1 month ago
2
240
Shin(oob)iashy wrote:
Another difficulty level sounds interesting,if posible, I would propose to make it limited, it could be ran around 3 times until the server resets since a 50% drop boost is quite noticeable for the rarer items (which in turn wont make them less valuable in auction/sales due to being "easier" to obtain).
Not sure about the equipment only and class only settings either. I think if you don't trust the people you are partying with to make good decisions on what they roll on it's best to use one of the other loot systems like master loot?
Ray Darkwolf wrote:
Lucky Loot Charm 30%
3 hours is just so long and a lot of people cant commit to using it straight. I suggest that it be sold as a 3pcs bundle for the same price, but it's 1hr each. Or you can make it 1.5hr each for 2pcs. We're more likely to buy more of it if it is xD!
Sedy wrote:
Not sure about the equipment only and class only settings either. I think if you don't trust the people you are partying with to make good decisions on what they roll on it's best to use one of the other loot systems like master loot?
I guess it depends on how well I can make it work with as few settings as possible, or very clear settings to keep it nice and clean and simple.
So yes, I will definitely fix the size and layout and add the rarity setting. The other stuff I will look at and implement if possible
Sedy wrote:
Yeh I will check it all when I add the rarity filter - if it's straightforward enough I will try to add some other options
Sedy wrote:
I could maybe just reduce them all to 1 hour and reduce the price. More flexibility that way. I will check sales logs and see if people even buy the 10/20% version because I don't think they do - maybe just remove them and have 30% 1hr potion.
Ray Darkwolf wrote:
Harder/Tougher Dungeons for Drop Rate buffs
1) Party is able to choose a "Plus Mode" or whatever dungeon, which has the same drop list as the Insane mode (or Normal mode if DMP) but the bosses and mobs are beefed up and stronger.
---- Boss HP, Def, Protection, Eva, Att increase
---- Summons increase (ex. instead of 4 worms, it summon 6)
---- Trash mobs become more painful
---- Higher att speed of monsters
By doing the dungeon on Plus Mode, the party gets a party buff (like in Nighttime dungeons) of 50%, up to you really depending on how torturous the dungeon will be.
Thats it really some little tweaks. Lemme know what you think Sedy~ And server if you have anything else to add~
Thank you for reading!
We could have special buffs for the monsters on the challenging mode, that are either specific to that dungeon or that change every day. Buffs like monsters will heal all other nearby monsters to full at the moment of death, or immunities to impairment effects like slows, stuns, knockbacks, or drop traps or circles/totems when they die that do a large amount of damage to players standing on them or heal other monsters that are on them, buff other monsters in range with additional damage or HP or Defense that stacks, things to prevent the pull everything and AoE it all tactic
Sedy wrote:
Buffs like monsters will heal all other nearby monsters to full at the moment of death, or immunities to impairment effects like slows, stuns, knockbacks, or drop traps or circles/totems when they die that do a large amount of damage to players standing on them or heal other monsters that are on them, buff other monsters in range with additional damage or HP or Defense that stacks, things to prevent the pull everything and AoE it all tactic
Ray Darkwolf wrote:
I wonder if the Reputation pots can also be 1hr for x4 and cheaper
Umpity wrote:i think the moolah pots in moolah shop need complete rework they arent worth buying.
if you spend 30 moolah on one use it then suddenly bf gets slow or noone can get pty for dungeon it will expire in 3 hours regardless.
i propose making them way cheaper and only usable 1 time dungeon run or for 2 battle field matches etc this way if you know you are about to do the dungeon you can use the pot and get the buff. and if you decide to run the dungeon again you can use another pot etc.
make the price of the pot like 1 moolah each or something cheap so ppl will use them.
same for bf.
Umpity wrote:as for the need greed .. i like the proposed change .. i think wold be benifical to add filter for dna , trans, recipes and legendary item peices as well.
Umpity wrote:
making a harder dungeon with higher drop rate just means someone is tired of farming the current ones with low drop rate they want the gear now lol.
Umpity wrote:
also this mean that only a select few will be able to run it and get these nice drop rate.
so we get what we always have.. only a select few getting great stuff.
sound more like someone doesnt necesarily want harder dungeon they just want to get legendary stuffs and gear faster and only those select few will have them first lol.
Umpity wrote:
i mean come on we cant even get a raid for lvl 85 catacombs without GM assistance anymore.
it will only be a few ppl that will be able to run the dungeons like this.
Umpity wrote:
i like the idea of it but it isnt fair to all.
maybe would be better idea to make a harder dungeon lvl but make it require a raid because its so hard with higher drop rate so more ppl can go and get to take advantage of the nice drop rate kind of like with catacombs but for all dungeoons.
and maybe increase the legendary piece count so say maybe one time you run and might get 3 waterdrop or shard in one run but next time might be just 1.
Ray Darkwolf wrote:
Umpity wrote:i think the moolah pots in moolah shop need complete rework they arent worth buying.
if you spend 30 moolah on one use it then suddenly bf gets slow or noone can get pty for dungeon it will expire in 3 hours regardless.
i propose making them way cheaper and only usable 1 time dungeon run or for 2 battle field matches etc this way if you know you are about to do the dungeon you can use the pot and get the buff. and if you decide to run the dungeon again you can use another pot etc.
make the price of the pot like 1 moolah each or something cheap so ppl will use them.
same for bf.
I see your point, I wanted it to be a timed consumable as well since it sucks when we can't fully get the 3 hours of the buff--but at the same time, people will abuse it by logging off, saving that buff to the second, and just minimizing the people buying the pot itself.
Also the suggestion you have is hurting players who are able to run dungeons way faster than others. Say if we have 1 run pots right. Party A runs a dungeon at 30 mins, whereas Party B is able to run the same dungeon in 5 mins.
That means to do that 30 min time, PartyB needs to spend 6 moolah for potions?
Kinda punishing for players who geared to be better at running dungeons.
Ray Darkwolf wrote:
30% Droppot is 20 moolah not 30~
1moolah per dungeon? Mmmmm...I like the idea its 1 pot per dun if thats the case, but at the same time
Server wise its very cheap ^^
Umpity wrote:
1 pot lasts 1 dungeon for enhanced drop rate
1 pot lasts 2 maybe 3 battlefield for bf points
eaRay Darkwolf wrote:
Umpity wrote:i think the moolah pots in moolah shop need complete rework they arent worth buying.
if you spend 30 moolah on one use it then suddenly bf gets slow or noone can get pty for dungeon it will expire in 3 hours regardless.
i propose making them way cheaper and only usable 1 time dungeon run or for 2 battle field matches etc this way if you know you are about to do the dungeon you can use the pot and get the buff. and if you decide to run the dungeon again you can use another pot etc.
make the price of the pot like 1 moolah each or something cheap so ppl will use them.
same for bf.
I see your point, I wanted it to be a timed consumable as well since it sucks when we can't fully get the 3 hours of the buff--but at the same time, people will abuse it by logging off, saving that buff to the second, and just minimizing the people buying the pot itself.
Also the suggestion you have is hurting players who are able to run dungeons way faster than others. Say if we have 1 run pots right. Party A runs a dungeon at 30 mins, whereas Party B is able to run the same dungeon in 5 mins.
That means to do that 30 min time, PartyB needs to spend 6 moolah for potions?
Kinda punishing for players who geared to be better at running dungeons.
this idea would not hurt anyone lol.
i think you misread it.
my suggestion:
drop price of moolah pot to 1 moolah but they only last 1 dungeon run or battlefield match.
even if pty B can run dungeon in 5 min doesnt matter.. they can run the dungeon 30 times and it will only cost them 30 moolah for drop rate increase every time.
as of right now:
moolah pot cost 20 moolah for 3 hours.
party A or B uses pot has pty and starts to spam dungeon 30 minutes in someone has to leave or internet goes down etc etc..
now pty just wasted 20 moolah.
its the same way for battlefield someone wants to farm bf points then spends 20 moolah to get bf pot then bf dies off and they only got that buf for 2 matches.
(this has happened to me lots of times and it pisses me of to the point i no longer buy them)
my way is more effiecent less waste of buff and everyone wins.
this would also work for battlefield points potions and would be much better because you never know if anyone will go or not.
this way you could wait till the match que's then use the pot.
Sedy wrote:
I think the prices of potions are reasonable already. They were reduced by 50% not so long ago when I changed them to realtime instead of game time, and that wasn't the only time they were reduced.
If I do change them it will be to make them into 1, 2 and 3 hours and all have the same amount of bonus (like the Blessed potions) and keep the prices the same as now.
Monster EXP Booster x4 (1 hour) 10 moolah
Monster EXP Booster x4 (2 hour) 15 moolah
Monster EXP Booster x4 (3 hour) 20 moolah
Monster SXP Booster x4 (1 hour) 10 moolah
Monster SXP Booster x4 (2 hour) 15 moolah
Monster SXP Booster x4 (3 hour) 20 moolah
Monster EXP & SXP Booster x4 (1 hour) 15 moolah
Monster EXP & SXP Booster x4 (2 hour) 22 moolah
Monster EXP & SXP Booster x4 (3 hour) 30 moolah
Lucky Loot Charm 30% (1 hours) 10 moolah
Lucky Loot Charm 30% (2 hours) 15 moolah
Lucky Loot Charm 30% (3 hours) 20 moolah
Gold Enchantment 50% (1 hours) 5 moolah
Gold Enchantment 50% (2 hours) 10 moolah
Gold Enchantment 50% (3 hours) 15 moolah
Battlefield Booster 30% (1 hours) 10 moolah
Battlefield Booster 30% (2 hours) 15 moolah
Battlefield Booster 30% (3 hours) 20 moolah
Quest EXP/SXP Booster 30% (1 hours) 15 moolah
Quest EXP/SXP Booster 30% (2 hours) 22 moolah
Quest EXP/SXP Booster 30% (3 hours) 30 moolah
Reputation Booster x4 (3 hours) 10 moolah
Reputation Booster x4 (3 hours) 15 moolah
Reputation Booster x4 (3 hours) 20 moolah
So instead of getting 10% Item Luck for 3 hours for 10 Moolah, you get 1 hour of 30%. etc. etc.
Sedy wrote:
That is not how Item Luck works. I will explain how it works currently, and how it will work in the next update because I have made changes.
First an explanation on how loot works in Iris.
Example: Monster A has 4 boxes of armor in it's possession and it is setup to only drop 1 of them:
Box 1 contains Epic armor and has 5% chance
Box 2 contains Unique armor and has 10% chance
Box 3 contains Rare armor and has 20% chance
Box 4 contains Uncommon armor and has 40% chance
Inside each box are 10 armors of the appropriate rarity, each with a 7% chance. Totaling 70%. So if this box drops, there is a 70% chance you will get 1 of the armors inside it.
You kill Monster A.
A random number is generated between 1-100.
The 4 boxes are checked in turn.
Box 1 needs between 1 and 5 because it's set to 5%
Box 2 needs between 6 and 15 (it's 10% chance plus the previous boxes 5%)
Box 3 needs between 16 and 35 (it's 20% chance plus the previous 15% of box 2)
Box 4 needs between 36 and 75 (it's 40% chance plus the previous 35% of box 3)
So to get Box 1 containing epics you would need to roll between 1 and 5, which is 5%. To get Box 2 you need to roll between 6 and 15, which is 10% etc. etc. If you roll 76 or higher you will get nothing.
So lets say the random number is 12, so you get Box 2 containing unique armor.
Now, another random number is generated.
The box contains the 10 Unique items each with a 7% chance. Totaling 70%.
Item 1 7%
Item 2 7% + 7% = 14
Item 3 7% + 14% = 21
Item 4 7% + 21% = 28
Item 5 7% + 28% = 35
Item 6 7% + 35% = 42
Item 7 7% + 42% = 49
Item 8 7% + 49% = 56
Item 9 7% + 56% = 63
Item 10 7% + 63% = 70
The random number is 60 so you get Item 9 because that item needs between 57 and 63.
If the random number was over 70, you would get nothing.
ITEM LUCK
Currently, Item Luck increases the chances on the items inside the box, not the chance that the box itself will be selected. So 30% Item Luck will not increase Box 1's 5% chance to drop, and nor will it increase Box 4's 40% chance of dropping garbage as you put it.
What it does, is add additional "rolls" on that second generated number. If the number was 70 which meant you got nothing, Item Luck comes into play. For simplicity sake lets say 10% Item Luck gives 1 extra roll. So the number would be generated again - this time it might be 20, so you would get Item 3. The higher your Item Luck, the more additional "rolls" you get.
This makes some sense due to the way drops were setup originally. The boxes were always set to a really high chance or 100%, and the items inside the box never added up to 100%, so there was always a chance of getting nothing and it made Item Luck effective.
However, due to other bugs with the looting system back when the server started, I changed how I setup new loot. I changed it so that items inside the box always added up to 100% (or very nearly) and I reduced the chance of the actual boxes, so instead of 100% chance for box 1 (or a combination of boxes adding up to 100%), the boxes would be set to 70% etc.
That is how it was done until a year or so ago when I discovered exactly how the system works and started changing how I setup loot again, and also changing older stuff back to make Item Luck useful again. But for some drops between level 65-85 it is still not as effective.
Anyway too much information.
For the next update I have made a lot of changes to the loot tables, making most drops have higher Box chance with the contained items not adding up to 100% but the actual chances are pretty much the same as before in most cases.
I have also updated Item Luck so that it also increases the chance of the boxes and also reordered the boxes so that the most sought after one (Epics etc.) always gets checked first. So there is no chance of Item Luck increasing the chance of the garbage drop before it gets to check the good stuff as that would just be counterproductive.
30% Item Luck will now also increases Box 1's 5% to 6.5%.
The numbers used in the example above are not really anything like how it is at high levels. For most dungeon and world boss monsters it's more like this:
Box 1 containing Epic armor 30%
Box 2 containing Unique armor 60%
So that 30% Item Luck will increase your chance of getting Epic from 30% to 39% and if you don't get Box 1 it increases your chance of getting Box 2 from 90% (30+60) to 117% (39+78) so it would guarantee a box is selected, whereas before you had 10% chance to get nothing at all.
So whilst some of your assumptions on how it works are correct - because of how things are setup currently it's not really. Item Luck is not currently increasing your chance of getting garbage because it's not increasing the box chances at all, only the contents of the box if it's actually selected.
because of how things are setup currently it's not really. Item Luck is not currently increasing your chance of getting garbage because it's not increasing the box chances at all, only the contents of the box if it's actually selected.
Sedy wrote:
In the example I gave before, yes that is indeed how it's working currently - but will change in the update probably on Sunday night. However, a lot of drops are currently setup differently. A monster might just have 1 or 2 boxes and in those boxes are a combination of unique and epic items, with the unique having a slightly higher % than the epic. In this case if one of them isn't selected on the first random roll, another is initiated if you have some Item Luck. It's still a higher chance to get Unique as before, but an extra chance is an extra chance - it might land on an Epic item.
There are many combinations of these systems that have been used in the past 6 years and that will be standardised in the update, resulting in Item Luck being much more effective than previously.
Sedy wrote:
In the example I gave before, yes that is indeed how it's working currently - but will change in the update probably on Sunday night. However, a lot of drops are currently setup differently. A monster might just have 1 or 2 boxes and in those boxes are a combination of unique and epic items, with the unique having a slightly higher % than the epic. In this case if one of them isn't selected on the first random roll, another is initiated if you have some Item Luck. It's still a higher chance to get Unique as before, but an extra chance is an extra chance - it might land on an Epic item.
There are many combinations of these systems that have been used in the past 6 years and that will be standardised in the update, resulting in Item Luck being much more effective than previously.
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