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Pops
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id like some thoughts please. ive done my best to try and make it balanced, yet allow the use of vengeance suffix again

please excuse names

The Poacher

REQUIRED WEAPON : two handed ranged weapon
TATOO REQUIREMENTS:
LEVEL 1 : helmet defence max 0, armour defence max 0, pants defence max 0
LEVEL 2 : helmet defence max 0, armour defence max 0, pants defence max 0
LEVEL 3 : helmet defence max 0, armour defence max 0, pants defence max 0
LEVEL 4 : helmet defence max 0, armour defence max 0, pants defence max 0
LEVEL 5 : helmet defence max 0, armour defence max 0, pants defence max 0



Instict :

LEVEL 1 : chance to hit + 10
LEVEL 2 : chance to hit + 15
LEVEL 3 : chance to hit + 18
LEVEL 4 : chance to hit + 20
LEVEL 5 : chance to hit + 25

Evasion :

LEVEL 1 : dodge + 2%
LEVEL 2 : dodge + 4%
LEVEL 3 : dodge + 7%
LEVEL 4 : dodge + 10%
LEVEL 5 : dodge + 15%

Endurance :

LEVEL 1 : hp + 5%
LEVEL 2 : hp + 8%
LEVEL 3 : hp + 10%
LEVEL 4 : hp + 12%
LEVEL 5 : hp + 15%

Lord's Land :

LEVEL 1 : experience +2 % (aura*)
LEVEL 2 : experience +4 % (aura*)
LEVEL 3 : experience +6 % (aura*)
LEVEL 4 : experience +8 % (aura*)
LEVEL 5 : experience +10 % (aura*)

originally i added the use of 2h guns but then thought it might be overpowered

with the input of others, this is what the tatoo might look like :

The Poacher

REQUIRED WEAPON : two handed ranged weapon
TATOO REQUIREMENTS:
LEVEL 1 : helmet defence max 0, armour defence max 0, pants defence max 0
LEVEL 2 : helmet defence max 0, armour defence max 0, pants defence max 0
LEVEL 3 : helmet defence max 0, armour defence max 0, pants defence max 0
LEVEL 4 : helmet defence max 0, armour defence max 0, pants defence max 0
LEVEL 5 : helmet defence max 0, armour defence max 0, pants defence max 0



Instict :

LEVEL 1 : chance to hit + 10
LEVEL 2 : chance to hit + 15
LEVEL 3 : chance to hit + 20
LEVEL 4 : chance to hit + 30
LEVEL 5 : chance to hit + 40

Evasion :

LEVEL 1 : dodge + 2%
LEVEL 2 : dodge + 4%
LEVEL 3 : dodge + 9%
LEVEL 4 : dodge + 15%
LEVEL 5 : dodge + 20%

Endurance :

LEVEL 1 : hp + 5%
LEVEL 2 : hp + 8%
LEVEL 3 : hp + 10%
LEVEL 4 : hp + 15%
LEVEL 5 : hp + 20%

Lord's Land :

LEVEL 1 : experience +4 % (aura*)
LEVEL 2 : experience +9 % (aura*)
LEVEL 3 : experience +12 % (aura*)
LEVEL 4 : experience +18 % (aura*)
LEVEL 5 : experience +20 % +1 character defence per 4 levels (aura*)

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Nice, only problem i can see is that i might have one more tattoo i can't defeat XD

Although to be honest, you could give it abit more of a boost to those bonuses. You kinda chose the lowest of the lowest of each one of them and gave it to this.


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here are my reasons behind the bonuses..... the chance to hit is instead of damage or critical hit and dodge and hp are to make up for the 0 defence. another idea i had was an extra attack or luck bonus to the experience tatoo. the reason i opted for the lower experience boost (same as berserker) is because it enables the use of all ranged weapons effectively. (with use of a solar set or even, for example, tigers cap of precog, elvish cape and elvish shorts of shepherd, defence would still be 0 or less and still enable tattoo bonuses)

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finally a VENGEANCE TTTOO

i like it and it looks like it could work well......

vengeance isnt overpowered anymore due to the massive perception loss

but this could work very well.....

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any opinions on the bonuses guys and girls? and what do you think to adding an extra attack (or 2) to the experience tatoo?

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not an extra attack but a better +% xp would be nice

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I think Endurance level 5 should have "weapon damage increased by 1 for every 6 character levels" and on chance to hit smaller increments and a % since the huge -PERCEPTION nerfed these weapons.

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thatswhy i added the + chance to hit. maybe this could be increased?

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quote:
Originally posted by popeye2k8
thatswhy i added the + chance to hit. maybe this could be increased?


I'm not sure if +chance to hit with ranged counts for 1 agility and perception for every 3 or just 1 of them but it seems rather low. You have a massive chance to hit but it is much better to have actual stats to back it up and a percentage would be much nicer at higher levels because remember you lose all your defence and a lot of perception.

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quote:
Originally posted by Szeszej
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The chance to hit needs to be much bigger. Since it's ranged that dodge could be seriously powerful... so leave it where it is, though it could go to 25% like the gangster, but then, as you say, with reaction it'd be unbeatable.

Hp... maybe a bit more, since collector and demonlord have a lot with high defence... though I'd actually remove that and add some critical.

Exp, I htink all tattoos should have the max exp anywayu

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quote:
Originally posted by Raxis
but then, as you say, with reaction it'd be unbeatable.


If you add critical people will simply use Reaction with Tiger's set, this is mainly aimed at using Vengeance weapons I think.

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quote:
Originally posted by Szeszej
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quote:
Originally posted by Raxis
The chance to hit needs to be much bigger. Since it's ranged that dodge could be seriously powerful... so leave it where it is, though it could go to 25% like the gangster, but then, as you say, with reaction it'd be unbeatable.

Hp... maybe a bit more, since collector and demonlord have a lot with high defence... though I'd actually remove that and add some critical.

Exp, I htink all tattoos should have the max exp anywayu


if you removed the hp part then users of this tatoo could die very quickly. normal hp + no defence is not really good.....

the idea was that it was balanced, maybe even underpowered at this stage then additional tweaks could be made later (if it was even considered for implementation, which isnt likely)

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quote:
if you removed the hp part then users of this tatoo could die very quickly. normal hp + no defence is not really good.....


but you've added a dodge bonus, and as the monk proves it can balance out. How about something different from ranged tattoos?

An amount of HP recovered per hit.... with a shuriken that would be lethal.

It's be like a ranged monk.

but that chance to hit definately needs a boost... also with no extra weapon damage I reckon it'd lost to the hunter with ease, it needs something along those lines... an extra attack maybe, but I don't think that'd add up to maybe 1 damage per 5 levels?

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have you seen base damage from vengeance..... i dont think they would need a boost tbh

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Yeah I have... I was thinking about melee weapons for a second there.

But waht ddo you think? Heal hit points per hit.

Maybe 5% crit lol... actually thinking bout it... Elvish would provide critical... since you'd be able to use it well

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This post has been edited 1 time(s), it was last edited by Raxis: 09-05-2009 22:10.

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exactly, thats what i meant by trying to be balanced. crit chance would be easier to get while maintaining agility/perc but the defence = 0 is a penalty.

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Its true. But I think adding HP per hit would certainly be nice for a ranged tattoo... also why Poacher and not Ninja Big Grin since Ninja tend to be out for vengeance of some sort Big Grin

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How about chance to hit goes

30
35
40
45
50

+ on xp tat

at lvl 5

def increased 1 ever 4 lvls as it wouldn't effect tats (i think) + it would add some def or opponent does not att first round of combat or 1% crit ever 4 lvls

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so the general concsensus is that its underpowered?


heres a few tweaks

The Poacher

REQUIRED WEAPON : two handed ranged weapon
TATOO REQUIREMENTS:
LEVEL 1 : helmet defence max 0, armour defence max 0, pants defence max 0
LEVEL 2 : helmet defence max 0, armour defence max 0, pants defence max 0
LEVEL 3 : helmet defence max 0, armour defence max 0, pants defence max 0
LEVEL 4 : helmet defence max 0, armour defence max 0, pants defence max 0
LEVEL 5 : helmet defence max 0, armour defence max 0, pants defence max 0



Instict :

LEVEL 1 : chance to hit + 10
LEVEL 2 : chance to hit + 20
LEVEL 3 : chance to hit + 30
LEVEL 4 : chance to hit + 45
LEVEL 5 : chance to hit + 60

Evasion :

LEVEL 1 : dodge + 2%
LEVEL 2 : dodge + 4%
LEVEL 3 : dodge + 7%
LEVEL 4 : dodge + 10%
LEVEL 5 : dodge + 15%

Endurance :

LEVEL 1 : hp + 5%
LEVEL 2 : hp + 8%
LEVEL 3 : hp + 10%
LEVEL 4 : hp + 15%
LEVEL 5 : hp + 20%

Lord's Land :

LEVEL 1 : experience +2 % (aura*)
LEVEL 2 : experience +4 % (aura*)
LEVEL 3 : experience +6 % (aura*)
LEVEL 4 : experience +8 % (aura*)
LEVEL 5 : experience +10 % +1 character defence per 4 levels (aura*)

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quote:
Originally posted by foxy9

at lvl 5

def increased 1 ever 4 lvls as it wouldn't effect tats (i think) + it would add some def or opponent does not att first round of combat or 1% crit ever 4 lvls


Would make it to powerful with the no first round attack. Even with the loss of no +critical if first round no attack gets added in, it will be very hard to beat by anyone. Dodge and hp? combined with police station 16 and high garrison would make defeating unless you got many attacks per round very hard.

EDIT:
The 1% crit would be ever more lethal and not needed. Elvish will provide most of the critical s needed. Very good item at G +5

Just my 2 cents Wink .
I don't ambush so I really don't care to much lol

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Yeah, that seems abit better. Only thing i'd say is maybe 20% dodge, for the sake of evening it out abit more, and also 20% is a nice clean number Tongue

Also, wouldn't it be JUST the exp thats an aura? Not the exp AND defense?


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looks good and all but if ranged gets another tatoo then shouldnt there be other tats for 1/2 h guns, melee etc...
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quote:
looks good and all but if ranged gets another tatoo then shouldnt there be other tats for 1/2 h guns, melee etc...



it's about time for a few more I think.

Popeye, make the dodge 20%... even 25% (Like the gangster)

1 defence per four levels is a nice idea, and makes the exp tattoo crcial... istill think a regen would be better than HP bonus though

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quote:
Originally posted by Raxis
1 defence per four levels is a nice idea


yay some of my ideas are ok for once and i think this is very good looking tat now, thums up from me =)

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oh very nice i like it a lot i'd much prefer this to my demon lord tat on underworld
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Regen over HP is a good idea, but why the criticals? Dodge, criticals, regen. What are you making this into the ultimate tattoe? Adding in criticals would make the tattoe over-powering to other range tattoes and overall overpowered. Dodge + regen is a deadly combination alone, than you also want more damage in offense?

I agree titan, we need a new fresh set of tattoes

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Popeye, well done. At least you were thinking a lot and didn't make it way too overpowered. A pity you started a chain reaction as your idea is the only good one.

Since you set defence to zero you won't need a massive +to hit (or + damage), you'll be able to get it from your equipment + solar set.
I like the original idea more, but with the +1 defence per 4 levels. The xp aura is well done as well.

Thumbs up.

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For the poacher wouldnt it be good for level 5 having a aura which is extra attack with weopen?

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quote:
Originally posted by sexymaida101
quote:
Originally posted by foxy9

at lvl 5

def increased 1 ever 4 lvls as it wouldn't effect tats (i think) + it would add some def or opponent does not att first round of combat or 1% crit ever 4 lvls


Would make it to powerful with the no first round attack. Even with the loss of no +critical if first round no attack gets added in, it will be very hard to beat by anyone. Dodge and hp? combined with police station 16 and high garrison would make defeating unless you got many attacks per round very hard.

EDIT:
The 1% crit would be ever more lethal and not needed. Elvish will provide most of the critical s needed. Very good item at G +5

Just my 2 cents Wink .
I don't ambush so I really don't care to much lol


this is why i didnt add crit chance. this is based on using the awesome damage from vengeance ranged weapons so ranged users wouldnt have to rely on pure crits anymore. right now almost all are using reaction suffix. this would bring vengeance to the table again, maybe even wolf suffix (no defence so players may use a weapon to increase toughness) dryad already has a good use (only ranged suffix with + reputation)

so to finalise : change the dodge tatoo to 20% and drop the chance to hit down?

could we get szeszej's point of view please?

also, we would need someone to create tatoo designs Tongue

EDIT : moved new design to top post

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Better. Though I still think a regen would work better.


And I still believe more experience would be better, even if it was 18% as opposed to 24%. I've never understood why they have to be different

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09-06-2009 14:12 Raxis is offline Search for Posts by Raxis Add Raxis to your Buddy List
Pops
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the experience tatoo has its reasons too. the lesser exp is in exchange for defence boost.

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09-06-2009 14:27 Pops is offline Search for Posts by Pops Add Pops to your Buddy List
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Discipline
LEVEL 1: 4500 PoP, 2 bloodstones
Traits : +3 to HIT PTS per hit, experience +4 % (aura*)


LEVEL 2: 9000 PoP, 2 heartstones
Traits : +6 to HIT PTS per hit, experience +6 % (aura*)


LEVEL 3: 13500 PoP, 2 lifestones
Traits : +9 to HIT PTS per hit, experience +10 % (aura*)


LEVEL 4: 18000 PoP, 2 mergestones
Traits : +12 to HIT PTS per hit, experience +14 % (aura*)


LEVEL 5: 22500 PoP, 2 soulstones
Traits : +15 to HIT PTS per hit, experience +20 % (aura*)


AND

Instructor
LEVEL 1: 4500 PoP, 2 bloodstones
Traits : experience +4 % (aura*)


LEVEL 2: 9000 PoP, 2 heartstones
Traits : experience +8 % (aura*)


LEVEL 3: 13500 PoP, 2 lifestones
Traits : experience +12 % (aura*)


LEVEL 4: 18000 PoP, 2 mergestones
Traits : experience +16 % (aura*)


LEVEL 5: 22500 PoP, 2 soulstones
Traits : additional 1 attacks with every weapon, experience +24 % (aura*)



Monk and Sniper.

Don't get me wrong, I love the idea of trying to balance it, but what I am saying is that really it needs more otherwise the users of this tattoo will suffer like the zerker does.... for every 1000 exp they gain 100 whereas a hunter gains 200

Not big numbers at the moment... but then you think for every 5000 a hunter is gaining anotheer point, whereas this tattoo would only be gaing a point per ten thousand.

I just think the experience could be raised to 18% or more is all... it'd still be balanced

-------------------------
I've just been reading a few thread... and according to Sesjesz the Demonlord is considered the Vengeance tattoo

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This post has been edited 1 time(s), it was last edited by Raxis: 09-06-2009 14:51.

09-06-2009 14:34 Raxis is offline Search for Posts by Raxis Add Raxis to your Buddy List
Pops
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so after everyones input ive made some more tweaks. does it still look balanced?

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quote:
Originally posted by popeye2k8
so after everyones input ive made some more tweaks. does it still look balanced?
I think so.

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That looks like it should be in play. Much much better.... I think it's now roughly equal to other tattoos.

Very well done Popeye

EDIT: Looking at it, I'd rather mnot face this monster tattoo lol, not if they get elvish to a decent level :S

Lets hope it can be implemented

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This post has been edited 1 time(s), it was last edited by Raxis: 09-07-2009 14:29.

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Tis tattoo could potentially give ranged an extra 2 attacks as it has one built in and allows ranged users to use the solar set.

I for one wouldn't use the vengence suffix as the penalties are just too harsh for my likings.

But if i had a solar set i would switch over to this tattoo immediately and exploit the extra damage and attacks from the set plus the tattoo. Not to mention the extra def/regen would be kick ass.

Think near enough vlades damage only with the ability to dodge and regen hp with even more attacks and a better chance to hit >_>

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the secret to dealing high damage with ranged weapons lies mostly in the high critical bonus damage, with zero crit% whatsoever this tattoo is in my opinion useful for Absorbers.

Though i really like the idea of a tattoo that makes solar and vengeance usable Wink

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09-07-2009 19:17 dooz is offline Search for Posts by dooz Add dooz to your Buddy List
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But then dooz. It also makes the tattoo very useable with elvish... give it critical and vengeance would become too powerful...

Ah I've just had a thought. With legendary ranged Popeye, you wouldn't be able to deal the crits

EDIT:
I do think you need to add a little, just so it's possible to go over the -45% crippling loss of critical

maybe add it with the chance to hit tattoo... because vengeance, if I recall, is quite hard to use as well... so it would balance out... even if it was only 20% critical (on top of another tattoo)

EDIT x2 :

i've been looking at vengeance items, and we'r forgetting

it ADDS hit chance... and i was looking at the throwing knife

Two-handed ranged weapon
Damage: 61 - 65
Effects: attacks per round: 5, PERCEPTION -21, Chance to hit +64, weapon damage +39, items defence = 0
Requirements: LEVEL: 40, STRENGTH: 40, GILITY: 41, PERCEPTION: 18, INTELLIGENCE: 19, KNOWLEDGE: 21
Selling price: 23 000 Lgo
Value: Nanites 155, Mana 510

If you do the math, they actually counterbalance each other. The only weapon that really suffers is the shuriken. Though chance to hit would be needed to balance it against reaction, it IS still fairly balanced

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This post has been edited 2 time(s), it was last edited by Raxis: 09-08-2009 00:04.

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icecold
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nice idea, but b for they implement a tattoo like that they need to work on the other tattoo's. especially the other ranged tattoo's so that they will alllll b evenly balanced.... i like my demon tattoo but i think the dodge on that tattoo and the fact that u can gain an extra attack and use the best sets going makes it a bit uneven though

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Well, i would still choose demonlord or collector over this tattoo, having high defense requirements is waaaaay better than having defense=0 requirement(even if you dodge 20%).

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09-16-2009 08:36 dooz is offline Search for Posts by dooz Add dooz to your Buddy List
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