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SilverDeer

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Everything posted by SilverDeer

  1. SilverDeer

    Rage Burst

    I was using lvl 85 two-handed mace / ax without any other passive learned. My critical damage increased by 1,2k
  2. People often delevel when level 115/117. You can survive only with a good set crafted with Stonehide Leather, Hathor and Sekmeth, Advanced Knife. Try to get eva in your philos. You need at least 275+ eva to evade pirates.
  3. I've been killing pegasus for a while and haven't received any yet, maybe the drop was accidentally outdated or we're too luckyless XD
  4. Pukes, Blacksmith, Tarintus Belts, Artifacts, 100%. You can also shout "Sell gems 130m each" (for example) . Then they will request you items, if that item costs 80 gems, you must multiply 130m*80 and the result will be the price for the trade (10.4b for this example).
  5. It seems life is raising due to the quarantine. Welcome back! The game has changed too much but the old ways of making gold still remain. Nowadays you also have Sahel&Oasis to make gold, there are many interesting things to drop there, or kill Dinos and sell their weapons as you do in NH. If I find you ingame I'll give you a gift (?)
  6. SilverDeer

    Rage Burst

    I did some quick tests and it seems to work for axes / maces too
  7. I think the launcher downloads it when it's deleted.. Have you already checked the deleted files of your antivirus? Maybe the client is there.. You should add it to the exceptions list and leave a saved copy of LunaClient.exe inside a .rar / .zip file (if the exception list doesn't help) I'd like to send you the LunaClient.exe here but I don't know if it's allowed
  8. If you mean the first 3 skills you receive as Monk... They're not bad, just that you spend a lot of SP. As Soul Arbitrer you receive new skills such as Holy Earthquake, Mana Burn, Soul Spear, which are very powerful and you only have to learn a few levels. You also receive Holy Justice (you get it as an Inquirer actually) which has considerable damage too. On the other hand, if you want to achieve similar results with the Monk's skills, you need to learn about 20 levels for each one and even so the skills mentioned above deals more damage. I only highlight Holy Spike for its high debuff of atk speed.
  9. Yes, you may be right. I just tested it with Magic Arrow. I don't have a timer to see the difference in milliseconds, nor I can test the skills with more exaggerated values to see if the buff works. I'm sure I may be wrong in some cases and it's just that it has an imperceptible difference . But when in doubt I prefer to report it and have it tested by professionals :D
  10. Sorry but the balance of the classes doesn't have to depend on paid items. Item bonuses are a different topic, especially when it comes to donations. ( ' - ') I'm just questioning the fact its bonus is pretty poor for the amount of SP it spends. I consider that there are other buffs that offer you more and for less SP. If you say "BWS gives you + 10% pdef" then you're saying "it's useless to spend that SP, just pay and your character will improve!" . Will make tanks a bit more OP: The problem here's that nobody wants to choose a magic job or a job with debuffs, poisons. The 90% of players opt for physical damage and it's for this reason that physical-tanks look invincible for them. I'm not saying that my suggestion should be applied 100%, It's just an invitation to review these skills and see if there's anything better to do with them.
  11. 8% isn't an exaggerated amount considering that Paladins reach level 8 of this skill, spending 108 SP total. The other alternative is to just upgrade its defense bonus. I still insist that it's a very low bonus for the amount of SP it requires. If Side step was improved, why not this skill? No other job gets more than 4-5-6 levels. Except panzers, they gets 10 levels :0 You can compare it to Warrior form too(it's like its offensive counterpart), Its first levels already offer you 5% -7%. It's enough benefit for paths where you don't get it again
  12. They probably will. With such a +14 weapon, who wouldn't? :0
  13. Wooo!! I don't think any of them are good for farming, considering that people always mention "Hunter Blast" (from TH) for their combos. c: Basically Treasure hunters and Entrappers see how other jobs get all the credit and fame using their skills! Fortunately they will never see the incredible power of the Ice Illusion skill. Now the most boring part of my opinion: Wind breaking level 20 reaches the same attack as Hunter Blast 15. Smoldering shot lvl 5 is less powerful than both (if I'm not mistaken). Also with enough equipment and MS, Blade takers could use their Melee skills and kill 1x1. Unfortunately Final Blow isn't doing the damage it should. In a way, the Blade Taker is a clear example of investing for higher profits. The problem is that the Blade Taker wasn't made to farm, It was made to do aggressive damage and for this reason if you invest well = it will pay off. I have a theory that if they were Ranger instead of TH, they could do better with my 1x1 theory. Archers are better benefited from being Treasure Hunter because their main deficiency is the Critical rate obtained by dagger jobs. In addition its damage is high enough, in a way it's a simpler and faster alternative than a Blade Taker, they're also better functional when it comes to farming in other places where a job Melee would have problems. In simple words, if you're new and lazy to get tons of equipment, it's better to be a TH>AR.
  14. I was doing some tests. The calculation is somewhat strange, between every 5-10 points you get 1% or 2% crit rate. You'll probably need about 500-600 to get 100%
  15. I think it works roughly like this 15 crit rate points = 1% Then 1500 crit rate points = 100% I'm not sure how much dex you need but probably a lot.
  16. SilverDeer

    Elastic Bow

    The description is bad. It should increase bow range, not musket. Anyway, I think the effect is not working.
  17. Sahel Zone or Oasis in Parasus. As long as you have a good team, you will do well there. :) As an AR you could also need to kill 1 x 1. I recommend you learn Magic Arrow, even if it's not AoE.
  18. I recommend maximizing the Fire Arrow, considering that it's the longest range AoE skill of Archers. You can keep leveling up / farming in Nera Harbor until lvl 108. Or you could go to the Great Garden and level up to 111(With hornets, mosquitoes, dryads) You can kill manties until lvl 114-115 (if you have good accuracy) But from 111 to 122, you have different alternatives in Nera Graveyard
  19. Well, it's another way to describe what I mean. If that means that the Rune Masters will be upgraded a bit, then many of us will be happy! (I guess) Off-topic: Now you mentioned Cardinals, the SP required for their new skills (Shield of justice and Holy Taker) is very low compared to other skills you get in other 105 jobs.
  20. Post updated! I added new skill to some lists (Bad skills and effects) and descriptions. (Sorry for double-posting)
  21. There was once a post about this. Mine has another argument.. My suggestion is to grant Rune Masters the following skills: - Shield of Justice (lvl 5) - Holy Taker (lvl 5) - Turn Undead (Lvl 5) - Divine Heal (lvl 2) - Mana Blast (lvl 2) - Fast Heal (lvl 15) [They only get Great Heal lvl 15, lvl for Priest] - Cure Poison and Bleeding (lvl 9) [Elemental Masters do get these skills lvl 7, RM don't even obtain any level] Why these skills? If we compare Rune Master with Cardinal: Both have the support function. Both have common buffs at the same level, they differ only in that Rune Master gets unique auras dedicated to physical users and Cardinal gets unique auras dedicated to magical users. The Cardinals also gain healing skills and the skills I mentioned above(Very powerful skills btw), making the Cardinal a very powerful support job. On the other hand the Rune Masters don't obtain these benefits, if you don't get Warlock previously, you're basically a pet with Nickname. You only get great heal, but if you're not Priest or Bishop, you don't get any healing skills either. My suggestion is based on the logic that elf exclusive jobs seem to have. For example: Templar master tends to receive skills similar to Blade taker and Arch Ranger but with fewer levels. Magnus tends to receive Sword Masters/Paladin skills but with fewer levels. Elemental Masters and Rune Masters do it only with buffs. The latest versions of Luna Online did give some of these skills to Rune Masters, following the elf's logic I've mentioned. I make this suggestion so that RM are also considered a useful job to be, like Cardinal, and not just become pets for buffs only.
  22. First list [Effect doesn't seem to work properly] : Their problems are simple: Most are buffs. The descriptions say it should increase something, but it doesn't seem to change anything when activate the skill. Second list [Scratchy] : Skills that don't work since the game exists. The effects mentioned in the description don't work or the skills do nothing useful. Maybe tomorrow I'll edit the post and specify in more detail its problems.
  23. BTs are very powerful, they have strong melee skills. However, saying it's better than a TM is because skills such as debuffs/stuns aren't being considered. If we base the game only on having high damage and duels only with Dagger Blow and Sonic Boom, so yes, they are overpowered and better than the mentioned classes. Some opinions: Dagger Blow/Shield Boomerang: I think the game gives you too many levels and power just being Treasure hunter. I think it shouldn't be like this. There should be a midpoint between Th and Entrapper, I mean something like "Hunter Smooke" that you get 5 levels and then you get the rest as a Entrapper. Final Blow is the best skill of Assasins and you don't get 20 levels and 5 useless level as BT. Figthers have Spirit sword, it's the most broken sleep in the game even better than mage sleep skills, It also makes damage!! Sonic Boom gets an exaggerated range and has good damage, I think it's a broken stat combo. Rune Impact never fails.
  24. Introduction Hello everyone! I've played Luna Online and Celestia Luna for 9 years and I've become a nerdie of this game. Then I began to understand that some skills don't work as it should, and there are others that were bug for years and no one reported that yet. The following reports are based on ingame problems that I confirmed by myself, on reports from other people, on information that I obtained about the game years ago. I m sure there's information that escapes me so everyone is invited to report problems with the skills. You can read this post to understand what kind of problems skills can have. Please if you want to help with your reports be specific and don't say for example "Burning Crash is bug" without specifying why BAD SKILLS [Effect doesn't seem to work properly] Category for bad buff effects Reloading = Should increase your attack speed when using musket but the effect doesn't seem to work. Weapon Synchro = Should increase your attack speed but the effect doesn't seem to work. Berserker = Should increase your attack speed, but the effect doesn't seem to work. Its Evasion Bonus and Physical defense penalty works fine. Elastic Bow = Should increase your bow attack range, but the effect doesn't seem to work. Fast Reload = Should increase your attack speed when using bows, but the effect doesn't seem to work. Telescopic Musket Scope = Should increase your musket attack range but the effect doesn't seem to work Pistol Range (Passive) = Same as telescopic musket scope Acuteness = Should increase the target's attack speed but the effect doesn't seem to work Sword Accuracy(Passive) = Increases accuracy even when not using swords Blood Oath = I think this skill remains in Helm of Pluto and it doesn't work Fatal Force = I'm not sure if this should increase Critical Rate or Damage, but in both cases it doesn't seem to work or its bonus is too low. Staff Training(Passive), Witchcraft(Passive) = Increases magical attack even when not using staves Curse Weakness: Its ALL STAT debuff works fine but none of the other things mentioned in the description happen. The skill just decreases Evasion, Accu or Crit rate due its dex debuff, not because there's an additional debuff as intended in its description. Note for Attack Speed effects: Some of them work only in basic attacks but not in skills. [Scratchy] Category for: Bad effect, Bad damage, Bad description, Redudant, useless. Just scratchy skills Mana Vampirism = You don't see any casting animation when you use it, and the target doesn't have a buff icon when they receives it. But when you give this buff to some player, it works and recovers mp when they kill monsters. Some Problems: You can't give it to yourself, the effect stops working when you move to another map. Anyway, If you consider that its effect works well, then this skill would only need graphic arrangements (animation and icon), get a higher benefit for each level, and its level requirement should increase(all its levels require level 105). Deadly Soul = Damage is low in its 5 levels and the effect doesn't work properly. Some problems of its effect: - The targeted enemy receives the Mana Vampirism buff, meaning they can recover mp when killing someone. The game needs to give them this buff so you recover mp when you kill them, but they become mana vampires as long as they have that buff. - If you kill the enemy using this skill, the enemy doesn't receive the buff and then you don't recover mp. The enemy must survive this skill to get the buff. Additional note: Soul Squeeze uses the same system. Notes for Mana Vampirism, Deadly Soul and Soul Squeeze: - There's no actually a "Mana Vampirism" buff, the game just uses a buff called "Soul Squeeze" for all of them. - I think that they are supposed to steal target's mp for every attack you do, instead of just healing when you kill them. For example, we can assume that Deadly Soul's low damage is actually because it's a skill meant to attack MP instead of HP, but it's currently obsolete. Ice illusion = Magical Skill for Entrappers, does Entrapper need magical damage?. Effects works but in its 5 levels this skill doesn't change much. Considering that it's also a magic skill, learning more than one level is a waste. Fire trap = It only summons a monster that does nothing. However, it dies when is close to other monsters. Sometimes you can see the effect of skill being cast by the trap but it stops very abruptly as if the death of the trap interrupted the casting of the spell. Ice trap = Same as fire trap. From level 2: requires you to select a target to conjure the skill . Corpse Take = After meticulously testing this skill, I found out exactly how it works. Main Effect: All targets when receiving this debuff become "carrion". This means that any player or monster that kills a target with this debuff will be healed based on their own magic damage. You can be the conjurer but anyone else can take the healing benefit. If you're a player under this debuff and you kill someone, you gain hp like a vampire even when you're the debuffed one. I'm not sure if this skill has a greater effect for each lever you learn. Secondary Effect: This skill is flagged as "Attract type", this means that it allows you to lure more monsters beyond the normal limit. For example if you're luring 6 Basilisk and you use this skill, you'll be able to lure beyond of 6. This works like Attract from Fighter but the monster won't follow you after receiving this skill. Note for Corpse Take: I'm not sure whether to consider that there's something wrong with this skill or if it just needs some tweaking. I guess the decision rests with the staff. Corpse Explosion = This skill is even weirder but I finally found out how it works and where the true problem is. Main Effect: When an enemy carrying this debuff dies, it generates an explosion that deals two types of damage to nearby monsters. The first is based on the magic attack of "the attacker" . The second is damage per second. Where is the problem? Monsters that die from this debuff aren't counted as your kill, nor you can't see the damage they take. This occurs because the game considers the target who died as "the attacker" and not you(the conjurer). I reached this conclusion after killing a character from my party who was carrying this debuff and only in that way I saw the damage amount that the nearby monsters received. But I didn't get any exp anyway. If a monster dies by this effect, it will look in the direction of the monster that started the explosion. That simple game mechanic is indicating that the cursed monster is taken as its killer. It's probably because the game cast a new skill using the dying unit as caster. Secondary Effect: Players who receive this buff will become mana vampires for some strange reason, by killing opponents they regain MP similar to when they carry the Mana Vampirism buff. Here's a post with suggestions for some of these [Misc] Category for misc problems. Lollipop Dance = The animation works but no one can see you're dancing Fussing Dance = Doesn't even work at all. Just get the character frozen for seconds. Illusion Attack = Damage calculation works weird(damage seems static). It uses physical damage and you can fail the hit(miss), it can be silenced as Magical Skill. Rune Impact = The opposite case than Illusion Attack. Damage works fine as physical skill and you never get miss, It can be silenced as magical skill. Note for Illusion Attack and Rune Impact: Considering that they're exclusive skills for elvens and that both share the fact that can be silenced ... Either both should be destined for magic attack or the problem here is that RI never fails while Illusion attack does and Rune Impact works well with physical attack when Illusion Attack does not. Bleeding Blow = Panzer gets it (lvl 25). But it's not a skill made for musket. (I once made a suggestion for this) Fast Reload = Sniper gets this self-buff (lvl 4) But effect doesn't work for muskets. I think Snipers should get Reloading (Like panzers) and lvl 4 Dual Wield Training = Blade Taker gets this passive but the effect is only for swords or 1h Weapons. Daggers are not considered as one-handed weapons. Stealth = Blade Takers should reach level 9, but Blade Takers don't even obtain any level of this skill. (Based on how other dagger jobs get Stealth and its levels and the fact that BTs get Sudden Raid) Sword Training = Sword Masters should get it lvl 25 but they don't even obtain any level of this passive. (Based on game logic for Sword training, Axe training, mace training levels and this is a job exclusive for Sword users) Sword Rapidity = Same as Sword Training Sword Accuracy = This is quite odd. Swordmans get 3 levels, Rune Knights get 10 lvls when Magnus 8. Knights and Sword Masters: none . Burning Rage, Lace, Nature Shield, Nature Mind = Crusaders don't obtain these skills. It could be solved by adding it to initial classes (Figther, Rogue, Mage) and adding level restriction. For example: Burning rage lvl 3 requires lvl 105. Divine curse = Should this have more levels beyond level 20? (Based on how its counterpart "Divine Sword" works ) Shrewd Spell (lvl 5) = I think this should requires lvl 115 and not 105. (Based on the logic of its previous levels) Devil's Armor = Since lvl 6, all levels requires 105... Should this be like 105-110-115-120-125? (Based on the logic of its previous levels) Angelic Breath = Bishop, Elemental Master, Inquirer get it lvl 20. But Cardinals, Rune Master and Soul Arbitrer don't even obtain any level of this skill. (Based on how other mages jobs get this skill and its levels) Intensive Mana = Bishops obtain this buff but Cardinals don't. Final Blow = People report this skill doesn't work properly in its damage calculation. Damage seems static. Perforate = Same as Final Blow. Both Here Musket Blast = The casting animation is bugged/ it's very weird Proximity Fire and Musket Proxmity = This skill works properly. But it has a long range considering that the animation is a push using body, the enemy falls back and then a gunshot. It's not plausible when you use this skill from the longest distance. -The Sniper version (Proximity fire) entangle the enemies, I think it should stun them like the panzer version but I'm not sure if it has that effect intentionally. Acuteness, Pinpoint, Kiss of Death, Clouth = These buffs should require lvl 110 when level 4 (Based on the logic of the previous levels) Twinkle Magic = Something like "Devil armor" happens here. After reaching level 6, its level requirement sticks at 105 instead of increasing progressively Cure Poison, Cure Bleeding = Soul Arbitrers and Rune Masters should get it lvl 9 but they don't even obtain these skill. Cardinals get it lvl 10. Its previous stages(Elemental Master, Inquirer) do get these skills. Blizzard = Grandmasters should reach level 25 but they only get 20 levels as Warlocks do(its previous stage) Spirit Sword = is supposed to be a debuff but it deals damage according to your physical damage. I think the enemy can't dodge the attack either . Battle Shout = Same as Spirit Sword but this deals damage according to your magical damage Shield Barrier = Effect works well but since the update of the minimum damage, it makes no sense to increase 1000% your defense if you'll take the same damage from monsters. This should help you for 15 seconds but doesn't help at all when farming. Heal (Fighter) = While Infantryman and Phalanx get this skill (lvl 5 and 10), Paladin doesn't get any. I think Paladin should reach lvl 15, it's supposed to be the next tier of Phalanx. Rune Impact = Rune Knight and Magnus get 20 levels. Considering that Magnus is the advanced tier of Rune Knight, they should get 25 levels instead. REDUNDANT SKILLS This list is for skills whose effects stop updating after a certain level, or their update is very low or they start to work strange. Making learning these skills just a SP wasting. For example. Wind Breaking after level 15 has the same damage per second for all its next levels. Dagger Blow = Fixed damage from lvl 21 (Level 21, 22, 23, 24, 25... = Damage Multiplier 654) Rapid Slashing = Fixed bleeding from lvl 20 (Level 20, 21, 22, 23, 24, 25... = Bleeding -434). Some people also report this skill start to work weird when level 21+, they described something like staying frozen for a few seconds after casting the skill and it doesn't give the physical defense debuff like its previous levels. Fatal Blast = Loses Magical Defense debuff when level 21 Piercing Arrow = Fixed Bleeding from lvl 20 (Level 20, 21, 22, 23, 24, 25... = Bleeding -434). Loses Magical Attack debuff when level 21 Wind Breaking = Fixed Bleeding from lvl 15 (Level 15, 16, 17, 18, 19, 20... = Bleeding -276) Fire Arrow = Fixed fire effect from lvl 21 (Level 21, 22, 23, 24, 25... = Burning -434) Illusion Attack = Fixed damage from lvl 20 (Level 20, 21, 22, 23, 24, 25... = Damage Multiplier 629) It's another problem besides the one I mentioned above. Double Strike = Fixed effect from lvl 21(Level 21, 22, 23, 24, 25... = Poison -411) Bleeding Blow = Fixed effect from lvl 21 (Level 21, 22, 23, 24, 25... = Bleeding -279) Quick Movement(Buff) = Fixed effect from lvl 6. (Level 6, 7, 8, 9, 10 = 15% mov speed) --------- [Not really a problem]: just skills which is spending a lot of sp for very little differences Blessing Guard(Buff) = Too many SP for low bonuses. It increases 1% physical defense per level. If you learn 10 levels you will spend 165 SP for just 10%. Wind Barrier(Debuff) = Too many SP for low differences between levels. It has two levels, its only difference is 0.5s of effect time. You spend 21-22 sp per level Eagle Eye (Passive) = Too many SP for low bonuses. It increases +1 accuracy per level. 10 levels = 10 accuracy and you will spend 110 SP. Side step(eva bonus) used to be similar to these skills but its bonus was updated. Saint Heal = You don't spend a lot of sp here but its effect is too low anyways. This skill is supposed to be a Self-Heal exclusive for Paladins and its effect is too low, it's even lower than Spirit Aid (Swordman), Heal (Infantryman), Nature Aid (Scout). I consider the problem here is that being an exclusive 105 skill, it's too useless and the effect is below the skills you get at level 40 in jobs that aren't intended to be healers. Maybe this needs an upgrade. Saint Shackle = Something similar to Saint Heal happens here. The damage and debuff effect is too low in its 5 levels. It's an exclusive debuff of 105 but even Battle Shout (from Warrior) has better results than this one. Bad descriptions are hidden because they will add a whole new description system, thanks for helping with this anyway ♥ I spent a couple of hours making this but I love this server and hope this can be fixed soon. I also invit Orange to read this and verify some info I can't verify (without wasting a bunch of SP and Reset Skills)
  25. The drop is kinda hard, especially if you're 5 levels above the Pegasus level. Also make sure your inventory isn't filled with junk.
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