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Tropa wrote on 2014-12-13 20:24
Crusader Level now effects the Divine Knight Weapons.
1-Handed Sword = Max and Min damage
2-Handed Sword = Max and Min damage
Knuckles = Max and Min damage
Bow = Max and Min damage
Cylinder = Cylinder Modifier
Staff = Magic Attack
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Darkboy132 wrote on 2014-12-14 21:33
-G19:
--Various missions rewards HP 100s, 300, 500s, etc Potions.
--Lower the HP and Def of Armored Girgashiy in Decisive Battle. It's just about as bulky as the Winged Girgashiy and is even bulkier than the Prophets, which makes no sense.
--Increase the HP and Def of Pennar, Brilluen, and Marcan. They're the primary antagonists, why are they so easy to defeat?
--Holy Contagion damage decreased from 5% per sec to 2.5% per sec and has a 20 second cooldown.
--Holy Confinement injury decreased from 4% per sec to 2% per sec and has a 20 second cooldown.
--Soul Absorption damage decreased from 100% to 50%.
--Mineral Hail damage decreased from 25% to 12.5%.
-Raid Dungeon Rewards:
--Solo: 5k -> 12.5k G, additionally rewards 750 Crusader EXP
--Easy: 20k -> 100k EXP, 4k -> 15k G, additionally rewards 1.5k Crusader EXP
--Normal: 100k -> 250k EXP, 10k -> 20k G, additionally rewards 2.5k Crusader EXP
--Hard: 250k -> 500k EXP, 30k -> 50k G, additionally rewards 5k Crusader EXP
--Daily Order: 100 -> 500 Crusader EXP per objective, 300 -> 1.5k Crusader EXP per entire completion
--Weekly Order: 300 -> 1k Crusader EXP per objective, 1k -> 5k Crusader EXP per entire completion
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Kaeporo wrote on 2014-12-14 22:12
Raid Dungeon Changes
- Blessings are no longer lost on death.
- The weekly objective requiring Age 10 has been removed.
Solo Rewards: 150k EXP, 10k Gold
Easy Rewards: 250k EXP, 20k Gold, 100 Crusader EXP
Normal Rewa: 500k EXP, 35k Gold, 200 Crusader EXP
Hard Reward: 900k EXP, 60k Gold, 500 Crusader EXP
Crusader Skill Changes
Shield of Trust:
- Magic Dampening raised to +60 Magic Defense at Rank 15
Celestial Spikes:
- Deals 1 additional damage per 8 Magic Attack.
- Spreading Faith raised to +400 range at Rank 15
- Wounding Soul raised to +120 damage at Rank 15
- Weighed Conscience raised to -50% movement speed at Rank 15
- Sinful Thorns raised to +180 damage at Rank 15
Judgment Blade:
- Damage is influenced by elemental reforges.
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Darkboy132 wrote on 2014-12-14 22:25
Quote from Kaeporo;1257332:
Easy Rewards: 100 Crusader EXP
Normal Rewa: 200 Crusader EXP
Hard Reward: 500 Crusader EXP
That's really small. You need nearly 2 million Crusader EXP to get it to level 225.
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Kaeporo wrote on 2014-12-14 23:08
Quote from Darkboy132;1257334:
That's really small. You need nearly 2 million Crusader EXP to get it to level 225.
Oh, jesus.
We'll never reach that anything close to that level as it stands.
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Tropa wrote on 2014-12-15 00:21
New Synthesis Recipes
Fixed Color Leather Dye Ampoule - Rank C
Randomly generates a Fixed Dye ampule that's based off the Leather Palette.
Fixed Color Dye Ampoule ×1
Common Leather x3
Fixed Color Pixie Dye Ampoule - Rank C
Randomly generates a Fixed Dye ampule that's based off the Pixie Palette.
Fixed Color Dye Ampoule ×1
Wool x10
Fixed Color Armor Metal Dye Ampoule - Rank A
Randomly generates a Fixed Dye ampule that's based off the Armor Metal Palette.
Fixed Armor Dye Amploule x1
Icon Plate x5
Blue Upgrade Stone - Rank 5
Red Upgrade Stone x1
Topaz x1
Star Sapphire x1
Red Upgrade Stone - Rank 5
Blue Upgrade Stone x1
Garnet x1
Ruby x1
Hammer of Restoration - Rank 3
Repairs 1~5 Points of durability
Dragon Blood(Any) x1
Mythril Ingot x10
Holy Water x3
Arat Crystal x15
Poison Herb(x5) - Rank 3
Base Herb x5
Poison Potion x1
Arat Crystal x5
Antidote Herb(x5) - Rank 3
Base Herb x5
Antidote Potion x1
Arat Crystal x5
Gem Growing - Rank 1
This transmutation increases the size of the outcome gem.
Tin Ore Fragment x10
Nickle Ore Fragment x10
Zinc Ore Fragment x10
Holy Water x3
Arat Crystal x5
Gem(Target Gem) x1
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Darkboy132 wrote on 2014-12-15 01:25
Quote from Kaeporo;1257340:
Oh, jesus.
We'll never reach that anything close to that level as it stands.
Either they up the crusader EXP gains or lower the EXP needed to level.
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Daakun wrote on 2014-12-15 02:56
To be fair, there aren't very many passives that actually matter.
Giving Heart, Healing Hands, Recovering Touch, Binding Needle, and Breaking Lies.
That's only a total of 45 or 30 levels you actually need to care about, since you aren't going to be using different crusader skills in a single raid and resets are a thing.
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Darkboy132 wrote on 2014-12-15 18:25
-Puppet's Snare:
--Detatchment damage increased from 70% to 100%.
--Damage over time changed to a %, but decreased from 85 per sec to 75 per sec.
--Damage over time ignores defensive stats and Natural Shield.
--No longer deals damage over time after detachment.
-Devil's Cry now ignores defensive stats.
-Shield of Trust now safeguards three party members rather than two.
-Celestial Spike:
--Damage over time changed to a %, but decreased from 180 per sec to 75 per sec.
--Now ignores defensive stats and 25% of Girgashiy's defense reduction.
--Movement Speed duration maxed out at all ranks.
-Sinful Thorns' damage over time changed to a % and increased from 35 -> 50.
-Wounding Souls' damage over time changed to a %.
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Darkboy132 wrote on 2014-12-18 19:09
-Completing a Raid Dungeon now gives an Adventurer Seal.
-Completing a daily order now gives an Adventurer Seal.
-Completing a weekly order now gives 7 Adventurer Seals.
-Apostle Difficulty: 500k EXP -> 1m EXP, additionally rewards 10k Crusader EXP
-Windmill no longer resets aggro.
-Elite difficulty Theatre Missions added.
-Elite Shadow Mission difficulty talent level requirement changed from Fledgling to Master. There is no way no how a team of Fledglings can beat an Elite mission and to prevent power leveling newbs.
-Erinn Martial Arts Competition difficulty changed from Basic to Elite (effectively changing talent level requirement).
-Solo and Easy Raid Dungeon difficulty talent level requirement changed from Naive to Expert.
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Kapra wrote on 2014-12-19 07:09
Quote from Darkboy132;1257861:
-Elite Shadow Mission difficulty talent level requirement changed from Fledgling to Master. There is no way no how a team of Fledglings can beat an Elite mission and to prevent power leveling newbs.
-Erinn Martial Arts Competition difficulty changed from Basic to Elite (effectively changing talent level requirement).
-Solo and Easy Raid Dungeon difficulty talent level requirement changed from Naive to Expert.
Why?
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Darkboy132 wrote on 2014-12-19 07:45
Quote from Kapra;1257914:
Why?
- Newbies got a lot of beginner benefits.
- Game shouldn't be any more easier than it should be.
- Newbies won't learn from leeching and being power leveled.
IMO giving newbies too much power and/or growth in the beginning is just wrong. It's fine if they're just being guided, but drastically increasing their damage to where they can one-shot Giant Spiders is too much. That's one of the reasons why I don't like newbies having easy access to Beam Swords.
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Kaeporo wrote on 2014-12-19 09:17
[SIZE="6"]Archery Renewal:[/SIZE]
- Evasion's travel distance increases to 500 if a bow is equipped.
- Movement speed is reduced by 10% if Heavy Armor is equipped.
[SIZE="5"]Giants[/SIZE]
- Giants can now obtain the archery talent, which provides up to +40 Dexterity (Master) or +70 Dexterity (Grandmaster)
- Giants can now learn Ranged Attack, Magnum Shot, Crash Shot, Support Shot, Spider Shot, and Crossbow Mastery.
Ranged Attack (Giant)
+0~8 Min Damage
+0~10 Max Damage
Aim Speed: 50~100%
Magnum Shot (Giant)
Cooldown: 3~1.5 seconds
Damage: 400%
Support Shot (Giant)
Cooldown: 5 seconds
Crash Shot (Giant)
Fragment Damage: 200%
Cooldown: 8~6 seconds
[SIZE="5"]Elves[/SIZE]
Ranged Attack (Elf)
Damage raised to 125% per arrow (x2)
Aim Speed raised to 300%
Crash Shot (Elf)
Cooldown lowered to 5 seconds
Mirage Missile
Damage is influenced by the user's magic attack, scaling with a 5.0 coefficient.
Final Shot
Load time is removed.
Teleportation time reduction is reduced to 1 second for all ranks.
Magic Missile
Cooldown reduced to 5 seconds.
[SIZE="5"]Charge Shot[/SIZE]
[SIZE="2"]"Fires an explosive laden projectile that sticks in the target.
Remotely detonated, the force of the explosion increases with time."[/SIZE]
- Activating the skill icon will load an explosive round.
- If the shot lands, pressing the skill icon a second time will detonate the charge.
- The longer you wait before detonating the charge, the stronger the explosion.
- Failure to detonate the charge within its lifespan causes it to fizzle out, dealing no damage.
Initial Damage: 100%
Maximum Detonation Damage: 500~3,000%
Damage Growth: 5~50% per second
Charge Lifespan: 105~65 seconds
Radius: 200/400
Cooldown: 120~40 seconds
* Is considered a "heavy" ranged skill, like Magnum Shot and Crash Shot.
* Detonation deals half damage if the initial shot hits a target using Defense with a shield equipped.
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ironwoman wrote on 2014-12-19 09:23
Quote from Kaeporo;1257939:
Snip
I'd also like to see elf Magnum shot damage and aiming speed increase, that would put Elves at a place where Giants are in melee right now.
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Space Pirate Nithiel wrote on 2014-12-19 09:38
I'd like to see a weapon style slot. There are a lot of cool looking weapons I would like to use, but I can't justify using them because... They're shitty weapons. And looks don't mean anything if I'm dead. End the choice between awesome or functional weapons, make a weapon style slot.