if does not all ways steal why does it take a stealer spot iam i missing some thing i have not looked at all the posts
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this was my thought also. I like this idea.
To be fair, I have no idea what the p-staff does anymore either xD; I just know it changes depending on stats, and it blocks some/all water. I also have no idea what MW deals either, for that matter. I think custom coding is interesting, but I wiyalways have to reflect to 's pets for any weapon that doesn't tell me what it does :P
Anyways, on the remark of speed... it's always going to be a useless stat unless it's completely redone. If this was pokemon, speed is basically the stat you almost never want to compromise. This ain't pokemon, though, and who hits first doesn't matter.
If speed offered a buffer, or anti-crit, or chance of not being frozen/cursed (too fast, the freeze attemot failed, or too fast the attack only partially hit) on top of the critstuff it does, then yeah I probably wouldn't fully regret my pet's speed like I do now.
On the topic of scrolls, that sounds like a mana concept which could be a lot of fun? Like it could be a stat that has a bar like health and the more ap required the more the mana is drained? It could go up again after each round, and upon successfully doing things in battle (freezing, stealing, etc), and curses could drain it while blessing raise it more quickly?
I've said this before somewhere, but I would like to see the speed stat trashed (along with level, which serves no purpose since training could easily go by tier) and turned into experience or simply renamed and turned into something else (like mana). Speed has always been the black sheep, even more so with the cap, and frankly it's pretty useless considering crits could entirely depend on defense.
I don't think any weapon or wrapin effects could ever make dpeed important unless the amount of healing weapons do depended on it (which makes no sense).
I LIKE MANA, OH
But, what could it be used for? Pet abilities? Scrolls. They,re called scrolls. Having Mana increase basic scroll damage is what I meant.
Or just weapons?
It could be like what was saying about using scrolls? Like if you have crazy mana you could use all the scrolls and if not you have to wait for it to replenish. Blessings/curses could help replenish/drain it, too?
Might help against challengers who have crippling scrolls and users with 50 freezer scrolls too. And it could lead to new types of mods that are based on just mana instead of damage and stuff.
But I also liked abilities, too, and wouldn't mind seeing those come back.
Having lots of mana = using more than one scroll per turn? I could get behind that, honestly, but I feel it might end in some scrolls being nerfed. Or the opposite, some lackluster scrolls could get combos when used together.
Or would it be one scroll per turn still, but usage would depend on mana rather than being the same for everyone?
THE POTENTIAL, MAN.
Yeah, I think I can like Mana better than I ever liked Speed.
I would love to see speed (or whatever it changes to) do much much more than it does right now.
I fucking hate level as well, mines all screwed from using tomes. :/ but if we set train times via tiers, im not going to train anything but health, and boost the rest. Im sure many will do the something similar.
Unless, i guess, we set training times to correspond to a tier's average stat.
I think stats should be something like this for the staff: 1-1999 def - blocks 10 dark/earth 7% heal 2k def - blocks 15 dark/earth 8% heal 2.5k-2999 def - blocks 30 dark/earth 9% heal 3k-3999 def - blocks 40 dark/earth 10% heal 4k+ def- blocks 50 dark/earth 11% heal
or something like that.
and something similar to that for attack and str. I don't think anyone is going to change their build for a new weapon, so making the weapon better for unused builds is making a potentially good weapon relatively useless.
I do feel that this weapon is WAY too nitpicky when it comes to stat equality. I mean, when attack and defense are perfectly even, these are the stats it gives:
10 magma, 10 earth, 10 water, 12 ice Blocks 45 earth, 45 dark Heals 10% May activate Curse of the Skelly (9 icons; 4 rounds) May activate Blessing of the Skelly (blocks 7 fire; heals 75 HP; 3 rounds) "You twirl and thrust the staff, sending bolts of energy flying at your opponent and easily blocking their attacks!"
Yet when I used EXP to make Claire's attack just ONE point ahead of her defense, the stats changed to the following:
10 magma, 12 earth, 10 water, 12 ice Blocks 30 dark, 30 earth Heals 9% "You thrust the staff forward, sending a bolt of energy hurtling toward your opponent!"
Can't there be at least SOME leeway into having attack and defense in a close proximity to each other or something?
[edit]Having your defense be at least one point ahead of your attack causes it to have the following stats:
10 magma, 10 earth, 10 water, 8-12 ice Blocks 50 earth, 50 dark Heals 12% May activate Curse of the Skelly (9 icons; 4 rounds) "You twirl the staff, conjuring a protective shield of light!"
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It seems that the Jaxon staff only, and goes over the top to, reward you if def>str.
I feel that the staff should have
or something of that sort. That way, each build has pros and cons.
I understand you want a give and take with different builds. But as it stands, you "giving" fully to a def build (unless the goal is to slowly release specific build focused weapons, then i take everything i said back).
thoughts?
this weapon clearly prefers defensive and even builds.
but the way battling is set up, defensive builds and even builds will never be as good as str > def builds. big bosses are set up so you do as much damage as you can to them. not last the longest, not to not get crits on yourself against them. so this makes it so at least one end of the weapon is completely useless. no one is going to sacrifice end game damage on a pet they put a lot of time into so they can fully utilize this weapon. and that's why this weapon bothers me. it's not bad for the str mode, but it's punishing, relative to the other two modes, to most users who are nearing the cap, which is what this weapon is aimed for.
Sorry, im not sure you're understanding me.
Im just commenting on how the "customizable" weapon SHOULD (PERHAPS) be statted for the different builds. I want ideas on that :)
Im not going into the builds argument but everyone can argue on that forever and get nowhere. And I have a relatively even-ish build at 6k health/str 5k def 4kspd. My health probably doesnt even make it into the top 100 and my pet is capped. But trust me, Im doing fine against global bosses.
I understood, and that's what this weapon does to some extent. The different modes do need to be looser than they are set at now, and it does need to be a bit fairer to the str mode because it just lacks any benefit over the other two modes. my final build will either be 9k hp 5k str 4k spd 4k def or 8k/6k/4k/4k. I'm not sure yet, I have a ways to go. which besides the hp is pretty even I guess. but no one will make a def > str build I'd imagine. if this is the route the admins want to take with weapons (I don't agree with it) then yeah, what you stated is fair.
I totally agree with , the point about global bosses encouraging the highest damage was one I was planning to make; I could easily outlast Jaxon's regular attacks with 7.5k health/3.5k def blocking his wind and dark. The only weapons which caused me an issue were his big bads. But of course, def isn't going to help you there. The most efficient builds will focus on health and strength, and it's going to take a lot more than one 'eh' weapon to make anything else worthwhile. It's a bit of a bandage on a much bigger problem.
thank you for understanding and agreeing with me. ^_^ I don't actually see the problem in having unbalanced builds. Def and Spd serve their purpose. why do they need to be more important?
Fucking hell, this staff is a nightmare. So with evenly-built Str/Def, regardless of the amount so long as they're both the same (3000 str, 3000 def), it will give the first attack you listed? And if Str is 3001 while Def is 3000, or vice-versa, the attack will change?
I think the speed stat could be changed to do as you listed (higher speed=ability to dodge freezing, stealing, curses; activate blessings, curses, et. al. faster). The battle text does indicate who goes first, but it doesn't matter since there is no benefit to having a speed higher than your opponent. Other than crit-hits...which don't help as much when Sandragon and I keep freezing one another at the same time!
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That staff is all over the place geeze, down to 1 point difference seems... excessive.
If the cap was gone entirely and speed was just there to smile and wave and look pretty then it wouldn't be so bad. But as it stands now, it's a waster.
Haha yeah it gives the text first, which is a great illusion of going first I guess -laughs- but otherwise it's kinda pointless, even more so now that crits are more heavily influnced by defense.
I'd also settle with higher speed = higher chance of forcing blessings to activate regardless of if they want to or not. I can't count the number of times I've used 6 parched bags in one round with no blessing popping up until the round my ass is grass r_____r
My luck stat is so in the negative I swear xD
Quoting myself from back on 3/14/2014 about speed: For speed, in addition to linking it to mod/blessing/curse activation rate, we started kicking around the idea of linking it to spells. Basically, making it so you could have different builds like in many RPGs. Caster/Wizard type builds with high speed could cast high level spells often, less speedy Warrior builds would have a wait time before they could cast high level spells and the rest of the time cast mid-level spells, Tank build might decide to go super low speed and only rarely use high level spell and stick casting weaker lower level spells most of the time. Again, we were planning to let people restat pets if a change that big was made. But this would add more complexity to the BC and there are already many layers for people to learn/understand...
Agreed 100% on blessings not activating because 'they don't feel like it right now'. I've lost more battles because the damn parched blessing didn't want to activate. And I have everything modded with at least 1 parched, 1 blessing of armor. SOMETHING PLEASE ACTIVATE?! -dies against GE-
Some days I swear it's worse than others.
If you mod 4 slots with 4 parchd bags, it will still be a 5% chance to activate, right? Why not allow stacking of percentages?
It's already difficult enough trying to figure out how to get started in battling anyways. It's not like there are any tutorials, or user-written guides available anywhere on the battle forum or in the BC for newbies to read. ;)
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