Just putting this out there:
The following is comparing a Human and an Elf, not a Giant.
- Advantages
- Elves have 1 more magic attack.
- Elves have Hide.
- Elves can use archery while on some mounts (keep in mind dungeon rooms, and most SM rooms are way too small to make use of this).
- Elves have faster base speed.
- Elves have Mirage Missile and have a 1 second shorter cooldown in Magnum Shot, but lack Arrow Revolver.
- Elves spend 9 less MP on Ice Spear, and 1 less MP on Ice Bolt.
- Elves spend 69 less AP on Combat Mastery, 37 less on Smash, 8 less on Windmill, 29 less on Counterattack, and 52 less on Defense.
- Disadvantages
- Elves do 72.8 less melee damage.
- Elves have equal Archery damage to Humans, but consume 1 more arrow/bolt per normal attack for no additional benefit.
[SPOILER=" "]Quote from Kaeporo;1183218:
Ranged damage is the same.
Human Dexterity: 914 (365 max) + Human Ranged Attack (25 max) = 390 max
Elf Dexterity: 939 (+375 max) + Elf Ranged Attack (15 max) = 390 max
[/SPOILER]
- Elves do 45 less puppetry damage. (Negative str plus positive dex.)
- Elves do 34.6 less gun damage. (Negative str plus positive int.)
- Elves do 15.3 less fighter damage.
- Elves spend 3 MORE AP to rank up Magnum Shot, 30 more AP to rank up Icebolt, and 39 more AP to rank up Firebolt.
- Elves spend .5 MORE MP on Lightning Bolt.
- Elves deal 50% less windmill damage, 50% less counterattack damage, 5 less defense from the Defense skill, 10% less of a Fighter Damage Multiplier, and a 15% larger dex penalty with heavy armor equipped.
- Elves cannot equip most two handed melee weapons and cannot dual wield.
- Elves cannot use most heavy armor, including set effect heavy armors such as Thames.
- Keep in mind less str and will also means less base Defense and Magic Defense.
Take of this what you will, Elves MAY spend 123 less AP to rank up some skills, though personally I'd pay triple that to be equal. Personally, I don't think being an Elf is worth the extremely minor archer and magic damage, Humans are better overall.
Each update seems to increase the gap between Elves and other races, or at least, Humans and Elves compared to Giants. Its always small changes that makes large impacts, like Giants being able to use Alchemy with Lances equipped, I don't think any update coming around soon would not also hinder races the same way.
Thing is, they can very easily fix this by adding some elf-only int and/or dex to existing skills (like how there is Giant-only str), or removing all non-aesthetic racial differences. I personally think this is a far larger issue than Dungeons are, at least there is still a point to doing some dungeons. Point of elves?
Quote from Robinhood;1182675:
Hi Hugo! They should at least add Hard Mode for Rabbie, Barri, Math, Fiodh, Peaca to make it more interesting for a while.
The reason Alby, Ciar, and Rundal have Hard Mode dungeons and other dungeons do not is because those three dungeons are the only ones with Normal, Basic, Intermediate, AND Advanced. Other dungeons are missing a Tier. (No Peaca Abyss is not Peaca Advanced [Advanced Being called Hell in other servers, Abyss is a tier above hell].) They'd first need to fill the gaps of missing difficulties.
Quote from Nui;1182768:
Elementals will never be obsolete with how the game is now. New content released with elemental immune mobs only means that they want the new content to be more challenging, but it wont change the fact that 95% of the content isnt elemental immune and that percent wont go very far down for a good few years at the rate the game content is being released.
Unless new content makes shadow missions as futile as dungeons are.