Jump to content

Nyarlathothep

Member
  • Posts

    54
  • Joined

  • Last visited

Everything posted by Nyarlathothep

  1. Yea I think this bug exists ever since the original server is made. I think another bug that is linked to this is elves changing face/eye color (for female elf, red eye color - male elf, blue eye color) tho I think Orange already fixed that one
  2. Hi Orange! I just noticed this earlier but when I'm hunting Dino at Sahel Zone, I never loot a 2h mace and then I noticed the Black Horn Elder dropping "Wood Lacedon", the 1h mace when it's supposed to only drop 2h weapons based on the Parasus Zone Guide. How come no one has reported this yet lol. Thanks
  3. Yea, I went there as soon as I got to boosting level. I tried sending a lvl 1 character in NH and force closing the client, didn't get deported. Weird, maybe it is related to DD bug or I haven't satisfied any of the bug conditions yet . I swear this happened to me a few times now. I'll look into it more
  4. Anyone else experience this? Whenever I make a new character and send it to Nera Harbor for the first time (I think this happens on maps beyond NH too) for boosting/leveling, it gets teleported back to Alker Harbor if I get disconnected of if I reconnect. Afterwards, I just send it back to NH and no more problems, it just happens in the first the time and will not recur again. It's not much of a big deal but it's kinda annoying having to escort a slow new character in a path full of pirates twice(I sometimes forget about this bug) because of this issue. Thanks admins
  5. Ya, I indicated in my post that I used midgame magic based weapons (i.e., mace and sword ) for comparison. Athena is the first magic/INT type mace in the game. Before that, all the int based weapons aside from staves are Point Sword, Bloody Howler, and Rule Breaker I think, so two swords and one dagger. It was only later in the game that was decided that mace will the main weapon for int Fighters thru the mace only skills of Crusader. I also forgot to add the Blue rarity event mace in the post (I forgot the name) with about 70+% ma/pa ratio
  6. No quest, I killed monsters there, leveled up a bit with no problems until I reach lvl 38 then I crashed right away. Relogged, leveled up at lvl 39 then crashed again. One workaround I found is to not go to MBS for leveling lol. Grind to lv 31 at tarintus and kill Orc Archers in Red Orc Outpost
  7. Yikes, illegal item. I'll try to find a nice H.armor first and take you up on your offer :D Thanks a lot Orange!
  8. Thanks for supporting me xD I mean I accept that I'm dumb enough to make mistakes sometimes but a little safety net goes a long way. I remember back in the day, my lil brother accidentally selling/throwing away his equipped Rulers of Hir glove while farming in NH and he can't find anyone selling just the glove since the costume is usually sold as set from the gacha. It was dumb and avoidable but then again, accidents happen.
  9. Hi, I just want to ask this weird thing about my H.armor. As we know, H.armor is crafted from sketches and crafted equipment will have a default craft bonus stat that with text written in yellow. However my H.armor doesn't have any craft bonus. I remember buying this off from a quitting player a few years ago for cheaps. Could this be an old edit item with edit stats transferred to another or is it possible to craft an item without a craft bonus stat because I haven't experienced it and I find it difficult to believe that someone would enhance this to +13 without a craft bonus stat. Thanks guys ^^
  10. So I tried hunting for Point Sword earlier and noticed a problem I've experienced here for years, the map often crashes when you level up (not every single level up tho), this happens almost with every single character I made since I came back in 2018-ish? Thanks a lot admins
  11. Good day Blueland! I just want to suggest some changes with skills that require Purified Gems (i.e., Necro:Vital Explosion, Cardinal: Turn Undead, etc.). These skills can be powerful but are not meta in the current state of the game and on top of that, collecting gem pieces for crafting purified gems can be tedious and take a lot of time, involves resource management and consumes inventory space. I was just thinking why keep this kind of mechanic that makes people not want to use these jobs/skills because of the tedious process, Basically, why use them when there are other jobs/skills that can do almost the same thing. I propose some few changes that might help lessen the tediousness and increase interest for these skills: Remove Purified Gem Requirement and increase SP consumption (actually they eat high SP already from what I remember) to learn the skills Add purified gems or gem pieces for purified gem crafting in Alice's store to make acquiring them easier Change crafting material of purified gem from gem piece to regular gem (example: Purified Ruby will now require Ruby instead of Ruby Piece) Thanks for reading! :D
  12. I understand, for armors it's really not that of a big deal and for weapons, most farmers are BT/TM with dual wield so they would have to accidentally click a dagger for this to happen, very low chance. I usually multitask throwing trash items while attacking to maximize my Extorsion skill duration it's just sometimes I kind of lose focus. May I suggest another one tho? Can we request to disable destroy item for equipped items to avoid unfortunate misclicks? probably around 0.01% of happening but really annoying too. Thanks Orange! ^^
  13. Not sure if this really is a bug or just inherent with the game's system but usually when I'm farming, I sometimes accidentally misclick and drag one of my loot [weapon/armors] instead of some garbage items I want to throw out while casting a skill. What happens is when I return that item into an item slot, it will automatically equip and replace my current weapon/armor. This isn't a problem if your current equipment is of the same level as your character but if your character is deleved, basically you're doomed. You're 10-20 levels below your equipment level and don't have an alternative weapon that is as powerful. Now you're forced to painfully relevel until you can use your weapon back. This doesn't happen much but when it does it's sooooo frustrating, is there any fix to this? Thanks admins! ^^
  14. Crusaders having next to none when it comes to viable weapon options in the late game has been an issue I've notice a few years back which the introduction Corrupted Branch helped solve. However, with Corrupted Branch only at lvl 118 and almost everyone now uses PD weapons, Crusaders are still at a disadvantage. Upon checking of HCM stats, it pales in comparison to scale when compared with Athena's Mithril Hammer and other OG midgame magic based swords. Here are my Observations: Bloody Scimitar [lvl 62] Physical Attack: 88 Magical Attack: 85 Matk to Patk ratio = 96.59% Athena's Mithril Hammer [lvl 82] Physical Attack: 126 Magical Attack: 118 Matk to Patk ratio = 93.65% Now, one weird thing here is that Athena's Mithril Hammer has the same Magical Attack with the lvl 82 1h Staff, Power of Lotus. Corrupted Branch [lvl 118] Physical Attack: 200 Magical Attack: 187 Matk to Patk ratio = 93.5% Now here's the stats of Holy Crusader's Hammer [PD lvl 135] Physical Attack: 270 Magical Attack: 167 Matk to Patk ratio = 61.85% -What's more is that it doesn't add any INT stats unlike the other magic based 1h weapons Now, I understand that HC Mace is probably intended for 1h physical Paladin or Magnus build but with the big disadvantage of not having a ranged skill for them renders mace and axe almost useless in wars and pvp. If we introduce a high level magic based mace [PD or not], we may start seeing a resurgence of Crusaders in the game with them being a sub-tank that can hit both physically and magically without them being too OP since they don't have ranged skills like their other tank/magic hitter counterparts. I'm not asking here that the PD Magic Type Mace be as strong as HC Staff but be powerful enough to make the money spent on them worth it. One problem I see with balance tho is, will the +35 VIT bonus of HC Mace be OP if used in a tank build Cardinal/Necro? Also, if we implement this and add a physical ranged skill for Axe and Mace, the Crusader might become OP. Thanks for reading ^^
  15. Hmmm, I think magic crit is good but Phys Def and Magic Def will just be trash like the pa and ma in philo which will only lower the probability further of getting what you actually want when philoing. Magic cast speed is a bit op that's why they removed the default -10% cast speed effect on rare staves (see original luna items)
  16. This guide is outdated and there are better paths now due to reintroduction of job passive skills, Also, with skill levels, only take skills you will want to retain until late game if you don't have funds for a reskill. Say for example you want to take uppercut, it's okay to max it out since you'd be using it's lvl 11 evolved aoe Skill [Earthquake] later on. Although managing Skill Points early on will be a bit tricky. I'd say learn all the necessary skills at lvl 1 then increase them as you like when you gain more SP
  17. There is no reason for you to take elf on this path, you'd just get more mediocre damage. The only reason people take elf is to go for Rune Walker or Temple Master to get crazy party buffs. This path gives you 40eva job passives & +9eva from Side Step while R>S>RW>E gives you only 28eva job passive & 15eva because of higher Side Step buff but also with critical rate/crit damage/ movespeed party buffs. The difference is only 6eva, the deal breaker would be the amount of damage you would get from Burning Rage vs Elf's party buffs.
  18. This really gets boring if you're a rogue or a mage, what makes this guide manageable is if you use a fighter with attract circle
  19. Purely for farming, Entraps in general have mediocre damage to even excel in PvP
  20. probaby just 83 because you didn't factor additional %pa from risk taker and job passives, how did the BWL work with the destro bro?
  21. A nice fix for block is to change priority calculation, example (110% crit rate) Rogue vs (105% Block Rate) Tank. According to the crit rate of the rogue, all its attacks should be crit while for the Tank, all the damage it receives should be blocked. What seems to be happening is the tank is prioritized and blocks almost all attacks. There's a contradiction there so why not change chance calculation so the 100's would be balanced into 50% dealing crit vs 50% blocking? The problem now is what happens for chars with crit/block rates below 100%. Any suggestions? :D
  22. They fixed this already? Some player before tested this and noticed no change in damage when using axe
  23. So I made a naked lvl 4 fighter w/ beginner sword because of this so there's less factors to consider like passives etc. and here's what I figured: Base pa = 62 Theoretically: pa w/ BWL only = 62 * (100% + 10%) = 68.2 pa w/ lvl 1 Burning Rage(6%) = 62 * (100% + 6%) = 65.72 pa w/ 20% pots = 62 * (100% + 20%) = 74.4 pa w/ BWL + lvl 1 Burning Rage = 62*(100% + 10% + 6%) = 71.92 pa w/ BWL + lvl 1 Burning Rage + 20% pots = 62*(100% + 10% + 6% +20%) = 84.32 Ingame: pa w/ BWL only = 68 pa w/ lvl 1 Burning Rage(6%) = 65 pa w/ 20% pots = 73 (I find this weird, should be 74) pa w/ BWL + lvl 1 Burning Rage = 71 pa w/ BWL + lvl 1 Burning Rage + 20% pots = 83 (also lower by 1 pa probably because of the 20% potion) Based from this, seems like BWL & Burning Rage functions normally while the 20% seems broken I'd imagine it will add less if you have high patk
×
×
  • Create New...