• karryt

    @ekto-gamat said in Leaks -- Not official Nor confirmed Info --:

    @karryt said in Leaks -- Not official Nor confirmed Info --:

    @ekto-gamat said in Leaks -- Not official Nor confirmed Info --:

    @c0ntr1v3d said in Leaks -- Not official Nor confirmed Info --:

    Precision, which increases accuracy by 50%, makes (or, last time I tested, which was probably 2 years ago, made) no discernible difference to 50% effects. It did not appear to increase them to 75% (multiplicative), and certainly not 100% (additive).

    For once I think you are wrong. 😉

    I am quite sure regular Precision makes 50% accuracy skills 75 %.
    Not something you could trust to work with, but a good gamble when there were no other options. Bulwark and Tough obviously brought that accuracy back to (nearly) 50% again.

    edit: Found some time to test a little bit. FSM and Muto Herbam hit 13/18 under precison.

    I do not want to guess what this WM trait does, but it would be OP if 50% becomes 100%

    I've been out of the social side for a while but was recently drawn back in with the discussions on bigger game changes recently, so back reading a bit when I get a free moment.

    Any idea when this changed? I took the time to hunt down a post by @Carlos a while back (which ended up being in one of my threads, hah!) which seemed to explicitly say that precision didn't affect the chance of effects applying, just the chance to hit/do damage.

    https://forums.socialpointgames.com/topic/1603/question-about-status-effect-procs/2

    It didn't change. Precision has always increased the chances of both the attack and the effect landing. Carlos was wrong.

    Haha thanks, good to know. I'd still been under the impression until this Magic Warmaster was released that it worked as Carlos said, ah well!

    posted in General Discussion read more
  • karryt

    @ekto-gamat said in Leaks -- Not official Nor confirmed Info --:

    @c0ntr1v3d said in Leaks -- Not official Nor confirmed Info --:

    Precision, which increases accuracy by 50%, makes (or, last time I tested, which was probably 2 years ago, made) no discernible difference to 50% effects. It did not appear to increase them to 75% (multiplicative), and certainly not 100% (additive).

    For once I think you are wrong. 😉

    I am quite sure regular Precision makes 50% accuracy skills 75 %.
    Not something you could trust to work with, but a good gamble when there were no other options. Bulwark and Tough obviously brought that accuracy back to (nearly) 50% again.

    edit: Found some time to test a little bit. FSM and Muto Herbam hit 13/18 under precison.

    I do not want to guess what this WM trait does, but it would be OP if 50% becomes 100%

    I've been out of the social side for a while but was recently drawn back in with the discussions on bigger game changes recently, so back reading a bit when I get a free moment.

    Any idea when this changed? I took the time to hunt down a post by @Carlos a while back (which ended up being in one of my threads, hah!) which seemed to explicitly say that precision didn't affect the chance of effects applying, just the chance to hit/do damage.

    https://forums.socialpointgames.com/topic/1603/question-about-status-effect-procs/2

    posted in General Discussion read more
  • karryt

    @ekto-gamat said in Suggestions to balance specials.:

    The only special that is nearly impossible to plan against is Thalassa's. So my solution would be to stop giving monsters dumb, over powered specials, instead of touching a core element of the game.

    Agreed! The bane of my teams in last two Nemesis dungeons have been Tankerion's instant death special (50% chance of instant kill, like Cryotan), I think it's ridiculous, and one of the only ones that incites thoughts of breaking devices for me 😀

    I'm not particularly sad to see specials reduced though, but would have been fine with a climbing scale back up to 5% instead of reducing it to 3%.

    posted in General Discussion read more
  • karryt

    @marianne-van-es said in The injustice in this game is getting to toxic levels:

    @portgas-d-ace said in The injustice in this game is getting to toxic levels:

    • nerfing monsters after people spend on them, all in the glorious name of balancing

    don't know about what nerves and balances your talking specific but for me recently freezed and hoping soon on recently possessed are good things in my eyes as result you have to maybe change skills and now that costs gems at this moment, but good news about that a change is coming 🙂

    If SP brings back skill changes for gold and makes it permanent I think that's a great step towards giving the game a nice boost without having to make other substantial changes.

    The other piece is making rune changes more accessible. Right now only top teams use rune and skill changes as part of their battle strategies, as they are (grudgingly) willing to pay the cost. I would love to be able to have that flexibility, but doing that and still having gems to keep up with new monsters is way out of reach. I've seen this cost issue raised by top teams too when talking about keeping matches closer in strength, so addressing this I think would be a new benefit for everyone.

    One compromise I thought of that doesn't totally abandon some gem cost is to have rune removal join the cooldown system where the cost to remove progressively lowers over time until after 7 or 14 or whatever days pass and you can remove for no cost. Or removal for gold at any time would be cool too 😁.

    posted in General Discussion read more
  • karryt

    @monsterbath said in The future of Team Wars and Leagues - Feedback:

    Re: Players would be able to opt-out of the next War.

    I don't like the sound of this. We demand all players fight so if someone opts-out then it makes it harder for leaders to quickly see who didn't do attacks. I imagine opt-out would show under stats as "attacks/opportunities" unchanged? If so, please no. Right now we can see easily who is 0/5 to kick them out. Allowing them to sit out is not a good thing. It's a requirement for the team effort to fight. No sitting out allowed.

    I don't think without a revamp of the team system they will allow for individuals to opt in or out of wars. It was suggested that whole teams be able to opt out, although if the system ends up being one fixed time for all teams to match I don't think it's quite as big a deal to force all teams to match. Trophy system would need to take in to account teams that don't war or only participate in every other or some such though.

    posted in General Discussion read more
  • karryt

    @stvrox said in The future of Team Wars and Leagues - Feedback:

    Option 2 definitely but what about a 4 hour wait between wars then 12 hour prep instead of 24? Nobody needs a whole day to decide on what monsters to use

    While I myself wouldn't be too opposed to that, I can see that being an issue for some. Imagine going to sleep right before prep starts, sleeping 8 hours, then waking up and going to work/school in the morning. I don't always have time in the morning to check in before work so could miss the whole prep stage. Taking 2-4 hours off of the 24 hour prep I think should hopefully affect less folks. I believe that's what Clash of Clans did a while back also to keep wars from slowly rolling back in time.

    posted in General Discussion read more
  • karryt

    @david-ml said in The future of Team Wars and Leagues - Feedback:

    @karryt said in The future of Team Wars and Leagues - Feedback:

    Only drawback is that we'll lose about one war every two weeks as all the 4 hour waits get added up

    What you lose in wait time between wars you have to calculate against current matchmaking times which have been several hours for most of our matches lately, so a very small price to pay for the potential benefits of having all teams in the same pool 😉

    Hmm, true. We haven't seen quite that long matchmaking times, but then again we often get a lot of not great matches.

    Still, if the system were to switch to a once a day match or similar the possibility is there that wait time could be almost fully eliminated. Heck, even if the matching algorithm that SP uses is so complex that it takes a long time to run they could pre-run a lot of it knowing which teams are opted in.

    posted in General Discussion read more
  • karryt

    @david-ml said in The future of Team Wars and Leagues - Feedback:

    I vote for option 2 with 4 hours wait between each war. This will keep start times rotating around the clock so that it won't be continuously unfair for particular time zones. It will also allow for roster changes etc. between wars!

    That's a good idea! Only drawback is that we'll lose about one war every two weeks as all the 4 hour waits get added up. I like how it both keeps times rotating and the largest pool of teams for matching though.

    posted in General Discussion read more
  • karryt

    @fox said in Master of Paths (2):

    Hi everyone,

    I thought it would be interesting to share with you some statistics on how many players actually got the Monster (got to the node with an egg) without buying any coins.

    Pixelion - 36 238 players
    Taiga - 8 279 players
    Undertaker - 4 652 players
    Cryotan - 1 658 players

    This is awesome to see, love any bits of transparency you folks can provide that give us accurate insight in to the game!

    posted in Events read more
  • karryt

    @claudius-dc-sailer said in The future of Team Wars and Leagues - Feedback:

    a Team should habe tha chance to decide whether it will be a part of the war or not.
    And i would prefer when there is not 1 fix war start time every 48h, but when there are fix start times every 8h or an other time range.

    Agreed, teams need to be able to opt in or out of wars, or choose their time slot if you folks make 2 or 3 different global start times.

    Anything that gets more teams in to the matchmaking pool is welcome by me, I've advocated for that for years (before the migration to this forum software!).

    We obviously have no insight in to how many teams are typically rolling at any given time and how the balance of team strength is spread throughout, but it's obvious at least in the top 1-300 teams that there aren't enough of them entering matchmaking at similar times to get fun/even matches. So if the matchmaking data says that having extra start times would still create a diluted pool of teams, I strong prefer the one global time.

    Some of the obvious issues with enforced times is that the war start time is not going to be ideal for some regions, in which case maybe some of the pain can be alleviated by reducing the cool down times on used monsters (from 5 hours to 3 or 4 hours) so that attacks can be grouped a little tighter time-wise.

    Prep day could also be reduced by a couple of hours so that teams have a little time after each war to make roster changes and still hit the matchmaking time slot.

    Also, just a curiosity, what would the plan be for an odd man out team during matchmaking?

    posted in General Discussion read more

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