Rebirth shop discussion revisited

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Re: Rebirth shop discussion revisited

Postby Josiah » Thu Nov 29, 2018 4:44 am

20 base strength?? You have my vote!
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Re: Rebirth shop discussion revisited

Postby *teker* » Fri Nov 30, 2018 7:36 pm

So it sounds like you want the caps to look like this:

Code: Select all
12)   +1  Hit Roll               -   0 of   3 -  37.50 B  /   18.75 M
13)   +1  Damage Roll            -   0 of   3 -  50.00 B  /   25.00 M
14)   +1  Bonus Circle Damage    -   0 of  30 -   5.00 B  /    2.50 M
15)   +1  Bonus Flail Damage     -   0 of  30 -   5.00 B  /    2.50 M
16)   +1  Bonus Hand Damage      -   0 of   6 -  25.00 B  /   12.50 M
17)   +1  Bonus Kick Damage      -   0 of  30 -   5.00 B  /    2.50 M
18)   +1  Bonus Spell Damage     -   0 of  30 -   5.00 B  /    2.50 M
19)   +1  Bonus Stab Damage      -   0 of  60 -   2.50 B  /    1.25 M
20)   +1  Bonus Weapon Damage    -   0 of   6 -  25.00 B  /   12.50 M

21) -0.1  Armor Class            -   0 of   3 -  25.00 B  /   12.50 M
22)   +1  Bonus Charisma         -   0 of   3 -   5.00 B  /    2.50 M
23)   +1  Bonus Damage Reduction -   0 of   3 -  25.00 B  /   12.50 M
24)   +1  Bonus Heal Bonus       -   0 of  30 -   5.00 B  /    2.50 M
25)   +1  Bonus System Shock     -   0 of   3 -   5.00 B  /    2.50 M
26)   +1  Bonus Undead Control   -   0 of   3 -   5.00 B  /    2.50 M
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Re: Rebirth shop discussion revisited

Postby Teron » Sat Dec 01, 2018 1:19 am

I just hope that eventually you figure out coefficients and remove the caps.
That'd allow sticking to a certain classo and playing in it - up to the soft caps, of course.

imho, if a mana point cost 10 coins, then a hp would be worth 4-5 coins and a move would cost 3-4 coins.
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Re: Rebirth shop discussion revisited

Postby cyprimus » Sat Dec 01, 2018 4:43 am

was thinking more along the lines of a set price for stat.. then an ever increasing price too raise the cap.. so you could hit classo limits.. relatively fast.. then slowly build past..
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Re: Rebirth shop discussion revisited

Postby cyprimus » Sat Dec 01, 2018 1:44 pm

sorry, had to go..

just offering alternative ways
base cost for stat... +the multiplier

also.. this will break some systems

eg-just buy damage reduction... 100...i suggest just capping damage reduction at class limit maybe with a + based on the highest possible ingame to not be abusive

Same applies to others.. just think.. whats the worse case if this gets too...whatever number... eg- resist fire 100 likely is immuned too fire.. not a huge deal..but maybe bad if certain critters in game only do flame damage..etc
think out each option.. set your limit based on balance.. not on what someone wants... etc..

and remember it will stack with eq as well as other bonus'

Gl!
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Re: Rebirth shop discussion revisited

Postby Teron » Sun Dec 02, 2018 6:29 am

Straight multipliers and caps are inefficient.

The way I've seen this done is with increasing logarithmic coefficients - they allow one to invest as much time as he wants into hp, while others get a much smaller amount in a very brief period.
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Re: Rebirth shop discussion revisited

Postby Filk » Mon Dec 03, 2018 5:33 am

*teker* wrote:So it sounds like you want the caps to look like this:

Code: Select all
12)   +1  Hit Roll               -   0 of   3 -  37.50 B  /   18.75 M
13)   +1  Damage Roll            -   0 of   3 -  50.00 B  /   25.00 M
14)   +1  Bonus Circle Damage    -   0 of  30 -   5.00 B  /    2.50 M
15)   +1  Bonus Flail Damage     -   0 of  30 -   5.00 B  /    2.50 M
16)   +1  Bonus Hand Damage      -   0 of   6 -  25.00 B  /   12.50 M
17)   +1  Bonus Kick Damage      -   0 of  30 -   5.00 B  /    2.50 M
18)   +1  Bonus Spell Damage     -   0 of  30 -   5.00 B  /    2.50 M
19)   +1  Bonus Stab Damage      -   0 of  60 -   2.50 B  /    1.25 M
20)   +1  Bonus Weapon Damage    -   0 of   6 -  25.00 B  /   12.50 M

21) -0.1  Armor Class            -   0 of   3 -  25.00 B  /   12.50 M
22)   +1  Bonus Charisma         -   0 of   3 -   5.00 B  /    2.50 M
23)   +1  Bonus Damage Reduction -   0 of   3 -  25.00 B  /   12.50 M
24)   +1  Bonus Heal Bonus       -   0 of  30 -   5.00 B  /    2.50 M
25)   +1  Bonus System Shock     -   0 of   3 -   5.00 B  /    2.50 M
26)   +1  Bonus Undead Control   -   0 of   3 -   5.00 B  /    2.50 M


Something that looks more like a truth. Though i would raise ac and damage reductions caps to 6 also, they are not balance breaking at this point.
And some stats are missing, so not sure what values are there.
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Re: Rebirth shop discussion revisited

Postby Driven » Mon Dec 03, 2018 3:57 pm

So maybe something like this?

Code: Select all
 1)   +1  Max Strength           -   0 of   1 -  50.00 B xp   25.00 M gold
 2)   +1  Max Intelligence       -   0 of   1 -  50.00 B xp   25.00 M gold
 3)   +1  Max Wisdom             -   0 of   1 -  50.00 B xp   25.00 M gold
 4)   +1  Max Dexterity          -   0 of   1 - 125.00 B xp   62.50 M gold
 5)   +1  Max Constitution       -   0 of   1 -  50.00 B xp   25.00 M gold

 6)   +1  Hit Points             -   0 of 100 -   2.00 B xp    1.25 M gold
 7)   +1  Mana Points            -   0 of 100 -   2.50 B xp    1.5  M gold
 8)   +1  Movement Points        -   0 of 100 -   1.50 B xp    1    M gold
 9)   +1  Hit Point Regen        -   0 of  40 -   6.25 B xp    3.12 M gold
10)   +1  Mana Point Regen       -   0 of  10 -  25.00 B xp   12.50 M gold
11)   +1  Movement Point Regen   -   0 of  30 -   8.33 B xp    4.17 M gold

12)   +1  Hit Roll               -   0 of   3 -  37.50 B  /   18.75 M
13)   +1  Damage Roll            -   0 of   3 -  50.00 B  /   25.00 M
14)   +1  Bonus Circle Damage    -   0 of  30 -   5.00 B  /    2.50 M
15)   +1  Bonus Flail Damage     -   0 of  30 -   5.00 B  /    2.50 M
16)   +1  Bonus Hand Damage      -   0 of   6 -  25.00 B  /   12.50 M
17)   +1  Bonus Kick Damage      -   0 of  30 -   5.00 B  /    2.50 M
18)   +1  Bonus Spell Damage     -   0 of  30 -   5.00 B  /    2.50 M
19)   +1  Bonus Stab Damage      -   0 of  60 -   2.50 B  /    1.25 M
20)   +1  Bonus Weapon Damage    -   0 of   6 -  25.00 B  /   12.50 M

21) -0.1  Armor Class            -   0 of   5 -  25.00 B  /   12.50 M
22)   +1  Bonus Charisma         -   0 of   3 -   5.00 B  /    2.50 M
23)   +1  Bonus Damage Reduction -   0 of   5 -  25.00 B  /   12.50 M
24)   +1  Bonus Heal Bonus       -   0 of  30 -   5.00 B  /    2.50 M
25)   +1  Bonus System Shock     -   0 of   3 -   5.00 B  /    2.50 M
26)   +1  Bonus Undead Control   -   0 of   3 -   5.00 B  /    2.50 M

27)   -1  Save Breath            -   0 of   3 -   5.00 B xp    2.50 M gold
28)   -1  Save Paralyzation      -   0 of   3 -   5.00 B xp    2.50 M gold
29)   -1  Save Petrification     -   0 of   3 -   2.50 B xp    1.25 M gold
30)   -1  Save Poison            -   0 of   3 -   2.50 B xp    1.25 M gold
31)   -1  Save Spell             -   0 of   3 -  25.00 B xp   12.50 M gold


And then I think a few more perm spells would be amazing. Here are some thoughts:

Code: Select all
32)   Greater Fluidity           -   0 of   1 -   65  B xp   32.50 M gold
33)   Resist Webs                -   0 of   1 -   35  B xp   16.50 M gold
34)   Blessing of the Avatar     -   0 of   1 -   20  B xp   10.00 M gold
35)   Improved Haste             -   0 of   1 -   125 B xp   65.00 M gold
36)   Natures Restoral           -   0 of   1 -   35  B xp   15.00 M gold
37)   Rejuvenation               -   0 of   1 -   12.5 B xp  12.00 M gold
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Re: Rebirth shop discussion revisited

Postby Teron » Tue Dec 04, 2018 12:07 am

It seems suggested caps on saves are low.
Compare 30 spell bonus to 130 spellbonus cap of a mage, that's about 25%.
At -32 saves cap, 3 saves is about 9%.
To match the proportions, it'd make sense to cap saves at 7.

If we look at someone with mage in the late classes:
about 50 spell dam cap, can get 30bsb (60%) more from the shop.
About 10-11 saves cap, can get 3 (30%) saves from the shop.
Again, capping saves at 6-7 would make the increases proportional.

Also, saves are capped.

Maybe there should be bonus -saves.
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Re: Rebirth shop discussion revisited

Postby cyprimus » Tue Dec 04, 2018 7:17 am

I would still like to see being able to buy everything up to my classo caps first, all i am seeing on the posts now is over cap bsb etc..

I suggested a single cost for the base.. that is not going over cap.. getting it too your classo limite, and an ever increasing cost for going over cap.

Love too see more perma spells added. Starting with the list above, perhaps perm water breath... and others that have items in game already...


thanks!
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Re: Rebirth shop discussion revisited

Postby cyprimus » Tue Dec 04, 2018 8:27 am

OH, also.. can we get gauranteed masterfuls for spells that are really nice for that?
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Re: Rebirth shop discussion revisited

Postby Josiah » Mon Dec 10, 2018 5:48 pm

Like Driven, I'd like more options for persistent spells.

Please add perception! Currently buying Avatar Sight from the mayor is a disaster because it doesn't come with perception. If not, then I'd like to buy detect invisibility and darksight (without avatar sight).

Other spells I'd like to see that weren't on Driven's list:

Greater Mobility
Grace (should be expensive - this would void alignment restrictions on casting it)
Protection from Good (same)


Greater Fluidity has similar issues to Avatar Sight; it has extra power with a masterful cast. If the permanent version is only regular strength, tanks may have to avoid taking it. If the rebirth shop grants the masterful version, it should be extra expensive.
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