Quote from Kaeporo;1270089:
[SIZE="4"]Arsenal Update[/SIZE]
Intent: To increase weapon diversity and viability across the board.
Yup, I like of that :D
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This is my attempt in fixing Mabi's base ,setting up more challenging solos and party play, while making PvP a thing
[SPOILER="Stats idea"]
New Stat: Agility: Increases Running speed, Attack speed, and Recovery
Highest natural agility:Elves > Humans > Giants
Racial Speed:Running speed for all races are tweaked (this capsize on what current races can do, rather than hurts it)
Armor: More Agility is required to become faster in armor. From highest to lowest in nerfs
Plate Armor> Heavy Armor > Light Armor > Clothing (no nerfs)
Stat distributing:Pre-existing stats given by skills are rebalanced / deleted. Racial stat gap rebalanced
Weapon :Weapon type affects animation recovery, every 100 agility improves it slightly
Defense Raito :Strength to defense is now increased from 10 > 25, Protection rebalance
Stats: Wound and Critical Hit rates are rebalanced
Beamswords are unchanged, but has the recovery of a Lance, and the range of a dagger without gaining any exclusive skills (So that's pretty bad in my idea)
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[SPOILER="Rebalance for Weapons and Stuns"]
New Lance Skill :Shove
New Passive Skill : Limit Breaker
Weapon :No weapon type/combat form is restricted anymore due to Limit breaker.
Giants will still be the most effective melee race, but elves will be the fastest with light weapons. Humans are middle ground
Spirit Weapon : Shields and life items may now be turned into Spirit weapons, counts as a Spirit Weapon
Weapon :Weapon stun is now fixed depending on weapon type
Weapon :All weapons are rebalanced in speed
Weapon :All weapons have attack range similar to Lance (giant's having superior melee range,range itself varies per weapon type), but without the min distances, enemy hit boxes need fixing though
Weapon : Skill multipliers rebalanced, and the skill Transcendent is added (the nerfed version anyways) for two-handed weapons
Weapon :Final Hit is nerfed. Just no.
Weapon :For melee ranged skills, range of certain skills like Windmill will be based largely around Weapon type and Rank (one large and one short weapon will meet somewhere in the middle)
Weapon : Stronger/ Large weapons have greater knockback. Lighter weapons stumble the target back for knockbacks, allowing for follow ups.
Weapon :Stuns increased on players previous to pre-dynamic combat. In terms of stun reduction from highest to lowest Plate > Heavy Armor> Light armor > Clothing
Customization : Special Upgraded weapons now emit their glow on the blade /Cylinder shape of the weapon, instead of handle only. Weapon can be toggled into a ball form for every weapon if the user likes that.
Customization : Special upgraded weapons will all become gray mist instead of blue/red to give a natural feel. Weapons with special upgrade's color will not be changed prior to this update unless the user accepts change.Special upgrade dyes may be earned ingame or bought in cash shop.
Customization :Weapons are now customizable. Unlockable are added in PvP tournaments, dungeon,shadow mission,raid and lord mission. Or just buying some in cash shop (not every unlockable is cash shop only)
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[SPOILER="Piercing Rebalance"]
Piercing Now rebalanced, and every weapon has it (max level being 50).How much default piercing a weapon has depends on two things ; Weapon type (blunts do not have piercing, but receive something similar named blunt force) and the specific weapon itself
Weapon : There is now a special upgrade for extra Piercing.
Spirit Weapon : Now receives piecing and r-type effect that scales with social
[/SPOILER]
[SPOILER="Survival Skill Rebalance"]
Skill Update: Evasion can now evade anything with proper timing(heavy weapons hurt evasions recovery, Agility stat and Agility enchants help),
Skill Update: Tanking is now improved for protection user and their party.Perfect blocking will increase the effectiveness of defending. Passive blocking will still be a thing, playing actively just boost it.
Skill Update: Charge can now be used with any weapon. Shield Charge will however boost in greater decreasing to offensive range and
magic
New Skill: Absorption skill is added (similar to Vindictus) But only useable when armor is used. Giants may used this skill regardless, but it's nerfed pretty decently.
Skill Update: Mobs with Advanced Heavy standered are now revamped, so you can actually brawl and dodge Advanced mobs without having to fight cheaply. Higher ranked Advanced Heavy Stander belongs to Raid/and party bosses.So you'll have to pick up defensive method for your playstyle to survive that[/SPOILER]
[SPOILER="Stun-pets"]
[S]Skill [/S]Pet Update: Stun-pets are not nerfed. Overall, the user can still use it to run over content/ save them. You're just guaranteed bad rewards,nerfed exp and a awful title stuck on you for 24hours.This title only happens if the user spams stun-pets within a certain amount of time in a mission/SM . nerfs and reward drop(on top of rare rate, so 0%) all exp gain (excluding fixed quest) by 95%
Pet update : Stun-pet's stun can now be toggle off. And rewards now tie into user's performance combo wise, minor in damage or taking damage (for tankers)
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[SPOILER="Transformation Rebalance"]
Transformation rebalance: Every race may now go Paladin or Dark knight, Falcon or Ancient..bear? [S]are giants part bear?[/S]
Stat rebalance and new skills for all transformations: Basically it goes like this ; Paladins are truly well rounded, dark knight still boost mainly in two stats, with a new additional system that ties into what you mainly use to increase odds of a boost, Falcons fixed boost highest in Int ex ,Mana, andid lightly nerfed in str. Giants are opposite compared to elves and their transformation.
Elf and Giant will simply just do a modified human version of G2 / G3 that ties in with Iria while giving Paladin or Dark Knight.but still keep its lore respectively
There is now a redemption Question for users who went dark knight,to return to Paladin
Transformation Update :
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Oh and
[SPOILER="Minor customization renwal"]
Customization :Players may adjust any body part similar to maid/butlers ,in addition hair, muscle tone, face, eyes ect can be edited to any shape or direction
Customization :Every existing hairstyle/eyes and old clothing now is given more HD similar to newer counterparts
Customization : Elves may now have a darker skin tone, aka be black
Customization : Spirit Weapon may now have its Sprit looks, personality and pose changed similar to players. Spirit Affiliation skill now equips the spirit in armor similar to user in exact pose already choosen or transformation active buff while spirit weapon is used
Customization : Every outfit in the game is nolonger racial restricted, but still gender restricted
Customization : Dyes more geared towards spefiic colors are added in cash shop, slightly more expensive than reg, but granteeds a color exactly as you'd like
Customization :When dying clothing, material can be switched out with the aid of tailoring skill (clothing material will nolonger be leather, but clothing or vise versa)
Customization : Undyeable areas are now dyeable for clothing
Customization : Clothing may now be edited in length,thickness
Customization :Wigs may now be worn with glasses, hats and ect (not my idea but a good one)
Customization : Animations can be changed for any weapon type or skill animation due to unlockables or cash shop poses/ geatures
Customization : Going with above idea,(similar to a old friend I told this idea too..) The user can change their body type to be buff or not, but that must first be unlocked. This will make giant males or females similar to their old buff selves pre-g12. Humans can now be buff too, also has boost some defensive stats, but not too appoint where its a must have for tankers.Buffness shows in transformation
Customization : Magic casting animations are reverted to pre-g13
Customization : Transformation form can now be chooseable , along with seasonal unlockables / Cash shop buys (exp. Winter Paladin)
[/SPOILER]
So basically, some of these ideas of mines boil down too what you'd like in your game style, rather than what's actually best too use due too efficiency. Non-melee weapons are nerfed in melee. And Parry Skill