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Gear Ideas for Gaea

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  • Gear Ideas for Gaea

    Please consider breaking the following molds to add more variety to gear pieces:

    1. Vary starting Attack Increase and starting Defense Increase on gear type. For instance on the weapon, both the
    starting Attack and Defense were 30 and 26 respectively for Season 6, Shadowstalker, Knightmare, Underworld,
    Highlander, Savager, Valhalla, and now the Forester. That is 8 separate weapons with same starting increases.
    ....a. How to vary it:
    ........i. Perhaps on defense based gear (abilities are for defense), the defense is higher than the attack on some of
    it or vice versa. Don’t make this a rule of thumb either. Keep changing it up.
    ........ii. Also, many starting numbers were skipped with release of the next gear generation (starting with Season 6).
    The starting attack was 22, then jumped to 30. Some of that gear could have had gradual increases to spice it up.

    2. Modify the way embed boost is applied. Currently an ability starts at 3%(*), 15%(**), 30%(***) or 50%(****).
    To add more variety, apply the *** embed boost to a piece of gear starting at 3%. So when embedding a Lvl 9 stone
    into a 3%(***) ability, it boosts it to a total of 38.3% instead of the current total of 25%. Or have 15%(****) or 15%(*)
    or 50%(**), etc.

    3. Fix the Defense Increase on pants. For some reason, the defense does not increase as you strengthen a pair of pants except on one set: Chaos Greaves.

  • #2
    These would be nice changes but I doubt they will change any stats on any current gear but maybe they will improve new gear that may come out ( especially the pants).


    • #3
      Wrt point 2: I think the idea is that the jewels add more to the higher tier attributes to "keep them higher tier". If they leveled it up (or worse, as you suggest, make increases better for lower tiers) then a piece with a lower tier attribute would become almost equal to (or even better than) higher tier attribute, when embedded with high enough jewel. That would make no sense, in my opinion, and would mess up with older/crappier/abundant gear. Also, if you are suggesting to add different bonus to different pieces of gear, just think how many people would quit over the fact, that they need to forge the gear first to learn how high it actually gets.

      As for your point 1: I think they simply copy-paste a piece of gear when they are making a new one. That attribute has very little to no value to the strength of the gear, makes it more confusing to new players, and adds no gameplay value, so I'd personally have them remove it completely, rather than add more variety.


      • #4
        Old gear is just that. Old. Don’t change it. This would be moving forward. All they would have to do is change their calculation method.

        Starting attack and defense does add some value. My attack is 442. On a level 270 knight, this increase of 172 adds 86% to my attack buff. My defense 436, and that adds 83% to my life buff. So if they have another season/hardcore event, make the gear exceptional in its starting level (defense or attack, but not necessarily both). Starts at 50, 4 attributes equates to an increase of 8. Level increase of 58 equates to a buff bonus of 29%. Follow that thru on all pieces and that's a total of a 145% buff increase. That might pique the interest of players to compete a bit harder for the gear.

        As for lower tier attributes now out performing higher tier, not so true.

        A 1st tier attribute (3% at level 1 forge) with a **** embed bonus forged to level 13 would still reach 68%. Now embed a level 11 jewel for a bonus of 53%. Now at a total of 121%.

        A 4th tier attribute (50% at level 1 forge) with a * embed bonus forged to level 13 would still reach 120.5%. Now embed a level 11 jewel for a bonus of 29.8%. Now at a total of 150.3%.
        So for quick reference, forged to 13, level 11 jewel:

        Starting Attribute Strength Forged to 13 Embed Bonus Total
        3%* 68.0% 29.8% 97.8%
        3%** 68.0% 36.0% 104.0%
        3%*** 68.0% 43.0% 111.0%
        3%**** 68.0% 53.0% 121.0%
        15%* 78.5% 29.8% 108.3%
        15%** 78.5% 36.0% 114.5%
        15%*** 78.5% 43.0% 121.5%
        15%**** 78.5% 53.0% 131.5%
        30%* 100.5% 29.8% 130.3%
        30%** 100.5% 36.0% 136.5%
        30%*** 100.5% 43.0% 143.5%
        30%**** 100.5% 53.0% 153.5%
        50%* 120.5% 29.8% 150.3%
        50%** 120.5% 36.0% 156.5%
        50%*** 120.5% 43.0% 163.5%
        50%**** 120.5% 53.0% 173.5%
        With the current structure, the possible combinations will run out. Everything will be 50% starting. Or they introduce a 5th attribute or more gear types. I could use an earring or belt. Maybe a scarf.
        Going to %url_domain%


        • #5
          Originally posted by Bonz26 View Post
          ...Starts at 50, 4 attributes equates to an increase of 8. Level increase of 58 equates to a buff bonus of 29%. Follow that thru on all pieces and that's a total of a 145% buff increase. That might pique the interest of players to compete a bit harder for the gear.
          It may pique an interest, but for almost zero gain. It only confuses players, making them think it could make the gear valuable.
          To follow up on your example: that "big increase" from current 36 to 58 on base stats on a single piece would represent 11 extra points to buff. You know they never release a set with more than 2 good pieces anyway, so if anyone put al the gear on just because of the base stats (which sadly, still some people do--see how it's confusing?), they would not fare well. So for a single piece, the 11 extra points would make about 0.6% improvement on current knights.

          Originally posted by Bonz26 View Post
          With the current structure, the possible combinations will run out. Everything will be 50% starting. Or they introduce a 5th attribute or more gear types. I could use an earring or belt. Maybe a scarf.
          True. The top knight possible with current system is about 540 combat rating (516 without the base stats), while current top is already above 300, so there isn't enough room to even double their power at this point. And in that case, you could go higher by increasing base stats. But you can do the same by adding stars, which is more likely what they are going to do (adding rings was another move to extend the period for possible gear increases). Just to be clear though, I'm not arguing against increasing the base stats. They are already there, so the devil is free anyway, and yes they could stretch them and make gear even stronger that way, and probably rake some money from people who don't realize how little the base stats add .o]

          On the point of mixed jewel contributions though, that really makes no sense to me. It would make it very confusing, and you are not adding any room for gear growth anyway, only more combinations for less powerful gear (see where your top bonus still has the same value?). And imagine the crazy attribute icons that are already difficult to read to a lot of people, and that would have to convey more information:
          - attribute type
          - attribute tier
          - troop type
          - troop tier
          and you want to add:
          - jewel tier

          All that while adding nothing to the gameplay. People would be mad and confused, don't know which one more.


          • #6
            I’ll concede and withdraw the idea of modifying the embed calculation. You made me think about it a bit more, and I agree it is too late in the evolution.

            But it is not overly complicated to achieve nor understand….perhaps only in my mind. Math is simple . I do get that some would have needed help, but it would the same folks that need help now to understand the current system. There would have been no need to change attribute appearance, just the explanation of what each means.

            Going to %url_domain%