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A simple solution to Power Pip chance.

AuthorMessage
Delver
Jun 14, 2016
246
Power Pip chance is currently based on a percentage system, but once you exceed 100%, there's no use getting more.

Solution: Add a new type of pip (Ultra Pips?) that counts as 3 for your own school and 2 for others. At 80% Power Pip chance, you start getting this type of pip. More precisely, each power pip has a (PPC - 80%) chance of being an Ultra Pip instead.
This would also make it feasible to just make the rank 5+1s and 6+1s spells be rank 11 and 12 spells respectively, eliminating complaints about shadow-enhanced spells breaking PvP.

Astrologist
Dec 16, 2009
1035
sKochiya on Dec 27, 2016 wrote:
Power Pip chance is currently based on a percentage system, but once you exceed 100%, there's no use getting more.

Solution: Add a new type of pip (Ultra Pips?) that counts as 3 for your own school and 2 for others. At 80% Power Pip chance, you start getting this type of pip. More precisely, each power pip has a (PPC - 80%) chance of being an Ultra Pip instead.
This would also make it feasible to just make the rank 5+1s and 6+1s spells be rank 11 and 12 spells respectively, eliminating complaints about shadow-enhanced spells breaking PvP.
Ultra pips will do nothing to stop shadow enhanced spells from dominating the PvP meta.

Delver
Jun 14, 2016
246
Eric Stormbringer on Dec 27, 2016 wrote:
Ultra pips will do nothing to stop shadow enhanced spells from dominating the PvP meta.
There won't be shadow-enhanced spells under the suggestion, because they will cost 11 or 12 pips. That's a minimum of 4 turns even if you gain ultra pips every round, compared to 3 currently (assuming you get lucky with shads). And to even gain ultra pips half the time, you'd need 130% PPC.