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Thread: Trilic's MP Wishlist

  1. #1

    Trilic's MP Wishlist

    Process for adding a Wish to the Wishlist.

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    Current MP Wishlist / Concerns (Latest prioritization poll)
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    I will try to keep this list as up-to-date as possible whenever we get new issues, concerns, and wishes. For more detail into some of the wishes and concerns, and to find out how to add a wish/concern, please refer to the MP Wishlist Index.

    1. Creation Nanos:
      All of Creation Weapons/shields really needs a revamp/update to them. And possibly a new Creation Line of Nanos for buffing. And to make it more wanted/needed at higher levels, when the MP becomes more reliant on weapon damage.

      Creations to improve pet performance:
      - Improve Attack pet. Eg. higher AR, more dmg.
      - Improve Heal pet. Eg. better heals, area heals.
      - Improved Mezz pet. Eg. higher AR, area mezz.
      - Improved root/snare/mezz/charm resistance for PvP.
      - Pet Init.
      - Pet heal delta.
      - Combo of above.
      The main purpose of these are to move the focus back on the pets and away from the MP. Should be like the NT cyberdeck, kind of, no fighting, only nano casting possble.
      If there are both right and left hand versions, it will be possible to make combos or double the effect on one pet.
      The most important part is the the gain on pet(s) is big enough to be better/equal to current setup with pets+normal weapons.
      General buffs from these for the MP could be:
      - Add.All.Def.
      - Nano dmg multiplier.
      - Nano init.

    2. [New][Updated] Have pets/nukes scale with nanoskill:
      Since pets and nukes are so rarely, if ever, updated or new added it would be nice if they scaled with the owners/casters nanoskills. This especially applies to top-end and level locked nanos. Just as weapons scale with AR up to some max beneficial skill, pets and nukes could do the same. Pets already get runspeed determined by the owner on cast and zoning, so no reason why their AR cant be determined by the owners nanoskills. This is kind of an alternative to perks which cause pet/nuke dmg to scale, and can be added along with the Creation nano suggestion above. Main idea, compared to eg. perks, is that it make it a valid option for MPs to go all nanoskills without weapon, and still be equal to, or even better above than, a similar MP who wields a weapon. After all MPs are in general a pet/nano profession.

      Attack Pets (but can also be applied to heal and mezz pet):
      - Top MP pet Rihwen has an effective nano "AR" of 2043 (SpaceTime 2040 at 50%, MaterialCreation 2045 at 50%) to cast. But even though that pet is relative new, it still does not get updated as players skills increase, like damage from weapons does plus there are no incentive to actually do anything to work hard on your nanoskills beyond level 120ish where you can cast all RK nanos. Rest of the nanos are level locked and easily cast at level by any MP, even atroxes. Eg. MPs can get close to something like 2700 in the main nanoskills, but absolutely no use for that. So if it had some MBN (max benficial nanoskill) and MBSF (max beneficial scale factor) you would get a better pet, damage-wise, if you had better nanoskill. Eg. with MBN of 2643 and MBSF of 0.3, you will see 5% more damage per 100 extra nano "AR" you had. Upto max 30% extra damage with 2643 "AR"
      - The other level locked SL pets could in the same way scale with your nano "AR", but should include MBL (max beneficial level). So the extra damage is spread out over the levels where the pet is used, to prevent you see all the extra damage even if you had more nano "AR" than MBN at eg. 212. Eg. Zhok, with effective nano "AR" of 1687 which you use from lvl 212 to 219, could have a MBL of 217 (5 levels above requirement), MBN of 1937 (250 more than requirement) and MBSF of 25% (has to be set so the damage output stays below the next nano in the line). So with these numbers you could gain upto 5% extra damage per level from 213 to 217, with enough nano "AR". And thereby not feel so gimpy when you get close to level 220, due to you have use the same pet forever (even tough it is only 7 levels).
      - Transcendent Enmity Personification and cacodemon (top RK pets) could scale similarly, but without the MBL, as they dont have level requirement on them. And with MBN and MBSF so they scale nicely up to the point where you get Biazu (first SL pet). (I Mention both as they should both scale as TEP does more damage than Cacodmeon, while Cacodemon has more HP).
      - Rest of the old RK pets can all just have MBN of what the base nano "AR" are for those nanos, and MBSF of 1. Meaning that they are same as today. No reason to scale those as they are not level limited.
      - [New]Same could apply to the pet's "Nano Resist", either scale with the MPs nanoskill or just get the MPs NR, just like they get the MPs runspeed multiplied by some factor (around 1.25 for runspeed).

      Nukes:
      - Top MP nukes Mind Quake/Glacial Lance are from release of AO, and MPs can easily get up to more than 3x the nanoskills than the requirements on them. So if they had some MBN and MBSF (no need to include level as they are not level locked) those two nukes will become much more useful than they are today at highest levels. Eg. Mind Quake has an effective nano "AR" of 782 (MaterialCreation 818 at 52%, PsychologicalModification 743 at 48%). And eg. have MBN of 2282 and MBSF of 2.5. You basicly have 50% extra damage for every 500 extra nano "AR" you have. Upto a max of 150% extra compare to the base.
      - The other nukes in the two lines can all just have MBN of what the base nano "AR" are for those nanos, and MBSF of 1. Meaning that they are same as today. No reason to scale those as they are not level limited.

      When/if new pets/nukes are added, nano lines are extended, the old top of the line nanos can have their MBN, MBSF and MBL adjusted to take into consideration the new added nanos.

    3. Nano line to change attack pet dmg type:
      Be able to change the default melee dmg type to something else. Probably all types except projectile (Chem, Energy, Poison, Rad, Fire,Cold). And let it scale, on how many can be used, from low lvl to lvl 220.

    4. Extension of Mezz pet line:
      With the addition of new attack and heal pets, it would be nice to also have a new SL Mezz pet at the top of the line.
      - More HP, Tumulten dies way to fast in the high lvl gameplay.
      - Longer duration of effect, so it would have less of a chance of breaking over time.
      - A long lasting mezz effect with a short casting time, could be used for either mezz a few mobs (kind of small area effect), or make sure that the one, maybe hard to mezz, mob stays mezzed.

      Other types of the mezz pets which can cast other nanos than mezzes, ment to be used on players, not mobs/opponents. Like:
      - Temp Special absorb shield
      - Temp Damage absorb shield
      - Temp Add.all.def buff
      This will give MPs alternatives to the mezz pet, especially in the high-end gameplay where the mezz pets have limited use in many situations.
      For more info click here.

    5. Direct damage nano line extensions:
      Extentions of the two direct damage nano lines we have (Mind and Cold lines).
      - Each line should probably extended with 2-3 nukes.
      - Prefereable just a nanoskill requirement, and no lvl req, so they scale in the future, and stay useful, just as the original nukes have done.
      - IF they have to have a lvl req on, make them available in between pets. Eg. lvl 150, 185, 198, 205, 215.

    6. SL Damage Debuff Lines:
      There needs to be a change to this line to make it more useful as a primary team contribution element. Debuffs need to improve overall survivability if they are to be made more useful. As they stand, they do not do this alone. There are issues with nearly every part of their design.
      For more info click here.

      Only the top ones are used, and only for extreme soloing, rest are never used for any purpose. Among other things the low ones simply take too long to cast compared to how fast the mobs go down.

    7. Nanoskills Debuffs:
      -Have 2 more 6-skill nanoskill debuffs. With lower NR than NSD, yet higher NR than Dominate line. Should also stack with each other (ex. like a -250 MC, and a -350 MC, having them both stack on each other and have -600 in total.
      -A new more powerful Nano Shutdown, because even Nano Shutdown is no longer guaranteed to acutally shut all nanoskills down to 0.
      - Have them cancel any MP nanoskill buff the target have running (instead of just buffing ppl who use Composite Infuses with a useless Mocham).
      - Area versions of it as well.

    8. Attack skill of Champion of Nanocombat perk specials:
      Change the Attack skill of the two AI Champion of nanocombat perk specials, Nano Feast and Bot Confinement, to MC. So it can be used by non-weapon users. After all it is a nanocombat line. If possible maybe to max of MC and AMS.

    9. Soothing Spirits perk change:
      Change of when we get Spirit of Blessing and Spirit of Purity. So we get team nanopoint heal at SS 2 (or even better at SS 1) and team heal at SS 4 instead. Early team nanopoint heal will be much more useful. We already get Genius 2 nanopoint heal at the same time we get SS 4.

      Also have to take in consideration that the nano heal kind of work as a nano over time, so doesnt matter it is small, while the heal is more used as first aid, and it is way to low for that purpose at low lvls (heals a much smaller % of max HP, than at high lvls). An option could be to double or triple the HP heal and increase the recharge.

    10. Pet Root/Snare Breakers:
      Our current pet snare/root breakers are the weakest of all pet classes, and yet we have 3 pets to free up. Without our pets in PvP or Mass PvP situations, we are rendered practically useless.
      -Have a AOE pet Root/Snare breaker.
      -Or have a 3 pets in 1 Root/Snare breaker.

    11. Extended timer on top SL/AI attack pets:
      Increase of the timer on the top SL/AI pets (just like mortificant has). Eg. make Zhok 1 hour and Rihwen 2 hour, can maybe include Ettu as well.

      This will help the ppl attending raids in like eq. Pande, as they kind of dont have time to stop up to cast a new attack pet, as the raid group is moving all the time, and you are not allowed to/cant fall behind.

      The pets are already lvl locked, so ppl will not be able to cast them earlier anyway, and since everybody can cast them at lvl req without getting a wrangle it will not change anything.

      Same could also be applied to new top mezz pets, if/when we get one/some.

    12. Revamp of Pet Window
      -Resizable window.
      -Target the pet is fighting/healing.
      -Pet timer (could be color coded HP bar or a nano in the Pet NCU as an alternative to a timer).
      -Pet terminate button.
      -Also Because of the new chat GUI having a right click menu couldent we just have all the pet commands on a dropdown menu like that instead of having them big buttons.
      -Nano bar for heal pet
      -Option for no buttons
      -Option for icons instead of names
      -Option for small style hp bars
      Original thread here.

    13. /pet guard <target>:
      Atm /pet guard only has the pet(s) guard the MP. But in some situations it will be far more usefull to be able to apply a <target>. Like at raids and in Pandemonium.

    14. Odin's Upgrade:
      A well needed upgrade to Odin's Missing Eye, but with added bonuses like: Nano Resist, Nano Programming, and QFT. Along with the regular bonuses Intel/Psy and Nanoskills, although the nanoskills would be adjusted, so not to add more than 40 to all nanoskills from the trickle down. It is felt by the majority of the MPs that we are laggin behind in the Intel/Psy department. For more info, Click here.

    15. Most MP nanos, buyable in SL gardens/sancts, should be moved down a playfield:
      At the current state, Most of the new SL MP nanos have to be bought by other players. Even though we acuire the skill to use them way before we have access to them. And even have the nanos drop in the same zone.

    16. Rihwen idle sound file:
      When Rihwen is idle it sounds like a farm with a sheep and a rooster from time to time (like every 30 sec).

    17. Anchor/Recall Nanos:
      Casting Times should be shortened...Note: any shortening should also be added to the Engi ones also.

    18. Garden Warp Nanos:
      - Casting time should be shortened.
      - Warps should land at the garden/sanctuary save point near the center. Alternatively, the warp could land by statue for easier movement between gardens/sanctuaries (currently the omni version does this, but the clan version does not).
      - Should be extended to all gardens and sanctuaries for it to keep its value since "Shadowlands Recall Beacon" has been added to the game. Preferebly it should be one nano covering all gardens/sanctuaries, and target depend on key equipped, just like the "Shadowlands Recall Beacon". Alternative 1 nano per zone, covering both garden and sanct, since we already have 3 nanos covering 3 zones.
    Last edited by Metaing; Jun 20th, 2006 at 03:47:23.

  2. #2
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    Index to MP WISHLIST Entries
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    Process for adding a Wish/Concern to the Wishlist.

    Current MP Concerns/Issues/Wishes
    MP Wishlist Suggestions in more detail.
    Last edited by Metaing; Jun 13th, 2005 at 16:47:42.

  3. #3
    (Numbers needs to be upgraded to todays damage budgets)
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    Extension to the Cold Line of Direct Damage Nanos

    This nano has been designed to extend the Cold line with a higher range of damage and slightly increased casting time. In addition we have included a small de-taunt for the PvM arena. MPs suffer considerably from excessive aggro caused by usage of:


    Desecration of Resolve: Target Taunt 9864
    Desecration of Will: Target Taunt 5144
    Curse of Chronos: NPCTaunt Target 5663
    Mind Quake: NPCTaunt Target 1491
    Wrath Abatement: NPCTaunt Target 982
    New Proposed Mind Nuke: 1082

    In addition, at higher levels MPs find it difficult to keep aggro focussed onto the "tank intended" demon line of pets. A small de-taunt factor included in the proposed Cold line nuke would enable us to better refocus aggro onto the tanking demon and away from ourselves.

    Shadowrift Glaciation

    Description: Impales the target with a bolt of cold riven from the rift between the meta-physical shadowrealm and our own that inflicts 753 -1418 points of cold-based damage. This metaphysical blast of cold also freezes the mind of the attacker, confusing them and reducing their hatred towards the meta-physicist slightly.

    QL: 185

    Nanocost: 699
    School: Combat
    Duration: 0s
    Attack time: 5.01s
    Recharge time: 2.10s
    Range: 20m

    Defense Skills: Nano Resist 85
    Attack skills: MC 52/ PM 48

    Requirements:
    Matter Creation >= 920
    Psycho Mod >= 850
    Level >= 180
    Profession == Meta-Physicist

    Effects:
    Hit Target Health Cold AC -950 .. -1800
    NPCTaunt Target -1750
    Last edited by Metaing; Feb 19th, 2005 at 05:04:33.

  4. #4
    (Numbers needs to be upgraded to todays damage budgets)
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    Extension to the Mind Line of Direct Damage Nanos

    Notum Wars has brought mass PvP to the fore in AO. With this, the MP's top of the line nuke is looking a little weak. While the Mind Quake nano is an excellent nuke which can deliver good damage over time in PvM (albeit at a high nanocost), its damage range often results in hits of around 300 in the PvP arena while top of the line nanos from comparable professions such as the Bureaucrats (Rule of One) can deliver considerably more damage.

    Mind Quake is reached by most MPs by around level 120. This leaves us using the same nuke from level 120 right through until level 220. Additionally, the MPs have green NanoC-Init skill but (given that pets are pathing and controllable) only really use this level of skill for Nano Shutdown.

    As a result, many MPs see the addition of a longer casting time, higher damage range nuke as being an excellent addition to the range at the top end of the scale.

    Proposed new Direct Damage Nano:


    Odin's Mental Vengeance

    QL195
    Requirements:

    Mat Cre: 1050
    Psych Mod: 980
    Level >= 195
    Profession: Meta-Physicist

    Nano cost: 720
    Attack: MC/PM
    duration: 15 seconds
    Attack speed: 5.89 seconds
    Recharge:3.99 seconds
    Range: 20 m

    Nanoresist: 100
    Attack Skills: MC 52, PM 48

    Effects:

    hit target health Energy ac -1500 .. -3100
    TauntNPC Target 1882
    Target Modify Sensory improvement -300
    Target Modify Matter metamorphosis -300
    Target Modify Biological metamorphosis -300
    Target Modify Psychological modifications -300
    Target Modify Matter creation -300
    Target Modify Time and space -300
    Last edited by Metaing; Feb 19th, 2005 at 05:04:58.

  5. #5
    (Implemented in AI, by having new Perks that have Nukes.)
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    Proposal For Stun/Nuke for the MP

    A long recharge stun nuke would be highly valuable to the higher level MP. Useful in both PvM and PvP. A long recharge prevents it from doing too much damage, but could give the MP a much needed moment of respite. The stun duration is less than Curse of Chronos, so the target isn't too heavily restricted. Its attack speed can be brought down to instacast for those emergency situations where it could be needed.


    Nanocrystal: Glacial Tomb

    Reqs:
    Psymod: 770
    Matter Cration: 910
    Level 175
    Nanocost: 625

    Effects:
    Range = 25 meters

    Attack skills:
    Matter Creation 75%
    PsyMod 25%

    Defense Skill:
    Nano Resist 100%

    Attack time: 2 seconds
    Recharge time: 6 seconds

    Damage 1,000-1,700
    Stun duration: 3 seconds, Strain 147
    (Use the new SL ranking and have it overwrite all other stuns)
    Taunt Target: 3337

    Description: This nanoformula uses the will of the Meta-Physicist to cause nanobots to gather water in the area in to an absolute zero energy bond around the target. This causes them to have their movement and combat abilities completely restricted as if they were stunned. The total lack of energy also does cold damage to the target for a short duration until Entropic heat breaks the Glacial Tomb.
    Last edited by Trilic; Sep 7th, 2004 at 19:31:53.

  6. #6
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    Damage Debuff Line

    They certainly need to change to be useful as a primary team contribution element. Debuffs need to improve overall survivability if they are to be useful. As they stand, they do not do this alone. There are issues with nearly every part of their design:
    1. Casting Time in general is too much. Since most of it is in the attack cycle too, the result is that weapon damage is neutralised and with almost constant casting to maintain the effect, nuke damage too is cancelled out. Usually survivbility of a team will be improved more by killing the mob quicker with nuke and weapon than by debuffing.
    2. The debuff amount is effectively reduced if the mob's target is using reflect.
    3. Nanocost is too high for the effect.
    4. The taunt is way to high, adding up to around 50K per minute when maintaining the effect. If you use Mind Quake in the short gaps between casts of the primary, you end up nearer 60K per minute taunt.... this makes it all the more likely that in a team, rather than save the tank, you'd end up dying yourself and messing up the team aggro management.
    5. The NR value of the Secondary at 125/122% means that it is easy enough to miss it. But when you do miss it, the recast time means that you essentially miss an entire 10 seconds of maximum effect. It's impossible to maintain the effect if you miss a single time.

    As a result of so much being wrong, there's quite a few options and combinations in terms of fixing it:
    1. The best solution is the percentage solution.
    2. Reduce the Casting time on the secondary in particular, so that other game elements can be mixed on it and so that you stand a chance of maintaining the effect if you miss an occasional cast.
    3. Increase the duration of the secondary and restructure the casting stats on both lines to make the delay happen in recharge. This way the secondary can be maintained when there's a miss and the MP can at least add some damage with a weapon during the effect. Also longer duration on the secondary would make for somewhat less taunt over time.
    4. Taunt needs to drop on both primary and secondary.
    5. Make the secondary more interesting. Can be AR/Init/NR debuff etc.
    Last edited by Metaing; Apr 21st, 2005 at 07:30:04.

  7. #7
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    Creations: General Wishes

    Creations: All of Creation Weapons/shields really needs a revamp/update to them. And possibly a new Creation Line of Nanos for buffing. And to make it more wanted/needed at higher levels, when the MP becomes more reliant on weapon damage.
    1. Creation Shields: Current HP shields not used much, and at higher levels, all shields begin to be somewhat more useless.
    2. Creation Weapons:
      -2HB Weapons less effective in all aspects when compared to 1HB. Creations should be 1 Hand Blunt and Bow - not 2HB any more. 2 HB is a defunct skill for the MP now pretty much.
      -1HB Weapons are have limited applications and the nanocost /nanopool buffs are less useful at higher levels.

    New Creation items wanted. Mainly used for buffing certain things, so that creations is a more viable answer to high level MPs. Examples are below:
    1. Have the creation work a little like a cyber deck, enabling a new set of specialisation nukes of varying QLs. The nukes should be 4 second recharge ones with a higher minimum damage and a wider damage range than the nukes we have at present. If not the spec nuke idea - then a Nano Damage Enhancement buff. This is clearly useful in both PvM and PvP.
    2. Make it so that the creation pulses out a big Innate resistance to root and snare buff that affects only the owner's pets. The owner then sacrifices damage in the weapon but gains better freedom for his pets.
      In general Creations should have concrete improvements to the gameplay of the MP in trade for choosing a non-damage dealing weapon.
    Last edited by Trilic; Sep 7th, 2004 at 19:15:17.

  8. #8
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    Changes and Additions to Quantum Wings

    While Quantum Wings was originally conceived as a 'unique' nano rather than being part of a line, many MPs find that there are issues attached to using these nanos. The major issue is that team mates in Yalms gain a runspeed buff in addition to their flying speed which makes MPs in wings slower. Trying to /follow a yalm when you're in wings is a nightmare.


    ==============
    Quantum Wings:

    matter meta >= 480
    biological meta >= 480
    time and space >= 480

    Runspeed: +250

    ==============

    Notum Wings:

    Level Req >= 145
    Req:

    Matter Meta: 608
    Time&Space: 608
    Biological Meta: 608

    Runspeed: +350

    ==============

    Asmodian's Wings:

    Level Req >= 185

    Req:

    Matter Meta: 808
    Time&Space: 808
    Biological Meta: 808

    Runspeed: +450
    Allows casting of non-hostile nanos while flying.

    ==============

    General Changes - "Nice to haves"

    -Request that QW work in SL. Not to allow flight, but for the run speed bonus. (kind of like how the Adventurer Parrot works)
    - Wings should remain 'on' indoors in the same way that yalms do if possible
    - Cause pets to fly behind us rather than run along the ground.
    - Some graphical representation of wings - perhaps a glowing aura style graphic in the shape of wings.
    Last edited by Trilic; Sep 7th, 2004 at 19:15:27.

  9. #9
    (Implemented in AI, by having the new lvl 220 pet, Rihwen)
    =======================================
    New SL Pet Mesh

    Note : The Rihwen pet uses a Mortiig model, which has received mixed feelings from the MP community. Many players have expressed their dislike of the Mortiig texture and sounds, and have requested the Notum Scourge demon model/texture and sounds instead.

    It has been requested that at least Zhok, if not all the new SL pets get a remake on their mesh design. There are some really nice meshes from mobs out there that would be cool. We just need to keep in mind that very large meshes tend to worsen lag and can have difficulties maneuvering through missions and the like.

    A Mesh to recomend would be the Notum Scorge Demons.

    A Larger pet would be nice also. Preferably something one and a half, to twice the size of a average size person would be nice.
    Last edited by Covenant; Jul 5th, 2005 at 17:01:50.

  10. #10
    =======================================
    MP Creation Armour

    The proposal is for 5 Creation Armour crystals. Each crystal should create a single piece of Back armour that is no drop and exists for a limited time. The Back Armour should be wearable with other armour.

    Casting requirements should be:
    • Matter Metamorphosis
      Matter Creation
      Time and Space

    QLs should be:

    • QL78 (level requirement >=50)
      QL111 (level requirement >=100)
      QL 142 (level requirement >= 145)
      QL 198 (level requirement >= 195)
      QL 220 (level requirement >= 215)

    I won't try to estimate the level of required casting skill as there are no guidelines to extend. The skill to equip should be the same as the casting skill required.

    As to duration a 6 hour duration would seem appropriate.

    Statistics:
    =======


    Damage to Nanopool Rerouting

    The armour is created from the metaphysical stuff of life: Notum. The armour works to provide some shielding of damage to the MP. It does this by drawing energy from the MPs nanopool to varying effect. So for every 100 damage that is successfully inflicted upon the MP a percentage of that damage gets removed from the nanopool instead of being removed from his hitpoints.

    The idea is to make the nanopool of the MP (in particular the nanomage MPs) have a more direct effect on survivability - while also of course reducing the ability of the MP to use his nano tools as a trade-off for this ability.

    The armour also gives a NanoC-Init bonus roughly equivalent to a Nanoformula recompiler of the same QL. This allows an MP to choose between taking a recompiler out and gaining extra NCU or leaving a recompiler in to help with long casting nanos such as pets, debuffs, Shutdown etc.

    The armour also gives a Nanoresist bonus as the armour is fashioned from the metaphysical stuff of notum itself.

    The Armour Class of this armour should be average for the period in which it its worn rather than excellent - as the NanoDamage element and Nanoresist elements already provide some extra defensive qualities.

    Metaphysical Armour MKI (QL 78) Bonusses:

    NanoC-Init: 80
    Damage to Nanopool: 5%
    Nanoresist: 50

    Metaphysical Armour MKII (QL 111) Bonusses:

    NanoC-Init: 155
    Damage to Nanopool: 10%
    Nanoresist: 75

    Metaphysical Armour MKIII (QL 142) Bonusses:

    NanoC-Init: 200
    Damage to Nanopool: 15%
    Nanoresist: 100

    Metaphysical Armour MKIV (QL 198) Bonusses:

    NanoC-Init: 300
    Damage to Nanopool: 20%
    Nanoresist: 150

    Metaphysical Armour MKV (QL 220) Bonusses:

    NanoC-Init: 400
    Damage to Nanopool: 30%
    Nanoresist: 200


    General Points

    It would be nice if the Armour appeared visually the same as the long sought after Nanocloak model that is used in my avatar here on the boards.
    Last edited by Trilic; Sep 7th, 2004 at 19:15:48.

  11. #11
    =======================================
    Process for adding a Wish to the Wishlist.
    =======================================

    This thread will be a listing of all of the ideas discussed at length already in MP board threads that would improve the Meta-Physicist Profession. It's a closed thread so that it cannot be posted to. Instead, the professionals watch out for new and good ideas that come up in the MP board that have been well discussed and found support by many. When a new idea comes up it is added to the MP wishlist by the professionals.

    The reason that this will be a closed list edited by the Professionals is that we'd like to have a resource for the Community Team, the Design Team and the Dev Team to access, where they won't have to read through pages and pages of discussion and argument. Instead, they can get a quick and easy overview of ideas for improvement to MPs.

    If you'd like to see something added to the MP wishlist, start a thread named MP WISHLIST: <Idea here>. Please just put the one idea in each thread so that the discussion is as focussed as it can be.

    In that thread people should discuss the idea in some depth, trying to think about :
    - the effects that such a change would have on the overall game,
    - how well it would balance against other professions,
    - how realistic the idea would be to implement
    - what sort of nanos or item stats would be involved
    - etc


    The goal is to try to refine the idea to its best possible implementation so that the design team could essentially just pick the idea up and use it.

    So an "MP WISHLIST: Creation Bow" thread would talk in depth about :
    - what reqs would be required on the nanos?
    - how many different bows would we like?
    - what init skill should the bow use?
    - what ammo would the bow use?
    - what would the attack/recharge timing be?
    - would the bow have stat buffs?
    - would the bow have specials?
    - would you include special arrows?
    - at what levels should the MP be able to cast the bow?
    - what requirements should the bow have?
    - what sort of damage should the bow do to be useful but not overpowered?
    - what range should the bow have?
    - how fast should the equip time be for the bow?
    - etc


    I'll try to bring all of this together into an entry for the wishlist and post it into the thread for approval. If most people seem OK with the entry, I'll put it into the wishlist. Where people have been unable to come to agreement about how something might be best implemented, I'll try to capture the different options too.

    Each "wish" will be put into its own posting in this thread and I'll maintain an index in the very first post with links to each index item so you can just find the subject you are interested in and click to get to the right wish description.

    I look forward to seeing the MP WISHLIST: threads get started and hope for a really good in depth discussion of the ideas brought up.

    (Some content taken from X's Original Wishlist thread)
    Last edited by Trilic; Sep 7th, 2004 at 19:15:58.

  12. #12
    =======================================
    Anti-Mocham's

    The idea is basically that the MP would have a hostile Nano Line or perhaps a Perk Special that could be cast in PvP:

    Anti-Teachings

    Anti-Mastery

    Anti-Infuses

    Anti-Mocham's

    .. or possibly you'd have a Perk Special that scaled with the level of the perk line trained. So the higher the level, the higher the buff that could be cancelled.

    Essentially it would work by casting a hostile nano in the NCU in the same line as the Composite nano buffs - with a higher stacking order than the buff it is intended to replace. The debuff would remain in the NCU for 30 seconds so that the target couldn't receive any new MP buffs while it lasted.

    When cast on a player these would cancel any MP buffs of the appropriate level that were running on the target. So Anti-Infuses would cancel Infuses and Composite Infuses or Anti-Mochams would cancel any mocham's or Composite Mochams that the target had running.

    In essence, it's a way of nanoskill debuffing based on removing MP buffs. It works as a kind of short term nanoskill debuff that stacks with the MindQuake/Dominate debuffs. It gives a 30 second period of definite debuff - and in practice quite a long debuff unless the target has an MP in the team, because the player would need to find an MP and get a new buff in order to restore his nanoskill levels.

    With the new stacking order code and the introduction of the very long duration nanoskills buffs, this can be a powerful and easily implemented effect to produce. Also with the skills level rises, Nanoresist rises and length of composite buffs - some of the balance on nanoskill debuffing has been lost.

    Finally, the introduction of high innate resistance elements and high NR make it very tough to land debuffs on some players - but this idea would offer a way to tone down nanoskills on a player but only in terms of removing MP buffs rather than opening the player up more strongly to other debuffs/NSD.
    Last edited by Trilic; Sep 7th, 2004 at 19:16:08.

  13. #13
    =======================================
    Odin's Upgrade

    We don't need more nanoskills from an upgrade, but we do need better defenses and something that gives us more int/psy without taking away HP.

    -----------------------------

    Odin's Upgrade 1:

    Level req 182
    Int/Psy: +75
    Nano Resist: +75
    Nano Programming: +75
    QFT: +75
    Nanoskills: +25
    HP: +0

    -----------------------------
    Odin's Upgrade 2:

    Level req 214
    Int/Psy: +100
    Nano Resist: +100
    Nano Programming: +100
    QFT: +100
    Nanoskills: +10
    HP: +0

    -----------------------------

    The nanoskill boost ends up being approximately the same. This also gives us a boost to nano resist defenses however. As well as the tradeskills for making pocketbosses.
    Last edited by Trilic; Sep 7th, 2004 at 19:16:19.

  14. #14
    =======================================
    Shield of Chaos

    The Meta-Physicists mind is still an area of investigation. We all know how it went with Neleb the Deranged; Thou entering maddness might be a way to grasp the full power of the profession. Some scientists at Jobe research lab have recently been able to extract the essence of chaos and implant it in a powerful creation-shield. They scientist belive that metaphysicans are the right profession to deal with this exciting essence of chaos and here is the result.

    Slot: LeftHand
    Flags: VisibleFlag, NoDrop
    MultiMelee: 620
    AttackRange: 3m
    EquipTime: 10s
    InitiativeType: MeleeInit.
    AttackTime: 1s
    RechargeTime: 3s
    Damage: 0-0 (0) -- EnergyAC
    Atk. Skills: SpaceTime: 5%
    Matter Creation: 3%
    1 h blunt: 2%
    Def. Skills: EvadeClsC: 100%
    Duration: 4 hours

    Requirements

    ToWield: Self 1hBlunt >= 734
    Self SpaceTime >= 1450
    Self level >= 206


    Events/Effects

    OnWear: Modify Wearer AddAllDef 300
    Modify Wearer intelligence + 20
    Modify Wearer Max health - 100
    LockSkill Wearer DuckExp for 20 minutes
    CastNano Wearer Assault Screen
    Modify Wearer projectile AC 500
    Modify Wearer Melee AC 500
    Modify Wearer Energy AC 500
    Modify Pets Add Nanoresist 150 (15 meters)
    Modify Pets Add all off/def 50 (15 meters)
    ModifyResistance Pets Root line 8% (15 meters)
    ModifyResistance Pets Snare line 7% (15 meters)
    ModifyResistance Pets Calm/Stun Line 7% (15 meters)
    ModifyResistance Pets Charm line 7% (15 meters)


    (Original thread can be found here )
    Last edited by Trilic; Sep 7th, 2004 at 19:16:34.

  15. #15
    =======================================
    Staff of Glaring

    Description to be added.

    Slot: RightHand, LeftHand
    ItemType: Weapon
    Flags: VisibleFlag, NoDrop
    MultiMelee: 1241
    AttackRange: 4m
    EquipTime: 2s
    InitiativeType: MeleeInit.
    AttackTime: 1.4s
    RechargeTime: 2.8s
    Damage: 160-345 (80) -- PoisonAC
    Atk. Skills: SpaceTime: 80%
    1hBlunt: 20%
    Def. Skills: EvadeClsC: 100%

    Requirements

    ToWield: Self 1hBlunt >= 1000
    Self SpaceTime >= 1700


    Events/Effects

    OnWear:
    Modify Wearer NPCostModifier -7%
    Modify Wearer Psychic + 42
    Modify Wearer Intelligence + 10
    Modify Wearer Nanoresist + 130
    Modify Wearer Strength + 16
    ModifyResistance Wearer Snare Line 3%
    ModifyResistance Wearer Root Line 5 %
    ModifyResistance Wearer Calm/Stun Line 5 %

    (Original thread can be found here )
    Last edited by Trilic; Sep 7th, 2004 at 19:16:44.

  16. #16
    =======================================
    Staff of Lunacy

    After creating the Shield of Chaos, the Jobe research came up with a new creation staff for The Meta-Physicists. It reminds of the Gold Acantophis but without the poison effect.

    In the black deep of the metaphysic mind lure a thin thread of pure lunacy. The result when extracting this for a creation weapon is something that would help the wearer through hard battles in the fire of Inferno.
    This staff resembles the Gold Acantophis but the color is pure black with red flames.


    Slot: RightHand, LeftHand
    ItemType: Weapon
    Flags: VisibleFlag, NoDrop
    MultiMelee: 1221
    AttackRange: 3m
    EquipTime: 2s
    InitiativeType: MeleeInit.
    AttackTime: 1 s
    RechargeTime: 2 s
    Damage: 98-217 (126) -- FireAC
    Atk. Skills: SpaceTime: 80%
    1hBlunt: 20%
    Def. Skills: EvadeClsC: 100%

    Requirements

    ToWield: Self 1hBlunt >= 782
    Self SpaceTime >= 1400
    Self level >= 206


    Events/Effects

    OnWear:
    Modify Wearer NPCostModifier -6%
    Modify Wearer Psychic + 20
    Modify Wearer Nanoresist + 70
    ModifyResistance Wearer Snare Line 2 %
    ModifyResistance Wearer Root Line 2 %
    ModifyResistance Wearer Calm/Stun Line 2 %

    (Original thread can be found here )
    Last edited by Trilic; Sep 7th, 2004 at 19:16:56.

  17. #17
    (Implemented in AI, by having new Perks.)
    =======================================
    Bow Mastery Perk Line

    Bow Mastery 1:
    Requirements:
    ToWear: Self Profession == Martial Artist
    Or (Self Profession == Meta-Physicist)
    Or (Self Profession == Agent)
    Or (Self Profession == Adventurer)
    Or (Self Profession == Doctor)
    Self Level >= 10
    Effects:
    OnWear: Modify Wearer Bow 10
    Modify Wearer BowSpecialAtt 2

    Bow Mastery 2:
    Requirements:
    ToWear: Self Profession == Martial Artist
    Or (Self Profession == Meta-Physicist)
    Or (Self Profession == Agent)
    Or (Self Profession == Adventurer)
    Or (Self Profession == Doctor)
    Self Level >= 30
    Self Perk Bow Mastery (L1) trained
    Effects:
    OnWear: Modify Wearer Bow 10
    Modify Wearer BowSpecialAtt 2
    Perk Special-see info section at the end

    Bow Mastery 3:
    Requirements:
    ToWear: Self Profession == Martial Artist
    Or (Self Profession == Meta-Physicist)
    Or (Self Profession == Agent)
    Or (Self Profession == Adventurer)
    Or (Self Profession == Doctor)
    Self Level >= 60
    Self Perk Bow Mastery (L2) trained
    Effects:
    OnWear: Modify Wearer Bow 12
    Modify Wearer BowSpecialAtt 2

    Bow Matery 4:
    Requirements:
    ToWear: Self Profession == Martial Artist
    Or (Self Profession == Meta-Physicist)
    Or (Self Profession == Agent)
    Or (Self Profession == Adventurer)
    Or (Self Profession == Doctor)
    Self Level >= 90
    Self Perk Bow Mastery (L3) trained
    Effects:
    OnWear: Modify Wearer Bow 13
    Modify Wearer BowSpecialAtt 3

    Bow Mastery 5:
    Requirements:
    ToWear: Self Profession == Martial Artist
    Or (Self Profession == Meta-Physicist)
    Or (Self Profession == Agent)
    Or (Self Profession == Adventurer)
    Or (Self Profession == Doctor)
    Self Level >= 120
    Self Perk Bow Mastery (L4) trained
    Effects:
    OnWear: Modify Wearer Bow 14
    Modify Wearer BowSpecialAtt 3
    Perk Special-see info section at the end

    Bow Mastery 6:
    Requirements:
    ToWear: Self Profession == Martial Artist
    Or (Self Profession == Meta-Physicist)
    Or (Self Profession == Agent)
    Or (Self Profession == Adventurer)
    Or (Self Profession == Doctor)
    Self Level >= 150
    Self Perk Bow Mastery (L5) trained
    Effects:
    OnWear: Modify Wearer Bow 16
    Modify Wearer BowSpecialAtt 3

    Bow Mastery 7:
    Requirements:
    ToWear: Self Profession == Martial Artist
    Or (Self Profession == Meta-Physicist)
    Self Level >= 180
    Self Perk Bow Mastery (L6) trained
    Effects:
    OnWear: Modify Wearer Bow 18
    Modify Wearer BowSpecialAtt 4

    Bow Mastery 8:
    Requirements:
    ToWear: Self Profession == Martial Artist
    Or (Self Profession == Meta-Physicist)
    Self Level >= 201
    Self Perk Bow Mastery (L7) trained
    Effects:
    OnWear: Modify Wearer Bow 22
    Modify Wearer BowSpecialAtt 4

    Bow Mastery 9:
    Requirements:
    ToWear: Self Profession == Martial Artist
    Self Level >= 203
    Self Perk Bow Mastery (L8) trained
    Effects:
    OnWear: Modify Wearer Bow 30
    Modify Wearer BowSpecialAtt 4
    Perk special-see info section at the end

    Bow Mastery 10:
    Requirements:
    ToWear: Self Profession == Martial Artist
    Self Level >= 205
    Self Perk Bow Mastery (L9) trained
    Effects:
    OnWear: Modify Wearer Bow 55
    Modify Wearer BowSpecialAtt 5

    Perk specials, must have a bow equipped to do these specials:
    (L2) Phys Init, add all off, add all def buff that scales up with the perk line; dur: 30 sec, lock: 120 sec
    (L5) small direct damage nuke
    (L9) huge direct damage nuke, available only to MAs

    As you can see, MPs can train this perk to 8 (partial perk line), and MAs can train to 10. This would give an added 115 bow/23 bow special for MPs and 200 bow/32 bow special for MAs. I put bow special in there because if the special arrows get a rework some day, we will have it in the perk line already. I used the pistol mastery perk layout for the level and the amount added to bow, but left out the add damage effect. The first perk special in the line adds a temporary phys init, add all off, and add all def buff that scales with the perk line that I think would be beneficial, but it may be considered overpowering. The other perk specials mirror the pistol perk line, double shot at L5 and Deadeye at L9.

    (Original thread can be found here )
    Last edited by Trilic; Sep 7th, 2004 at 19:33:01.

  18. #18
    =======================================
    Hoarfrost Arrow

    Its a fast firing recharging bow because you reload after every shot. The bow is obviously meant as a complimentary damage source and not a main one. The main advantage to it are the special creation arrows it fires. These arrows debuff ACs making the target much more vulnerable to nuke damage.

    Nanocrystal QL: 107 (Unique, Nodrop)
    Nano Attack/Recharge: 10s/5s
    Nanocost: 500

    Cast Skills
    Time&Space: 750
    Matter Creation: 750
    Matter Metamorphosis: 700
    Level Limt: 95

    To Use:
    Bow Spc Atk: 300

    On cast: 500 nano damage to self
    Arrow Special Attack:
    Damage: 221-401(30) Chemical damage
    Effect: -1800 Cold AC, 2 minute duration

    (Original thread can be found here )
    Last edited by Trilic; Sep 7th, 2004 at 19:17:18.

  19. #19
    =======================================
    Stellar Arrow

    Its a fast firing recharging bow because you reload after every shot. The bow is obviously meant as a complimentary damage source and not a main one. The main advantage to it are the special creation arrows it fires. These arrows debuff ACs making the target much more vulnerable to nuke damage.


    Nanocrystal QL: 150 (Unique, Nodrop)
    Nano Attack/Recharge: 10s/5s
    Nanocost: 800

    Cast Skills
    Time&Space: 1050
    Matter Creation: 1050
    Matter Metamorphosis: 1010
    Level Limt: 145

    On cast: 800 nano damage to self

    Arrow Special Attack:
    Bow Spc Atk: 500
    Damage: 500-825(100) Radiation damage
    Effect: -3400 Energy AC, 2 minute duration

    (Original thread can be found here )
    Last edited by Trilic; Sep 7th, 2004 at 19:17:28.

  20. #20
    =======================================
    Staff of Dementia

    This staff is a further development of the "Staff of Lunacy". It is dark red with random sparkling light green dots.

    Slot: RightHand, LeftHand
    ItemType: Weapon
    Flags: VisibleFlag, NoDrop
    MultiMelee: 1241
    AttackRange: 4m
    EquipTime: 2s
    InitiativeType: MeleeInit.
    AttackTime: 1 s
    RechargeTime: 2 s
    Damage: 132-298 (131) -- PoisonAC
    Atk. Skills: SpaceTime: 80%
    1hBlunt: 20%
    Def. Skills: EvadeClsC: 100%

    Requirements

    ToWield: Self 1hBlunt >= 1000
    Self SpaceTime >= 1800
    Self level >= 213


    Events/Effects

    OnWear:
    Modify Wearer NPCostModifier -7%
    Modify Wearer Psychic + 42
    Modify Wearer Intelligence + 10
    Modify Wearer Nanoresist + 130
    ModifyResistance Wearer Snare Line 3%
    ModifyResistance Wearer Root Line 4 %
    ModifyResistance Wearer Calm/Stun Line 4 %

    (Original thread can be found here )
    Last edited by Trilic; Sep 7th, 2004 at 19:17:38.

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