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Re: Shadow Juggernaut's Set

Posted: Thu Jun 04, 2020 10:59 am
by Antison
Grim Reaper wrote: Thu Jun 04, 2020 9:17 am
Tomcat wrote: Thu Jun 04, 2020 12:10 am See how the feline set works and try to emulate that.
Again, what i am trying to have implemented are sets themselves as actual sets. Talking of feline, i was thinking for going unarmed next game. Mind directing to post where i can see felines and robes stats and where i can obtain it or provind information instead?
"Unarmed, are you doing it" thread may have the stats. I don't have time right now to gather the stats and add them here right now.
Grim Reaper wrote: Thu Jun 04, 2020 9:17 am On the side note.. I am greatful to all feedback on this post, but it makes me wonder, why this post and not any of other 2 posts about sets i have posted about? I would love to get feedback there as well.
Pretty much because our opinion on this one matches our thoughts on the other ones.

Re: Shadow Juggernaut's Set

Posted: Thu Jun 04, 2020 12:04 pm
by Grim Reaper
Antison wrote: Thu Jun 04, 2020 10:59 am "Unarmed, are you doing it" thread may have the stats. I don't have time right now to gather the stats and add them here right now.
No problem, i can wait (;
I have browsed it some time ago, sadly i did not see any of informations i would like to know..
Antison wrote: Thu Jun 04, 2020 10:59 am Pretty much because our opinion on this one matches our thoughts on the other ones.
Makes sense, i do hope its positive opinion overall (;

Re: Shadow Juggernaut's Set

Posted: Thu Jun 04, 2020 12:47 pm
by Tomcat
The overall thing about your sets ideas is that the game currently cannot count the pieces of a set in use, so there can be no bonuses for completing the set. The only way we currently have to encourage the player to equip multiple pieces of a set is for each piece to give the same unstackable negative actor condition and then give cumulative bonuses to each piece so that at some point the advantages outweigh the disadvantage.

Currently there are only the two-piece Feline set, which only works well with both (though I would love to add more pieces someday) and the Blackwater set, which has a number of pieces that people tend to mix and match.

If the devs someday wind up deciding to implement sets the way you want, then you do have some interesting ideas, though in some cases the details may need to be adjusted to work better with the game engine. One detail in particular is the set that heavily modifies AP - AP is a very delicate balance and not all combinations can work without falling into useless on one side or overpowered on the other.

I'm glad you're thinking about ways to further develop the game! Can you think of a way to implement some of these ideas within the current form of the game engine?

Re: Shadow Juggernaut's Set

Posted: Thu Jun 04, 2020 1:13 pm
by Grim Reaper
Yea, AP is very delicate matter, thats why its best to stack all those bonuses to 2 handed weapon itself, if effect would come to existance at all. Well i could do something like that, for all 3 sets, it would be pain in the ass, and sets would have to be even weaker piece by piece... but its doable. I will work on it within 7 hours, you will have it editted in main post.. also check Quests for A.T. forum, i have proposed a change with only quest i had moral issues with.

Even if you do not implent sets this way, i would love if you guys make "Set" type items such as blackwater and feline instead of "Extraordinery" or whatever else

Re: Shadow Juggernaut's Set

Posted: Thu Jun 04, 2020 2:03 pm
by Grim Reaper
DEBUFF VERSION:

Shadow Juggernaut's Massive SledgeHammer
Set
Category: Mace

When equipped
‎‏‏‎ ‏‏‎ ‎‎Attack Cost: 19 AP
‎‏‏‎ ‎‏‏‎ ‎Attack Chance: 100
‎‏‏‎ ‎‏‏‎ ‎Attack Damage: 20-40
‎‏‏‎ ‎‏‏‎ ‎Damage Modifier: 200%
‎‏‏‎ ‎‏‏‎ DR: 2
‎‏‏‎ ‎‏‏‎ Juggernaut's Massivity [Sets Block Chance to 0, AP: -3, DR: -3, -5 HP per hit, Unstackable]]
‎‏‏‎ ‎‏‏‎ Juggernaut's Armor [Critical Hits do 20% less damage]]
When hitting target
‎‏‏‎ ‎‏‏‎ ‎On target
‎‏‏‎ ‎‏‏‎ ‎‎‏‏‎ ‎‏‏‎ 50% chance of Dazed(3 rounds)
‎‏‏‎ ‎‏‏‎ ‎‎‏‏‎ ‎‏‏‎ 50% chance of Stunned(2 rounds)
‎‏‏‎ ‎‏‏‎ ‎On source
‎‏‏‎ ‎‏‏‎ ‎‎‏‏‎ ‎‏‏‎ 5 HP per hit
‎‏‏‎ ‎‏‏‎ ‎‎‏‏‎ ‎‏‏‎ ‎100% chance of Debuff(1 round) [Clears all positive effects]]
‎‏‏‎ ‎‏‏‎ ‎‎‏‏‎ ‎‏‏‎ ‎40% chance of Cleansef(1 round) [Clears all negative effects]]
When hit by attacker
‎‏‏‎ ‎‏‏‎ ‎On source
‎‏‏‎ ‎‏‏‎ ‎‎‏‏‎ ‎‏‏‎ ‎66% chance of Juggernaut's Rage 1(10 rounds) [Increases AP by 2 points, Cannot change weapon while this effect is active, Unstackable]]
‎‏‏‎ ‎‏‏‎ ‎‎‏‏‎ ‎‏‏‎ 66% chance of Juggernaut's Rage 2(10 rounds) [Increases AP by 2 points, Cannot change weapon while this effect is active, Unstackable]]
‎‏‏‎ ‎‏‏‎ ‎‎‏‏‎ ‎‏‏‎ ‎66% chance of Juggernaut's Rage 3(10 rounds) [Increases AP by 2 points, Cannot change weapon while this effect is active, Unstackable]]
‎‏‏‎ ‎‏‏‎ ‎‎‏‏‎ ‎‏‏‎ 66% chance of Juggernaut's Rage 4(10 rounds) [Increases AP by 2 points, Cannot change weapon while this effect is active, Unstackable]]

Shadow Juggernaut's FullPlate Cuirass
Set
Category: Armor (heavy)

When equipped
‎‏‏‎ ‏‏‎ Increases attack cost by 3 AP
‎‏‏‎ ‏‏‎ Increases move cost by 4 AP
‎‏‏‎ ‏‏‎ ‎‎‎Attack Chance: -20
‎‏‏‎ ‎‏‏‎ DR: 5
‎‏‏‎ ‎‏‏‎ Max HP: 10
‎‏‏‎ ‎‏‏‎ Juggernaut's Massivity [Sets Block Chance to 0, AP: -3, DR: -3, -5 HP per hit, Unstackable]]
‎‏‏‎ ‎‏‏‎ Juggernaut's Armor [Critical Hits do 20% less damage]]
When hitting target
‎‏‏‎ ‎‏‏‎ On source
‎‏‏‎ ‎‏‏‎ ‎‎‏‏‎ ‎‏‏‎ 4 HP per hit
When hit by attacker
‎‏‏‎ ‎‏‏‎ ‎On target
‎‏‏‎ ‎‏‏‎ ‎‎‏‏‎ ‎‏‏‎ ‎20% chance of Juggernaut's Density(2 round) [Same as Minor Fatigue]]
‎‏‏‎ ‎‏‏‎ ‎On source
‎‏‏‎ ‎‏‏‎ ‎‎‏‏‎ ‎‏‏‎ 20% chance of Juggernaut's Wall(2 rounds) [DR +4]]

Shadow Juggernaut's FullPlate Helmet
Set
Category: Headwear, metal (heavy)

When equipped
‎‏‏‎ ‎‏‏‎ AP: 1
‎‏‏‎ ‏‏‎ ‎‎‎Attack Chance: -10
‎‏‏‎ ‎‏‏‎ DR: 2
‎‏‏‎ ‎‏‏‎ Max HP: 10
‎‏‏‎ ‎‏‏‎ Juggernaut's Massivity [Sets Block Chance to 0, AP: -3, DR: -3, -5 HP per hit, Unstackable]]
‎‏‏‎ ‎‏‏‎ Juggernaut's Armor [Critical Hits do 20% less damage]]
When hitting target
‎‏‏‎ ‎‏‏‎ On source
‎‏‏‎ ‎‏‏‎ ‎‎‏‏‎ ‎‏‏‎ 2 HP per hit

Shadow Juggernaut's FullPlate Boots
Set
Category: Footwearr, metal (heavy)

When equipped
‎‏‏‎ ‎‏‏‎ AP: 1
‎‏‏‎ ‏‏‎ ‎‎‎Attack Chance: -10
‎‏‏‎ ‎‏‏‎ DR: 2
‎‏‏‎ ‎‏‏‎ Max HP: 10
‎‏‏‎ ‎‏‏‎ Juggernaut's Massivity [Sets Block Chance to 0, AP: -3, DR: -3, -5 HP per hit, Unstackable]]
‎‏‏‎ ‎‏‏‎ Juggernaut's Armor [Critical Hits do 20% less damage]]
When hitting target
‎‏‏‎ ‎‏‏‎ On source
‎‏‏‎ ‎‏‏‎ ‎‎‏‏‎ ‎‏‏‎ 2 HP per hit

Shadow Juggernaut's FullPlate Gauntlets
Set
Category: Gloves, metal (heavy)

When equipped
‎‏‏‎ ‎‏‏‎ AP: 1
‎‏‏‎ ‏‏‎ ‎‎‎‎‎Attack Chance: -10
‎‏‏‎ ‎‏‏‎ DR: 2
‎‏‏‎ ‎‏‏‎ Max HP: 10
‎‏‏‎ ‎‏‏‎ Juggernaut's Massivity [Sets Block Chance to 0, AP: -3, DR: -3, -5 HP per hit, Unstackable]]
‎‏‏‎ ‎‏‏‎ Juggernaut's Armor [Critical Hits do 20% less damage]]
When hitting target
‎‏‏‎ ‎‏‏‎ On source
‎‏‏‎ ‎‏‏‎ ‎‎‏‏‎ ‎‏‏‎ 2 HP per hit

Re: Shadow Juggernaut's Set

Posted: Thu Jun 04, 2020 2:54 pm
by Antison
I don't know how many times I have to say this, but I'm going to say it again. When the monster attacks you, how do we calculate whether or not the ‎Juggernaut's Rage actor condition is applied when you have it 4 times on one item ranging from 60 to 90%?

Also, you have this condition applied when the attacker hits you. So this implies that it is in your best interest to actually get hit instead of blocking. This is very odd to say the least.

Re: Shadow Juggernaut's Set

Posted: Thu Jun 04, 2020 4:13 pm
by Grim Reaper
Antison wrote: Thu Jun 04, 2020 2:54 pm I don't know how many times I have to say this, but I'm going to say it again. When the monster attacks you, how do we calculate whether or not the ‎Juggernaut's Rage actor condition is applied when you have it 4 times on one item ranging from 60 to 90%?
I am not exactly sure what is the problem.. i have never played a build with stackable attribute besides dual RoL before so i guess that explains it.. well you can make 4 different effects with same name, and make each unstackable? Is it that you cannot activate same effect more than once per proc or is it that you have issue knowing how many effects activated so you cannot stack them? Could you please elaborate on whats the issue?
Antison wrote: Thu Jun 04, 2020 2:54 pm Also, you have this condition applied when the attacker hits you. So this implies that it is in your best interest to actually get hit instead of blocking. This is very odd to say the least.
Indeed, this is made badly, i did not think of that. But heres a hotfix. Instead of having it activating on every hit you suffer, it should activate on end of every enemy round during combat. (I am not sure how game is coded, but you should be cautious that theres no way to gain AP boosts during running away nor passage of time and that once you perform your last attack(enemy dies) you are left with no AP boosts)

Re: Shadow Juggernaut's Set

Posted: Thu Jun 04, 2020 4:53 pm
by Antison
Grim Reaper wrote: Thu Jun 04, 2020 4:13 pm
Antison wrote: Thu Jun 04, 2020 2:54 pm Also, you have this condition applied when the attacker hits you. So this implies that it is in your best interest to actually get hit instead of blocking. This is very odd to say the least.
Indeed, this is made badly, i did not think of that. But heres a hotfix. Instead of having it activating on every hit you suffer, it should activate on end of every enemy round during combat. (I am not sure how game is coded, but you should be cautious that theres no way to gain AP boosts during running away nor passage of time and that once you perform your last attack(enemy dies) you are left with no AP boosts)
Simply make it apply on a successful block.

Re: Shadow Juggernaut's Set

Posted: Thu Jun 04, 2020 5:38 pm
by Grim Reaper
Antison wrote: Thu Jun 04, 2020 4:53 pm Simply make it apply on a successful block.
There would be a similar issue with that kind of proc... if you are facing an enemy with 10 AP and attack cost of 2 AP, you would constantly be full, even if you didnt elocate skill points not even closly correct.

Re: Shadow Juggernaut's Set

Posted: Fri Jun 05, 2020 1:26 am
by rijackson741
Grim Reaper wrote: Thu Jun 04, 2020 4:13 pm
Antison wrote: Thu Jun 04, 2020 2:54 pm I don't know how many times I have to say this, but I'm going to say it again. When the monster attacks you, how do we calculate whether or not the ‎Juggernaut's Rage actor condition is applied when you have it 4 times on one item ranging from 60 to 90%?
I am not exactly sure what is the problem.. i have never played a build with stackable attribute besides dual RoL before so i guess that explains it.. well you can make 4 different effects with same name, and make each unstackable? Is it that you cannot activate same effect more than once per proc or is it that you have issue knowing how many effects activated so you cannot stack them? Could you please elaborate on whats the issue?
This would work. You just get the effect at more than one level. Calculating the probabilities of getting 1, 2, 3 etc levels is mildly tricky, but only mildly.
Grim Reaper wrote: Thu Jun 04, 2020 4:13 pm
Antison wrote: Thu Jun 04, 2020 2:54 pm Also, you have this condition applied when the attacker hits you. So this implies that it is in your best interest to actually get hit instead of blocking. This is very odd to say the least.
Indeed, this is made badly, i did not think of that. But heres a hotfix. Instead of having it activating on every hit you suffer, it should activate on end of every enemy round during combat. (I am not sure how game is coded, but you should be cautious that theres no way to gain AP boosts during running away nor passage of time and that once you perform your last attack(enemy dies) you are left with no AP boosts)
We can make an item give an actor condition on every hit received. We have learned that messing with AP is fraught with pitfalls though, so we are reluctant to do it. And the more complex the messing, the more reluctant we are.