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#1 SimAnt

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Posted 01 November 2020 - 04:16 PM

List of Perk Posts. Copied effect form other posts.
Please comment if you see anything inaccurate or link to a resolved discussion to update here.

Perk - Lucky Hitter
Current Effect:
7% Lucky hit   - 1pp -   +7% chance to hit,   -5% chance to dodge, regardless of combat stats
14% Lucky hit - 1pp - +14% chance to hit, -10% chance to dodge, regardless of combat stats
21% Lucky hit - 1pp - +21% chance to hit, -10% chance to dodge, regardless of combat stats


Concerns/Issues:
Combat doesn't calculate a % chance to hit. It calculates a number for the attacker and another for the defender with randomness included and sees which is higher. A simpler solution would be for it to add to a players Attack or Accuracy while subtracting from their Defense or Blocking.

Current status: Underpowered investment.

Perk - Life Stealing
Current Effect:
(Cannot be combined with Mirror)
(Rounding away from zero, .5 would round to 1, .4 round to 0)
Life steal 1  - 1pp - 2% of all outgoing damage healed,  -1 damage every 2 mobs
Life steal 2  - 1pp - 4% of`all outgoing damage healed,  -1 damage every 2 mobs
Life steal 3  - 1pp - 6% of all outgoing damage healed,  -1 damage every 2 mobs

Clarification:
The healing should be based on actual damage dealt after the targets Armor subtracts damage, not how much damage you tried to do.

Concerns/Issues:
The -1 damage every two mobs seems counter intuitive. Not only are you doing less damage it can even reduce the effectiveness of this Perk by making it round down more often. Are there other negatives that are more reasonable?

Current Status: Not implemented

Perk - Two Handed Wielding
Current Effect:
(only takes affect when no shield is equipped, a weapon is equipped)
(Cannot combine with Tank)
Two Handed Wielding 1 - 1pp - Base - Base Gear Damage  + 10% of Base Gear Damage (+1 attack, -1 Defense per every 2 mobs)
Two Handed Wielding 2 - 1pp - Base - Base Gear Damage  + 20% of Base Gear Damage (+2 attack, -1 Defense per every 2 mobs)
Two Handed Wielding 3 - 1pp - Base - Base Gear Damage  + 30% of Base Gear Damage (+2 attack , -1 Defense per every 2 mobs)



Current Status: Implemented, some concerns of under powered.

Perk - Tank
Current Effect:
(Only takes affect when no weapon is equipped, a shield is equipped, cannot cast offensive magic)
(Cannot combine with Two Handed Wielding)
Tank 1 - 1pp - Base Equip Armor + 10% of Base Equip Armor (+1 defense, -1 attack per every 2 mobs)
Tank 2 - 1pp - Base Equip Armor + 20% of Base Equip Armor (+2 defense, -1 attack per every 2 mobs)
Tank 3 - 1pp - Base Equip Armor + 30% of Base Equip Armor (+2 defense, -1 attack per every 2 mobs)

Concerns/Issues:
Will have to teach the server to know what equipment is considered shields (might be able to cheat and use the definition of check for items in the Lefthand only and nothing in the Righthand).

Also if Anything adds to Armor, the bonus might be higher then expected since the server only tracks total Armor from everything, not from "base equip armor". That also means a mob that gets this Perk will be able to benefit from more then just what it's wearing.

Current Status: Underpowered. Note: new armors will affect it.

Perk - Dancing
Current Effect:
(new proposed Perk, can't be used with Lucky Hitter)
Multi pen 1 - 1pp - Defense penalty when fighting multiple opponents decreased by 1 (-2 accuracy for every 4 mobs)
Multi pen 2 - 1pp - Defense penalty when fighting multiple opponents decreased by 2 (-2 accuracy for every 4 mobs)
Multi pen 3 - 1pp - Defense penalty when fighting multiple opponents decreased by 3 (-2 accuracy for every 4 mobs)

Under the current Combat system, the defense penalties for multi would be:
Level 1: -4 instead of -5
Level 2: -3 instead of -5
Level 3: -2 instead of -5

Under the current settings of the New Combat system they would be:
Level 1: -3 instead of -4
Level 2: -2 instead of -4
Level 3: -1 instead of -4

Current Status: Seems Approved.

Perk - Lucky Dodger
Current Effect:
(cannot combine with lucky hitter)
7% Lucky dodge   - 1pp -   +7% chance to dodge,   -5% chance to hit, regardless of combat stats
14% Lucky dodge - 1pp - +14% chance to dodge, -10% chance to hit, regardless of combat stats
21% Lucky dodge - 1pp - +21% chance to dodge, -10% chance to hit, regardless of combat stats

An alternative that could be -15% to hit for Level 3 if consistent progressions is deemed best.

Concerns/Issues:
Combat doesn't calculate a % chance to hit. It calculates a number for the attacker and another for the defender with randomness included and sees which is higher. A simpler solution would be for it to subtract from a players Attack or Accuracy while adding to their Defense or Blocking.

Even switching to the Sigmoid Combat being tested doesn't resolve this, since the chances there are non-linear,

Possible values maybe:
+2 & -1
+4 & -2
+6 & -2 (or -3)

see also discussions in https://www.other-li...s-lucky-hitter/

Current Status: Not implemented

Perk - Mirror
Current Effect:
(Cannot be combined with Life Steal)
(Rounding away from zero, .5 would round to 1, .4 round to 0)
(would mirror the amount the mob is about to hit, not affected by perk users stats, and hit back, eg. if mob hits you for 10 and you absorb all that damage, it will still mirror back)

Concerns/Issues:
How Mirror is defined means if you have high armor absorption you could just stand there, take no damage and a mob can just kill itself unless it gets lucky and gets in crits. I totally feel the Mirror Perk as originally proposed should NOT be implemented, instead discuss a better way to handle it!

Another issue is how odd the negative, where the worst negative is on Level 1 and becomes less negative with each level. Counter intuitive.


Current Status: Not implemented?

Suggestions:
- Tier 1/Tier 2/Tier 3 would go to 100% chance of dealing back 4/8/12% damage to a mob. (Codux)


Perk - Lucky Archer
Current Effect:
4% Chance of not losing arrows shot.
8% Chance of not losing arrows shot.
12% Chance of not losing arrows shot.

Concerns/Issues:
Are there any Perks this should conflict with?
To keep things simple, the arrows will be left with the archer.
Current Status: Seems Approved


Perk - Eagle Eye
Current Effect:
(when doing ranging attacks)
+2 Increase In accuracy
+4 Increase In accuracy
+6 Increase In accuracy

Concerns/Issues:
Are there any Perks this should conflict with?
What definition of Accuracy is intended? Currently preparing to be similar to adding Accuracy Pot bonus that EL uses. Whether a different definition should be used or not should be discussed.

Current Status: Implemented

Perk - Magic Guy
Current Effect:
(proposed can not be used with Efficient Mage)
Magic Guy 1 - 1pp - Increase base mana by 10% (0.5% chance to restores 25 mana when hit)
Magic Guy 2 - 1pp - Increase base mana by 20% (1% chance to restores 25 mana when hit)
Magic Guy 3 - 1pp - Increase base mana by 30% (1.5% chance to restores 25 mana when hit)

Clarification:
Will not increase mana added by MoM.
The definition of "when hit" is clarified to you being hit in Melee and take any damage from it

Concerns/Issues:
Discuss if MoM can be used with this Perk or not. Current feedback is that MoM should be wearable but not benefit from this Perk.
No negatives other then one Conflict and two types of pluses? (added 4/6/2018)
A mage getting a bonus sometimes when gertting hit in Melee doesn't seem right?

Suggestion:
Should conflict with Healthy guy, Tank, efficient mage.
Concerns this was OP perk because it can trigger multi times in combat, but the chance is low and others feel it doesn't trigger enough.
Concern of learner is mages shouldn't get mana from being hit in melee, but it is basically an ability to have a chance to channel melee damage into mane.
Current Status:  Implemented

Perk - Efficient Mage
Current Effect:
(proposed, can not be used with Magic Guy)
Efficient Mage 1 - 1pp -   +4% chance to not use resources or mana.
Efficient Mage 2 - 1pp -   +8% chance to not use resources or mana.
Efficient Mage 3 - 1pp - +12% chance to not use resources or mana.

Clarification:
Only affects Spells, if other things use Mana this Perk will not be effective

Concerns/Issues:
No negatives other then one Conflict? (added 4/6/2018)

Current Status: Seems Approved

Perk - Offensive Mage
On hold - New magic system.

Perk - Defensive Mage
On hold - New magic system.

Perk - Pharaoh
Current Effect:
1pp - 10% chance to drop nothing when you die.

Suggestions:
Achilles:
1pp - 25% chance to not drop teleport rings, 10% chance to drop nothing
2pp - 50% chance to not drop teleport rings, 20% chance to drop nothing
3pp - 100% chance to not drop teleport rings, 30% chance to drop nothing

Current Status: Implemented


Perk - Zen
Current Effect:
1pp -  Heals 6 Health and 6 Mana every minute no matter what the food level.

Clarification:
Zen does not stack with Fast Regen, Healing areas, or Day Of Healing.

Current Status: Seems approved.

Perk - Gatherer
Current Effect:
cannot be combined with Gatherer Medallion)
1pp - Same effect as gatherer medallion.

#GATHER will toggle if it gathers or not

Concerns/Issues:
This will greatly reduce players buying and using Gatherer Medallions. No bad side effects if the off/on feature is added other then using up one Perkpoint.

Current Status: Implemented

Perk - No More Tears - Scraped.

Perk - Batch Mixer
Current Effect:
Batch Mixer
(can make as many as you have food for up until the # of copies of level)
(note 2: this may be a game feature in the future instead)

Concerns/Issues
What this means & how it's defined needs to be clarified. There is also the Note about maybe making it a game feature instead. For example, how is this different from MixAll? What negatives does it have? Conflicts?

Current Status: Not implemented

#2 ohmygod

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Posted 02 November 2020 - 01:24 AM

Did i miss in game chat regarding a possible year 2020 implementation for these perks?

Wondering why the new post...





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