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Unique items conversion
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02/20/2006 11:13:44
Subject:
Re: Unique items conversion
cloudwolf
Fansite Operator
Joined: Aug 16, 2005
Messages: 8129
Location: UK -------- Instance: Syntax --- Organisation: Zion - Faction: Omega Syndicate
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Yeah agree, lets the rest of our clothing fixed shile we're here... surely chaning everything about them wasnt intentional...
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02/20/2006 12:16:34
Subject:
Re: Unique items conversion
Aquilae
Systemic Anomaly
Joined: Aug 15, 2005
Messages: 1169
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That's going to take a while...
02/20/2006 14:16:33
Subject:
Re: Unique items conversion
Chuui
Jacked Out
Joined: Aug 15, 2005
Messages: 4278
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That's going to take a while...
It's better to take the time and get it right, then to rush it and come up with utter ****e.
02/20/2006 19:51:07
Subject:
Re: Unique items conversion
>revolt_
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Why should they change the generic buffed clothing back to what it was before? I mean, why should level 9 pants be more usefull to a level 50 character than actual level 50 clothes? That's just bogus. Just remember yourself that level 50 clothes are much better now than all the low level stuff. And it's not THAT hard to get new level 50 stuff...
>revolt_
02/20/2006 19:56:23
Subject:
Re: Unique items conversion
>revolt_
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Doublepost
Message Edited by >revolt_ on
02-20-2006
07:56 PM
Message edited by >revolt_ on
02/20/2006 19:57:00
.
02/21/2006 15:22:27
Subject:
Re: Unique items conversion
illian
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Joined: Aug 15, 2005
Messages: 282
Location: Random Bar
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is there a list of present clothes on the test server atm, ive been on today to try and farm some lvl 50 clothing
and came up with pants, shoes and jackets, i suspect there is shirts to but i only got lvl40, hats and gloves seems abit harder to find, if they even exist, so can someone be nice to point me in the right direction if this info already exist on these forums.
/cheers illian
02/22/2006 00:57:43
Subject:
Re: Unique items conversion
>revolt_
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Joined: Aug 15, 2005
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I can say that, yes, there are level 50 armored and shielded shirts out there.
Where I found them? Hm, from other players and on the marketplace I think...
>revolt_
02/22/2006 04:15:08
Subject:
Re: Unique items conversion
RockyB
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Joined: Aug 16, 2005
Messages: 1446
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Are the updated clothes going live with update 6?
02/22/2006 11:00:23
Subject:
Re: Unique items conversion
HCFrog
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Joined: Nov 11, 2005
Messages: 423
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I literally just finished updating all of the collector/dungeon/archive loot less than a minute ago... it will either be in the next patch or the one after that. I'll be sure it gets into the patch notes
Now to buff up some simulacras...
02/22/2006 11:23:05
Subject:
Re: Unique items conversion
HCFrog
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Oh, and a couple of things to note with new enhanced items.
1. Items never buff stats any more. So, no +15 to focus going on.
The reason: Under the new system, stats count a lot more toward bonuses than any clothing or other additional buffs. If clothes buffed stats, it would throw the whole system out of whack, as well as taking away the emphasis on stats.
2. Buff numbers look different. You'll rarely see anything above +4 or maybe +5, unless it's one of the old buffs to a skill level.
Reason: The new bonuses don't apply to skill level or points of damage, they apply to influences. So, for example, to find out how much damage you'll do, the system combines your stats bonus with your loadout bonus, plus any clothing bonuses or other buffs, to calculate the total damage.
3. Clothing matters less under CR2.
For any influence, the biggest bonus any player will get is from stats. Your stats will give you the majority of your bonus - at least half of your bonus will come from stats. The next largest bonus you'll get will be from your ability loadout, from buffs and such. Then come the buffs from items.
In the previous system, this would have gone abilities > items > attributes. Attributes (now stats) have risen greatly in importance and will have a lot more to do with your fighting ability than they ever did in the past.
02/22/2006 11:26:44
Subject:
Re: Unique items conversion
Symmetric
Systemic Anomaly
Joined: Aug 15, 2005
Messages: 4678
Location: All up in your constructs.
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Do you have a few examples of some of the buffs on the changed clothing?
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02/22/2006 11:31:30
Subject:
Re: Unique items conversion
cloudwolf
Fansite Operator
Joined: Aug 16, 2005
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All the more reson to have the RARH as a constant buyable item, albeit for a large sum. The huge importance of stats this time round basically calls for a way of changing your stats in case you screw up or wanna change your playstyle. Wasnt no player regret one of the selling points of MxO?
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02/22/2006 11:58:18
Subject:
Re: Unique items conversion
RemagDiv
Systemic Anomaly
Joined: Aug 15, 2005
Messages: 4429
Location: The Darrius Organization: Machines Faction: The Collective Server: Recursion
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I'm happy that clothing will not be as important as it currently is. Perhaps we'll see more variation in what people wear now.
But yes, I'm curious as to what these new bonuses look like? Perhaps post what the Sakura Bandana or the Widow's Lenses look like now, sinch those boosted our stats in the old system by a lot.
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02/22/2006 12:31:52
Subject:
Re: Unique items conversion
TekMon
Systemic Anomaly
Joined: Aug 16, 2005
Messages: 1056
Location: Mexico City, Mexico
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OK. Please, as an example, tell us how the Troll's Skin or the Sakura Bandana will appear under the new CR 2.0, as both give huge boosts to attributes on live.
TekMon, The New Order
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02/22/2006 12:54:37
Subject:
Re: Unique items conversion
HCFrog
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Joined: Nov 11, 2005
Messages: 423
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The RSI hack will be available once CR2 goes out. We're in the process of figuring out how to make it available, but hard to get... just making it expensive isn't going to cut it, since what is affordable to a level 50 is out of reach of a level 25.
With this first pass, the Trolls' hide is:
Melee Damage Resistance 18 pts
Viral Damage Resistance 18 pts
Ranged Damage Resistance 18 pts
Ballistic Defense Bonus +3%
Melee Defense Bonus +3%
Thrown Defense Bonus +3%
Viral Defense Bonus +3%
Initiative Bonus +3% (more likely to win in a special move vs. special move situation)
Direwolf Skin:
Melee Damage Bonus +3%
Max Health +350 pts
Health Regen Rate +20%
Torturer's Gloves:
LockPicking +10 (woowoo)
Melee Damage Bonus +3%
Viral Resistance 25 pts
Viral Defense Bonus +4%
Thrown Damage Bonus +4%
+ the occasional Negative Condition Sweep when you take damage
And remember, when you see something like Thrown Defense +3, that's not +3 to your roll, it's +3 to the Thrown Defense influence.
In general, IS and Health regens are still there but less than what they used to be. Resistances have either stayed the same or increased. Damage and Accuracy bonuses have switched over to the new influences system.
Message Edited by HCFrog on
02-22-2006
04:53 PM
Message edited by HCFrog on
02/22/2006 16:53:03
.
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