Possible solution for the 'Dark Armour issues'

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Guccci

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So, i was thinking about the armours after reading the other thread.. And decided that the fact wizards don't have the chance to get an hp buff is kinda wrong.

My idea, is that.. You open all of the armours to every class, and instead of the armours having + x amount of hp and mp, you turn that into a % increase.

For example:
Blue Armour has always had + 200 hp, you just simply change this stat to + 20% of your characters hp.
Green Armour 10% hp and 10% mp
Red armour 20% mp

Imo this makes it fair across every class, as they can all wear any of the armours. (Yes red is a bit **** because its only mp, but at least you would now have the chance to wear blue.)
 

Jicaa

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Only problem with % based increase is warrior gain a lot of HP per level, so warriors at level 50+ would gain lots of HP.

However this would work wonders if it was % based but also capped at a certain amount of hp so warrior don't gain too much wearing blue armour.
 

The NightAngel

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Another solution for the mp classes could be that the higher your mp the more potent your mp attacks.
So for example.
For every spell cast above your base MP deals 10% additional damage.
The calculations would need sorting of course but it would certainly give some use for those MP runes.
Your magic shield is 10% stronger your first 3 and then every 3rd t storm while mp regening is boosted.
Would need severe balancing and mp regen vs consumption calculations but its an alternative use for +mp if they refuse +hp for those classes.
 

Guccci

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I dont think you need to come up with any solutions for red dark armour... Its just the weakest of the 3 armours, and always has been.
 

Zed

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% based is fair enough, but I still prefer the armours to be locked to a class rather than any class can wear them.
 

Rollcage

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I dont think you need to come up with any solutions for red dark armour... Its just the weakest of the 3 armours, and always has been.

it wasnt weak when protection rings were available, and i beleive it was made with that specific item in mind because if you look at it stat wise, there really is no other reason for an increased mp pool.
 
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Guccci

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Mp recovery was good on euro servers, because it actually worked with your pots.. And the way pots worked were also different on there, your hp / mp did not regain so quickly when using pots, so was always useful when using ff / ts
 

Rollcage

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yeah, thats true, but i wasnt talking about the regen stat, just the increased mp pool
green dark armor has the same mp regen on it, so again, the armor is made redundant.
 

xXxX

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seems thehp regen stat is not working atm on here anyway
 

flamefield

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noob idea, how about add 20% hp on lvl45 wizz, less than 50 hp.
My advise is wizz should add more hp buff on , and warri should add less hp.
because wizz no way to kill any high lvl warri with bluedrakarmor on
 

Guccci

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noob idea, how about add 20% hp on lvl45 wizz, less than 50 hp.
My advise is wizz should add more hp buff on , and warri should add less hp.
because wizz no way to kill any high lvl warri with bluedrakarmor on

This is why my friend, i class you as a retard!
 

lancelot1

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This is why my friend, i class you as a retard!
And this, right here, is a prime example of why people think TKO as a whole are dickheads. Because the loudest ones who post the most on the forums really, really are.

Congrats(?)
 

jez

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change increased mp pool to somthing a lil more useful like.. 25% mp useage reduction.

each spell cast, costs 25% less mp.
 

Carribean

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And this, right here, is a prime example of why people think TKO as a whole are dickheads. Because the loudest ones who post the most on the forums really, really are.

Congrats(?)
ta pal means a lot to me and the rest of tko:lol

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