Onyx/ Ruby Gems

What would you like to see in future updates?

Onyx/ Ruby Gems

Postby Bj_Knows » Sun Aug 26, 2012 9:34 pm

New Subject
Onyx/ Ruby Gems

OLD Subject
Onyx Gems

Overview:
Onyx Gems would fill in a gap between Hero Training/ Tomes (Tomes) and a Very Complicated Augment Gem System.
Tier 4 Onyx Gems would encourage Knight Valor raids.
Onyx Gems would encourage Defense Based content and new Defense Based character classes.
 
Body:
Some people do not like Tier 4 Gems.
 
If you want to upgrade from a Tier 3 Gem to a Tier 4 Gem, you cannot put half the points in Haste (Yellow) and half in Dodge (Yellow) or even half in Haste (Yellow) and half in Magic Resist (Blue). Onyx Gems would help, players who want to, build a more “well rounded” character.
 
If you want, you can spend all your Hero Tokens on the Haste Tome. But the Arithmetic Progression of Tomes tries to encourages you to spread your Hero Tokens evenly among all 8 Stats. The Onyx Gem would allow you to follow this style of play without having to spend days moving gems around. Example: “Does my Crit Power stay above the 250% Semi-Soft Stat Cap if I move a gem to my Helmet?” “Does my Dodge increase enough to make purchasing a Tier 3 Gem for my boot a good idea?” The Augment Gem System can be very confusing if you want a specific result besides Maximum Haste (or maximum any other single Stat).
 
Most players concentrate on +Magic/ +Melee, +Crit, +Crit Power & +Haste (+MMCCpH) characters. With the Semi-Soft Stat Caps (see post [ viewtopic.php?p=4237#p4237 ], High Might Rating characters could benefit from spreading points in all 8 Stats. It is difficult with the current system to build a “well rounded” character using Knight Valor if you start with a +MMCCpH character built with Soldier Valor. One way to ease the transition would be a new gem, the Onyx Gem.
 
With Raiding concentrating on +MMCCpH, the stats Dodge, Physical Resist and Magic Resist are seldom increased. So no game content is designed for characters with High Dodge, High Physical Resist and High Magic Resist. The Onyx Gem would be a way to encourage new content that is not just “Whack it with a Bigger Stick”. Guilds could start recruiting Attack Based and Defense Based characters. Once Defense Based characters have content, three new classes could be added to mirror the Attack Based Justicar, Shadow Walker, and War Mage.
 
Majerio’s Shop would sell Onyx Gems:
Tier 2 Onyx Gem= Squire Valor, Fits only White Gem Slot, instead of *4 Multiplier to single Stat, gives *1 Multiplier to all 8 Stats.
[Tier 3 variant is dealt with below]
Tier 4 Onyx Gem= Knight Valor, Fits only White Gem Slot, instead of *8 Multiplier to single Stat, gives *2 Multiplier to all 8 Stats.
 
Example:
Full Set of Tier 11 Items with White Gem Slots filled with Tier 4 Haste Gems would give 2464 points in Haste and 2464 points in Might Rating ( *11 Tier * 28 Location Bonus *8 Multiplier ).
A Full Set of Tier 11 Items with White Gem Slots filled with Tier 4 Onyx Gems would give 616 points in Melee, Magic, Crit, Crit Power, Physical Resist, Magic Resist, Dodge & Haste and 4928 points in Might Rating.
 
Edit: Redacted due to incorrect equations.

If you upgrade a Tier Item, it improves any Stat, unlike an augment gem. Except for picking one of the four weapons, few players regret buying a specific Tier 11 item. The upgrade of a Tier Item also gives you

Edit: Correct Equations
( viewtopic.php?p=4910#p4910 )

 
How this could fit into the game:
 
Amulet of IronHaven Option
The Amulet of IronHaven could include a single Tier 4 Onyx Gem.
 
Guardian Dragon Option
Defeating the Guardian Dragon for the first time could reward the character with a single Tier 4 Onyx Gem. With this option, they could also be renamed Obsidian Gems.
 
Last Quest Option
The last quest, after defeating Emperor Trask, of the current quest chain (“The Victors” quest) could reward a single Tier 4 Onyx Gem.
 
Long Quest Chain Option
Just like Amulet of IronHaven is a long quest chain, a new long quest chain could be added. Either a Solo or Guild quest chain. Each third of the quest chain rewarding a Tier 4 Onyx Gem for a total of three.
 
For Tier 3, something different:
 
Clear Gem Option
Tier 3 Clear Gem= Gold Shields/Soldier Valor, Fits any color Gem Slot, instead of *6 Multiplier to single Stat, gives *0.875 Multiplier to all 8.
 
Clear Gems are still not as good as Tier 4 Onyx Gems (which require Knight Valor), but would be worth the real world money paid by the player.
 
Example:
Full Set of Tier 11 Items with all Tier 3 gems (Red= Melee/ Magic, Yellow= Crit, Blue= Crit Power, White= Haste) would give you 924 points in Melee, 924 points in Magic, 1848 points in Crit, 1848 points in Crit Power, 1848 points in Haste and 7392 Might Rating ( *11 Tier * 28 Location Bonus *6 Multiplier ).
 
Full Set of Tier 11 Items with all Tier 3 Clear Gems would give you 1078 points in Melee, Magic, Crit, Crit Power, Physical Resist, Magic Resist, Dodge and Haste and 8624 Might Rating.
 
Full Set of Tier 11 Items with all colored Gem Slots filled with Tier 3 Clear Gems and all White Slots filled with Tier 4 Onyx Gems would give you 1424 points (1424.5 round down) in Melee, Magic, Crit, Crit Power, Physical Resist, Magic Resist, Dodge and Haste and 11392 Might Rating.
Last edited by Bj_Knows on Fri Sep 21, 2012 12:28 pm, edited 1 time in total.
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Re: Onyx Gems

Postby Hotasfire0Coolasice » Sun Aug 26, 2012 10:13 pm

Genius! This could be expanded off of as well.

Sapphires : PhysRes/MagRes
Rubies : Crit/Critpower
Topazes : Melee/Magic
Amethysts : Dodge/Haste

Bloodstone : Melee/Crit
Aquamarines : Mag/Critpower
Diamonds : Phys/Dodge
Emeralds : Haste/Magic

They would have *1, 2, 3, n 4 multipliers, not 2, 4, 6, and 8.

This could also suggest an expansion of the gem system, which is what I hope for soon.
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Re: Onyx Gems

Postby Pur3Aw3zom3n3zz » Wed Aug 29, 2012 12:24 pm

BjofCJandBj wrote:Any Stat
Total Might Rating Percentage (TMR%) Increase from Tier 10 Items with all Tier 3 Gems
Tier 11 Items +16 TMR%= Torso, Necklace, Ring, 2-Handed Weapon
Tier 11 Items +12 TMR%= Head, Legs
Tier 11 Items +8 TMR%= Main Hand Weapon, Off Hand Item, Back, Hand, Foot
 
Single Stat
Total Might Rating Percentage (TMR%) Increase from Tier 10 Items with all Tier 3 Gems
Tier 4 Gem +4.8 TMR% Gem Slot= Torso, Necklace, Ring, 2-Handed Weapon
Tier 4 Gem +3.6 TMR% Gem Slot= Head, Legs
Tier 4 Gem +2.4 TMR% Gem Slot= Main Hand Weapon, Off Hand Item, Back, Hand, Foot
 
Single Stat
Total Might Rating Percentage (TMR%) Increase from Tier 11 Items with all Tier 3 Gems
Tier 4 Gem +5.2 TMR% Gem Slot= Torso, Necklace, Ring, 2-Handed Weapon
Tier 4 Gem +3.9 TMR% Gem Slot= Head, Legs
Tier 4 Gem +2.6 TMR% Gem Slot= Main Hand Weapon, Off Hand Item, Back, Hand, Foot

I don't know about the whole TMR% thing, but these numbers cant be right. The might jump from a 4x multiplier item, (torso, ring...), from T10 to T11 with all T3 gems would be 96, 3x, (helmet and pants), would be 72, and 2x, (main hand weapon, gauntlet...), would be 48. While the might jump from T3 gem to T4 gem in 4x, 3x, and 2x multiplier items would be 80, 60, and 40 respectively. Therefore, the might jump from a T3 gem to a T4 gem in a T10 torso, necklace, ring, or 2-handed weapon, (80), could not be +4.8 TMR%, if the might jump from a T10 to a T11 main hand weapon, off hand Item, cape, gauntlet, or boot, (48), is +8 TMR%.
P.S. what is TMR% supposed to mean? because, when i look at the bonus might gained from these things in comparison to what you would already have, i'm getting numbers much lower, like 1.4%, 1.1%, and 0.71% for the T10 to T11 items, and 1.2%, 0.89%, and 0.6% for the jump from T3 to T4 gems, whether their in T11 items, or in T10 items.
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Cross Checking Equations or Oops!

Postby Bj_Knows » Fri Sep 21, 2012 12:24 pm

TCG_Pureawesomeness wrote:
BjofCJandBj wrote:Any Stat
Total Might Rating Percentage (TMR%) Increase from Tier 10 Items with all Tier 3 Gems


I don't know about the whole TMR% thing, but these numbers cant be right.


Thank you.

Equations used in Onyx Gem post ( top of page is viewtopic.php?p=4244#p4244 ):

Total Might Rating Tier 10 Items with Tier 3 Gems
*28 Total Location Bonus *4 Gem Slots *10 Tier Item *6 Gems = 6720 Total Might Rating.

This number does not include Might Rating from Tomes/ Hero Training.

Tier 11 Torso with rest Tier 10 & all Tier 3 Gems.
(*4 Location Bonus *4 Gems Slots *11 Tier Item * 6 Gem ) = 1056 / 6720 = 15% Increase in Total Might Rating

Tier 4 Gem in Torso with rest Tier 3 Gem & all Tier 10 items.
(*4 Location Bonus *1 Gem *10 Tier Item * 8 Gem ) = 320 / 6720 = 4.8% Increase in Total Might Rating

*Correct* Equations should be:
( viewtopic.php?p=4910#p4910 )
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Suggestion Stub, Ruby Gems

Postby Bj_Knows » Thu Feb 27, 2014 7:00 pm

Subject
Suggestion Stub, Ruby Gems

Currently when buying Gems with Gold Shields, Dodge Gems are cheaper than Crit and Haste because they are less popular. Phys Resist and Magic Resist are cheaper than Crit Power. Magic, Melee and Health are all the same price due to being equally popular.

If you buy 20 Magic Gems, then decide to switch to 20 Melee Gems, this can take a long time.

There is no Hero Training/ Tome for Health.

Magic, Melee, and Health Gems give you +2 Bonus per Gem Tier. Ex: Tier 3 Health Gem is +6 Bonus to Health.

The Ruby Gem would give you +1 Magic, +1 Melee and +1 Health Bonus per Gem Tier. Ex: Tier 3 Ruby Gem is +3 Bonus to Magic, Melee, and Health. The Ruby Gem would fit in a Red or White Augment Gem Slot.

The Ruby Gem combines the same popularity of all three Gems with the need to only buy one type of Red Augment Gem.
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