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Author Topic: Assassin Quest  (Read 97591 times)
Padme
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« Reply #135 on: December 29, 2010, 04:33:07 am »

Considering dropping difficulty from 4.0 boss down to a T2 boss.

Also double hp per rank starting at 500, then 1000, 2000, 4,000 etc so do the math would make more worth.

Don't forget. No rots + group all gets the item + 1 item on corpse.

Sorry, i dont want to misunderstood again, but actually its :

Lvl 1 500
Lvl 2 800
Lvl 3 1500
Lvl 4 2600
Lvl 5 4700

and you say now its 500, 1000, 2000, 4000 etc do you mean you are going to change the stats of the item ?
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Kreemo
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« Reply #136 on: December 29, 2010, 04:51:31 am »

Changing it to a t2 boss level would be great news!
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Mechules
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« Reply #137 on: December 29, 2010, 09:48:09 am »

So Hunter, you're going to change the max hp at rank 10 to be 256k hp?

O.O

That'd be some crazy survivability.
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ricorez
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« Reply #138 on: December 29, 2010, 10:57:53 am »

I do not know much about the coding and everything but is there anyway to make these spawn from an NPC tht you hail and then select what Rank you are on.  Similar to LDON teleporter where you pick the level.  And have it set up that each rank of the mob is harder and harder and that way a group that can handle t2 can only go up to say rank 4 or 5 of the item.  Make it the same where you need 2 of the lower rank to make the item so rank 1 + rank 1= rank 2.  This wouldnt trivialize it and it would be much more of a status thing if you or your guild are able to take down the rank 7 mob or what ever.

Just a thought.
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Hunter
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« Reply #139 on: December 29, 2010, 10:58:56 am »

Ok, I just got home and modified the Guard_Gollus in freportw which reduced HP by 1/3, and the damage should now be same as Kronos (T2 BP Boss).

This new stats on Guard_Gollus should be in effect now.

Its being designed for mid game group, not solo, and everyone gets reward.

Let me know how it works out now.

I'll probably up the HP on the reward items soon too to make it more worth it.

List of possible new HP values I might make them:

1 - 500 HP
2 - 1,000 HP
3 - 2,000 HP
4 - 4,000 HP
5 - 8,000 HP
6 - 16,000 HP
7 - 32,000 HP
8 - 64,000 HP
9 - 128,000 HP
10 - 256,000 HP

But I'm thinking a 256,000 HP item might be over powered so I'd have to make possible this:

1 - 250 HP
2 - 500 HP
3 - 1,000 HP
4 - 2,000 HP
5 - 4,000 HP
6 - 8,000 HP
7 - 16,000 HP
8 - 32,000 HP
9 - 64,000 HP
10 - 128,000 HP



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« Reply #140 on: December 29, 2010, 11:02:08 am »

I do not know much about the coding and everything but is there anyway to make these spawn from an NPC tht you hail and then select what Rank you are on.  Similar to LDON teleporter where you pick the level.  And have it set up that each rank of the mob is harder and harder and that way a group that can handle t2 can only go up to say rank 4 or 5 of the item.  Make it the same where you need 2 of the lower rank to make the item so rank 1 + rank 1= rank 2.  This wouldnt trivialize it and it would be much more of a status thing if you or your guild are able to take down the rank 7 mob or what ever.

Just a thought.

Good idea. I could make a quest line like that, hail the NPC and based on your gear, hp, flag, etc or whatever level mob you want, you can get a token with some HP (maybe food) or whatever wearable item slot not used much, as a status symbol for how hard of a boss your guild could take down, up to crazy stats like a level/rank 15 boss that had 250,000,000 HP and hits for 250,000 damage per swing, etc. The reward wouldn't be super high hp item though as its not really a grind, more of a test your strength.

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« Reply #141 on: December 29, 2010, 11:39:33 am »

Since you're still formulating your ideas let me put mine in. I will try to be brief.

Mine is simular to Ricorez. There would be the 10 initial mobs that stand there. You fight one of them and get their component just as you do now. At the end, if you have all 10 bosses lvl 1 components you can combine them into the lvl 1 range item. However you can also hand the corresponding item back into the boss for him to despawn and respawn into the next lvl boss. Fight and kill him for his lvl 2 component. Again, you can combine all 10 lvl 2 components and make the lvl 2 range item. Or you can go for lvl 3. It would continue on like that, but each time you risk losing your item. This way you can scale it up and make it harder to obtain instead of longer to obtain. The shortest distance to the end would obviously be 100 fights but could potentially be much more. If unengaged the mob despawns in 10 minutes.
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Padme
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« Reply #142 on: December 29, 2010, 11:43:28 am »

Ok, I just got home and modified the Guard_Gollus in freportw which reduced HP by 1/3, and the damage should now be same as Kronos (T2 BP Boss).

This new stats on Guard_Gollus should be in effect now.

Its being designed for mid game group, not solo, and everyone gets reward.

Let me know how it works out now.

I'll probably up the HP on the reward items soon too to make it more worth it.

List of possible new HP values I might make them:

1 - 500 HP
2 - 1,000 HP
3 - 2,000 HP
4 - 4,000 HP
5 - 8,000 HP
6 - 16,000 HP
7 - 32,000 HP
8 - 64,000 HP
9 - 128,000 HP
10 - 256,000 HP

But I'm thinking a 256,000 HP item might be over powered so I'd have to make possible this:

1 - 250 HP
2 - 500 HP
3 - 1,000 HP
4 - 2,000 HP
5 - 4,000 HP
6 - 8,000 HP
7 - 16,000 HP
8 - 32,000 HP
9 - 64,000 HP
10 - 128,000 HP





Well 256 k HP is a lot, but maybe that much HP will make some crazy player (someone totally masochist) want to get this monster, uber, crazy, silly, ultimate lvl 10 , but honestly i m really not sure more than 1 player will have this item in the next year, i hope i will be here at the end of 2011 to verify what i say Wink i think i can bet on this fact and will win Smiley

I m going to test the new freporte guard and let you know.

Since you're still formulating your ideas let me put mine in. I will try to be brief.

Mine is simular to Ricorez. There would be the 10 initial mobs that stand there. You fight one of them and get their component just as you do now. At the end, if you have all 10 bosses lvl 1 components you can combine them into the lvl 1 range item. However you can also hand the corresponding item back into the boss for him to despawn and respawn into the next lvl boss. Fight and kill him for his lvl 2 component. Again, you can combine all 10 lvl 2 components and make the lvl 2 range item. Or you can go for lvl 3. It would continue on like that, but each time you risk losing your item. This way you can scale it up and make it harder to obtain instead of longer to obtain. The shortest distance to the end would obviously be 100 fights but could potentially be much more. If unengaged the mob despawns in 10 minutes.

Despawn on 10 minutes is really too short, have to make it at least 1 hour, like in airplane
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Xiggie | Stone
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« Reply #143 on: December 29, 2010, 12:01:23 pm »

Reason I saw despawn within 10 minutes if not engaged is so you can't just happen upon a mob that is lvl 3 and just skip the previous. The fight can be sold, but hardly able to just happen upon it.
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Smoka
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« Reply #144 on: December 29, 2010, 12:20:28 pm »

Reason I saw despawn within 10 minutes if not engaged is so you can't just happen upon a mob that is lvl 3 and just skip the previous. The fight can be sold, but hardly able to just happen upon it.

Or, could just make it as an instance only event.
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Xiggie | Stone
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« Reply #145 on: December 29, 2010, 12:57:50 pm »

Reason I saw despawn within 10 minutes if not engaged is so you can't just happen upon a mob that is lvl 3 and just skip the previous. The fight can be sold, but hardly able to just happen upon it.

Or, could just make it as an instance only event.

Making the mob so that he ports you to an instance when you hand him the component would be premo.
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Padme
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« Reply #146 on: December 29, 2010, 01:19:16 pm »

Ok, i killed him, he hit like Hunter said, like Kronos, his best hit are around 19.5k, so a T2 group can do it without any problem.
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Gnaughty
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« Reply #147 on: December 29, 2010, 01:22:11 pm »

Awesome so what would I have to kill to get say rank 2 ,which is all I most likely will be sucked into the grind.  you never know though I have a weakness for high HP items.
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Poop
Padme
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« Reply #148 on: December 29, 2010, 01:48:21 pm »

Actually, to get lvl 2 you need to do 2 run, so kill all the 10 boss, combine, get the level 1, kill them again, combine, you get another lvl 1, combine both lvl 1 and you get lvl 2 Wink
But only the freporte guard will give you 1 item for all the group + 1 in corpse, all other actually drop only 1, have to wait for the change Smiley
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Xiggie | Stone
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« Reply #149 on: December 29, 2010, 03:03:53 pm »

With my idea, if you wanted a lvl 2 range item, you would need to kill each of the bosses once. After the boss respawns you would turn in the corresponding component to spawn the lvl 2 boss. To be clear lets use the freeport boss as an example. Initially you would fight the freeport boss as he stand and he will drop the lvl 1 component. After an hour when he respawns you would give him the component you got from killing him. He would then, either respawn as the lvl 2 boss or he would port you an instance where the lvl 2 boss is. The level 2 boss would drop a lvl 2 component. If you do this to each boss and then combine the lvl 2 components you would end up with the lvl 2 range item. Total 20 kills. The risk is, if you fail at killing him, you lose whatever component you turned in. So it could be done in 100 kills, but you could also get wiped on boss 6 and have to start all the way over on that component part.
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