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Greedy player (Dungeon)

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Post  alexchew_2020 Tue Oct 08, 2013 12:20 am

Since S-Rank is been reduce to 3%. There is still alots of player hitting >3% what their problems.. If u able to hitting for more..just continue lvl and move on to next teir dungeon for better reward.Mad 

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Post  JManS Tue Oct 08, 2013 11:48 am

Is this a question for the question and answers section?? I'm confused
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Post  [ßÅ] Skezy Tue Oct 08, 2013 12:25 pm

I dont want to lvl and the reason why I dont is because my future easy lvls are worth more than a nicer dungeon reward. I can fit basically unlimited monsters that matter under my lvl 52 monster cap. I think they should open up the other dungeons based on your dmg rather than your lvl and then both camps are happy.

But just because someone does 3+% doesn't mean they are overkilling it or being greedy. since you only have 2 options 1x and 5x. if your 1x does lets say 2.5% and the dungeon dies within a min or you see it late and its almost dead then you have to hit it with 5x and do 12.5% to get s rank since 2.5% will get you b rank and why should you settle? with the 20% swing on dmg your not safe going only with 1x until you can hit 3.01-3.8%. until you have to weigh the odds if it will last another 30sec for you to get 2 hits off just in case. on the 150, its impossible to do 3% on 1x so all the big hitters do 5x and they go up to 5.x%. anything above that is someone stuck at 2.5-2.99 on 5x and they have to swing twice to make rank. on the 50 there are a lot of people who with 1x can do 25-80+% and depending on your stance its either greedy or racking up monsters.

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Post  Prophet Tue Oct 08, 2013 12:30 pm

And this is why dungeons are so broken

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Post  Bane Wed Oct 09, 2013 8:39 am

They should improve dungeon find rate but keep regen stamina rate as it is , and there will always be dungeons up and u are able to get ur hits in and they die slower.
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Post  SirWalezy Wed Oct 16, 2013 6:45 am

Rate throughout the event has been ridiculously low. With that there are tons of ppl that do 25-50% on lvl 100 boss resulting in 10 sec kills. To be honest I really would like a dungeon buff, but I don't think it can be done. You really can't push those thing to the point where you need full set of outers to do lvl 100 bosses. Just to farm chaoses. We really need a dmg cap

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Post  nunoalves Wed Oct 16, 2013 8:22 am

SirWalezy wrote:Rate throughout the event has been ridiculously low. With that there are tons of ppl that do 25-50% on lvl 100 boss resulting in 10 sec kills. To be honest I really would like a dungeon buff, but I don't think it can be done. You really can't push those thing to the point where you need full set of outers to do lvl 100 bosses. Just to farm chaoses. We really need a dmg cap
To fix dungeons they'd probably need to be remade and that wont happen. I actually like them (now that i can hit them), even tho many times it's dead by the time i click "Attack" and even taking in account i never get a chance to attack twice. So i'm limited to whatever damage i do on the first attack. Meaning sometimes i attack and get nothing... but it's part of the game and it's what makes it exciting for me. These little frustrations add to the gaming experience. I agree they need some tweaking, tho.

If they doubled the dungeon HP and kept the damage percentage based on the current HP, they'd last longer without making it harder for people to achieve the same rank. For example, if 20 million damage is required for 3% in a dungeon. Doubling the total HP while still requiring 20 million damage for 3% would help the lower level dungeon farmers. This is not the best solution because it'd be bad for the higher level dungeons.

Or they could base the period between attacks on the dungeon team used. Elder, Outer and Infinite would require 5 seconds per monster. SS God, Ultra and Supreme would be 4 seconds. Ultimate, God and S God would be 3 seconds, etc. This way the strongest teams would take the usual 30 seconds to attack again while the weaker ones would require less time. A full SGod team would be able to attack again after 18 seconds.
This would not fix the problem of dungeons dieing too quick but it'd allow the weaker players to be able to attack twice more often, if they catch the dungeon early.

Or give an extra 10 or 15 seconds of "dieing" period where no new players can join the dungeon (already "dead" so no longer visible for anyone to join) but players who had already joined the dungeon still have the attack buttons active (for these 10 or 15 seconds), along with the "Delete Dungeon" button. This would not affect the killing blow, which would have been decided already when it died.

Damage cap is also good but it'd screw the higher level dungeons that already require team work and coordination to beat. It'd have to be done wisely.

Unfortunately any of these tweaks require extra coding, which then requires testing and a new release. Simply modifying the HP is much easier so that's what they do...


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Post  Xzasul Wed Oct 16, 2013 10:37 am

I always thought dmg cap would be the best, but it is true for thw higher dungeons it wouldnt be helpful..

I think they need to push the hp and put the ranks back down, with the % they push the hp, means 2x hp : b rank- 0.1% and so on.
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Post  SirWalezy Thu Oct 17, 2013 6:12 am

I don't think that dmg cap would be that bad. Imagine a 10% or 8% cap. Would that influence higher lvl dungeons? No. Would it help with lower ones? DEFINITELY. It's all about finding that right balance. I know that GV isn't very good at that Wink but I belive even to them it won't be a problem

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Post  Xzasul Thu Oct 17, 2013 10:25 am

Yeah, but 10% is too high either, atleast for lower dungeon. Maybe its should depend on the dungeon, but it just might be too hard to implement. We will see what comes ib the future
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