The hell are you talking about?
Infiltrator ingredient!!!
So when TF was originally designed, it was boosted for damage against demi (players) and insect (which, at the time, was emp property, although now it's holy, and we've changed TF to reflect that, although apparently I've forgotten to update the description).:o TF gives boost to holy property now? or is it angel?
in most cases, every other class sqi besides the TF is still better than regular class weapons outside of PvP, so i thought they were just...items that were worth it for everything
gah fixing spaces
If I recall correctly, sqi were originally created to boost woe/pvp, (the staff who originally created sqi used this thought process). So when TF was originally designed, it was boosted for damage against demi (players) and insect (which, at the time, was emp property, although now it's holy, and we've changed TF to reflect that, although apparently I've forgotten to update the description).
That should answer your questions, past staff boosted the sqi for pvp/woe purposes, not for pvm, even moreso for something like TF, when sinx have so many other options, and a leveling sinx might choose a DDB_ dagger for aoe purposes.
How about nerf doppel to 20~25% aspd rather than buffing TF ::)?Easy 190aspd is just so high rate :P
If I recall correctly, sqi were originally created to boost woe/pvp, (the staff who originally created sqi used this thought process). So when TF was originally designed, it was boosted for damage against demi (players) and insect (which, at the time, was emp property, although now it's holy, and we've changed TF to reflect that, although apparently I've forgotten to update the description).
That should answer your questions, past staff boosted the sqi for pvp/woe purposes, not for pvm, even moreso for something like TF, when sinx have so many other options, and a leveling sinx might choose a DDB_ dagger for aoe purposes.
Wasn't many of the current GMs around during its last revision that it got bonuses like the insect damage boost?(its revision was done after the server owner swap). Having other options isn't a reason to have a 33% damage nerf in PVE on a SQI as all classes have other options. Why is it left with a 33% damage nerf in PvE?
If I recall correctly, sqi were originally created to boost woe/pvp, (the staff who originally created sqi used this thought process). So when TF was originally designed, it was boosted for damage against demi (players) and insect (which, at the time, was emp property, although now it's holy, and we've changed TF to reflect that, although apparently I've forgotten to update the description).
That should answer your questions, past staff boosted the sqi for pvp/woe purposes, not for pvm, even moreso for something like TF, when sinx have so many other options, and a leveling sinx might choose a DDB_ dagger for aoe purposes.
Wasn't many of the current GMs around during its last revision that it got bonuses like the insect damage boost?(its revision was done after the server owner swap). Having other options isn't a reason to have a 33% damage nerf in PVE on a SQI as all classes have other options. Why is it left with a 33% damage nerf in PvE?
Let's see... Talis... MAYBE tesla? (although he doesn't do any coding, or deal with item creation), Adrift is currently MIA due to real life... So no, most of the staff was not around.
Like I said before in my second post, which apparently you skimmed over rather poorly, despite quoting it, I need to update the description to match the emperium, since the coding matches the emperium's current type.
Once we finish up extended, and take another look at the current, we'll be doing adjustments as we see fit.
Jesus christ, stop calling it a damage reduction, there's no reduction on the TF, there's buffs to help it in WOE, and or PVP. I already explained why, and I already explained when it might eventually get tweaked. In fact, if you look, there's actually a "debuff" on suiken by your math, maybe we should make sure to adjust suiken too!
A LACK of buffs, is not a debuff, if the TF had -33% dmg on everything, THAT is a PvE de-buff, because it is actually removing damage from the TF, not leaving the natural damage and increasing something else.
In fact, your user of PvE is wrong too unless PvE took up a new meaning besides "Player VS Everything". The only thing the TF doesn't boost is some aspects of PvM. In fact, it does quite well vs people and some monsters, and with certain gear, even better.
Jesus christ, stop calling it a damage reduction, there's no reduction on the TF, there's buffs to help it in WOE, and or PVP. I already explained why, and I already explained when it might eventually get tweaked. In fact, if you look, there's actually a "debuff" on suiken by your math, maybe we should make sure to adjust suiken too!
A LACK of buffs, is not a debuff, if the TF had -33% dmg on everything, THAT is a PvE de-buff, because it is actually removing damage from the TF, not leaving the natural damage and increasing something else.
In fact, your user of PvE is wrong too unless PvE took up a new meaning besides "Player VS Everything". The only thing the TF doesn't boost is some aspects of PvM. In fact, it does quite well vs people and some monsters, and with certain gear, even better.
I'm not sure where you going with suiken but since you can't answer my question until you understand what I'm saying I'll try explaining this part again.
Twin fang damage was balanced to achieve X amount of DPS and Y amount of sonic blow damage. It stats were specifically made to do so much of each under different gear set ups. Because of the way it was done( using a +50% damage on demi-humans) it has a 33% damage reduction to most of the monsters in PvE compared to what it was balanced out to be in terms of its DPS and sonic blow damage in different gear set ups. Had Suiken used +50% more damage on demi-human instead of +30 strength and its current attack power value then it would have been balanced to achieve the same damage it does now but have 33% less damage on most monsters in PvE. That means, yes the absent of a certain kind of buff can mean a indirect damage reduction placed on it, you just have think on how certain changes would have led to certain balancing decisions.
Actually I was thinking several possibilities.*coughs*code limits*coughs*
1) +50% all races except angel, +25% to angel
2) +30% more damage(TG), +20% to all races, -16% damage on angels(works out to about the same damage on emp)
3) +50% to all races, -16% to angels
4) +30% more damage(TG), +20% to all races, -16% damage to angels in WoE maps only
5) +50% to all races, -16% to angels in WoE maps only
6) +50% all races, +25% angel damage to angels on WoE maps instead of +50%
7) Change weapon attack to 250-270, Remove race modifier and add +30 strength, change crit damage bonus to 8 or 9%, -16% damage to angels (don't have exact number I came up with on me but this is close to same damage)
8 ) Change weapon attack to 250-270, Remove race modifier and add +30 strength, change crit damage bonus to 8 or 9%, -16% damage to angels in WoE maps only
Doing your PvP damage out of PvP is not OP and there is no problem with code limitation.riiight..
Doing your PvP damage out of PvP is not OP and there is no problem with code limitation.riiight..