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Posted: Mon Jan 28, 2008 5:30 pm
True, but the dragon scale is also the way to get into the Red Dragon Lounge. I doubt we'd want many people getting in doing that.
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Posted: Mon Jan 28, 2008 5:31 pm
Perrian True, but the dragon scale is also the way to get into the Red Dragon Lounge. I doubt we'd want many people getting in doing that. true... Anyway, it was just a suggestion. Though i see your point.
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Posted: Mon Jan 28, 2008 5:58 pm
We are also forgetting the Mana Crystals for the Necromancer school. Dragon scales are only obtainable by those who are already a member of the club but I like the Idea of a currency exchange perhaps I will implement that at some later point...
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Posted: Mon Jan 28, 2008 6:25 pm
This is off topic but I know I will reach most of the pople conserned in this thread. (Ahem) Don't forget about the Mini Games you are involved in! The stoy can't move forward if no one posts.
I say this becaus less than half the active people in my game have posted since the last update about a week ago. Sorry for the interuption but this is the best way I know ot reach most if not all of them in one mesage.
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Posted: Tue Jan 29, 2008 6:09 pm
Okay, after talking to FARGORE, I have been instructed to make the following nerf/announcement:
Council badge: E2, nullify one normal attack each round directed at your character. This counts as a Stun effect.
The new stats for this item are considered in effect as soon as is considered reasonably possible for anyone currently engaged within a Dungeon, Mini-Game, Tourney, or the like. If this creates a problem for any character that was specifically designed with only one point of Equip, you will be given the option of shifting an additional point as necessary to account for the new cost, or quitting the Council entirely with no adverse affect.
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Posted: Tue Jan 29, 2008 6:40 pm
Questions:
What would a person roll if they had a combat dice score of 17?
Would it be ok if I allowed Norlamin to keep his character the way it is for the tourny, since he has made it to the final round using the council badge with the old cost? I would like to give him the ability to finish the tournament without this affecting him like Kail's tournament, he was not affected by the nerf till after the tournament.
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Posted: Tue Jan 29, 2008 8:05 pm
Perrian Questions: What would a person roll if they had a combat dice score of 17? Would it be ok if I allowed Norlamin to keep his character the way it is for the tourny, since he has made it to the final round using the council badge with the old cost? I would like to give him the ability to finish the tournament without this affecting him like Kail's tournament, he was not affected by the nerf till after the tournament. You determine what you consider "reasonably possible". So finishing out the tourney would be fine.
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Posted: Tue Jan 29, 2008 8:07 pm
Master of Gladiators Perrian Questions: What would a person roll if they had a combat dice score of 17? Would it be ok if I allowed Norlamin to keep his character the way it is for the tourny, since he has made it to the final round using the council badge with the old cost? I would like to give him the ability to finish the tournament without this affecting him like Kail's tournament, he was not affected by the nerf till after the tournament. You determine what you consider "reasonably possible". So finishing out the tourney would be fine. If I forced him to change now, that would make the rest of the tournament be invalid. Anyway, he's been doing it the un-nerfed way for the past 9 rounds so I want him to experience the tournament the way he entered in round 10. ^_^ Thanks for answering, MoG. Now I just need to find out what would be rolled for a combat score of 17,18,19,and 20. (He asked me to find this out for him.)
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Posted: Tue Jan 29, 2008 8:08 pm
And I think it's 4d12. mrgreen
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Posted: Tue Jan 29, 2008 8:37 pm
0 0 1 1d3 1-3 average 2 2 1d6 1-6 average 3 3 1d8 1-8 average 4 4 1d12 1-12 average 6 5 3d4 3-12 average 6 6 2d8 2-16 average 8 7 3d6 3-18 average 9 8 5d4 5-20 average 10 9 3d8 3-24 average 12 10 6d4 6-24 average 12 11 3d10 3-30 average 15 12 4d8 4-32 average 16 13 3d12 3-36 average 18 14 6d6 6-36 average 18 15 5d8 5-40 average 20 16 7d6 7-42 average 21 17 4d12 4-48 average 24 18 6d8 6-48 average 24 19 5d10 5-50 average 25 19 9d6 9-54 average 27 20 7d8 7-56 average 28
my best guess, to much math... getting confused...
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Posted: Tue Jan 29, 2008 8:57 pm
Posting this just as a joke... To lighten the hearts of all you RPS lovers!
A 6 cp pet
Ema, the emo emu
A-0 D-2 CD-0 M-0 L-10(2) E-0 Abilities:Special Attack 1(Depressing Tear), Resistance (attack 1)
Defense and resistance only apply if head is buried in the sand.
rofl
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Posted: Wed Jan 30, 2008 12:12 am
Even though one of my characters was reaping the benefits of that item. I must say that was a needed Nerf.
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Posted: Wed Jan 30, 2008 7:20 pm
So these are some titles I had come up with. note that some of them have to do with the events, quests, and the whole ancient one “Child” thing that was described earlier and in the fountain of magic thread.
None effect titles Attacker: highest attack stat Defender: highest defense stat Combatant: highest combat stat HP Tank: highest life stat Militant: highest equip stat Magic User: highest magic stat Fighter: highest potential normal attack damage without equipment Blade Master: highest potential normal attack damage with equipment Mage: highest potential magic damage without equipment Sorcerer: highest potential magic damage with equipment Specialist: highest potential special damage without equipment Engineer: highest potential special damage with equipment Fighter Mage: highest combined attack and magic stat
Effect titles. Death Eyes: every round of combat you lose 5 HP and may deal 5 damage to one target. Death Eyes are cured by Elixir. Ancient One: your character gains 5 charges, you may now gain “Child” titles to gain things to do with these charges. This title is recharged by charge coins and visits to the fountain of magic.
I will hopfully post the list of child titles tomorrow.
Note: all highest potential damage titles are considered as one round against a target with no defense or resistances at all.
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Posted: Wed Jan 30, 2008 8:19 pm
Ok so I cant stress this point enough guys... I don't care if your in combat or not...
IF YOU DELETE YOUR POST IN ANY DUNGEON, MINI-GAME, OR EVENT THAT IS NOT A RP ONLY THREAD, IT LOOKS LIKE YOUR CHEATING! PLEASE DO NOT DO IT ANYMORE!!!!!
Just hit the edit box and delete the content of your message without deleting the whole thing...
I'm not saying that anyone has been cheating, but if you delete posts, there is no way for us to tell, so we have to assume that you are.
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Posted: Thu Jan 31, 2008 11:58 am
ok so, i'd like to take a second here to talk about te uselessess of the item "force field".
This 2E item sets your life layer to 10 after using one of its three charges.
now How is this anybetter then the life charm that gives you +2 life?
It can't be healed since its a life layer, and it has charges, so it's effictive use is pretty much nothing.
Perhaps that is why no one has selected it as there choice in the Santa event.
Suggested (whatever the oppiste of nerfing is.)
Force Field: E2, (c 3/3) Use a charge to set your temperary Life Layer to 15.
or
Force Field: E1, (c 3/3) Use a charge to set your temperary Life Layer to 10.
What do all of you think about this?
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