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Discussion in 'General Discussion' started by Treetops, Jun 29, 2019.

  1. Treetops
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    Treetops Member

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    I was wrong and I take it all back. /thread.
     
    Last edited: Jul 31, 2020
  2. Hampa
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    it is the best pendant for most classes though
     
  3. MsMocha
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    Why does it matter though? The only other people you have to compete with here have the exact same MoN stats. Most of us like that they made the HTP (which is much harder to get) competitive with this pendant. There would be little to no reason to do Horntail if he dropped clearance rack pendants.

    Also, please don't be so rude. No one will want to take such a "heavy-handed and somewhat braindead approach" seriously.
     
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  4. itsKate
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    itsKate Well-Known Member

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    The reason behind that change was to:
    • Not have an OP item which would make its substitutes obsolete (HTP)
    • To give incentive for CWKPQ’ers to continue doing the PQ to get the optimal pendant
    The max att for MoN is 8att/m.att and max all stats would be 11. Making it still the best in slot pendant for all attacker classes, however, they would have to continue doing the PQ until they get their hands on such or close enough stats.

    While making HTP a very decent place holder or, for the unlucky ones, still consider it as end game.

    With this change, HTP is still the best pendant for mages (as egged only HTP can have 28 TMA while perfect MoN would have 19 TMA.

    This change was done so it would not harm or have a minimal impact on gameplay with HT being the end game boss with best overall drops and MoN being something to work hard for.

    If it were to stay as it was in GMS (or in your case EMS), even after getting an average MoN would destroy the demand for HTP, and as a result, HTP services as well, which if you didn’t know, one of the main income resources for end game players.

    With all this said (and hopefully cleared things up for you) I too agree the hostile feedback was unnecessary. Could have been handled much better with a simple question so the community wouldn’t think badly of you. I hope, for your sake, that attitude won’t affect the reaction you’d get from the community in the future.

    <3
     
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  5. itsKate
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    itsKate Well-Known Member

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    I think, to resolve your issue with the MoN nerf, need to understand how a nostalgic private server operates.

    This isn’t a progressive server, meaning, no matter what new equipments come, it will be designed to have the minimum possible impact on the gameplay/economy/goals-to-aim of the server. So in order to give the minimal impact, MoN was nerfed (as the original MoN would have been way too OP).

    This goes for any future content. Before you make another of the same post about Reverse equips if/when Pink Bean js implemented, it will have the same changes, meaning it will be nerfed according to have the minimal possible impact.

    If you wish to see updates in content where amazingly better equips will be implemented, I highly recommend trying out a progressive server, and not a nostalgic, stable-version server.
     
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  6. itsKate
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    itsKate Well-Known Member

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    That’s great ! You’re indeed entitled to your opinions. I did not post what I posted in an attempt to change your opinion but was only trying to answer your initial question which was about the reasoning behind the nerf.

    You can love the change or you can hate the change, entirely up to you, but the change is done and won’t be reverted. So the only thing you can do is to accept it even though you don’t like it.

    Just a tip for you: if you dislike a certain change or feature of the server, you should make a thread in the Feedbacks section instead of unnecessarily rant about it in General Discussion section ..
     
  7. Relmy
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    i have to add,, im pretty shure MoN never had slots.....
     
  8. WolfXLord
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    Just as a sidenote @itsKate the MoN can have up to 15 (or 16 I forget) MA and 11 INT (so 26~27 total).

    Still, HTP is better.

    Even for NLs, MoN is better considering formula for TT. IIRC max is (wa + .5*LUK) and min is (wa + .25*LUK), or something like that. Average ends up being ~(wa+.375*LUK) or (wa+3/8*LUK).

    Assuming average damage with perf pendents:
    8 + (3/8*11) = ~12.125 for MoN
    28*3/8 = 10.5 for HTP

    HTP only beats MoN for damage if you can get it up to 33 LUK.

    PLUS MoN has HP which is helpful.
     
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  9. sparky95
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    I had to reloot hundreds of times to get an 8att 11 str MoN on my Corsair. I still find it worth the effort because it boosted my range, compared with HTP, by a good amount which would otherwise cost 50b+ if I were to upgrade my gear for the same increment.
     
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  10. Evan
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    Also forgetting (although mentioned in passing) that the godly system affects it.

    Unlike HTP and Zak helms, an extra 5 str or DeX or whatever is almost nothing, 5 attack is a lot. By lowering the attack and leaving the godly system in place it stays competitive, still better than HTP for a good chunk of classes and makes it take effort to get which is good for the longevity of the game.
     
  11. Enticing
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    Orignal MoN had 1 slot and was tradeable. It wasnt until many months possibly a good year after cwkpqs release did Nexon decide to make them untradeable. Upon its release it became a replacement of the htp for most classes except mages.

    The original MoN was far to powerful for what it actually required of the player. Nerfing some of its stats was to bring it down to be more of a choice for end game attackers instead of being a no brainer upgrade to the htp.

    This is pure speculation but i think keeping the mon in its orignal state and buffing the htp would have added more power creep than i think matt was ok with. We should always be careful how we roll out new items to make sure players power is a slow gradual line and not a spike as its important to the health and longevity of a server.
     
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