the reason why it would be altered. I do see people with 100+ Support. So they should be deflecting everything, but they don't.


I have said that stat abuse does not need any advantage, all luck factors are solely influenced by the scale.

quote:

What part of "Let's say" you didn't undestand?


What part of lets say did I not understand? Maybe the part why its impossible with the luck scale to have over 25% luck factors for levels 29 to 33 fighting?

< Message edited by greenrain13 -- 9/30/2011 7:22:18 >
AQ Epic  Post #: 311
9/30/2011 7:32:38   
Algorithm
Member

It is ;o
Post #: 312
9/30/2011 7:38:35   
Stabilis
Member

BTW the full suggestion is #290 on page 12.
AQ Epic  Post #: 313
9/30/2011 7:53:56   
Calogero
Member

Delta released at 29th June
We are the 30th September ( some allready 1st of October ) and we still haven't seen or
heard any news about nerfing Tactical Mercs...


< Message edited by andy123 -- 9/30/2011 8:33:09 >


_____________________________

Having a Signature is too mainstream
AQ DF MQ AQW Epic  Post #: 314
9/30/2011 8:11:47   
Arcanis
Member

Sell first,nerf later
AQ MQ AQW Epic  Post #: 315
9/30/2011 11:48:08   
Joe10112
Member

Does BL need a buff? I mean, reroute has 30% reroute into ENERGY, 17 energy = heal, at max BL, we need to dish out 25/(0.27 (?)) damage = 93 damage to heal 25 health, while reroute needs to take 57 points of damage to heal 25 health (usually more, since SUP modifies your heal, usually heals more).

A overpowered much?
AQ DF MQ AQW Epic  Post #: 316
9/30/2011 13:02:42   
edwardvulture
Member

^No blood lust don't need a buff because it takes a turn to heal.
AQ DF MQ  Post #: 317
9/30/2011 14:29:05   
Hun Kingq
Member

If they allow Tact Mercs have both reroute and smoke then they need to put in the code a select disable, if reroute is active then smoke will be disabled.
Epic  Post #: 318
9/30/2011 14:39:53   
Dendavex
Member

@Hun But reroute will be always activated you are talking complete non-sense if you use smoke reroute should disabled for 2 turns
Epic  Post #: 319
9/30/2011 22:53:01   
Shao Kahn
Member

Mercenary needs a buff please!

Like totally make bloodshield better and bunker stronger or something. Come on! The tacticals are way stronger than us varium mercenaries.

_____________________________

Post #: 320
9/30/2011 23:11:17   
nico0las
Member

Again, I don't mind Tactical mercenaries. I mind that they constantly dish out high damage, making winning difficult. I don't find them OP, and I actually love the class. I switched because I got bored, and I don't regret it one bit. Now, if the team wants to debuff tactical, that's their call. I just want a reroute debuff. I can deal with the rest.
Yes, bloodlust needs a buff. 27% PLEASE. That would even out the hunters.

About luck: It's probability. If you don't like your block odds, raise your dex. If you want more criticals, raise your Support. You can't have it all, so prioritize. I have no problems with blocks, deflection (excluding support mage/mercenary), or anything else. I do, however, use a focus build where my stats are all 70+, so I'm not one to talk.

< Message edited by nico0las -- 9/30/2011 23:14:24 >
MQ AQW Epic  Post #: 321
9/30/2011 23:17:49   
Shao Kahn
Member

I said nothing of nerfing tacticals... I just want Mercenary on par with all the other 5 classes.
Post #: 322
9/30/2011 23:48:55   
Midnightsoul
Member

my ideas for CH:
their SA being able to add 10% chance to connect and to stun
static charge, if its ever going to be passive, i would like to see it at 30%

my ideas for TLM:
hybrid armor: support requirement
reroute: str requirement
(just so when they abuse a stat, they cant have both passives really high)
frenzy is OP so i beleive that it needs to have a higher energy requirement

my ideas for BM:
lower energy requirement for berzerker


other balance ideas:
ppl going first needs to be fixed
support shouldnt increase crit, tech should thinking of like advanced technology can have some intense precision at things when shooting at something, etc.
deflection rate might need to go back down a bit but should
still be higher than block rate.
block rate needs to be higher. ive rarely blocked so instead, i prefer a bigger range of block rates so i think it should increase by a different amount
each class should have its own special ability-
mercs; 5% increased defenses and offenses
hunters; 7% increased in first strike and 7% increased in blocks (if implemented, dont rebalance blocking)
mages; 7% increased offenses (energy only) and 3% to crit and deflect
about crit rates...crit should improve with two factors.(dont do this if u change crit rate to tech) mostly support so just leave it alone but dex should SLIGHTLY improve crit. so the equation should be like persons support/7 + dex/10 VS. opponents support/7+dex/10
this will seriously increase reality and balance because accuracy improves where u want to hit and if u hit a pressure point (critical strike!), then i just proved why dex should improve critical. to prevent a mixture of a OP dex support build, tech should slightly increase deflection so its persons support/7 + tech/10 VS opponents support/7 + tech/10 and to prevent str from being UP, it should have something like deflection but to blockables only called *endured*. so if someone like berzerkered u and couldve done 100 dmg but u endured it, then u only take 65% and take 65 dmg. the calculation should be person str/6 VS opponents str/6

< Message edited by bloodknight997 -- 10/2/2011 13:12:11 >
DF AQW Epic  Post #: 323
10/1/2011 0:02:20   
edwardvulture
Member

Here's an easy one for a blood mage's supercharge, instead of saying it steals life, say it that it converts damage done to 20% energy so you get both back when you do super charge.
AQ DF MQ  Post #: 324
10/1/2011 2:29:33   
BlueKatz
Member

BL is already very OP why would we need a buff for it? It only base on your stat instead of base on enemy's strategy like RR and it run directly into HP and ave no leftover instead of randomly odd amount of Energy RR give. I still far prefer BL to RR
AQ DF AQW Epic  Post #: 325
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