Closed Kerrus closed 9 years ago
Great ideas but people doesn't want pvp mcmmo, however we could use then for non-pvp skills +1
Yeah, this works well because of that reason.. don't want to make it feel like too much of a grind and that their work is visibly paying off quickly.
And like Xenu said, we can adjust it so that the pvp advantages are pretty much null, and that they could be used elsewhere for mobs and whatnot.
I like McMMO and all its features but i hate it when you get lets say.. The bows that would kill you 2 hits without enchantments when the other player is in P4 like what used to happen or the counters.. The days when you just need to bring a bow with 3 arrows, full reg diam and splash the OP enemy with Str2 and blockhit with regen until they died from counters..
From #37
"Look into non-mcmmo zones for noobs. If McMMO levels are to be kept high, we need to figure out how to keep it fair for the noobs so that they can train their skills more effectively without rage-quitting." - Joan
http://dev.bukkit.org/bukkit-plugins/mcmmo-worldguard/
Considering most people are against mcmmo pvp we probably won't need this plugin, but here is a link in case we do :P
Ok, doing the advanced settings now. A lot of these don't have unlock levels though.
Can't set unlock level (almost all abilities).. But did set max change and at what level the max chance should get attainable. (7% @ 1200).. (Was 33% @ 1000). Enabled anti theft so you cannot steal other players weapons if you do disarm them.
Again with the linear scaling of chance -> level. (25% @ 1200).. (Was 50% @ 1000)
(35% @ 1200) (Was 100% @ 1000)
Doubled max damage bonus to 16.. min is still 3. Changed damage per level from 50 to 80.
Attempted to raise time by 3 seconds. Most configuration options non existent.
25% @ 1200 (Was 30% @ 600).. Damage dealt to damager reduced to 1.2x from 2.0x.. requires blocking
35% @ 1200 (Was 75% @ 600)
Basically no configuration.. Reduced damage by almost half, 4 ticks to cause damage from 5.
Very little config.. Almost halved damage.
Config options are poor.. 1 damage extra per 600 levels. (So 2 cap at 1200). Changed chance from 25% to 5% to compensate.
Reduced chance from 25% to 15%. Added 25% more knockback. Reduced bonus damage by ~30%.
Few options, set max level to 1200 for max bonus of 4.
Changed max change from 37.5% to 27.5%.. Max is reached at 1200. PVP damage is 1.2 from 1.5. PVE is 2.5 from 2.0.
Modified levels / percents to scale to current max cap.
Set max bonus level to 1200 from 1000. Chance is 100% at 1200.
Max change set to 25% from 50% @ level 1200. Extra damage max is 3 (1.5 hearts.)
...Doing the other non PVP stuff now, will update this post when done.
Apaprently it's not possible to increase the uptime of individual abilities, but there IS a permission node to globally increase uptime.
mcmmo.perks.activationtime.fourseconds mcmmo.perks.activationtime.eightseconds mcmmo.perks.activationtime.twelveseconds
Are the three nodes in question and will increase all relevant abilities that have an uptime by that amount (I don't think they stack though).
Here's the full list of the relevant nodes: https://github.com/mcMMO-Dev/mcMMO/wiki/List-of-permissions
probably don't stack, but we maybe we should give a four second boost to everyone? not sure
Well honestly we could do what we did with GLD before and stick it on a donor rank. Maybe give what's the middle of the road rank- Nomad? give it to nomad, and then give one of the higher paid ranks the 8 second one?
That would probably work pretty well for our goal of more progressive perks and less overpowering ones.
Scaled to 1200.. cap is currently unlim though. Increased max chance to 30 from 20%.
Added 100 levels to max bonus level, increased max damage prot to 9 from 7.
Added 100 levels to max bonus level. increased max damage prot from 14 16
Changed unlock level / maxbonus from 100 / 1000
UnlockLevel: 200
MaxBonusLevel: 1200
MinSpeed: 1.0
MaxSpeed: 4.0
Changed from linear scale to exponential
Rank_1: 22
Rank_2: 44
Rank_3: 92
Rank_4: 193
Rank_5: 355
Rank_6: 578
Rank_7: 750
Rank_8: 1200
Edited to semi linear 1200
Rank_1: 0
Rank_2: 150
Rank_3: 300
Rank_4: 450
Rank_5: 600
Rank_6: 700
Rank_7: 900
Rank_8: 1200
Rank_1: 15.0
Rank_2: 15.0
Rank_3: 25.0
Rank_4: 35.0
Rank_5: 45.0
Rank_6: 55.0
Rank_7: 65.0
Rank_8: 80.0
# VanillaXPMultiplier: Vanilla XP gained from fishing is multiplied by these values.
Set rank 8 to 6 from 5
Rank_1: 1
Rank_2: 2
Rank_3: 3
Rank_4: 3
Rank_5: 4
Rank_6: 4
Rank_7: 5
Rank_8: 6
200 > 350
# This determines when Fisherman's Diet adds extra hunger recovery to food
RankChange: 350
50>100
# UnlockLevel: Fishing level when the Ice Fishing ability unlocks
UnlockLevel: 50
125>200
# UnlockLevel: Fishing level when the Master Angler ability unlocks
# BoatMultiplier: Catch rate is multiplied by this modifier
# BiomeModifier: Catch rate is multiplied by this modifier
UnlockLevel: 200
BoatModifier: 2.0
BiomeModifier: 2.0
Unknown... Cap is 1200.
# This determines when Farmers Diet adds extra hunger recovery to food
RankChange: 200
# StageChange: Level value when the GreenThumb stage rank goes up
# ChanceMax: Maximum chance of GreenThumb when on <MaxBonusLevel> or higher
# MaxBonusLevel: On this level, GreenThumb chance will be <ChanceMax>
StageChange: 200
ChanceMax: 100.0
MaxBonusLevel: 1500
# ChanceMax: Maximum chance of receiving double drops when on <MaxBonusLevel> or higher
# MaxBonusLevel: Level when <ChanceMax> of receiving double drops is reached
ChanceMax: 100.0
MaxBonusLevel: 1000
# ChanceMax: Maximum chance of Hylian Luck when on <MaxBonusLevel> or higher
# MaxBonusLevel: On this level, Hylian Luck chance will be <ChanceMax>
ChanceMax: 10.0
MaxBonusLevel: 1000
# ChanceMax: Maximum chance of ShroomThumb when on <MaxBonusLevel> or higher
# MaxBonusLevel: On this level, ShroomThumb chance will be <ChanceMax>
ChanceMax: 50.0
MaxBonusLevel: 1500
# ChanceMax: Maximum chance of receiving double drops when on <MaxBonusLevel> or higher
# MaxBonusLevel: Level when <ChanceMax> of receiving double drops is reached
ChanceMax: 100.0
MaxBonusLevel: 1000
# BlastMining_Rank: BlastMining rank unlocks
Edited linear scale from 1000 to 1200
Rank_1: 150
Rank_2: 300
Rank_3: 450
Rank_4: 600
Rank_5: 750
Rank_6: 900
Rank_7: 1050
Rank_8: 1200
# BlastDamageDecrease Ranks: % of damage reduced from TNT explosions
Rank_1: 0.0
Rank_2: 0.0
Rank_3: 0.0
Rank_4: 25.0
Rank_5: 25.0
Rank_6: 50.0
Rank_7: 50.0
Rank_8: 100.0
# OreBonus Ranks: % of extra ores received when Blast Mining
Rank_1: 35.0
Rank_2: 40.0
Rank_3: 45.0
Rank_4: 50.0
Rank_5: 55.0
Rank_6: 60.0
Rank_7: 65.0
Rank_8: 70.0
# DebrisReduction_Rank: % of fewer non-ores received when Blast Mining
Rank_1: 10.0
Rank_2: 20.0
Rank_3: 30.0
Rank_4: 30.0
Rank_5: 30.0
Rank_6: 30.0
Rank_7: 30.0
Rank_8: 30.0
# DropMultiplier Ranks: # of times each ore will drop
Rank_1: 1
Rank_2: 1
Rank_3: 1
Rank_4: 1
Rank_5: 2
Rank_6: 2
Rank_7: 3
Rank_8: 3
# BlastRadiusModifier Ranks: Increases the blast radius by this amount
Rank_1: 1.0
Rank_2: 1.0
Rank_3: 2.0
Rank_4: 2.0
Rank_5: 3.0
Rank_6: 3.0
Rank_7: 4.0
Rank_8: 4.0
# MaxBonusPercentage: Maximum bonus percentage for Repair Mastery
# MaxBonusLevel: On this level, the maximum bonus is reached
MaxBonusPercentage: 200.0
MaxBonusLevel: 1000
# ChanceMax: Maximum chance of Super Repair when on <MaxBonusLevel> or higher
# MaxBonusLevel: On this level, Super Repair chance will be <ChanceMax>
ChanceMax: 100.0
MaxBonusLevel: 1000
May_Lose_Enchants: true
Rank_1: 125
Rank_2: 250
Rank_3: 375
Rank_4: 500
Rank_5: 625
Rank_6: 750
Rank_7: 875
Rank_8: 1000
Rank_1: 10.0
Rank_2: 20.0
Rank_3: 30.0
Rank_4: 40.0
Rank_5: 50.0
Rank_6: 50.0
Rank_7: 60.0
Rank_8: 60.0
Rank_1: 75.0
Rank_2: 50.0
Rank_3: 40.0
Rank_4: 30.0
Rank_5: 25.0
Rank_6: 20.0
Rank_7: 15.0
Rank_8: 10.0
# MaxPercentage: Maximum percentage of materials to be returned when Salvaging
# MaxPercentageLevel: On this level, the Salvage percentage will be <MaxPercentage>
# AdvancedSalvage_UnlockLevel: The level at which Advance Salvage become available
UnlockLevel: 350
# EnchantLossEnabled: When salvaging enchanted items, the enchants may be lost
# EnchantDowngradeEnabled: When salvaging enchanted items, the enchants may be downgraded
Rank_1: 125
Rank_2: 250
Rank_3: 375
Rank_4: 500
Rank_5: 625
Rank_6: 750
Rank_7: 875
Rank_8: 1000
# ExtractFullEnchant: Chance to extract the full enchant at each ArcaneSalvage rank
Rank_1: 2.5
Rank_2: 5.0
Rank_3: 7.5
Rank_4: 10.0
Rank_5: 12.5
Rank_6: 17.5
Rank_7: 25.0
Rank_8: 32.5
# ExtractPartialEnchant: Chance to extract the partial enchant at each ArcaneSalvage rank
Rank_1: 2.0
Rank_2: 2.5
Rank_3: 5.0
Rank_4: 7.5
Rank_5: 10.0
Rank_6: 12.5
Rank_7: 15.0
Rank_8: 17.5
# Multiplier: The furnace burn time will be multiplied by this value.
# MaxBonusLevel: On this level, the efficiency multiplier will stop increasing
Multiplier: 3.0
MaxBonusLevel: 1000
# ChanceMax: Maximum chance of triggering Second Smelt
# MaxBonusLevel: On this level, the chance to cause Second Smelt will be <ChanceMax>
ChanceMax: 100.0
MaxBonusLevel: 1000
# UnlockLevel: Level when Flux Mining becomes available
# Chance: Chance for Flux Mining to activate
UnlockLevel: 250
Chance: 33.0
# Rank_Levels: Smelting level where rank gets unlocked
Rank_1: 125
Rank_2: 250
Rank_3: 375
Rank_4: 500
Rank_5: 625
Rank_6: 750
Rank_7: 875
Rank_8: 1000
# VanillaXPMultiplier: Vanilla XP gained from smelting ores is multiplied by these values.
Rank_1: 1
Rank_2: 2
Rank_3: 3
Rank_4: 3
Rank_5: 4
Rank_6: 4
Rank_7: 5
Rank_8: 5
# ChanceMax: Maximum chance of triggering gore
# MaxBonusLevel: On this level, the chance to cause Gore will be <ChanceMax>
ChanceMax: 100.0
MaxBonusLevel: 1000
# BleedTicks: Determines the length of the bleeding effect
# Modifier: Damage will get multiplied by this modifier
BleedTicks: 2
Modifier: 2.0
# UnlockLevel: Level when FastFood unlocks
# Chance: The chance for wolves to heal hp when inflicting damage
UnlockLevel: 50
Chance: 50.0
# UnlockLevel: Level when EnvironmentallyAware unlocks
UnlockLevel: 100
# UnlockLevel: Level when ThickFur unlocks
# Modifier: Damage will get divided by this modifier
UnlockLevel: 250
Modifier: 2.0
# UnlockLevel: Level when HolyHound unlocks
UnlockLevel: 375
# UnlockLevel: Level when ShockProof unlocks
# Modifier: Damage will get divided by this modifier
UnlockLevel: 500
Modifier: 6.0
# UnlockLevel: Level when SharpenedClaws unlocks
# Bonus: This bonus will get added to the damage caused
UnlockLevel: 750
Bonus: 2.0
# MinHorseJumpStrength: The minimum jump strength a summoned horse must have
# MaxHorseJumpStrength: The maximum jump strength a summoned horse can have
MinHorseJumpStrength: 0.7
MaxHorseJumpStrength: 2.0
# ChanceMax: Maximum chance of triggering pummel
Chance: 10.0
# UnlockLevel: At this level, the passive ability LeafBlower unlocks
UnlockLevel: 100
# ChanceMax: Maximum chance of receiving double drops
# MaxBonusLevel: Level when the maximum chance of receiving double drops is reached
ChanceMax: 100.0
MaxBonusLevel: 1000
I've set up some of the scales and stuff, but a lot of this still needs to be set.
I've also set up the XP modifiers to be exponential progression instead of linear with a 2X rate on XP, and some boosts on mining / acrobatics.
McMMO seems to be stable at the current set numbers.
All ranks go to 1200 points, but XP is easier to earn. Makes players feel like they're getting a faster investment even if they're not. All activatable powers for pvp skills unlock at 300, higher stuff at 500 and 800.
Unarmed - Disarm unlocks at 800 points of unarmed, max % chance is 20%, max iron grip chance is 35%. Raise damage, raise arrow deflect chance, raise berserk length. Make viable style at high levels, but restrict most features (arrow deflect, disarm, iron grip) until later levels. Berserk unlocks at 300, iron arm unlocks immediately, increases in magnitude as levels raise.
Swords - Counter attack unlocks at 800 points of swords, max reflect is 30% of damage while blocking. Bleed doesn't unlock until 500 points. Serrated unlocks at 300. (so basically Swords doesn't actually do anything until 300 points.
Axes - Skull splitter unlocks at 300. Armor impact caps at like an extra 2 damage to armor, unlocks with value 0.5 extra damage at 800. Greater impact unlocks at 500, Axe Mastery unlocks immediately, starts at 1, goes to max of 4.
Archery - Skill shot unlocks immediately, Arrow Retrieval unlocks immediately (chance goes up over time. Daze unlocks at 500.
Non combat skills unlock their stuff earlier and have a larger increase in magnitude as your rank increases.