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Ideas to improve the server - feel free to post!


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8 minutes ago, Grand_Arbiter said:

What's a personal default lobby? Are you talking about making a custom shortcut to return to the visual lobby like with the /lobby command?

i mean the /lobbyevent command. half the time it's on one of the annoying added on lobbies and i end up switching it to one of my usual choices.

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2 hours ago, Hydromystic said:

It would be cool if there was a command to toggle the auto regen of health and or TP. Just a way to have fun and not run in circles all the time 

Hidden gem right here. Perhaps equipment that strengthens as the wielder's HP drops could negate regen while worn?

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i would like to suggest my idea how is that?

  • DB's Saber (3077) + DB's Saber (3064) = ??? (Double Saber) ATP: 550-605 ATA: 35 Grinder: +40 Targets: 3 Special: None --> "that's very difficult to drop"
  • ??? (Kantan) = ATP: 800-850 ATA: 60 Grinder: +50 Special: Ice Cut (Blizzard) --> Distance: 85.0  Note: Pierce (Targets: 3) (Dtsiance: 20.0) Class: HU
  • Momoka's Mittens (Fist) = ATP: 1300-1350 ATA: 80 Grinder: +35 Special Arrest (Targets: 3) (Distance: 20.0) Class: All
  • PLANTAIN HUGE FAN + Chromtic Orbs or Soul Booster = Korok Leafs (Partisane)  ATP: 500-550 ATA: 60 Grinder: +100 Special: Aura Wind (Equip: ATP 650) Class: HU & FO
  • Agito (1977) + Soul booster = ??? (Kantan) ATP: 500-600 ATA: 60 Grinder: +250 Special: Arrest Targets: 3 Class: HU & FO
  • Kasami Bracer + Soul Booster = Samurai Bracer : DFP: 120 (+45) EVP: 154 (+26) ATP: +150 ATP EFR: 30 ETH: 30 EIC: 20 EDK: 20 ELT: 10 (Note: Raises ATA for Hunters and Forces using ranged attacks) --> (not sure) Class: All
  • Gold Princess (Armor): [380-390 DFP] [300-355 EVP] [EFR: 35 ETH: 35 EIC: 35 EDK: 35 ELT: 35] [+125 ATP] [Tech Booster: 100% Shifta & Deband] Class: Female
  • DF Field + PGF = Dark ??? (Armor) DFP: 380 EVP: 380 [EFR:50 ETH:50 EIC:50 EDK: 50 ELT:50] Note: Our Dark Flow & Dark meteor 20% ATP up, Dark Bridge/Psycho Bridge Tech booster + 20% up and half cost TP Class: All

with friendly greetings from Salem11

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On 7/21/2019 at 1:58 PM, Kraven202 said:

Battle units/armors cant stack and theres already an armor for each battle unit so the point is to continue the series with the next upgrade which is cent battle.

Which armor gives the h/battle buff?

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Maybe it's been suggested (don't want to sift through 187 pages to look), but increase the amount of toons per account to like 8 or more. Just keeps from having to make multiple accounts.

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Bounced this off a couple of people in the lobby and got some good feedback. 

 

V701 and V702

 

V701 150% chance to Freeze or Paralyze enemies with FO techs

V702 200% chance to Freeze or Paralyze enemies with FO Techs and hit with Megid

Not even sure if it's possible, but I figure if the the V501 and V502 can manipulate weapon status effect application odds, maybe this would be possible. Give Support FOs a little more ability to CC the larger waves and give the RA/HU more opportunities build into some raw damage. 

Edited by Grand_Arbiter
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40 minutes ago, Grand_Arbiter said:

Bounced this off a couple of people in the lobby and got some good feedback. 

 

V701 and V702

 

V701 150% chance to Freeze or Paralyze enemies with FO techs

V702 200% chance to Freeze or Paralyze enemies with FO Techs and hit with Megid

Not even sure if it's possible, but I figure if the the V501 and V502 can manipulate weapon status effect application odds, maybe this would be possible. Give Support FOs a little more ability to CC the larger waves and give the RA/HU more opportunities build into some raw damage. 

 

Thats actually a fun idea 💡 the percentages are really high but the idea is super cool 😎 

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4 minutes ago, Stark 1 said:

 

Thats actually a fun idea 💡 the percentages are really high but the idea is super cool 😎 

Thanks! I just went with what the multipliers were for the 501 and 502. But honestly I don't know the regular status effect application chance for FO techs. I'm sure if they happen they will come with more reasonable percentages 👍

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New Halloween Weapon

Name: Skellington Scepter

Description: The legendary scepter of the Pumpkin King

ATP: wgaf

MST: +200

Special: Gifoie

+50% Boost to Foie, Gifoie, Rafoie

 

A Christmas Drop will let you turn it into the  Staff of Sandy Claws.

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10 hours ago, Grand_Arbiter said:

Bounced this off a couple of people in the lobby and got some good feedback. 

  

V701 and V702

  

 V701 150% chance to Freeze or Paralyze enemies with FO techs

V702 200% chance to Freeze or Paralyze enemies with FO Techs and hit with Megid

Not even sure if it's possible, but I figure if the the V501 and V502 can manipulate weapon status effect application odds, maybe this would be possible. Give Support FOs a little more ability to CC the larger waves and give the RA/HU more opportunities build into some raw damage. 

Even tho i like the general concept of it, i think it wouldn't work and i'll try my best to explain why, even if i might be a bit inaccurate (other people might be more suitable to explain this better than me).

-I assume that Paralyze with techs would never work, because would require extra coding, to code a new way behaviour to techs. According to the people that understand coding, seems that this game has his limitations regarding making new things from nowhere. If you see all the custom weapons that ultima has are made from a pre existing models, where you change it's proprieties, values and skins making a new weapon. Would be difficult to add that information and making new techs that paralyzed enemies.

If you are talking about the shock that happens for example when you use Razonde on those robots, then i think it is a different code that allows them to get shocked, you can't shock 100% of the enemies in the game, even if you had like 35463451342643452% boost.

Take Delbiter's inherent stats, for example to explain the Hell and Freeze Boosts cases:

EDK(Enemy Dark Resist): 92

ESP (Enemy Special Resist for some specials): 112

To summarize how hell procs with a weapon first:

1) The weapon first checks matematicaly if you land and attack, based on your accuracy (aka ATA) and the "native" EVP of the enemy in question. If it checks and you land the attack, the game then calculates the, let's call it, Proc Special Hit Percentage (Probability of a specific special to trigger).

2) Proc Hit Percentage = ((Special's Proc hit Percentage + Bonus Proc Percentage)-(ESP))

So as you see bonus Proc Hit Percentages play a big role on the math. So, to understand this, take this example of the proc with hell on a delbiter, using for example, RAcast with V502 equipped and assuming that the 1) checks.

Hell procs uses EDK instead of ESP to calculate 2). RAcast has a 93% proc hit ratio (no bonus from being an android, the only bonus comes from v502)

ProcHitPercentage = 93 - 92 = 1% (this means that you have 1% of procing hell in a delbiter, slim odds, but possible)

Funny thing, is that Megid seems to also work with some gear combination and megid lvl (might be wrong on this one, because i'm not 100% sure, but some people already said that they megid a delbiter). So i can assume that megid has an inherent value of proc hit ratio superior to 92% (this also assuming that proc hit ratios on techs work on the same matematically way as weapons).

If you add 200% bonus proc ratio, that would be 93+200 = 293% of proc hit ratio success, meaning that megid would always always kill the delbiter. See how broken would that be?

The same reasoning can be used to Freeze too (even tho, i'm not sure if the game checks ESP or EIC, but the general idea stays. My intuition says that freeze also works with ESP). Technically the delbiters are "imune" to freeze, because of the ESP > 100, except for frozen shooter (this one only because the game reads the weapon's special attack with the same proprieties of a hard attack, and that's why the weapon procs freeze so well, even with low or no hit) and for some reason barta techs too.

So if you can freeze a delbiter with rabarta, means that virtually the tech's ProcHitPercentage inherent to Rabarta, is > 0% and if you had add 200% of boost on it, well you can guess.

Another possiblility, is that techs have a different calculation to check if the "special" lands or not, making it impossible to code boosts on specials, since it would require new coding from nowhere to make possible to add Proc hit Percentages on techs.

Cool concept and interesting idea, but would be really difficult to implement it, either because of techically difficulties or for being difficult to make it balanced, making the units too broken or too meh.

Edited by jezbuz
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2 hours ago, jezbuz said:

Even tho i like the general concept of it, i think it wouldn't work and i'll try my best to explain why, even if i might be a bit inaccurate (other people might be more suitable to explain this better than me).

-I assume that Paralyze with techs would never work, because would require extra coding, to code a new way behaviour to techs. According to the people that understand coding, seems that this game has his limitations regarding making new things from nowhere. If you see all the custom weapons that ultima has are made from a pre existing models, where you change it's proprieties, values and skins making a new weapon. Would be difficult to add that information and making new techs that paralyzed enemies.

If you are talking about the shock that happens for example when you use Razonde on those robots, then i think it is a different code that allows them to get shocked, you can't shock 100% of the enemies in the game, even if you had like 35463451342643452% boost.

Take Delbiter's inherent stats, for example to explain the Hell and Freeze Boosts cases:

EDK(Enemy Dark Resist): 92

ESP (Enemy Special Resist for some specials): 112

To summarize how hell procs with a weapon first:

1) The weapon first checks matematicaly if you land and attack, based on your accuracy (aka ATA) and the "native" EVP of the enemy in question. If it checks and you land the attack, the game then calculates the, let's call it, Proc Special Hit Percentage (Probability of a specific special to trigger).

2) Proc Hit Percentage = ((Special's Proc hit Percentage + Bonus Proc Percentage)-(ESP))

So as you see bonus Proc Hit Percentages play a big role on the math. So, to understand this, take this example of the proc with hell on a delbiter, using for example, RAcast with V502 equipped and assuming that the 1) checks.

Hell procs uses EDK instead of ESP to calculate 2). RAcast has a 93% proc hit ratio (no bonus from being an android, the only bonus comes from v502)

ProcHitPercentage = 93 - 92 = 1% (this means that you have 1% of procing hell in a delbiter, slim odds, but possible)

Funny thing, is that Megid seems to also work with some gear combination and megid lvl (might be wrong on this one, because i'm not 100% sure, but some people already said that they megid a delbiter). So i can assume that megid has an inherent value of proc hit ratio superior to 92% (this also assuming that proc hit ratios on techs work on the same matematically way as weapons).

If you add 200% bonus proc ratio, that would be 93+200 = 293% of proc hit ratio success, meaning that megid would always always kill the delbiter. See how broken would that be?

The same reasoning can be used to Freeze too (even tho, i'm not sure if the game checks ESP or EIC, but the general idea stays. My intuition says that freeze also works with ESP). Technically the delbiters are "imune" to freeze, because of the ESP > 100, except for frozen shooter (this one only because the game reads the weapon's special attack with the same proprieties of a hard attack, and that's why the weapon procs freeze so well, even with low or no hit) and for some reason barta techs too.

So if you can freeze a delbiter with rabarta, means that virtually the tech's ProcHitPercentage inherent to Rabarta, is > 0% and if you had add 200% of boost on it, well you can guess.

Another possiblility, is that techs have a different calculation to check if the "special" lands or not, making it impossible to code boosts on specials, since it would require new coding from nowhere to make possible to add Proc hit Percentages on techs.

Cool concept and interesting idea, but would be really difficult to implement it, either because of techically difficulties or for being difficult to make it balanced, making the units too broken or too meh.

This was a great response. I really appreciate you explaining that to me. Let me clarify a couple of things. 

You were correct, I was talking about the percentage chance of procing shock and freeze with zonde and barta techs. But when I say increase it by 200% I don't mean to literally add 200 %

 

For example, let's say lvl 30 Rabarta has a 30% chance to Freeze an enemy you hit with it. With the 150% boost from a V701 it would be 45%. With the 200% boost from v702 it would be 60%. In hindsight it probably wasn't a good idea to propose this with percentages, but we're here now lol. 

 

As far as creating a new item I was thinking that if the freeze and shock proc chance is similar to the way a weapons does you could use the V50X items and just point them at tech status affliction chance instead of weapons. 

But like you explained, this is looking pretty unlikely. 

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5 hours ago, Grand_Arbiter said:

This was a great response. I really appreciate you explaining that to me. Let me clarify a couple of things. 

 You were correct, I was talking about the percentage chance of procing shock and freeze with zonde and barta techs. But when I say increase it by 200% I don't mean to literally add 200 %

  

For example, let's say lvl 30 Rabarta has a 30% chance to Freeze an enemy you hit with it. With the 150% boost from a V701 it would be 45%. With the 200% boost from v702 it would be 60%. In hindsight it probably wasn't a good idea to propose this with percentages, but we're here now lol. 

  

As far as creating a new item I was thinking that if the freeze and shock proc chance is similar to the way a weapons does you could use the V50X items and just point them at tech status affliction chance instead of weapons. 

 But like you explained, this is looking pretty unlikely. 

And it's a different and cool idea! I personally like it. I used the values that you provided just to make my point and to make a better visualization of it. i don't have enough knowledge to know how would be the balanced values for that, but my intuition says that it would only be viable to give a small boost % to it to not make the game unbalanced  (let's not forget that there are some megid boosts already in the game and maybe their boosts combined can be a bit restrictive when introducing a new boost, to keep the game balanced).

Ultimately i think the main difficulty is making an unit like that. It would be a difficult technical thing to do, because there's no unit in the game that interacts with the techs proc percentages (at least i don't remember existing one). So, just for that, sadly i think its unlikely to be implemented.

Also, there's another interesting thing about megid. According to some people (never tried it by myself), If you confuse an Ill Gill and "make" him use his Megid Scythe on an Epsilon, he can instant kill the epsilon. This means that his scythe proc hit percentage overcomes Epsilon EDK (which, after checking is 110 this value is impossible to overcome with any weapon of the game). It shows that Epsilons don't have an extra code that forbids them to be megid'd. Assuming that it isn't a glitch and the maths behind work somehow equal (if you notice your character EDK matter to survive megid in general, except for mericarols so the math must work the same way around), it means that any extra decent boost to megid's proc could make it too broken and unbalanced.

Cheers man for having and sharing your own ideas and discussing them in a polite way. :)

Edited by jezbuz
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For all the buzz about unlocking the L&K38's combos... has there been a suggestion to simply up its amount of shots instead? Four barrels would make me think a good upgrade is eight shots, personally.

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