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DefinitelyNotTwin wrote on 2015-02-07 03:16
Quote from Kaeporo;1264267:
Girgashiy Raid
Skill Changes
Girgashiy possesses Night Change starting at Hard difficulty.
- Crusader skills ignore Night Change.
Holy Contagion caps at 150 damage per tick.
Rewards
- Unique reward drop rate determined by each player's crusader level
- Drop Rate = Default rate(crusader level/225)
Solo: (5,000 Gold : 50,000 EXP : 25 Crusader EXP)
Easy: (5,000 Gold : 80,000 EXP : 75 Crusader EXP)
Normal: (10,000 Gold : 250,000 EXP : 100 Crusader EXP)
Hard: (30,000 Gold : 550,000 EXP : 500 Crusader EXP)
Uncommon Drop: Mysterious Toolkit (15%)
Rare Drop: Cessair Officer Robe (1.5%)
Rare Drop: Mysterious Robe (0.5%)
Apostle: (50,000 Gold : 750,000 EXP : 1500 Crusader EXP)
Uncommon Drop: Mysterious Toolkit (45%)
Rare Drop: Cessair Officer Robe (4.5%)
Rare Drop: Mysterious Robe (1.5%)
Rare Drop: Sinister Holy Guardian Angel Wings (0.5%)
Rare Drop: Purgatory Fallen Angel Wings (0.5%)
To be honest, I'm wondering why Paladin tab has no active and why Nexon added Crusader skills as an active. Actually, why transformation isn't as meaningful anymore
Quote from Tropa;1264247:
Demonic Flute of the Zephyr
A satanic wind instrument that has a increased effect on Speed-Based Bard Skills.
Damage: 3~9
Balance: 70%
Critical: 20%
Durability: 50
+15 Vivace Buff Effect
+15 March Song Buff Effect
-10% Other Song Effects
[SPOILER="Upgrades"]
Breaking the Seal(0~0)
+5 Vivace Buff Effect
+5 March Song Effect
+3 Music Duration
Strengthening(0~4)
+2 Durability
+2 Balance
Arcane Winds(1~3)
+1 Vivace Buff Effect
-3 Durability
Motus Chorus(1~3)
+1 March Song Buff Effect
-3 Durability
Aer Affinity(4~4)
+3 Vivace Buff Effect
+3 March Song Buff Effect
Artisan(4~4)
+2~5 Vivace Buff Effect
+2~5 March Song Effect
+0~15 Health[/SPOILER]
As much I notice people like demonic weapons for some unholy reason, I rather see improvements to other instruments, and meaning special upgrades for them aswell (like Blue = Music Buff / Red = Duration) for example
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Special upgrade Sickle would be nice. Rebalanced speed that appears in character information would be too :D
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Kaeporo wrote on 2015-02-08 10:44
Falias Treasures
General:
Treasure repairs raised to 97%.
Treasure repair fee reduced to 10,000 Gold per point.
New X-Grade ideals. Only produced when using Black Pure Crystals as a catalyst (apostle reward, +25% restoral).
New Treasures
Light Harp: Increases music buff duration. Always active.
C: +1
B: +3
A: +5
S: +7
X: +10
Heavy Drum: Increases music buff effect. Always active.
C: +2
B: +4
A: +6
S: +8
X: +15
Splintered Feather: Raises Alchemic Damage. Always active.
C: +10
B: +20
A: +30
S: +40
X: +60
Tribal Totem: Raises Magic Attack. Always active.
C: +5
B: +10
A: +15
S: +25
X: +40
Elatha's Tear: Reduces Demigod experience usage. Awakening of Light activated.
C: -10%
B: -15%
A: -20%
S: -30%
X: -50%
Courcle's Heart: Raises Demigod Stun Negation. Awakening of Light activated.
C: +1%
B: +2%
A: +3%
S: +5%
X: +10%
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Tropa wrote on 2015-02-08 20:16
Expanding upon Kaeporo's Suggestion;
Falias Treasure Quest Buff
- Aonbharr's stats and health will be scaled depending on the difficulty level
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Special colored Aonbharrs will start spawning in higher levels of the mini game, they'll yield either Auto-Defense, Mana deflector or Natural Shield lv3, depending on color.
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Elemental Aorbhbarrs will start spawning in higher levele of the mini game, they'll posses different abilities and atributes, depending on element(Ice Aorbhbarrs can freeze targets, similar to Frozenblast, and will be immune to ice-type attacks).
- Miniature Guardian crystals will spawn within the lanes, they'll posses advanced heavy standard, but will not move, they may also spawn with one of the three auto defenses at lv3.
- High leveled monsters will also be immune to Lullaby, Raincasting, Shadow Bind and Pet effects.
Level Revamp
Level 1 is 1~999 cumulative levels
Level 2 is 1000~1999 cumulative levels
Level 3 is 2000~2999 cumulative levels
Level 4 is 3000~4999 cumulative levels
Level 5 is 4000~5999 cumulative levels
Level 6 is 5000~6999 cumulative levels
Level 7 is 6000~6999 cumulative levels
Level 8 is 7000~7999 cumulative levels
Level 9 is 8000~8999 cumulative levels
Level 10 is 9000~9999 cumulative levels
Level 11 is 10000~10999 cumulative levels
Level 12 is 20000~20999 cumulative levels
Level 13 is 30000~30999 cumulative levels
Level 14 is 40000~40999 cumulative levels
Level 15 is 50000+ cumulative levels
EXP, Gold and Loot will scale of the level of the mission.
- Falias Treasure will become more common in higher levels, naturally.
- Higher levels will also yeild special rewards, such as Fine Reforging Tool, Credea's Reforging Tool, Platinum Hammers and Various Set-effect parts(Hebona, Cressida, Thames, ect).
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Darkboy132 wrote on 2015-02-08 21:13
Hail Storm:
- Now cuts Movement Speed like Renovation Icebolt.
- No longer cancels on knockdown. Instead, all accumulated charges are lost at Ranks N-2; only one charge is lost at Rank 1.
- Range increased 1200 -> 1500 at ranks N-6, 1300 -> 1600 at ranks 5-2, and 1400 -> 1750 at rank 1.
- Splash radius increased: 100 -> 300 for 3rd charge, 150 -> 400 for 4th charge, and 200 -> 500 for 5th charge.
- 1st Charge now has a splash radius of 100. 2nd Charge now has a splash radius of 200.
Final Hit:
- Damage lowered 400% -> 150%.
- Single-wielding attacks no longer causes i-frames.
- Now a buff similar to Final Shot and Way of the Gun, making it useable with other skills.
Way of the Gun:
- Normal shots no longer contribute to knockdown gauge. Final Hit and Final Shot do have knockdown but that's backed up by their ability to teleport and the latter's range.
- No durability consumption now extends to all other skills.
- Attack speed now affects other gun skills. This helps remove some reliance on 1:1 shots and also makes the skills more easier to link with each other.
- Cooldown raised from 180 seconds / 3 minutes to equal Final Hit: 300 sec / 5 min at rank F-6, 270 sec / 4.5 min at rank 5-2, 240 sec / 3 min at rank 1.
Ranged Attack:
- Elf Aim Speed 200% -> 250%.
- Elf Ranged Attack second shot now has a separate aim calculation than the first, meaning that it has a chance to hit if the first one misses, but has 25% less accuracy than the first shot. Both will still hit if the first shot lands.
Support Shot:
- Damage increased 80% -> 100%.
- Elves now fire a second shot, but has 50% less accuracy than the first shot. This deals 75% damage if the first shot misses, but 50% if both shots connect, making it do 150% if both shots land.
- Bonus damage now applies to all sources instead of just melee.
- Bonus damage is no longer used up on just one hit. The fact that it goes away when someone hits it, especially by a weak person, makes it terrible for party play.
- To offset the above, Human Support Shot bonus damage lowered to 15%, and Elves lowered to 30%.
- Debuff duration increased to 5 seconds.
- Elf cooldown raised to 5 seconds. Human cooldown raised to 7.5 seconds.
- Elves can now use this while mounted.
Magnum Shot:
- Elves now fire a second shot, but has 75% less accuracy than the first shot. This deals 375% damage if the first shot misses, but 150% if both shots connect, making it do 650% if both shots land.
- Elves can now use this while mounted.
Mirage Missile:
- Elves now fire a second shot, but has 50% less accuracy than the first shot. This deals 150% damage if the first shot misses, but 50% if both shots connect, making it do 250% if both shots land.
- Mirage Minimum Damage raised to 35 -> 50.
- Mirage Maximum Damage raised 80 -> 100.
- Elves can now use this while mounted.
Crash Shot:
- Elves now fire a second shot, but has 75% less accuracy than the first shot. This deals 75% of damage if the first shot misses, but 50% if both shots connect, making it do 150% if both shots land. Fragment damage remains the same.
- Cooldown reduced by 2 seconds for all ranks and both races.
- Elf cooldown 3.5 -> 3.0 at rank 5-1.
- Elves can now use this while mounted.
Final Shot:
- Load time reduced to 0.
- Archery load time decrease changed to cooldown decrease, and upped from 15% -> 30%.
- Cooldown decreased 280 -> 270 at Ranks 5-2 and 260 -> 240 at rank 1.
- No longer consumes weapon durability.
- At rank F-6, the aiming meter will start loading at 15% for all archer skills. This increases to 30% at ranks 5-2, and to 50% at rank 1.
- Elves can now use this while mounted.
Elven Magic Missile:
- Load time reduced 2 sec -> 0 sec.
- Damage increased 600% -> 800% or 900%. Giant Full Swing can hit 970% when fully charged.
- Wand damage matches ranged weapon damage.
- Cooldown 10 sec -> 5 sec.
- Elves can now use this while mounted.
Spider Shot:
- Trap no longer wears off after just one hit.
- Trap duration is fixed at 5 seconds for all ranks.
- Elves can now use this while mounted.
Throwing Attack/Atlatl/Javelin:
- Throwing Attack reverted to pre-Renovation.
- Atlatls are removed entirely.
- Javelins are now equipped in tandem with a right-hand weapon, overriding the shield slot.
- Throwing Attack damage no longer has weapon damage into its formula, including Bare Hands; the rest of Throwing Attack's formula (strength:damage ratio, Javelin damage, Reforges, etc.) is unchanged.
- Throwing Attack max range lowered 1.8k/1.5k -> 1k.
- Javelin inventory size 1x5 -> 1x3.
Urgent Shot:
- No longer requires a misfire in order to use.
- Cooldown now remains at a constant 7 seconds to offset the above, akin to Wind Blast.
Other:
- Mobs no longer aggro and prompted to attack when aimed at.
- Combat skill tab is split into two sub-tabs: Melee and Archery.
- Arrows/Bolts/Javelins in the inventory are now automatically equipped when trying to use an archer skill without an equipped arrow/bolt/javelin.
- All Archery (and by extension everything that uses distance) now targets the hitbox edge rather than their center.
Quote from Kaeporo;1263547:
Bow Mastery:
Max Damage +0~30
Max Range +0~100
Crossbow Mastery:
Max Damage +0~20
Critical +0~15%
Aim Speed +25~50%
I'd prefer if they nerfed Crossbow's critical rate to 10%, or nerfed the critical gain from Will and Luck. It's too easy to get critical and my Fomor Arbalest has +60% crit.
Also that Armor Pierce could be slightly nerfed to 15 or 10. It makes it potentially stronger than bows, which it shouldn't be doing.
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Osayidan wrote on 2015-02-08 22:04
I'd like to see a system that uses combat power to determine aggro of wild animal type open-field monsters.
So for example if the monster is "boss" to you, it'll aggro at a much faster rate.
"Normal" would aggro the same as they do right now.
"Weakest" would move away from you and never aggro until you attack it first, kind of like foxes or raccoon except they actually make an effort to stay a certain distance from you.
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Slayerj wrote on 2015-02-12 06:16
Once again, this is a range revamp.
Let me first start by telling you all a little story.
[SPOILER="Story"]Back before talents and all that, shortly after elves and giants came out, I started an elf. Your typical archer. I had never played with range before, and at the start it felt fun. Though I quickly grew to hate it as I missed constantly at 70-80%. It got to the point where I was so annoyed with it, that upon missing 2 shots at point blank range at a dungeon boss I was trying to solo (getting my shit wrecked after the 2nd miss) that I closed out the game and uninstalled it. I was that annoyed with it. It felt so broken that you could even miss like that.
Flash forward to today, and I gave range another shot with the talents and other things backing it up some more. I no longer had my rank 1 skills, as I threw them out for puppet the moment I could and used further AP on some melee..but I recently had enough to get range attack to 1, bow mastery to 1, and magnum to around 5 or 3 or something.
It still sucks. So. Much. Like holy shit. Even in just adv missions, without life skills high up there in ranks, I can’t deal enough dmg to make up for the massive amounts of missing.[/SPOILER]
The main problem that range suffers from now, on top of missing, is that it has to be aimed. Alch and magic skills still require charging, but they do not miss. Guns and Ninja have a SMALL chance to miss, but you can fire a shot off quickly after.
Every single one of the range skills has the chance to miss. The client does a REALLY awful job of keeping up with your aim %. To top it off, the position of a mob can say it’s in range, when it’s not.
It’s hard to balance a skill that’s meant to be used long range and deal heavy dmg with even its normal attack, provided you have the dex.
So here’s what I thought up. I’ve said it a few times, and I’m going to say it again, followed by a skill idea and overall change to bows and crossbows.
[SPOILER="New aim % idea and new skill"]Aim has nothing to do with your chance to hit with a range skill. Aim % now changes your dmg, stun, knockback, and balance.
The higher your %, the more stable your dmg and the closer it is to its real dmg.
The lower your %, the less dmg and the less stable your dmg is.
Anything under 70% should be less than 80% balance and a small % off your min-max dmg. Little to no stun/knockback.
Anything around 70-80% should be around 80% balance and what your min-max dmg is. Regular stun/knockback.
Anything over 80% should be around 80-85% balance with your min-max dmg. SLIGHT increase stun/knockback.
At 100% you should have around 90% balance and a +5min +10max dmg. Increased stun/knockback.
Now, to justify this so that it’s not OP. (Besides the fact that if you were to fire at say…10-20% you’d have 0 stun and do maybe 5-12% of your dmg) You no longer have arrows or bolts equipped. They are in your inv (in any new bag or something to go with this, and most likely stack higher) and in order to use an arrow, you use a new skill.
Ready Arrow (shut up I srsly don’t know what to call this, it’s just reload for arrows.)
To go with this, there’s one more change. Cross bows can be used with a shield, though this comes with draw backs that I will go over in a bit.
Ready Arrow is just like reload for guns…sort of. It’s low in AP cost, at a little under 100ap for a few points of dex and stamina. This skill has no cooldown and uses 1, 2, 3, and 4 sp depending on rank. It can be used again if you’ve already used a few of your current arrows.
Depending on rank, you ready a few arrows or bolts.
Rank F-C you ready 2 arrows.
Rank B-9 you ready 3 arrows.
Rank 8-6 you ready 4 arrows.
Rank 5-1 you ready 5 arrows.
Rank F through 9 takes 1 second to ready the arrows and rank 8 and on takes .5 seconds
Readying an arrow can be used near the end of WM’s animation, and during counter attacks animation.
When using a shield with a cross bow, you will ready 1 less arrow and take .5 seconds longer. You also have a different animation for holding the cross bow, that slows your aim speed down a tiny bit.
Aim speed is now slowed and the aim speed for range attack is now the same for both elf and human, this new lowered %.
Bow and Xbow mastery slightly increases range speed with those weapons depending on rank.
Dex past 100, but not past 300, has a slight effect on your aim speed.[/SPOILER]
This doesn't fix all the problems with range, but I think it helps a bit more than what they’re doing currently imo (Though it's still early).
Note: I forgot about AR and elf normal attack! @,@; Though for elf normal attack, you still fire two shots, but you only use 1 ready arrow while using another from your inv. As for AR, you need at least 1 arrow ready and you use arrows from your inv instead with the last shot using the arrow you had ready.
Giant throwing attack does not miss, but it doesn't use the same new aim % system. It still does it's fixed % and should the system roll that 'miss' you just do a largely reduced amount of dmg. Nothing more.
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Darkboy132 wrote on 2015-02-12 18:45
New Archer Skill: Gatling Shot
[Image: http://i.imgur.com/4UkND5Q.jpg]
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Kapra wrote on 2015-02-12 21:56
Quote from Darkboy132;1264974:
Elves can now learn Arrow Revolver.
What really?
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koishi-sempai wrote on 2015-02-14 04:12
Miscellaneous changes:
All Potent Crystals removed, users compensated with NX based on crystals removed
(seriously those things are fucking cancer and this was true long before saga 2 ep 6 became a thing, at the very least they should just increase EXP)
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Kaeporo wrote on 2015-02-14 09:44
All forms of auto-defense reduce incoming damage by 50%. This includes passive defense (sans advanced heavy stander).
Attacks with dual guns can now trigger natural shield and mana deflector.
Attacks with shurikens can now trigger natural shield and heavy stander.
[SIZE="5"]New Health Bars[/SIZE] and what they mean.
Certain monsters now have new health bars which confer specific traits.
Liches, for example, have a shield bar above their health bar. You can ignore it completely if you choose to use physical attacks. Magical attacks will damage both their health and their shield but will suffer from mana deflector until that shield is broken by further magic attacks.
Health:
- Possessed by all enemies, sans disciples.
- Confers no special traits
Shadow Cloak:
- Possessed by elite shadow mission bosses (basilisk, uroborus, claimh solas, etc)
- Reduces incoming damage by 80%
- Can be destroyed using Demigod skills.
Divine Barrier:
- Possessed by disciples.
- Reduces incoming damage by 96%
- Cannot be destroyed.
- Can be pierced by smiting a bound opponent.
Magic Shield:
- Possessed by elite magic enemies and the undead (liches, ghasts, ghosts, merrow)
- Grants mana deflector level 2
- Can be destroyed by magical damage
- Can be pierced by physical damage
Heavy Armor:
- Possessed by certain elite enemies (armored bear, bran, sephirot, duke, reaper)
- Grants heavy stander level 2 and natural shield level 2
- Can be destroyed by physical damage
- Can be pierced by magical damage
[SIZE="5"]New Monster Titles[/SIZE]
The following titles can be afforded to any instanced monster that lacks the [no_one_die] tag.
Chance to award a title:
1% Easy/Basic
5% Normal/Intermediate
10% Advanced
15% Hard/Hardmode
25% Elite/Abyss
50% Lord
Awarded Title Distribution:
30% Fire
30% Lightning
30% Ice
5% Shadow
5% Light
"who was consumed by fire"
+9 Fire Affinity
+500% Defense/Magic Defense
"who is properly grounded"
+9 Lightning Affinity
+500% Defense/Magic Defense
"who grew ice over their heart"
+9 Ice Affinity
+500% Defense/Magic Defense
"who walked among the shadows"
+Shadow Cloak
"who was embraced by the light"
+Divine Barrier
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Darkboy132 wrote on 2015-02-15 19:09
Single button to max out Crusader Subskills. I don't like having to click +75 times just to change my role.
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Slayerj wrote on 2015-02-15 20:04
Bard change.
Playing instrument buff % will only apply if you are using an instrument.
Singing buff % will apply to normal singing but will add on to playing instrument as it does now.
Archery change.
Support shot dmg reduced to 30% for all ranks. Does not require aim. Cooldown increased to 3 seconds elf and 4 seconds human. The effect of support shot now lasts 3-5 seconds depending on rank but will still only last for one melee attack. Support shot can still be dodged by evasion and is still effected by range passive defenses.
Mage change.
Shockwave animation lock reduced.
Melee change.
Final hit dmg change at rank 1.
2h = 325% dmg
Using two swords = 125%
Using a single 1h = 175%
New player animations inspired by the new dungeons teaser video.
Shadowmission/Theatermission crystals now do not effect the gold reward. They do however effect it if they are the most powerful version, increasing the reward by 15%
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Darkboy132 wrote on 2015-02-15 20:38
Quote from Slayerj;1265465:
Support shot dmg reduced to 30% for all ranks. The effect of support shot now lasts 2-3 seconds depending on rank.
Why would you nerf its already horrid damage? All archer skills except than Magnum and Throwing have very low initial damages, with Support being the lowest.
Also, the current support lasts 3 seconds, so that's not changing anything.
Final hit dmg change at rank 1.
2h = 325% dmg
Too high. Single-wielding FH is actually fast and it shouldn't outdamage Smash too greatly. Also we all want knockdown invincibility removed, so that's just going to make single-wield FH even faster. If it were 250% that would be better.
- Mirage Missile's mirage effect now bypasses Natural Shield, but still considers defensive stats.
- Magnum Shot splash damage 20% -> 50%.
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Kapra wrote on 2015-02-15 21:50
Quote from Slayerj;1265465:
Bard change.
Playing instrument buff % will only apply if you are using an instrument.
Singing buff % will apply to normal singing but will add on to playing instrument as it does now.
I honestly don't understand what people are thinking when they suggest things like this. Is it under an argument that instruments aren't important enough? Because that's BS. If anything needs attention its Microphones, Instruments and micless singing are fine. If it's under an argument that Music Buff skills are too OP, then you should be focusing on those skills that are OP, not the music buff effect.
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Slayerj wrote on 2015-02-15 22:26
Quote from Kapra;1265476:
I honestly don't understand what people are thinking when they suggest things like this. Is it under an argument that instruments aren't important enough? Because that's BS. If anything needs attention its Microphones, Instruments and micless singing are fine. If it's under an argument that Music Buff skills are too OP, then you should be focusing on those skills that are OP, not the music buff effect.
It's more along the lines of, how the fuck are you getting a buff from PLAYING INSTRUMENT when you're SINGING WITHOUT AN INSTRUMENT? Meanwhile you can sing and play an instrument at the same time. Might not do it in game when you play an instrument but I'm sure everyone's happy about that not being a thing.