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Pickpocket and mob drops

Jayzy3

Glowing Redstone
Joined
Feb 8, 2012
Alright, two things I think should be taken into consideration here. First of, I think the percentage of a cow dropping leather should be increased. In shops right now, one stack of leather costs almost twice as much as one stack of iron. This doesn't make sense, with iron being the stronger of the two materials in armor. I sugget raising the percentage of a mob dropping leather to upwards of 4-5 leather per cow. Second off, I suggest doing one of three things to pickpocket. One option to be considered is increasing the cd from 20 seconds to 5-10. But, as someone pointed out, this doesn't really make much sense; pickpocketing in the realy world is not done by repetition, but by one, hit and run, secret move. This brings up another option, in which the thief's pickpocket has, say, a five minute cooldown, but an 80-90 percentage of success. Lastly, I'd like to present the idea that is used in many other skills throughout all the classes, in which the percentage of attack\success/damage is increased slowly by level. In pickpocket, I think this could work as, when the user gains pick pocket at 30, there is a 3-5 minute cd with 40 percent of success. By the time the user reaches level 55, this percentage would be increase to 80-90 percent. That is all.

-Jay
 
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