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Rossbot

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  • "Rossbot" started this thread

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Tuesday, April 30th 2013, 11:29pm

Specialization of Gear and Planning for Future

Issue: Item refining for Weapons and Talismans seems to not amount to much by way of ghost stats. All physical weapons add up to 1200 physical attack when they are +16. Magic Weapons do the same. Talismans max out with about 600 magical attack boost. This doesn't really add up to much past level 60 or so when players now have upwards of 100 times that, the +16 is really only for the additional boost to their normal item properties.

Solution: Make these increases modular and modify the user's stats by percentages. The refining system really needs an upgrade for weapons.
When you refine any weapon, it bases the refining stats off of the "typical" user of the weapon is.
Ex: Talismans give Magic Attack on refining. Daggers give Physical Attack on refining. Wands give Magic attack on refining.

What really should be happening is something more like:
- Healing Wands, Staves, Shields, and Talismans - Add % based healing increase, Wisdom increase and Magical Damage/Magical Attack
- Physical Damage Weapons, Shields, and Talismans - Add % Patk boost and damage/Strength/Dexterity
- Magical Damage Weapons, Shields, and Talismans - Add % Matk boost, Intelligence increase, and mdamage/mcrit
- Hybrid Weapons, Shields, and Talismans - Add % Crit/Mcrit boost and % Mdamage/Pdamage Boost
- Defensive Shields and Talismans - Add Stamina and Parry Rate/Magic Resist Rate
- Specialized Talismans - Add % Specific Element damage boost (Dark, Wind, Water, Fire, Light, Poison, Earth), Intelligence increase, and % Mdamage boost

If they change most values to be based on %'s, the game would be much more modular and upgrading gear would be much more worthwhile. The last talisman idea is my own, not implemented in the game except for Wing of the Dragon King.