DeletedUser
the cake was the gg dmg stack....the key to conquering the whole world.......the gps to atlantis......the source of alien technology.......the.......
the cake was the gg dmg stack....the key to conquering the whole world.......the gps to atlantis......the source of alien technology.......the.......
You don't really need to be... whilst they go hand in hand, the logical solution to a problem is quite different to the practical implementation What, exactly, would you or anyone else like to propose for discussion? There are a few things that could be done, but each has different repercussions for the game as a whole that ought to be considered before anyone does anythingIm no coding genius and wouldn't know coding from Chinese. Im sure devs can work it out so this is reversed to make best set-up @ 40% HP and 60% FB skills?
I somehow highly doubt we'll be seeing the skills for fort battling change any time soon...i think they should do something similar to duelling whereby combining certain skills gets certain results:
aim and appearance lands a hit
the more you have in aim ad appearance the more likely you are to land a hit.
same for FBs: aim and leadership... or whatever the formulas are...
that way you would have a bigger, more diverse range of players, some better at aiming, some better at dodging...
You don't really need to be... whilst they go hand in hand, the logical solution to a problem is quite different to the practical implementation What, exactly, would you or anyone else like to propose for discussion? There are a few things that could be done, but each has different repercussions for the game as a whole that ought to be considered before anyone does anything
I somehow highly doubt we'll be seeing the skills for fort battling change any time soon...
Possible solutions are:well the issue is tank builds in ffs.
so what solutions are there?
1. New fort guns with higher damage for levels 98+
3. When shooting an adventurer, dueler has a bigger chance to crit (20% on normal sector, 50% on flag sector, doubled if prem), when shooting a soldier the possibility of crit is higher too but not much (15% if target is in normal sector, 20% if on the flag, doubled with prem), highest if shooting a soldier with the holy trumpet (chance to hit would be 500 and chance of the crit 100%, regardless the premium)
4. Cap the total health
Possible solutions are:
1. New fort guns with higher damage for levels 98+ how does this get rid of tanks? this wuld only push more people to go down the tank build.
2. All fort fighters MUST switch to blacksmith in order to use bayonette prior to each battle or bayonette works in next few battles not just one - this one should work like the townmembership, if you're not a blacksmith you can't join a fort fight because of the balance issues with the damage what? what do bayonets have anything to do with tank builds?
3. When shooting an adventurer, dueler has a bigger chance to crit (20% on normal sector, 50% on flag sector, doubled if prem), when shooting a soldier the possibility of crit is higher too but not much (15% if target is in normal sector, 20% if on the flag, doubled with prem), highest if shooting a soldier with the holy trumpet (chance to hit would be 500 and chance of the crit 100%, regardless the premium) char fort bonuses are spot on, tampering with them only creates more problems
4. Cap the total health tampers with soldier bonus
Pick one.
I dont see why they dont just upgrade existing bonuses from other fort skills like leadership and hiding etc.
Kayak made a pretty good statement to why not.
http://forum.the-west.net/showpost.php?p=574118&postcount=62
Indeed it is Rebow. Don't exaggerate Neo, the five fort skills are not completely meaningless, however they are comparatively lacking effectiveness.How to make fort battles fair and accessible to all, and still allowing elite skill builds for those that want to dedicate themselves to battles.
THAT is the question.
Indeed it is Rebow. Don't exaggerate Neo, the five fort skills are not completely meaningless, however they are comparatively lacking effectiveness.
I must say I support kayak's notion of creating a formula that reduces HP gained by high levels of the health skill, possibly to be partnered by a small increase in the skills formula. In my mind that leaves one question... how much? Observe:
Non-soldier with 500 points in health and 2000 base HP:
Non-worker with 88 skill points in leadership:
- (500 * 10) ^ 1.00 + 2000 = 7000 (100%)
- (500 * 10) ^ 0.99 + 2000 = 6592 (94%)
- (500 * 10) ^ 0.98 + 2000 = 6217 (89%)
- (500 * 10) ^ 0.97 + 2000 = 5873 (84%)
- (500 * 10) ^ 0.96 + 2000 = 5556 (79%)
- (500 * 10) ^ 0.95 + 2000 = 5266 (75%)
- 88 ^ 0.40 = 6.00 (100%)
- 88 ^ 0.41 = 6.27 (105%)
- 88 ^ 0.42 = 6.56 (109%)
- 88 ^ 0.43 = 6.86 (114%)
- 88 ^ 0.44 = 7.17 (120%)
- 88 ^ 0.45 = 7.50 (125%)
Change the 10s in those formulae to 15s or 20s and you'll find out Keep in mind that formula, raising something to a power less than one, is the same way skills are calculated. This means the more points in HP you already have, the less HP each additional point gives you. (In other words, it ain't double health no more...)i understand, how would this work out for soldiers?
Change the 10s in those formulae to 15s or 20s and you'll find out Keep in mind that formula, raising something to a power less than one, is the same way skills are calculated. This means the more points in HP you already have, the less HP each additional point gives you. (In other words, it ain't double health no more...)