Durability Orbs

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TheMainVein

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May 21, 2014
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Right, I have this idea.
I know Sam doesn't like Orbs and I can understand why.

But HardTorches are a joke quite frankly, they're not hunt worthy (even though you'd make a LOT more money if you made them dura20 on the gameshop, even if you put 5/5s in drop files and 20/20 in game shop it'd be vn1 worth buying), so I've come up with a little idea for DurabilityOrbs.

Why Orbs you say and not gems?
I'll get to that.

CraftStone is 20k, make another version of CraftStone and call it MastersStone or OrbStone or anything like that, it doesn't really matter what it's name is as long as you make it worth 1,000,000 (total gold sink as you're not gonna smash you kit).

Make the craft rate a 100% chance or 90% minimum to stop people being dettered from making the things, cause 1,000,000 is a lot of gold tbf.
The Orb will still either give 1-3 Durability or it won't do anything at all.

This is turn makes having good kit worth while, cause for me a lot of the time I don't wanna gem kit cause I play a melee class and it'll just run outta dura and eventually be utter crap.

DurabilityOrb materials:
1x HealthRune
1x ManaRune
1x P15 PlatinumOre
1x P15 GoldOre
1x OrbStone

DurabilityOrb chance of crafting success:
100% - Only achieveable with 5x AdamantineOre.
(I've not done the maths, but make it so it's like that or something)

DurabilityOrb statistics
20% Chance of +3
25% Chance of +2
40% Chance of +1
15% Chance of nothing happening.

The reason I'd rather say Orb then Gem is because people aren't gonna get +4/5/6 kit and then risk shattering the thing for the sake of 1 Durability.
Orb would make the gold sink viable and if the item is worth keeping then DurabilityOrb would be a sound investment whilst also taking money out of the game.

Please offer you suggestions, I think this would be a huge improvement to the game personally.

I don't know the maths behind everything and all that I leave that to the very capable GMs but I think this is would a spot on addition.
 
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HarryH

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Cheap price of gold and how often hard torches drop I can't see many coming from the game store. I'd just say make the GS ones dura 20 and give them the larger light area, increase their price accordingly.
 

noisound

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Agree something needs to be done, as a melee class its horrible forever having to make spare kits or using levelling kit and nerfing myself just so I can save duras on my DC kit, Basically making DC kit to let it rot in store its abit pointless lol. Something needs to be done, either improved hard torch duras or this nice idea with durability orbs. Kills ingame cash which makes it more valuable and helps the dura kill for melee.
 

Clintus2

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1000,0000 too expensive tbh 250,000 would be better when you consider how much the Plat and gold is worth.

Otherwise, fantastic idea!
 

terriblen

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The idea is to stop people making a ++++on everything kit and be able to use it all the time making everything easy.
Hard torches aren't a good idea anyway because they make everything stagnate. Get your overpowered kit made then keep it forever.

I agree that dura loss is very hard on the melee here and would suggest maybe a special repair for accessories token dropping. Might help a bit. Others have mentioned there are 3 classes competing for dc items so maybe proportionally more of them in the drops might help.

The new drop files have been ingame for a few weeks now and it does look as though more of the dc items are around as replacements
 

Dante83

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It's an interesting one the dura orbs I personally don't like H Torches, I think they damage the economy. Also if people really don't like doing there dura in don't make a melee class. I have been a warrior since Euro and I continue to like being a warrior so I know its going to hit my dura hard but I just deal with it cause thats what happens when your a melee class. Also I think 1,000,000 is about right if dura orbs come in to the game 250,000 far too cheap people will be adding stupid amounts of dura to there items for that price.
 

mattimean

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Jun 7, 2012
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if hardtorches are made dura 20 say bye bye to the market as no1 will need to buy new kit as the hardtorches will keep dura full!!! leave them as they are, there is nowt wrong with them
 

HarryH

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You would increase their price.. So instead of 100k per dura 5 it would be 500k for a dura 20 or so
 

ILovePie:D

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Do people not realise that in using the hard torches all the time, you probably pay more over time than what a second DC+ kit would cost?

I'd welcome dura orbs, even if they were at a high price, or didn't drop occasionally.
 

HarryH

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I only use hard torches for massive dura loss areas, for example running to bosses, BDD etc. Only place they should be used really for what they cost
 

Jacko

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Actually i think this is unjustified. wanna know why? You chose to go melee when you started playing and thus have to life with the downs they have stop trying to make melee the strongest thing on the server people warriors already have a massive hp pool sins already have 7luck weapons.
 

ILovePie:D

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Actually i think this is unjustified. wanna know why? You chose to go melee when you started playing and thus have to life with the downs they have stop trying to make melee the strongest thing on the server people warriors already have a massive hp pool sins already have 7luck weapons.

There's a luck 7 fate sword too, which warriors, taos and wizards can use. Buy it off him :) or make your own.
 

HarryH

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worth doing with a blood stealer?

Worth doing on a refined mange staff, anything with 4 DC difference between base and top end or less. IMO the stats on the weapon make very little difference, it's just the luck.

---------- Post Merged at 01:58 PM ---------- Previous Post was at 01:43 PM ----------

A luck 3/4 lvl 43 has more DPS than a L7 fate for sins anyway. Whereas with a wizard or Tao, the kit provides a much larger fraction of the offensive stats, so a luck 7 weapon will always be better. I'm not 100% sure about which spells are or aren't affected but I believe all single target offensive spells are for taoists and wizzies.
 

Jacko

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Worth doing on a refined mange staff, anything with 4 DC difference between base and top end or less. IMO the stats on the weapon make very little difference, it's just the luck.

---------- Post Merged at 01:58 PM ---------- Previous Post was at 01:43 PM ----------

A luck 3/4 lvl 43 has more DPS than a L7 fate for sins anyway. Whereas with a wizard or Tao, the kit provides a much larger fraction of the offensive stats, so a luck 7 weapon will always be better. I'm not 100% sure about which spells are or aren't affected but I believe all single target offensive spells are for taoists and wizzies.

wondering why there aren't any luck 7 tao's running around though?
poisoncloud deals so much dmg with luck 7
 

HarryH

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There is a luck 7 Tao, big star :) he just doesn't have PC. Im working on a luck 7 fate on my alt
 

bayya

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Luck system on here needs overhauling.
They knew this after Acem2 and here we are again.
 

The NightAngel

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I use hardtorches for everything.
I will never replace some of the items i have.
God bless the people that sell hardtorches to essentials.

I just do a couple of bene runs in shlt kit every 2-3 bene is 4-6 torches plus you get one on the way sometimes.