Chain Dungeons

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Chain Dungeons

Postby Bj_Knows » Sun Sep 30, 2012 7:09 pm

Overview:
Chain Dungeons are another way for Solo characters to enjoy Book of Heroes.
Chain Dungeons have 4-26 energy. Completing the entire chain would take a total of 100 energy.
After entering it, characters can take as long as they want to complete each chain dungeon.

Body:
Instead of a 10 energy dungeon with nine Groups plus a Boss, Chain Dungeons would be a whole sequence of dungeons you can repeat whenever you want. [Typist's Note: This would make farming waaaaaaaaaaaaaaaaaay more interesting.]

The first Chain Dungeon is 4 energy. After the Dungeon Boss, you are given a choice between two quests (just like the Dragonmoor choice between two quests). Unlike the Dragonmoor Choice, they players will be told the difference between the two quests. Players will not have to chose blind. The first quest “Headhunter Part 1” is to go to Majerios and pick up a Bounty (in Silver Coins) for the Dungeon Boss you just defeated, this quest has a 2 hour limit (just like the Daily Bounty). By accepting this quest, you are done. The second quest “Treasure Map Part 1” is to meet Daedalus at the next dungeon in the chain, this quest has a 2 hour limit. By accepting this quest, you skip the reward, continue to the second dungeon hoping to earn a larger reward.

The 2 hours between Chain Dungeons give a character time to regenerate all energy and regenerate all health. Characters can also buy Minor Runes, and Cleanse/Health Potions.

The first two dungeons are 4 energy & 8 energy so new people can learn the concept before using their full 12 energy bar.

Each subsequent dungeon ends with the same two quests, just the next part. Ex: After the 14 energy dungeon, you would get either “Headhunter Pt 4” or “Treasure Map Part 4”. At any time, the character can take the “Headhunter Part X” quest and pick up the Silver Coin Bounty for all the Dungeon Bosses so far defeated. Ex: “Headhunter Part 4” would be the Silver Coin reward from 4,8,12, & 14 energy Dungeon Bosses. Or the character can give up the Silver Coins and take the “Treasure Map Part X” to try and win a larger prize. This is similar to some TV Games Shows like "1 against 100" (or "Deal or No Deal" or "Who Wants to Be a Millionaire?" or "Let's Make a Deal"), that ask a contestant if they want to take the money they just earned, or pass on the money and play for the next level. You can take the current “Head Hunter Part X” Silver Coin reward or risk losing it all by entering the next Chain Dungeon.

Note: Once you enter a Chain Dungeon, there is no time limit to complete it. The quests, "Headhunter Part X" and "Treasure Map Part X", have a 2 hour time limit to prevent programming problems, like never completing a “Treasure Map Part X” quest or repeatedly getting “Headhunter Part 1”.

If you are Defeated in a Chain Dungeon, you do not get either ending Quest, and must start from the beginning of the Chain. After the 14 energy one, if you think you can complete the current Chain Dungeon, you should strongly consider paying the 5 Gold Shields to Revive after a Defeat.

After defeating the 26 energy boss, you are given the quest "Headhunter Part 7". There is no "Treasure Map Part 7". The reward for "Headhunter Part 7" is the total of all the rewards for the 4- 26 energy Dungeon Bosses.

If “Headhunter Part X” or “Treasure Map Part X” is still active and counting down, the first 4 energy chain dungeon remains closed. This prevents the character from running part of the chain and starting at the beginning. You must end the chain by accepting the Silver Coin reward ("Headhunter Part X") or completing the last 26 energy dungeon. Once the quests expire, or are completed by the character, the first dungeon has a cool down of 2 hours before a character can try the chain again

Each Chain Dungeon also has a target Might Rating. The 14 energy Chain Dungeon has a target 3900 Might Rating, meaning any character who gets that far in the chain can enter, but lower Might Rating characters will have a hard time, while higher Might Rating characters will have an easier time. This is to encourage strategy. A good character build may be able to complete a higher level Chain Dungeon than strictly based on its Might Rating.

Entrance Energy, Target Might Rating, Total Energy (Total groups + Bosses)

4 energy, target 500 Might Rating, total 4 energy (total of 3 groups + 1 Boss)
8 energy, target 1000 Might Rating, total 12 energy (total of 10 groups + 2 Bosses)
12 energy, target 1800 Might Rating, total 24 energy (total of 21 groups + 3 Bosses)
14 energy, target 3900 Might Rating, total 36 energy (total of 32 groups + 4 Bosses)

16 energy, target 6250 Might Rating, total 54 energy (total of 49 groups + 5 Bosses)
20 energy, target 8150 Might Rating, total 74 energy (total of 68 groups + 6 Bosses)
26 energy, target 10250 Might Rating, total 100 energy (total of 93 groups + 7 Bosses)

Tier 4 Option
For this option, characters completing the final 26 energy Dungeon have the same chance of a Gem Drop as “The Emperor’s Court” (Trask). Instead of dropping a Tier 2/Tier 3 Gem, it would drop a Tier 2/Tier 3/Tier 4 Gem. However, the Gem type would not be random. Gems would drop in the same order as Guild Favors with the Tier 2 then the Tier 3 and then the Tier 4. So the first time a gem drops, it would be a Tier 2 Max Health (the first Guild Favor), the second time one drops, a Tier 3 Max Health, the third time the character succeeds in getting a gem drop it would be a Tier 4 Max Health. Getting three gem drops may take a lot of runs through the Chain Dungeons. After 27 gem drops, the sequence would repeat.

Marathon Option.
Same as Tier 4 Option, but when the 27th gem drops, you also get a special icon on your character portrait or a special item as a reward.
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Elite Dungeons

Postby Bj_Knows » Sun Sep 30, 2012 7:10 pm

Elite Dungeons are a tougher version of Chain Dungeons. Chain Dungeons have 3-25 group combats followed by a Dungeon Boss (quantity not quality). Elite Dungeon have 3-9 Very Hard group combats followed by a Very Hard Dungeon Boss (quality not quantity).

Chain Dungeons have target Might Rating from 500-10250. Elite Dungeons are harder and have target Might Rating from 1000-12250.

Entrance Energy, Encounters, Might Rating, Total Energy

4 energy, 3 groups + Boss, target 1000 Might Rating, total 4 energy
8 energy, 7 groups + Boss, target 1800 Might Rating, total 12 energy
12 energy, 9 groups + Boss, target 3900 Might Rating, total 24 energy
14 energy, 9 groups + Boss, target 6250 Might Rating, total 36 energy

16 energy, 9 groups + Boss, target 8150 Might Rating, total 54 energy
20 energy, 9 groups + Boss, target 10250 Might Rating, total 74 energy
26 energy, 9 groups + Boss, target 12250 Might Rating, total 100 energy
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Re: Chain Dungeons

Postby Hotasfire0Coolasice » Sun Sep 30, 2012 8:26 pm

AWESOME +1

And although I understand many things, can u stupidify the gem system?
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Re: Chain Dungeons

Postby Bj_Knows » Tue Oct 02, 2012 2:21 pm

BjofCJandBj wrote:Tier 4 Option
For this option, characters completing the final 26 energy Dungeon have the same chance of a Gem Drop as “The Emperor’s Court” (Trask). Instead of dropping a Tier 2/Tier 3 Gem, it would drop a Tier 2/Tier 3/Tier 4 Gem. However, the Gem type would not be random. Gems would drop in the same order as Guild Favors with the Tier 2 then the Tier 3 and then the Tier 4. So the first time a gem drops, it would be a Tier 2 Max Health (the first Guild Favor), the second time one drops, a Tier 3 Max Health, the third time the character succeeds in getting a gem drop it would be a Tier 4 Max Health. Getting three gem drops may take a lot of runs through the Chain Dungeons. After 27 gem drops, the sequence would repeat.

Marathon Option.
Same as Tier 4 Option, but when the 27th gem drops, you also get a special icon on your character portrait or a special item as a reward.



I am not sure the order of Guild Favors, I know the first one and the last three (Edit: Updated with order of Guild Favors based on Presitege earned by Celestial Being while Mercing with them).

Example: If Trask has a 2% Gem Drop rate, the 26 energy dungeon would also have the same drop rate of 2%.

If you get a Gem Drop, it would not be random, it would be:

Max Health Tier 2
Max Health Tier 3
Max Health Tier 4

Matched Second Guild Favor Tier 2 Physical Resist
Matched Second Guild Favor Tier 3
Matched Second Guild Favor Tier 4

Matched Third Guild Favor Tier 2 Melee Bonus Damage
Matched Third Guild Favor Tier 3
Matched Third Guild Favor Tier 4

Matched Fourth Guild Favor Tier 2 Magic Resist
Matched Fourth Guild Favor Tier 3
Matched Fourth Guild Favor Tier 4

Matched Fifth Guild Favor Tier 2 Dodge
Matched Fifth Guild Favor Tier 3
Matched Fifth Guild Favor Tier 4

Matched Sixth Guild Favor Tier 2 Magic Bonus Damage
Matched Sixth Guild Favor Tier 3
Matched Sixth Guild Favor Tier 4

Haste Tier 2
Haste Tier 3
Haste Tier 4

Crit Power Tier 2
Crit Power Tier 3
Crit Power Tier 4

Crit Tier 2
Crit Tier 3
Crit Tier 4

repeat order.
Last edited by Bj_Knows on Thu Oct 04, 2012 11:26 am, edited 2 times in total.
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Re: Chain Dungeons

Postby Romain » Wed Oct 03, 2012 2:46 am

This is really cool.

Note sure about the gem drops order, for me the simplest would be to keep it random, and at the end of each boss.
Lower level boss would give lower gems.

The probability could be tailored to allow you to get a a level 4 gem a bit more easily than the effort required to buy one after a raid (since here it's random, so it's not as good).
Assuming an average of 6k rpp per kv raid, and a return of 4.5% (of course the exact value depends on which KV raid you do), you need about 1000 energy to reach the 3000 KV require to buy one gem. So you should be able to get a gem 4 after about 10 full chain dungeons (10 x 100 energy), on average:

- after 4 energy: 10% chance for level 1
- after 8 energy: 15% chance for level 1
- after 12: 10% chance for level 2
- after 14: 15% chance for level 2
- after 16: 10% chance for level 3
- after 20: 15% chance for level 3*
- after 26: 10% chance for level 4


* this gives you about 25% chance for a level 3 gem at this point, or one gem every 300 energy on average. So I think normal dungeons are still better, but this is balanced by the chance for a lvl4 gem.
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Re: Chain Dungeons

Postby Bj_Knows » Thu Oct 04, 2012 11:22 am

Romain wrote:Assuming an average of 6k rpp per kv raid, and a return of 4.5% (of course the exact value depends on which KV raid you do), you need about 1000 energy to reach the 3000 KV require to buy one gem.


Vale of the Ice Dragon is approximately 1000e per Tier 4 Gem:

( viewtopic.php?p=5112#p5112 )
"-
- >Cursed Keep, 120 min, 1,422 energy, 17-20 char, Rewards ~3,568 KV (1.2 T4 Gem) & ~1,576 HT, 24gs= ~180 KV (0.06 T4 Gem) & ~80 HT. Metrics: ~400gs per T4 Gem. ~1,200e per T4 Gem.
- >Vale of the Ice Dragon, Metrics: ~333gs per T4 Gem. ~999e per T4 Gem.
- >Forgotten Sentinels, Metrics: ~285gs per T4 Gem or ~855e per T4 Gem.[/quote]
-"

Still working on Might Rating so I can get into War on Fellmarsh.
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Re: Chain Dungeons

Postby Bj_Knows » Thu Oct 04, 2012 11:34 am

Romain wrote:* this gives you about 25% chance for a level 3 gem at this point, or one gem every 300 energy on average. So I think normal dungeons are still better, but this is balanced by the chance for a lvl4 gem.


I like your idea. It would be a compromise between a normal 10 energy Dungeon and my idea.

For my idea, at each level you are given a choice, accept your current prize, or decline it, and play for a higher pay out. It is possible to spend 100 energy, and be unable to complete the 26 energy Dungeon. Once you enter the 26 energy Dungeon, if you do not finish it, you get zero Silver Coin for Bosses and zero Gems. If Venan sets up BoH Mail so Gems can be sent to players, then the cumulative Gem Drop for all Bosses you have defeated could be sent in a Reward Email after you accept "Headhunter Part X" and the Silver Coin payout from Majerio.
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