v0.8.12.1 ("Towards Feygard" or "Of kobolds, fae, witch and troll", including bugfix) released to Google Play!

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Extraordinary and legendary items

A place for general discussion about the content and gameplay of Andor's Trail.
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Sarumar
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Re: Extraordinary and legendary items

Post by Sarumar »

lady black wrote:Thanks for the luck, Sarumar. So far, it hasn't worked, but eventually I have to get a RoLS (don't I?). Since I am currently killing wyrm trainers and apprentices, it would be the ElyR, which I have not been trying for nearly as long. Maybe I should go back to the gargoyle cave now.

You will get one !
I'm obdessed with a critical chanse. But IMO ELyR is really good (prox 14 lvl item) vs venomous dagger (5,5 lvl + crit = ?)
Im worried about the new skill "more AP". IMO it is overpowered and may broke the balance (potential of ELyR and some other weapon decreases). What say you ?
Sarumar
..dansing left foot polka with Hirathil

Lvl 313|XP 559721474|Gold 7965188|AP 3/12|AC 516|AD 161-175|ECC 48|CM 6|BC 311|HP 591|DR 2|RoLS 3|RoL 2|ElyR 2|ChaR 45|GoLF 3|ShaF 9|SRoV 28|VSH 13|GoW 1|WMC 1
slayer
Posts: 107
Joined: Sat Jul 02, 2011 3:02 pm
android_version: 4.0
Location: Hirathil Cave, The Green Maze

Re: Extraordinary and legendary items

Post by slayer »

Sarumar wrote:Im worried about the new skill "more AP". IMO it is overpowered and may broke the balance (potential of ELyR and some other weapon decreases). What say you ?
With the ElyR and the jewel of fallhaven you have 12 AP and can attack 3 times per round. 3-8 weapon dmg * 3 = 9-24 damage a round. Adding in a base damage of 15 just for comparison, you would be doing between 54-69 damage per round, assuming you hit all three times.

With the quickstrike dagger and the jewel of fallhaven you have 10 AP and can attack 5 times per round. With no weapon damage, your base of 15 * 5 = 75 damage per round, assuming you hit all five times.

Considering the bonuses to attack and defense provided by the two weapons, +25 AC and +5 BC and Bless for the ElyR versus +20 AC and -20 BC for the quickstrike, these two weapons are currently fairly balanced powerwise. (Which might lead to an argument that the QSD is already overpowered, considering it's far more easy to attain than the ElyR)

More AP is capped at 2 points for now, which would give you 14 AP with two points in the skill and the ElyR equipped. Even with the jewel of fallhaven, you could still only attack 3 times per round, meaning the two points of AP from the More AP skill are wasted with the ElyR equipped.

But with two extra AP points from the skill giving you 12 AP, the quickstrike dagger/jewel of fallhaven combo will another attack per round. Raising it's potential damage total in the above scenario to 90 dmg per round, a clear advantage over the ElyR's potential of 54-69.

So I would say yes, I agree the More AP skill has the potential to further devalue the usefulness of the ElyR and other high AP weapons.
slayer

Lvl: 152, XP: 64525939, Gold: 2095292, HP: 219
AC: 400%, AD: 52-68, AP: 12/4, BC 254%, DR: 3
CS: 2 QL: 22 IF: 2 REGEN: 1 MF :8 FS:DW: 2 S:DW: 1 OHSP: 1 LAP: 1

RoLS: 2, ElyR: 1, RoL: 2, ChaR: 1, GoLF: 1, ShaF: 1, SRoV: 5, VSH: 6, WMC: 1, GoW: 2
Mino
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Re: Extraordinary and legendary items

Post by Mino »

If you use the +2 AP skill, the jewel of fallhaven, and take a potion of minor speed you could get a 4th hit with the ElyR.

The potions aren't cheap, and only available for purchase if you side with Prim, but they also get dropped if you're grinding around the cabin halfway to BWM. I plan to try out the Shadow of the Slayer after the update and using 2 of my skill points for the extra AP, since I don't currently have any legendary items. Then there's also the "replacement" venomous dagger that will be added that we don't know any stats for yet.

Some of it might be very powerful, but considering the jump in difficulty of the creatures on the Prim/BWM side of the map, the next update could also add new creatures that still make it a challenge (unless you happen to be past lvl 100 ;) )
Lvl: 206 XP: 159262572, Gold: 1657119, RoLS: 2, ElyR: 1, RoL: 1, ChaR: 2, GoLF: 1, ShaF: 6, SRoV: 1, VSH: 6, WMC: 1, GoW: 1
HP: 241, AP: 3, AC: 562%, AD: 116-130, CM: 3.0, ECC: 38%, BC: 139%, DR: 3

QL 25, MF 3

12/26/18
Pyrizzle
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Re: Extraordinary and legendary items

Post by Pyrizzle »

Sarumar: Thanks for the luck my friend. I really hope i can find at least one soon so i can move back up to the mountian and start gaining levels again quickly. (plus i have a crazy surplus of BoneMeal Potions i am not using while in the gargoyle caves killing the SGT&A)

Lady Black: Still no luck on my side, I hope we can find them soon.

Mino: Whats this about a replacement for the Venomous Dagger? I dont remember seeing anything about that on the forum. :D



My New Goal:

Goal A: Get a ROLS
OR
Goal B: Reach both 5,000 small rock & 2,000 Polished Gem

When i accomplish one of these i am moving back up to BWM for good (until the next update)
---------------------------------------------------------------------------------------

Player Name:Pyro
Lvl:24XP:244KAP:2/10HP:80AC: 189%AD:13-21CHS:-6CM: 0BC: 20%DR:2
IF:2Reg:2FSDW:1

May Elythara bless you and light your path!

---------------------------------------------------------------------------------------
Mino
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Re: Extraordinary and legendary items

Post by Mino »

Pyrizzle wrote: Mino: Whats this about a replacement for the Venomous Dagger? I dont remember seeing anything about that on the forum. :D
I might have misspoken, its part of Oskar's first post in the topic "Rebalancing the item prices - base market cost", but was just listed as a proposed, but not yet definite, idea.
oskarwiksten wrote:The venomous dagger is exceptional with the stats that are in v0.6.9 . It trumps all other weapons in terms of calculated market cost. Given that it is a fairly early drop, this is really backwards. How should we handle this? I propse that we lower the stats on it to AC=16, CC=5, CM=2 , and also that we add a new buyable item to a new merchant with similar stats to the v0.6.9 venomous dagger.
Lvl: 206 XP: 159262572, Gold: 1657119, RoLS: 2, ElyR: 1, RoL: 1, ChaR: 2, GoLF: 1, ShaF: 6, SRoV: 1, VSH: 6, WMC: 1, GoW: 1
HP: 241, AP: 3, AC: 562%, AD: 116-130, CM: 3.0, ECC: 38%, BC: 139%, DR: 3

QL 25, MF 3

12/26/18
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Antison
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Location: A home without a beagle is just a house

Re: Extraordinary and legendary items

Post by Antison »

slayer wrote:
Sarumar wrote:Im worried about the new skill "more AP". IMO it is overpowered and may broke the balance (potential of ELyR and some other weapon decreases). What say you ?
With the ElyR and the jewel of fallhaven you have 12 AP and can attack 3 times per round. 3-8 weapon dmg * 3 = 9-24 damage a round. Adding in a base damage of 15 just for comparison, you would be doing between 54-69 damage per round, assuming you hit all three times.

With the quickstrike dagger and the jewel of fallhaven you have 10 AP and can attack 5 times per round. With no weapon damage, your base of 15 * 5 = 75 damage per round, assuming you hit all five times.

Considering the bonuses to attack and defense provided by the two weapons, +25 AC and +5 BC and Bless for the ElyR versus +20 AC and -20 BC for the quickstrike, these two weapons are currently fairly balanced powerwise. (Which might lead to an argument that the QSD is already overpowered, considering it's far more easy to attain than the ElyR)

More AP is capped at 2 points for now, which would give you 14 AP with two points in the skill and the ElyR equipped. Even with the jewel of fallhaven, you could still only attack 3 times per round, meaning the two points of AP from the More AP skill are wasted with the ElyR equipped.

But with two extra AP points from the skill giving you 12 AP, the quickstrike dagger/jewel of fallhaven combo will another attack per round. Raising it's potential damage total in the above scenario to 90 dmg per round, a clear advantage over the ElyR's potential of 54-69.

So I would say yes, I agree the More AP skill has the potential to further devalue the usefulness of the ElyR and other high AP weapons.

Slayer,

I agree with you 100%! In fact, I thought about this 2 1/2 weeks ago, but with the Flagstone's pride. The FP along with the jewel of fallhaven allows for 3 hits (1-6 AD /hit) per round, but with "skilling" the +2 AP you will be able to get 4 hits/round. With this and the ability to skill-up the critical hit multiplier and hit chance, there is no way that I am not going to go back to using the FP! Using the FP will also give me reasons to unequip my ring of shadow embrace and reequip my 2nd RoLS. I like the ELyR, but I don't love it because of the lack of a critical hit. This sword is to week when compared to other weapons that can be gained prior to gaining it.
"A home without a beagle is just a house"
punk
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Joined: Tue Aug 30, 2011 5:44 am
android_version: 3.1 - Honeycomb

Re: Extraordinary and legendary items

Post by punk »

woo RoLS at level 21
Rory Mac
Posts: 95
Joined: Wed Jun 22, 2011 3:23 am
android_version: 4.0
Location: Texas!

Re: Extraordinary and legendary items

Post by Rory Mac »

punk wrote:woo RoLS at level 21
Congrats punk! Nice first post.
Base: |LVL 60|XP 3892000|GOLD 123000|HP 95|
Equipped: |AP 3|AC 271|AD 24-31|CHS 36|CM 4.5|ECC 21|BC 111|DR 4|
Samsung Galaxy S3 - Android 4.0.4 |RoLS 1|ElyR 0|RoL 0|WP 385|UPD 2012/11/05|
cervantes
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Joined: Wed Aug 31, 2011 3:15 pm
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Re: Extraordinary and legendary items

Post by cervantes »

Hi guys! I am new to this forum and I was surprised that there are such powerful and hard-to-get items in the game. The way of obtaining them seems quite strange to me. Why don't you just save the game when the specific monster has 1-2 HP and kill that monster 10000 times? The drop must change every time you load the game and kill that monster again. I had used this load/kill stuff to collect 5 bones in the "Disallowed substance" quest - I killed only 5 skeletons and got 5 bones.
P.S. My game version is 0.6.9.
Level: 18, XP: 103200, Gold: 4049, RoLS: 1, ElyR: 0, RoL: 0, HP: 45, AC: 158 %, AD: 15-16, AP: 3, CC: 25 %, CM: 3, BC: 11 %, DR: 0
Mino
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Re: Extraordinary and legendary items

Post by Mino »

cervantes wrote:Hi guys! I am new to this forum and I was surprised that there are such powerful and hard-to-get items in the game. The way of obtaining them seems quite strange to me. Why don't you just save the game when the specific monster has 1-2 HP and kill that monster 10000 times? The drop must change every time you load the game and kill that monster again. I had used this load/kill stuff to collect 5 bones in the "Disallowed substance" quest - I killed only 5 skeletons and got 5 bones.
P.S. My game version is 0.6.9.

This has been suggested before, and the downside to your strategy is that after potentially weeks or months spent doing this, you might get the legendary item but you would have only killed 1 creature in all that time, meaning you would have very little xp, gold, or other dropped items to show for it.

If you spent the same amount of time killing different trainers you would have built up some xp and leveled up a few times, which would in turn enable you to increase your AD or AC which would make killing them a little easier as you go. You would also be able to use the extra levels for the skill points that will be added in the next update.

It might be effective for the bones because the drop chance is much higher, but for the legendary items, its 1:10,000. But its all up to you, of course.
Lvl: 206 XP: 159262572, Gold: 1657119, RoLS: 2, ElyR: 1, RoL: 1, ChaR: 2, GoLF: 1, ShaF: 6, SRoV: 1, VSH: 6, WMC: 1, GoW: 1
HP: 241, AP: 3, AC: 562%, AD: 116-130, CM: 3.0, ECC: 38%, BC: 139%, DR: 3

QL 25, MF 3

12/26/18
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