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Djed

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1

Sunday, January 10th 2016, 3:31am

Elemental Gear or Rune Sets

I would recommend creating gear that provides elemental buffs/bonuses. Many skills mention having some type of element to them, so it would be logical to provide gear that can buff specific elemental types. The game could offer sets that provide buffs to lightning, fire, wind, water, dark, etc. This would allow greater variety to the way people play the game, provide more use to currently worthless skills and runes, and make for a more interesting game play. The elemental angle could also be played where someone using fire-based buffs would be weaker against someone using water-based buffs.

Another way to do it is to have an npc that can charge a gear set to have an elemental buff. It could be like the honor point set where each piece charged provides a small buff but having the entire set can give a major one. The cost could be in honor points or in dias.

Another suggestion would be to create elemental runes instead of gear. It would be nice to be able to create runes that can give a buff to the different elemental skills.

mohammed1234

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Sunday, January 10th 2016, 3:43am

Word that would be cool if I can get gear with fire or lightning bonus added onto my current gear.

ancientgear

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Sunday, January 10th 2016, 5:39pm

To the OP, this is an extremly good idea imho. But it's unlikely that this will happen as the creation of this (without any screw ups) will be a rather difficult task for developers like RW. Because by now I'm pretty sure that the people working for RW were scrapped from the very bottom of the barrel, I mean I don't have a lot of confidence in the level of education that's provided in countries like Taiwan (the country RW is based in). But who knows, I might be wrong...I hope I'm wrong.
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Djed

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Monday, January 11th 2016, 6:08am

Considering that they added buffs to titles i'm sure it could be added to gear as well. Heck, it can be a temporary buff as long as it doesn't cost diamonds to do it.

5

Tuesday, January 12th 2016, 1:40am

Elemental bonuses on equipment, done well, sounds like it could be fun; now, if only elemental resistances could be tweaked at the same time. Let the elemental resistance values go from 0-99 to be 0-99% damage reduction from that element. ie, you know that K/M is hitting you hard due to Light damage? Stack Light resistance and drop that 3 mil light damage down to 3000 damage ( @ 99% ).

Of course, any time you stack total defense vs 1 thing, you're not statting for other stuff.

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Tuesday, January 12th 2016, 1:46am

Well we have that crafted Talisman that gives 5% fire power not tiered or plussed, so they should be able to make it so, but then again mathematics is not Runewaker forté. But we can always hope ^^

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Tuesday, January 12th 2016, 2:57pm

Elemental bonuses on equipment, done well, sounds like it could be fun; now, if only elemental resistances could be tweaked at the same time. Let the elemental resistance values go from 0-99 to be 0-99% damage reduction from that element. ie, you know that K/M is hitting you hard due to Light damage? Stack Light resistance and drop that 3 mil light damage down to 3000 damage ( @ 99% ).

Of course, any time you stack total defense vs 1 thing, you're not statting for other stuff.

I'd like elemental resistance to be a function of level just like crit rate tbh. current elemental resistance is useless as it is.

@OP: elemental buffs would only be fair if physical classes could get melee or ranged attack speed/damage buffs on equivilent slots, and i don't foresee either happening, and would rather RW focus their efforts somewhere else.
my r/p can outdps r/m. your name is stupid.

mages should stack dex. word.

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Tuesday, January 12th 2016, 3:29pm

Cike just make 5 Fearless X for your accessories

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Cike

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Tuesday, January 12th 2016, 3:48pm

Cike just make 5 Fearless X for your accessories

i'm still not sure you understand how elemental resistance functions ingame.
my r/p can outdps r/m. your name is stupid.

mages should stack dex. word.

This post has been edited 1 times, last edit by "Cike" (Jan 12th 2016, 9:21pm)


10

Tuesday, January 12th 2016, 8:45pm

@Cike: If we look at how Knights were re-tooled to be a Light element class, I think RW has the ability to adjust other classes over time.

Take Scouts for instance, they already have the Frost Arrow buff for Wind Arrows. This would be a good buff to add Water element to Wind Arrows; thus giving Scouts one of the first Water physical element attacks. So any gear that benefits water damage would buff that too.

Warriors could have the Physical element. Each successful probing attack carries an additional Physical side effect.

Rogues already have the Poison buff, where the target's damage is reduced 2% ( up to 8% ) on a white hit ( 50% ). What if the target receives Poison damage when the buff hits?

I'm just throwning examples out there, but RW would really only need to adjust some of the skills and not really have to create brand new ones to make Elemental damage, and counters, a real thing.

Cike

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Tuesday, January 12th 2016, 9:21pm

@Cike: If we look at how Knights were re-tooled to be a Light element class, I think RW has the ability to adjust other classes over time.

Take Scouts for instance, they already have the Frost Arrow buff for Wind Arrows. This would be a good buff to add Water element to Wind Arrows; thus giving Scouts one of the first Water physical element attacks. So any gear that benefits water damage would buff that too.

Warriors could have the Physical element. Each successful probing attack carries an additional Physical side effect.

Rogues already have the Poison buff, where the target's damage is reduced 2% ( up to 8% ) on a white hit ( 50% ). What if the target receives Poison damage when the buff hits?

I'm just throwning examples out there, but RW would really only need to adjust some of the skills and not really have to create brand new ones to make Elemental damage, and counters, a real thing.

thats all well and good. i am not opposed to most of these ideas. i would simply rather RW focus on other elements of the game (instance balance, buff cap, etc).
my r/p can outdps r/m. your name is stupid.

mages should stack dex. word.

12

Tuesday, January 12th 2016, 10:34pm

I have to admit I really have no idea how elemental resistances or even simple magical resistance works, but I think this suggestion is a bad idea. It would just make gearing more tedious than it already is. For example, I'm guessing if I'm K/M/W I will have to make two sets of accessories/gear for K/M (light) and M/W (fire) to maximize dps. This seems unnecessarily complex, so I would just prefer to leave it the way it is now, all based on straight magic attack/defense/resistance.

Djed

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Wednesday, January 13th 2016, 1:12am


I have to admit I really have no idea how elemental resistances or even simple magical resistance works, but I think this suggestion is a bad idea. It would just make gearing more tedious than it already is. For example, I'm guessing if I'm K/M/W I will have to make two sets of accessories/gear for K/M (light) and M/W (fire) to maximize dps. This seems unnecessarily complex, so I would just prefer to leave it the way it is now, all based on straight magic attack/defense/resistance.


Don't you have 2 sets of gear now since knights wear armor and mages wear cloth? It wouldn't be anything different except a different type of gear. But that's also why I said instead of gear it could be a buff or runes that can be added to gear so that people didn't have to change existing gear and also have the option to utilize the function.

@Cike, my suggestion isn't only for classes that use magic or projectiles. Knights could have holy/light based gear, warriors fire, earth or whatever elemental gear would work best, etc. I'm just throwing something out there to make use of what is already in the game to make it more interesting (aside from fixing things). Plus, it'd be fun to hit someone with a flame sword or fireball and watch them burn for a few seconds.

14

Wednesday, January 13th 2016, 1:33am

@Djed If people statted K/M like I used to, it's all mage gear for the magic damage. The only difference would be using a magic 2-H sword ( from Black Codex ) for the Knight side & 2-H staff for the mage side.

15

Wednesday, January 13th 2016, 1:47am

just add %x Damage as a ghost stat on wings. Finally I won't have peasant-looking T6 wings. T9 Wings ftw.
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