Increasing defensive stats in preparation for new content.

Razarus

Sour Sally
Veteran
Dec 6, 2013
1,470
19
100
The staff have said that the higher stats on 50 weapons are in anticipation for the difficulty of new content that is on its way (TBC)

Increasing damage output should go hand in hand with reducing damage received.

It would be simple enough to just add new items but i think there is a smarter more interesting fix.
just a suggestion of course.

Crafting.
collect 100 of "Reinforced Steel" drop rates decent.
Head over to the crafter.
+1 AC or AMC onto specific** items (max +3 of each does not stack ontop of any current +ac/amc) 100% chance to apply.

Everyone gets to keep their current kit but improve it defensively for the new content.

**Helms, Armours, Bracers, Belts, Boots
= +18 ac +18 amc after collecting 3600 "reinforced steel"

Make reinforced steel a quest item, cant drop, sell trade etc etc


This will make ac and amc gems less desirable (if that's even possible) but would allow a nice feeling of steady progression as you upgrade your kit that you would not risk such things on.
For example a divine helmet would very very rarely be risked to upgrade with ac/amc but this way would allow that item to build with you as you are leveling/hunting.
 
Last edited:

Adv

LOMCN Veteran
Veteran
Feb 13, 2014
1,553
34
110
I think a diversity in kit choice should be applied in this instance.

Atm (although i dont play so correct me if im wrong) you have 1 kit that you aspire to..... The highest level possible. The only variance is sins using Evasion Bracelets and warriors using Smash set?

Items like;

MagicDefenseGlove
AC1-1 AMC2-5 (Possibly add SC/DC/MC in a small amount, talking 1-0 or 0-1)

ProtectRing
AC5-5 AMC4-4

Im no expert in item statting but you get the idea.

Iv never liked servers that have a "Get this item, then this item, then this item" and so on to improve. Players should aspire to have a selection of kits dependant on what theyre hunting or doing.

On a server the majority of us previously played, players would swap kits as a tactic in big fights. Every guild has its "danger players" that you focus first. We would sometimes switch that person into full defensive kits and give other, not so focused players their uber offense kits. Enemy would target the dangerman and he would be able to tank, while the "dark horse" with suped up kit is free to smash people. Obviously this is a surprise tactic and once kits are checked its void but still, had its fun :p
 

Razarus

Sour Sally
Veteran
Dec 6, 2013
1,470
19
100
Could even apply a crafting leveling system requiring less reinforced steel per 5 items reinforced. or along those lines.

Just think we need more defense without the loss of enjoyability.

Maybe just the reworked or craftable 50 armours will do the job, i just think this method would be more interesting and give players something to work towards with 100% improvement,
 

ziiid

Dedicated Member
Dedicated Member
Feb 18, 2013
519
1
79
What your proposing would nerf sins and taos most and archers to some degree and have the least effect on warriors and wizards further skewing the class balance. (those who hit more times for lower numbers take a harder hit than those who hit fewer times for higher numbers.)
 

Adv

LOMCN Veteran
Veteran
Feb 13, 2014
1,553
34
110
What your proposing would nerf sins and taos most and archers to some degree and have the least effect on warriors and wizards further skewing the class balance. (those who hit more times for lower numbers take a harder hit than those who hit fewer times for higher numbers.)

Your correct in a sense, as wizards would be able to get the same added AC as warriors.

But not sure how damage dealt relates to damage taken.
 

ziiid

Dedicated Member
Dedicated Member
Feb 18, 2013
519
1
79
1 X 400 damage magic hit vs a target with 60 amc = 340 magic damage done

6 X 67(402 total) damage physical hits vs a target with 60 ac = 42 physical damage done
 

Adv

LOMCN Veteran
Veteran
Feb 13, 2014
1,553
34
110
Yeah i get that, thats damage dealt. I thought what you wrote in brackets was raising an issue of possible damage dealt to subsequent damage taken? Im either mistaken/misreading or theres a new way damage modifiers are done lol.
 

Razarus

Sour Sally
Veteran
Dec 6, 2013
1,470
19
100
brainstorming, enhance the suggestion?

different ac/amc limits per item type?
This is also for content not just pvp though. ne "new" content is supposed to be a big step up without defensive stats boosts its going to be shockingly poor.
 

Babyhack

Devilsoul Owner
VIP
Feb 4, 2004
5,343
28
285
Dublin, Ireland
Stuff like this is the kind of thing I and I am sure the rest of the team would love to ad to Mir

It might just be me but Mir is a little flat when it comes to kit and stats ( I loved the Mir 3 system, and its in a lot of other games) when monsters had elements
ie if you where fighting a fire monster it would be weak to water.

I would love to move Mir on from what it is now and have a player have a range of kits, ie if going to ice cave you wear a fire kit

There is alot of other thing from other game to can be added to Mir

BH
 

ziiid

Dedicated Member
Dedicated Member
Feb 18, 2013
519
1
79
You need to make class specific items that allow you to balance the future of the game (same way that in general everyone has different weapons) or the five string set etc.

EG. item that increases magic shield effectiveness by x percent. or sins agil buff also now adds mr, Taos ac/amc buffs are now 3 times more effective on themselves. Prowall no also increases amc etc...

Items like OKR or Mir items (that change stats depending what class is wearing) is a good way to add new items that can be in themselves balanced.
 
Last edited:

Razarus

Sour Sally
Veteran
Dec 6, 2013
1,470
19
100
The scope is enormous for any mmorpg, I'm just thinking of small quick fixes that I don't think would take much to implement so that it doesn't need months of building and testing.

I'm not saying the suggestion is perfect and certainly has its flaws, perhaps just a base idea to build from.

The things I thought were quite important were.
Not losing any PvE damage.
Feel/See progression as you play (small goals)
Upgrading defensive stats without risk or the need/luck/rlcash to buy newly added and dropped items. e.g you make reinforced boundless ring, ac3 dc8. why not just allow players to make them? give that *working for your own shlt* feeling back into the game.

anyways food for thought.
 

ILovePie:D

Golden Oldie
Golden Oldie
Apr 22, 2003
2,260
15
225
Why not allow the AMC / AC gems to have double effect? Same for the runes.

So an AC gem or Rune would give +2AC. Still a chance to break items with gems, but gives people an option on their current kits.
 

Adv

LOMCN Veteran
Veteran
Feb 13, 2014
1,553
34
110
Just incase the idea of reinforced steel in drops gets the green light, have them stack, and be bundle'able. Make the single ones drop from mobs (In leveling areas say) and bundles drop from bosses but not often.

This way levelers and casual players get a steady trickle of them, and boss hunters get them every now and then but at a much slower rate.

I suggest this primarily as this contributes directly to the economy as casuals will be able to bundle and sell them, and the boss hunters (who are more often the richest players) will buy them when they win rolls on a few bundles and get close to a full build.
 

Shak

Dedicated Member
Dedicated Member
Sep 9, 2013
133
1
44
Add ADV system n watch the wizzies cry <3
 

Razarus

Sour Sally
Veteran
Dec 6, 2013
1,470
19
100
I would make the fragments account bound purposely to play the rich people out of their insta buy habbit.
I would also make a "reinforced" item no longer gemable. But fine to gem first then reinforce.
 

Jicaa

Pooslice
Golden Oldie
Jul 9, 2003
2,386
36
184
add elements, let players stack loads of fire defense and have wizard cry :)
 

ILovePie:D

Golden Oldie
Golden Oldie
Apr 22, 2003
2,260
15
225
I would make the fragments account bound purposely to play the rich people out of their insta buy habbit.
I would also make a "reinforced" item no longer gemable. But fine to gem first then reinforce.

These people pay people to level them to 60. I don't think they will have a problem farming materials.
 

Razarus

Sour Sally
Veteran
Dec 6, 2013
1,470
19
100
Pie, i dont mind people paying people to level or to farm because that character has done the time regardles of who is playing it.
Its the chars that appear in top end kit having never killed a boss that wind me up.
So forcing characters to actually play and earn this optional defensive stat boost would be my way of implementing it.

Another idea based off a previous suggestion of mine would be a rune every 25 protection runes in the slot become 1AC (max of +10 250runes) you would also drop runes from body like anything else.

I dont think im alone in thinking that defensive stats do not keep up with offensive stat/abilities.

Something needs to happen before every player can 1 shot every player. Feels like its heading that way.

---------- Post Merged at 11:07 PM ---------- Previous Post was at 11:05 PM ----------

Could also level restrict reinforcing items.
+1 lvl 40-
+2 41-50
+3 51-60

Saves having to make new items plsn them properly in drop files, enables every player access rather than just bossers. Very generic easy solution.
Hope it gets some consideration.
 

Adv

LOMCN Veteran
Veteran
Feb 13, 2014
1,553
34
110
Soul binding the items would make the items for no lifers though. Casual players would never get the items to make anything.


Edit: sorry didn't see this had a 2nd page