Time Trials - Dojo
Old 01-21-2011, 01:59 AM   #1
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Time Trials

A dojo-like feature where a player gets 90 seconds to inflict as much damage as possible on a dummy enemy with his or her character. This dummy enemy attacks and defends with the stats equivalent to a white mob.

To make the most use of a character's offensive and defensive skills, both the character's HP and the dummy's HP will drain to 0 in synch with the clock timer regardless of how much damage is actually inflicted.

The 90-second limit will ensure that players get only a single use of a Class Ability.

The Seer could have this option available and BE the dummy enemy.
OR, perhaps set-up the dojo - in whatever form it takes - 1 square west of Stronhad. This could be the Glitchless Team's first experiment in modifying or expanding the world map in a benign way.

If ever this feature should be implemented, create a new section on the "Tops List" where each class gets its own monthly Top 10 (or 20 or 50) displaying how much damage was inflicted. A player's primary class determines the respective Tops List in which the player may be listed.

*****************

This feature would give ALL players, capped or not, a means of testing out their build in a controlled environment.

This would also allow Nodiatis to see who is climbing to the top of each class, as well as keep Stormwizard busy with number crunching for the rest of us.
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Old 01-21-2011, 02:23 AM   #2
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There are modifiers that alter drop chance when you go AFK based on what you do when gone. We will list them here:
  • Fix and eat a sandwich +15%
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We believe these are working as intended.
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Old 01-21-2011, 02:37 AM   #3
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Haha, why do i need a dummy when I have you Brother? xD

Seriously tho, this would be EPIC. I totally support, and would defo help w/number crunching a good bit
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Old 01-21-2011, 03:08 AM   #4
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i think this is a brilliant idea and would settle many aurguements over what classes need buffing.fixing or need to be pegged back as well as testing out your own builds suits and equipment
the one flaw i can see this being abused with people going in with weakened builds/stats and claim there class needs a buff/fix if they tried to use that as evidence

but if this was just for purely testing out yourself and what works and doesn't work for you then love it 100% support

a sideline if it cost say 200 gold to test out a dummy run then at the end of the month the top players of there classes would share the prize pot between them just an idle thought that
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Old 01-21-2011, 03:40 AM   #5
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Could be cool, also not important..
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Old 01-21-2011, 06:41 AM   #6
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Old Delay/(1+haste%) = New Delay

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Old 01-21-2011, 07:13 AM   #7
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i fully support aslong as it was PvE based.

we have arena to show which teams are the best in PvE, and your able to see what classes they are, and generally fight against them so you know what they use.

but with PvE there is nothing except for top bosses, and there is a massive difference between who can kill a boss and who can do the most damage the fastest in PvE.

although i wouldnt do it based on class, id do it based on weapon type, so that people can see what the most damage for pierce, crush, archery, DD, DoT, whips and slash.

i also would suggest making it, so that its fair for DoT, that all left over effects are ruptured at the end of the fight, and the damage added to what they done.
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Old 01-21-2011, 11:27 AM   #8
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I support
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Old 01-21-2011, 11:52 AM   #9
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I understand the reasoning of categorizing by weapon type rather than class type. However, I think that speaks more to the established Melee, BM, Archer, and Caster archetype builds into which players normally fall. This would be significant for a Regener, Crafter, or Adventurer class (and others) who aren't slated in favor of a particular build as are the Warlock and Rogue classes.

The intention was to take advantage of the innate bonuses of a class and see how close a person could get to that 'perfect' build. I wonder if there is a way to give recognition to both class and weapon(s) choice.

I suppose each class could have a different objective in the dojo. For example, a Weapon Master has to inflict as much damage as possible; a Guardian has to survive for as long as possible; an Angel has to heal as much as possible. All would be tailored to a class-specific goal.

But that would be asking too much, too soon.
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Old 01-21-2011, 12:18 PM   #10
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i like the idea.. but why picking on my little alt "Dummy"?
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Old 01-21-2011, 03:50 PM   #11
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Quote:
Originally Posted by Brother
I understand the reasoning of categorizing by weapon type rather than class type. However, I think that speaks more to the established Melee, BM, Archer, and Caster archetype builds into which players normally fall. This would be significant for a Regener, Crafter, or Adventurer class (and others) who aren't slated in favor of a particular build as are the Warlock and Rogue classes.

The intention was to take advantage of the innate bonuses of a class and see how close a person could get to that 'perfect' build. I wonder if there is a way to give recognition to both class and weapon(s) choice.

I suppose each class could have a different objective in the dojo. For example, a Weapon Master has to inflict as much damage as possible; a Guardian has to survive for as long as possible; an Angel has to heal as much as possible. All would be tailored to a class-specific goal.

But that would be asking too much, too soon.
i understand that, i said weapon type, as im a piercer, and my class is weapon master, which most every weapon master is a slasher or crusher, which have an innate bonus to damage that i dont through their weapons. which means they almost automatically come out on top above me.

but yes, i agree with you yes, for it would be unfair for regeners/advetnures/etc etc that dont have an innate bonus to damage based on their class.

i assume either way you go there are going to be people that get screwed,
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However you want to spin it, buddy. This patch was specifically designed to somehow screw you over.

Quote:
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Tell that to the crybaby archers
Quote:
Originally Posted by Glitchless
We are well aware of the over-dramatic reactions to game changes in an effort to skew perception. It doesn't work, just makes them look like cry babies.
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