by Gorka » Mon Jun 04, 2018 11:41 am
Ok here is my Rebirth Shop proposal. Any PLAYER who decides to criticise my proposal WITHOUT providing their own proposal of equal objectivity and thinking... prepare for flame wars! I suspect that only Taron and Fluffy are capable of providing worthwhile comment if past experience is anything to go by. My post took several hours of careful calculations... and my facts don't care about your feelings. As my science teacher used to say "Be remembered as a builder, not a breaker." With that said... lets begin.
* I notice that Avatar shop concerned itself mostly with class related attributes. Hence it's my opinion that Rebirth shop should therefore concern itself more with Avatar attributes.
* A rule of thumb for rebirths is that 2b xp gains about 1m coins, hence I will use this to price my coin components.
* In general I believe that the prices in rebirth shop should equate to about 2.5 times that of avatar shop in comparison, as we currently get double xp, with .5 to justify our increased power.
* The following suggestion is based very very strongly on objective logic, based on current avatar shop prices being accepted as "objective truth."
* In the end I have capped all my purchases, and not allowed for infinite improvement, as I think the idea is too controversial to be accepted. However ratio pricing could still could be applied until the cap is reached, but in a more marginal rate at something like 1.05.
I think we should be able to purchase +1 MAX Stat more... priced at 2.5 times the price of the current avatar shop.
+1 of 1 MAX_INT - 50,000,000,000 experience and 25,000,000 coins
+1 of 1 MAX_STR - 50,000,000,000 experience and 25,000,000 coins
+1 of 1 MAX_WIS - 50,000,000,000 experience and 25,000,000 coins
+1 of 1 MAX_DEX - 125,000,000,000 experience and 62,500,000 coins
+1 of 1 MAX_CON - 50,000,000,000 experience and 25,000,000 coins
I think the next section is too controversial to allow infinite progression in. For example +1 Dam is worth 10x more to a thief than other classes. Hence I think a repeat of the avatar shop scheme is appropriate, because this section is most likely to create the problems. However we could apply ratio pricing just as a twist to things... starting at 2.5 times the avatar shop cost.
+1 of 3 HIT - 37,500,000,000 experience and 18,750,000 coins
+1 of 3 DAM - 50,000,000,000 experience and 25,000,000 coins
+1 of 3 AC - 25,000,000,000 experience and 12,500,000 coins (Brought into line as being a proportion of the MAX_DEX cost, an error in avatar shop)
+1 of 100 HIT - 2,500,000,000 experience and 1,250,000 coins
+1 of 100 MANA - 2,500,000,000 experience and 1,250,000 coins
+1 of 100 MOVES - 2,500,000,000 experience and 1,250,000 coins
This section effects the regeneration speed of players and therefore speeds up the pace the game is played. I would like to see a 10% increase in regeneration rates for rebirths. The slowest regenning classo at avatar can still obtain 120ma regen... and 10% of that is about 10+ ma regen. Movement regen is similar, and hp regen almost doesn't even factor due to contemplation being as high as 400 hp per min. Hence I feel the economic viability of purchasing regen should end at about the 10% mark. Given avatar shop provided aegis for 50b xp, which is a saving to the player of 40 mana over 420secs, we can calcuate that this was a saving of the equivalent of 5.714 ma regen to the player. So it appears the game prices ma regen at approximately 10b per point for non-rebirths. So I have applied my 2.5 factor to arrive at the following prices. Given mana can be used to obtain moves and hp via refresh and restore, we can use the mana price to calculate the move and hp price. We could also apply a ratio here to make things get incrementally more expensive.
+1 of 10 MA Regen - 25,000,000,000 experience and 12,500,000 coins
+3 of 30 MV Regen - 25,000,000,000 experience and 12,500,000 coins (Refresh is 20 ma for 50mvs = 2.5x)
+4 of 40 HP Regen - 25,000,000,000 experience and 12,500,000 coins (Restore is 62 ma for 250hp = 4.0x)
This section in my opinion is the best place to offer ratio pricing. For this section you need to break down how often the attribute is used... for example, weapon damage is used for each attack in a round of a fight (generally 5 attacks) however flail can only occur once per round. Hence weapon damage should be priced at 5x. So I applied a ratio to damages... Given weapon damage was priced at 10b in the avatar shop, and I want to apply my 2.5 ratio to the price... I can break it down and solve for X. X is also given to passive attributes based on how often they are used.
+1 of 25 BONUS_CIRCLE_DAMAGE (1x) - 5,000,000,000 experience and 2,500,000 coins
+1 of 25 BONUS_FLAIL DAMAGE (1x) - 5,000,000,000 experience and 2,500,000 coins
+1 of 5 BONUS_HAND DAMAGE (5x) - 25,000,000,000 experience and 12,500,000 coins
+1 of 25 BONUS_KICK DAMAGE (1x) - 5,000,000,000 experience and 2,500,000 coins
+1 of 25 BONUS_SPELL BONUS (1x) - 5,000,000,000 experience and 2,500,000 coins
+1 of 25 BONUS_STAB DAMAGE (.5x) - 2,500,000,000 experience and 1,250,000 coins
+1 of 5 BONUS_WEAPON DAMAGE (5x) - 25,000,000,000 experience and 12,500,000 coins
+1 of 25 BONUS_CHARISMA (1x) - 5,000,000,000 experience and 2,500,000 coins
+1 of 5 BONUS_DAMAGE_REDUCTION (5x) - 25,000,000,000 experience and 12,500,000 coins (Works out at the same cost as AC, as it should)
+1 of 25 BONUS_HEAL BONUS (1x) - 5,000,000,000 experience and 2,500,000 coins
+1 of 5 BONUS_SYS SHOCK (1x) - 5,000,000,000 experience and 2,500,000 coins
+1 of 5 BONUS_UNDEAD CONTROL (1x) - 5,000,000,000 experience and 2,500,000 coins
This is a new section and is therefore on unknown ground. However calculations in the past showed me that 1 Spell Save was about the equivolent of 5 Spell Bonus. However according to the above chart this would make a Spell Save worth 25b which seems excessive... (Avatar shop had an excessive price for spell dam in the first place in my opinion) but okay, lets run with that. The other prices are scaled based on their importance to spell saves. In my opinion these prices, although based on logic... they should be cheaper.
+1 of 5 SAVES BREATH 5,000,000,000 experience and 2,500,000 coins
+1 of 5 SAVES PARALYZATION 5,000,000,000 experience and 2,500,000 coins
+1 of 5 SAVES PETRIFICATION 2,500,000,000 experience and 1,250,000 coins
+1 of 5 SAVES POISON 2,500,000,000 experience and 1,250,000 coins
+1 of 5 SAVES SPELL 25,000,000,000 experience and 12,500,000 coins
Given that most of the avatar shop spells were class spells, I believe rebirth shop spells should be avatar spells... Following the logic of Breeze's claim that the avatar shop was "complete" in the sense that everything that was going to be permitted was permitted... I haven't included water breathing or visage which I know would be popular. There is a case for adding the other resists that are available as well such as resist_acid and resist_electricity. The price for perm spells should be based on mana regen costs... for example, perm greater fludity saves 42 mana over 946 seconds, hence greater fludity is really the equivelent price of 2.6638 ma regen. Now this calculation is a silly notion... however it does objectively create a scale system to work out fair costs of perm spells relational to each other. If we price 1 ma regen at approximately 25b xp we can calculate fair approximate costs for perm spells.
greater fluidity 42 mana over 946sec = 2.6638 ma regen = 65b experience and 32,500,000 coins
resist webs 22 mana over 1015secs = 1.300 ma regen = 32.5b experience and 16,250,000 coins
mobility 15 mana over 2720secs = 0.330 ma regen = 8.5b experience and 4,250,000 coins
*grace 7 mana over 1536secs = 0.273 ma regen = 7b experience and 3,500,000 coins
rejuvenation 25 mana over 1812secs = 0.496 ma regen = 12.5b experience and 6,250,000 coins
petrified armor 20 mana over 1500secs = 0.800 ma regen = 20b experience and 10,000,000 coins
blessing of the avatar 45 mana over 3630secs = 0.743 ma regen = 18.5b experience and 9,250,000 coins
natures restoral 45 mana over 2020secs = 1.336 ma regen = 33b experience and 11,000,000 coins
improved haste 40 mana over 480secs = 5 ma regen = 125b experience and 62,500,000 coins
*Grace poses a problem as the spell it's self is the equivelent of 130b/65m if bought individually as saves. Grace is an incredibly worthwhile spell, and perhaps it's price should be set somewhere manually at the price of about 50m.
Gimme a G! Gimme a ORKA!