Cor_Leonis

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  1. Just to throw in my two widdle cents, the rumors thread that Lady Sadako started a while ago has an idea on how to work out newspaper missions, and the link for it just so happens to be in my sig. The idea is at the end of the thread.

    Yes the idea is mine.

    <.<

    >.>

    Well I like it!
  2. Don't know if anyone's brought this up yet...

    The Character in the korean video carries both a sword and a gun. Some have noted this in this thread.
    What nobody's suggested is this: what if he's a broadsword/pistols scrapper?
    Admitedly, pistols as a defense set isn't what first comes to mind, but what if its a set of medium range debuffs, with some pisol-whipping stuns, thus protecting the scrapper? Just a thought.
  3. Hmm...not seeing it either. Even tried refreshing...no dice.
  4. I had a quick idea relating to the whole problem of buffed accuracy. Here’s my suggestion: add a ‘dodge’ capability to certain defense powers. This would function like a defense mechanism, but with one very important difference: it would never be measured against the enemy’s accuracy, level, or rank. It would simply be there, similar to the 5% chance of being hit. This percentage would be absolutely independent, even from the character’s defense, and would be could not be stacked with the dodge probability on other defense powers, or be upgraded.

    <ul type="square">[*]Example: Super NinjaX super reflexes character activates ‘Focused fighting’. This boosts his defense, and grants him a 20% ‘dodge’ probability. The stats on his enemy would have no effect on this number: there would simple be a 1 in 5 chance he would be missed. He goes up against X enemy, who happens to be several levels above him, with an accuracy buff power running. With just plain defense taken into account, Super NinjaX has little in the way of protection. But, with the ‘Dodge’ probability built in, he has 20% protection, no matter what. Enemy X attacks SuperninjaX, and the number first goes through the ‘dodge’ probability. If the hero happens to dodge, nothing else is necessary. “Dodged” blinks over the hero, as “critical” does for scrappers. If the 80% wins over, however, the accuracy of the attacker is run up against the defense numbers on Super NinjaX, and he is squished, as his protection means little against the higher-level enemy and his buffed probability to hit.[/list]I know this seems a like it's complicating an already complex matter, but I think having an independent variable would go a little ways in making up for the deadliness of toHit buffs, which are, in effect, debuffs to defense-based powers.