Back to Home

Myth of Soma Account Management

By clicking GO to login you are agreeing to the terms and conditions and privacy policy. > Register an Account > Forgot your password?

The Forum

What about new items?

1
Author Content Date
Would be there any new items , since there are 2 new mobs... what they will drop :)
PM Reply Quote
[quote="INUYASHA"]Would be there any new items , since there are 2 new mobs... what they will drop :) [/quote]
We're currently taking ideas on this. So feel free to suggest :)
PM Reply Quote
[quote="ISYLVER"]We're currently taking ideas on this. So feel free to suggest :)[/quote]
Well, i would suggest some accessories int, dex,str .. I've seen some quite nice on Dsome 5str 5dex 5int ring Those really helps . More int Gears ... as far as i know best int set is nightmare. some new weapons
PM Reply Quote
[quote="INUYASHA"]Well, i would suggest some accessories int, dex,str .. I've seen some quite nice on Dsome 5str 5dex 5int ring Those really helps . More int Gears ... as far as i know best int set is nightmare. some new weapons [/quote]
For dsoma mages its a big issue that endgame armour is hardening armour (currently lvl 30 armour). Mages get hit+aura by any class above lvl 85/90.
Mayb make a robe with high def on it?
PM Reply Quote
[quote="KEKKET"]For dsoma mages its a big issue that endgame armour is hardening armour (currently lvl 30 armour). Mages get hit+aura by any class above lvl 85/90. Mayb make a robe with high def on it?[/quote]
Realy do think dsoma needs a new set of weaps, the loss of int from archers means there bk doing little dmg

To balance RvR give hsoma a new weap and armor set.
PM Reply Quote
[quote="JAHEIRA"]Realy do think dsoma needs a new set of weaps, the loss of int from archers means there bk doing little dmg To balance RvR give hsoma a new weap and armor set. [/quote]
I think DSoma mages should be able to max all stats (i.e. increase their points per lvl) along with a higher def int role/int armor (like supreme but takes 150int to wear or something) to allow them to be relevant to level/use in pvp/rvr.

To cover DSoma I think it would be nice to have endgame specific armors for each class that can offset some limitations of the class. If you set these to the capped stats for lvl 110 for each class then only that class should be able to wear them to stop other classes picking and choosing. I'd imagine them to be something like:

Axe:
Lower defense (like demonic or something) items but with decent acc+ % or critical accuracy (+100% acc (2% chance) or something)

Bow:
Higher defense (just above invul potentially) with critical damage chance or str+

Mage:
High defense (above invul) with eva+

Obviously this is a bit of a pain logistically because it's a ew set of items for each class so higher number of items to create but I think it would be worth doing to create something interesting to aim for at higher levels. To save adding hundreds of things to drops and therefore making it a pain to trade etc with male & female I'd do it quest based similar to a quest from FFXI for their high powered weapons.

Hypothetically for Tark Knights it might work that they drop a Tark Shilling at a rate of 1/200, a 10 shilling piece at a rate of 1/1500 and a Tark Dollar Note at a rate of 1/10000. They then have to complete a quest of some sort (kill x bosses or w/e) to get access to a trader to will exchange 100 shillings for a dollar and also sell the gear for 30 dollars a piece or something. They should also be untradeable.


PM Reply Quote
[quote="JAMIS"]I think DSoma mages should be able to max all stats (i.e. increase their points per lvl) along with a higher def int role/int armor (like supreme but takes 150int to wear or something) to allow them to be relevant to level/use in pvp/rvr. To cover DSoma I think it would be nice to have endgame specific armors for each class that can offset some limitations of the class. If you set these to the capped stats for lvl 110 for each class then only that class should be able to wear them to stop other classes picking and choosing. I'd imagine them to be something like: Axe: Lower defense (like demonic or something) items but with decent acc+ % or critical accuracy (+100% acc (2% chance) or something) Bow: Higher defense (just above invul potentially) with critical damage chance or str+ Mage: High defense (above invul) with eva+ Obviously this is a bit of a pain logistically because it's a ew set of items for each class so higher number of items to create but I think it would be worth doing to create something interesting to aim for at higher levels. To save adding hundreds of things to drops and therefore making it a pain to trade etc with male & female I'd do it quest based similar to a quest from FFXI for their high powered weapons. Hypothetically for Tark Knights it might work that they drop a Tark Shilling at a rate of 1/200, a 10 shilling piece at a rate of 1/1500 and a Tark Dollar Note at a rate of 1/10000. They then have to complete a quest of some sort (kill x bosses or w/e) to get access to a trader to will exchange 100 shillings for a dollar and also sell the gear for 30 dollars a piece or something. They should also be untradeable. [/quote]
"JAMIS"I think DSoma mages should be able to max all stats (i.e. increase their points per lvl) along with a higher def int role/int armor (like supreme but takes 150int to wear or something) to allow them to be relevant to level/use in pvp/rvr.

To cover DSoma I think it would be nice to have endgame specific armors for each class that can offset some limitations of the class. If you set these to the capped stats for lvl 110 for each class then only that class should be able to wear them to stop other classes picking and choosing. I'd imagine them to be something like:

Axe:
Lower defense (like demonic or something) items but with decent acc+ % or critical accuracy (+100% acc (2% chance) or something)

Bow:
Higher defense (just above invul potentially) with critical damage chance or str+

Mage:
High defense (above invul) with eva+

Obviously this is a bit of a pain logistically because it's a ew set of items for each class so higher number of items to create but I think it would be worth doing to create something interesting to aim for at higher levels. To save adding hundreds of things to drops and therefore making it a pain to trade etc with male & female I'd do it quest based similar to a quest from FFXI for their high powered weapons.

Hypothetically for Tark Knights it might work that they drop a Tark Shilling at a rate of 1/200, a 10 shilling piece at a rate of 1/1500 and a Tark Dollar Note at a rate of 1/10000. They then have to complete a quest of some sort (kill x bosses or w/e) to get access to a trader to will exchange 100 shillings for a dollar and also sell the gear for 30 dollars a piece or something. They should also be untradeable.




i like this idea, but still it needs to be well balanced. at this point my mage leaves my axor on 10 hp in 1 hit (if i am able to cast) and other way round my axer 1 hits my mage. its silly but something really needs to be done about this.

Can a gm please give some feedback on this please.
PM Reply Quote
[quote="KEKKET"][quote="JAMIS"]I think DSoma mages should be able to max all stats (i.e. increase their points per lvl) along with a higher def int role/int armor (like supreme but takes 150int to wear or something) to allow them to be relevant to level/use in pvp/rvr. To cover DSoma I think it would be nice to have endgame specific armors for each class that can offset some limitations of the class. If you set these to the capped stats for lvl 110 for each class then only that class should be able to wear them to stop other classes picking and choosing. I'd imagine them to be something like: Axe: Lower defense (like demonic or something) items but with decent acc+ % or critical accuracy (+100% acc (2% chance) or something) Bow: Higher defense (just above invul potentially) with critical damage chance or str+ Mage: High defense (above invul) with eva+ Obviously this is a bit of a pain logistically because it's a ew set of items for each class so higher number of items to create but I think it would be worth doing to create something interesting to aim for at higher levels. To save adding hundreds of things to drops and therefore making it a pain to trade etc with male & female I'd do it quest based similar to a quest from FFXI for their high powered weapons. Hypothetically for Tark Knights it might work that they drop a Tark Shilling at a rate of 1/200, a 10 shilling piece at a rate of 1/1500 and a Tark Dollar Note at a rate of 1/10000. They then have to complete a quest of some sort (kill x bosses or w/e) to get access to a trader to will exchange 100 shillings for a dollar and also sell the gear for 30 dollars a piece or something. They should also be untradeable. [/quote] i like this idea, but still it needs to be well balanced. at this point my mage leaves my axor on 10 hp in 1 hit (if i am able to cast) and other way round my axer 1 hits my mage. its silly but something really needs to be done about this. Can a gm please give some feedback on this please. [/quote]

 

Please sign in with one of your characters to reply

 

1