DeletedUser39003
Proposal
Dueler: replace "perception" with "In fort battles, your aiming skills are increased by 30%." & Adventurer: Replace advantage "Free hotel use" with "In fort battles, your hiding and setting traps skills are increased by 30%."
Details
Dueler: replace "perception" with "In fort battles, your aiming skills are increased by 30%." First, this is the actual skill of aiming, not changing hit chances like with workers class. The perception advantage is worthless in current gameplay. Allowing duelers to increase aiming skill while there being a rate of diminishing return due to the raising the total point by .5 would give the duelers a viable advantage to par with critical hits advantage. This also allows for variety of build among duelers as currently the only real viable build is high leadership with a garrett or amish set. This will allow duelers to opt to higher aim (thus making them better at actually duals) builds, and play the odds on getting crits, rather than being pigeon-holed into high leadership builds. Once again it also follows the theme of the dueler class.
Adventurer: Replace advantage "Free hotel use" with "In fort battles, your hiding and setting traps skills are increased by 30%." The purpose of this addition is to balance this class with other classes during Fort Battle. Although the ability to "ghost" is a viable advantage, over time the usefulness of this advantage has become significantly less effective. Presently, most alliances rank high damage duelers as captains while all other class are given rank of private. That leads to duelers shooting first at adventurers. The evolution of the game has lead to the ability for duelers to land 1000+ damage hits, without it being a critical hit. As a result adventures in most servers can be killed in 5-7 rounds even if they ghost. At the introduction of this advantage, adventurers could easily hold sectors for 10-13 rounds. So the degradation of this advantage is close to 50% over the last 9 years due to the introduction of tombola gear, increase in weapon strength, and sector damage bonuses. Implementing the suggested advantage change would:
A) increase the adventurers hit/dodge chances but at a rate of diminishing returns, which will set it apart from the workers hit/dodge chance bonus. Instead of a flat 20% hit/dodge increase, the player would receive a bonus of [(hiding*1.3)^.6] or [(setting traps*1.3)^.6]. So for instance, a level 150 adventurer wearing Francisco Pizarro Clothing and animal set and Jeremiah Johnson weapon set (due to resistance which will be explained later) and having AP/SP split to balance hiding and setting traps would result in 722 skills in both hiding and setting traps. Base do the hit/dodge formula, a normal rate would be [(722)^.6=51.8]; whereas my proposal would change it to [(722*1.3)^.6=60.74] or for premium [(722*1.6)^.6=68.6]. So the end result is a 17.8 hit/dodge chance increase in the most extreme case where the player would only have 1590 total health. In a normal instance were adventurers have high HP, it would allow them to increase there hit/dodge chances while wearing Hombre or Hernan gear that offer little to moderate hiding and setting traps.
B) increase the amount of resistance the adventurer has. using the extreme example above, that player would have the following resistence under each scenario: Now) [722*300/1590=136 resistence + 145 (Piz clothing/animal/JJ weapons) = 281 Resistance. Change [722*1.3*300/1590= 177 +145 = 322 Resistence]. Change with premium [722*1.6*300/1590= 218 +145 = 353 Resistence]. Once again this is an extreme example because the player would be limited to 1590 HP, and dueler would still be able to kill him in 4 hits. So this would not make that player invincible. This increase in resistance would not be significant for highly HP adventurers because the resistance formula already divides added resistance by total HP.
Lastly, this change would still fall within the theme of the "adventurer class." Hiding and setting traps is exactly what you'd expect an adventurer to due during a fort battle. Making this change would make the adventurer class a more viable class with a 2nd useable advantage under current gameplay.
Abuse Prevention
Don't see opportunities to abuse these proposed changes.
Summary
Same as proposal
Dueler: replace "perception" with "In fort battles, your aiming skills are increased by 30%." & Adventurer: Replace advantage "Free hotel use" with "In fort battles, your hiding and setting traps skills are increased by 30%."
Details
Dueler: replace "perception" with "In fort battles, your aiming skills are increased by 30%." First, this is the actual skill of aiming, not changing hit chances like with workers class. The perception advantage is worthless in current gameplay. Allowing duelers to increase aiming skill while there being a rate of diminishing return due to the raising the total point by .5 would give the duelers a viable advantage to par with critical hits advantage. This also allows for variety of build among duelers as currently the only real viable build is high leadership with a garrett or amish set. This will allow duelers to opt to higher aim (thus making them better at actually duals) builds, and play the odds on getting crits, rather than being pigeon-holed into high leadership builds. Once again it also follows the theme of the dueler class.
Adventurer: Replace advantage "Free hotel use" with "In fort battles, your hiding and setting traps skills are increased by 30%." The purpose of this addition is to balance this class with other classes during Fort Battle. Although the ability to "ghost" is a viable advantage, over time the usefulness of this advantage has become significantly less effective. Presently, most alliances rank high damage duelers as captains while all other class are given rank of private. That leads to duelers shooting first at adventurers. The evolution of the game has lead to the ability for duelers to land 1000+ damage hits, without it being a critical hit. As a result adventures in most servers can be killed in 5-7 rounds even if they ghost. At the introduction of this advantage, adventurers could easily hold sectors for 10-13 rounds. So the degradation of this advantage is close to 50% over the last 9 years due to the introduction of tombola gear, increase in weapon strength, and sector damage bonuses. Implementing the suggested advantage change would:
A) increase the adventurers hit/dodge chances but at a rate of diminishing returns, which will set it apart from the workers hit/dodge chance bonus. Instead of a flat 20% hit/dodge increase, the player would receive a bonus of [(hiding*1.3)^.6] or [(setting traps*1.3)^.6]. So for instance, a level 150 adventurer wearing Francisco Pizarro Clothing and animal set and Jeremiah Johnson weapon set (due to resistance which will be explained later) and having AP/SP split to balance hiding and setting traps would result in 722 skills in both hiding and setting traps. Base do the hit/dodge formula, a normal rate would be [(722)^.6=51.8]; whereas my proposal would change it to [(722*1.3)^.6=60.74] or for premium [(722*1.6)^.6=68.6]. So the end result is a 17.8 hit/dodge chance increase in the most extreme case where the player would only have 1590 total health. In a normal instance were adventurers have high HP, it would allow them to increase there hit/dodge chances while wearing Hombre or Hernan gear that offer little to moderate hiding and setting traps.
B) increase the amount of resistance the adventurer has. using the extreme example above, that player would have the following resistence under each scenario: Now) [722*300/1590=136 resistence + 145 (Piz clothing/animal/JJ weapons) = 281 Resistance. Change [722*1.3*300/1590= 177 +145 = 322 Resistence]. Change with premium [722*1.6*300/1590= 218 +145 = 353 Resistence]. Once again this is an extreme example because the player would be limited to 1590 HP, and dueler would still be able to kill him in 4 hits. So this would not make that player invincible. This increase in resistance would not be significant for highly HP adventurers because the resistance formula already divides added resistance by total HP.
Lastly, this change would still fall within the theme of the "adventurer class." Hiding and setting traps is exactly what you'd expect an adventurer to due during a fort battle. Making this change would make the adventurer class a more viable class with a 2nd useable advantage under current gameplay.
Abuse Prevention
Don't see opportunities to abuse these proposed changes.
Summary
Same as proposal
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