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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)
Sell Consumption Item 1. Exp 100% 1hrs [2pcs] 2. Exp 30% 5hrs [2pcs] 3. Remote Warehouse Access Perma Equip 1. H.Armor+12 (c)vit43 (r)vit35 (p)eva13.6 mix vit13.1 mixs tr6.2 2. Partisan +13 (r)crit99 (p)str17.9 3. G.Axe+12 (r)crit103 (p)str11.4 mix dex10.6 mix vit8.7 4. Aias+12 ACC Movement Speed 1. Flick (r)MP665 (p)ms40.7 2. Hathor (r)MP693 (p)ms39.2 3. Hathor (r)MP595 (p)ms38.9 4. Eternal Flame Ring [Belt] (p)ms49.9 5. Eternal Flame Ring [Belt] (p)ms25.4 Costume 1. Rabbit Beach Cap 2. Tourist's Vacation Fedora [Male] 3. Surfer Boy Flip Flop 4. Frankenstein 5. Hip-Hop Orange T-Shirt 6. Black Widow Scout's Suit Equip Accessoris 1. Snorkel allstat+2 2. Rose in Mouth 3. Yellow Butterfly Wings (p)clean 4. Stompy the Elephant Bag (p)crit68.5