If new area opened, what rewards in this area is a big problem. (pink bean /Henesys Ruins rewards) If we just add new weapons/equipment with higher stats/WA/MA, it'll disrupt the old market environment. So here are a few directions I'm thinking for new weapons/equipment: ● High M.def/W.def - Focus on defensive stats instead of offense =>if new mobs have 35k dmg, and we can use 10k W.def equip to afford dmg =>(related issues): (1)Meso Guard(-50%dmg, shad), (2)Power Guard(-40%dmg, hero & pally), (3)zerk(dk) =>def cap is 1999?? ●Elemental Weapon =>copy & adjust from the old weapon (elemental staff => elemental xbow) =>add one element to the useless attack skills (e.g. Energy ball, bucc) (Hope I can meet PinkBean in 2026 ) (Farmer's New Dream start here)
(something isn't related to discuss) If ToT's new area can do split release. --->Dimensional Schism maps (only 1 map & no mod in old ver.) --->1st Cygnus knight --->Henesys ruin maps --->2nd Cygnus knight --->Dark Ereve maps --->3rd Cygnus knight --->Knight Stronghold maps --->4th Cygnus knight --->Twilight Perion maps --->5th Cygnus knight --->Cygnus boss
defense removes a flat amount, giving out items with def in the thousands will reduce most other bosses to be as threatening as a snail.
This is a big problem. ----------------------------------------------------------------------------------------------------- (threatening bosses list in dmg in my memory, exclude mechanism kill like 199,999dmg) =>HT's tail(28k+)(?) =>Auf+sed(18k+6k) =>TheBoss(25k) =>Toad(16k)(?) ----------------------------------------------------------------------------------------------------- I try to find some ways to deal it : 1.Trade dmg to def =>the high def equip are [S/C/G]. ~> Trade ur dmg to def, for surviving in new area. =>or ring/weapon? 2.Balance =>not all player wash char to 30k hp =>use def cap to limit (now:1999, adjust to 3999 or 4999) =>def equip provide a way to reduce 3000~5000 dmg(Max), and keep most boss threatening as usual. =>def equips are Lv180/190 up equip 3.Refond the difficulty Add new Mob Mechenism to some old bosses(or mobs) after def-equip release =>(1)sed/dark/def up/1-hit-kill/de-spell =>(2)Mob with high-M.att(30k up), but can sealed by i/l& f/p (non-boss mob) =>(3)multi-hit ====> if def reduce 2000dmg, and assume a new-mob with 6k*6 dmg (i'm not sure how the def formula work) ====>TheBoss: 25k => 23k ====>new-mob: 6k*6=36k =>4k*6=24k =>(4)old mob become fetal after W.att up/ M.att up ====>With Crash skill (hero/dk) remake: 15mob + cooldown(10~15sec) 4.Seperate the threatens =>Mob's W.att is fetal, M.att is normal (and vise versa) ----------------------------------------------------------------------------------------------------- ●if doing crazy hp-washing like my 26k-hp MM , all bosses are snail in dmg (exclude mechanism difficulty like VL & Auf). ●def equip can provide a way to do less hp-wash, so extremely-high-def equip( - 5000~8000dmg?) should be an auf-helmet-like equip. ●Middle-def equip(-1000~2000dmg) can be a new way to gain something equivalent to hp. ●The above-mentioned are not related to: (1)Meso Guard(-50%dmg, shad), (2)Power Guard(-40%dmg, hero & pally), (3)zerk(dk) =>my opinion is add cool-down to (1)&(2), like 60sec period + 180sec cd, and let it avail in sed-state like HW