Igopewpew
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Alright. First off your calculations are completely off. You start with too high base damage. You add bonus damage based on the complete damage instead of base damage which results in way higher numbers than the actual increase is. Third off, WS have pneuma too, And any good player knows how to swap gears during battle, don't be silly. Most of the damages you stated is what I get on gtb. Again if you use the right gear their damage is low and they must force someone on gtb in order to be able to burst. Fith' off, their burst is slow, unlike asura you can ygg during their burst so it's quite easy to outlive. I'm not going to base things based on your calculations as I have explained that they're completely wrong. Every class has it's counters. Just because you find it annoying to fight against them doesn't mean they are OP in any way shape or form. Your nerfs are WAY too major to 'balance' the class. It would more like break the class instead of balancing it. There's something called ranged skills. You don't always have to get close to them to kill them. And if they manage to stay away from you good enough then they're simply good enough at kiting you and you need to change your tactic. Again, fighting against one of these is annoying, but not OP in any way, shape or form. Stalkers don't have that much going for them at all, why nerf the class even more I think they're fine as they are. Sorry I got too lazy copy pasting the whole bunch of hilarious statements you made there. For most of the classes you mentioned there it's extremely easy to corner a ninja and 1-2 hit it. Lately I've played champion, sinx, paladin,SN and creator and there hasn't been a single ninja that I've had trouble with at all. For the ones I just mentioned, excluding sinx, including LK , all that it takes is a sight clip and being fast enough. It's extremely easy to corner a ninja and kill him within a few hits, as long as you're fast enough and don't allow them to jump too often. I simply say you need some exercise against them. Again, ninja's are annoying but not OP in any way. If you're on a holy light build your melee won't do shit. Even shadow stave vs angeling usakoring does no damage whatsoever. Feel free to try this if you please :) Stave is only good when people use gtb. If they don't it's damage won't reach anywhere high enough to make a kill. What you mean is it's easier to complain about things that you find annoying instead of learning how to deal with them and actually increasing the versatility of classes :). There's been no contradictions whatsoever. Extremely easy to beat the tarotting clown/gypsy. Not the other way around, obviously. Again, if please show me any ninja and i'll show you how to deal with them with other classes. :3 I mostly pvp on for fild as I don't like tryhard 10 man parties in pvp areas. If you know who I am then you've definitely seen me around. I'm on for_fild01 every day :) A minor delay might be more appropriate if it really needs a nerf, but the other suggested effects are class breaking and I can not agree with, ever. Last but not least. you gave me a good chuckle with this one. As proven above your "calculations" are completely off. I base my arguments on how pvp actually works not on wrong numbers.
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First off I was talking about angeling obviously, as holy light is their only offensive spell. Wear angeling + usakoring and priests can do 0 to you. Stave will do poop damage, holy light will miss. This leads to the conclusion that basically 1 card completely blocks this class and thus it's not an viable option for pvp, At least not unless you're in a gang. Second of I'm not complaining about the class, you are.. so I'm not seeing what you're trying to do here. Thirdly, priest's magic attack will never reach as high as a prof's one neither does priest have the elemental boosts that prof have, and thus stave crasher is even weaker on priests than it already is on prof's/ wizards. Out of all magic classes profs are by far the strongest on FRO so no, we should not include professors. It'd be better to look at how we can improve other builds instead of nerfing existing ones. This would be extremely easy to beat. Having fcp + gtb makes you completely immune to such a clown/gypsy. TAO RSX/Pneuma/gtb = Immune for any gypsy/clown, unless you make a mistake and get out of pneuma. Clowns NEED the effect of all tarot cards, that's their playstyle. You need to be able to force people to gtb because their regular damage is way too low. And they need to survive until they coma or are able to get lucky and burst someone down. You should stop assuming other players haven't fought against this. Yes it might be annoying but it's not OP in any way and thus balance wise it's fine. You don't nerf things just because people find it annoying to fight against.. I've played against a LOT of ninja's in the past years on this server and I don't really have problems with any of them. They're easy to counter and now that they can't warp anymore they are also easy to kill. You just have to know how to fight them :).
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Eh no. As stated in the first post: You can only submit 1 screenshot per character You can submit up to 7 different screenshots total
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Character names: Baby acolite : Little Nurse Champion: Poking Airi Assassin Cross: Kitten Airi Baby alchemist: Acidpie
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If you mean having a class be countered with 1 card only is viable then no. Priests are not viable right now, and they'll lose the only thing they have going for them in pvp atm if you add more delay to lex.All in all I've given my point of view on your suggested changes. I disagree mainly with the snap and backslide changes you're suggesting and the gypsy/clown changes. I however agree mostly with the LK and Sniper changes.
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I'm just going to go down the list and share my opinion on each individual change you suggested: Lord Knight - Reduce Parry Block Chance - Make counter attack more viable against classes such as sinx Agree with this one. LK's have high damage output, extremely high HP and the parry chance is simply too high, specially for a 1 handed weapon. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- High Wizard (No experience with this class) This is the class that needs the most changes (read buffs) to become effective in pvp. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Sniper - Reduce the range that FAS can hit after the initial person is hit (ex. After initial target is hit by FAS a person 15 cells away won't be hit even if he is in the same line as the target.) - Remove/Fix position delay when walking on skid trap These are source changes and most likely will not be done. However I agree with the FAS one. The position delay is caused by the client, I don't think this can be fixed. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Mastersmith (Like the way the class is, just don't approve of the BN users) Agreed WS are fine as they are. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Assassin Cross - Permanent cooldown (1s) on backslide or reduce backslides cell range to about 3 or 4 cells. (May seem small but with 3kiels would still be very viable and annoying, just less annoying then it is now) I disagree, I love the fast paced PvP in FRO, adding hard delays (and certainly ones as huge as a 1 second on the one and only escape skill) slows down the pace of pvp. Which in my opinion is a bad thing. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- High Priest - Permanent cooldown on Lex Aeterna - Require Safety wall to actually use gemstones Absolutely not. Priests are the closest to being completely useless as they are already they need major buffs not any sort of nerf. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Paladin (No experience with this class) Paladins are fine as they are. Just wish there was a ring more oriented on battle paladins (holy cross/shield chain instead of grand cross) ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Scholar/Professor - Allow LP to block ice wall (Not sure if this is just a glitch in GvG and BR but you can still icewall onto the LP) Agreed on this. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Minstrel/Gypsy - Allow GTB to block half damage and root tarot. Highly disagree. This would make it way too easy to fight Minstrels/Gypsies. The only way for them to kill is either coma or force into gtb and be lucky with their slow burst. If this was implemented all you'd have to do is pneuma yourself (or use pneuma clip) rsx and gtb and you'd be completely immortal vs any gypsy/minstrel. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Biochemist - Jrage enables lvl5 lightning bolt Unnecessary but I don't see a reason not to do it. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Stalker - Permanent cooldown (1s) on backslide or reduce backslides cell range to about 3 or 4 cells. (May seem small but with 3kiels would still be very viable and annoying, just less annoying then it is now) - Reduce the movement speed they are granted by soul link Disagreed on the first one again. The second one could use a minor tweak but I don't think it really is a big deal. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Champion - Permanent cooldown (.5s / 1s) on snap or reduce cell range to about 4 or 5 cells. - Make occult impaction more viable. Highly disagree on adding cooldown to snap. They already have a cooldown with asura after snap, that already is a big enough disadvantage. Speed is the most important thing about champs, don't remove their ability to kite and force them to be asura-only characters. That'd ruin the class. As for the occult impaction. I'd love to see it be more viable but I don't see how other than making it weapon element. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- TaeKwon (No experience with this class) Taekwon ranker list needs to be reset badly. As for star gladiator they need an npc that actually resets their hatred targets, not the maps. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Super Novice (Think the class is fine the way it is, possibly buff mammomite damage.) SN are more than fine as they are. I'd earlier recommend a nerf instead of a buff. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Gunslinger (Think the class is fine the way it is, just needs to be played properly.) I agree but I'd love to see opportunities for different play styles such as a 1h grenade launcher. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Ninja - Permanent cooldown on Flip Tatami (1s / 2s) - Permanent cooldown on Cicada Skin Shedding (1s / 2s) Ninja's after skill delay on Cicada skin shedding already is decent. You just need to know how to fight vs ninja's. They don't need any nerfs. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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Loki's blade increase is a lot smaller than the increased reductions since then, Loki's seals don't really increase the dmg much compared to str belts, just a few str stat points or a few atk from ifrits only make like 100-200 damage difference max. Either way I agree with buffing sbk to do about 25-30k on incant. Sure it'd need tests but SBK has never been OP on this server. Ever. It was the dispel and WS card that made sinx extremely hard to beat before, nothing regarding sbk was anywhere near viable on any point, unfortunately.
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I'd rather see this for earth spike instead of lightning, that way it's useful for wizards too. Since wizards bolt spam is really slow.
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Yup after skill delay on the weapon would be preferable but of less concern in my opinion. Keep in mind when you played it, there was no friggs shield either, no upgraded myth or skull aura etc, having a lower headgear that reduces demi human reductions weren't really the standard back then either. A lot has changed since then. Other classes got buffed , survivability in general got buffed with the tao gunka changes and SBK simply does not do enough dmg to burst down a target anymore. Comparing the damage outputs FAS in general hits a ton, even without immaterial vs ghost as I pretty much never wear ghostring against snipers and yes WS has it's counters so I agree that their damage should be higher. However having 15k sbks is not going to kill anyone, most people have at least 280k hp, meaning you'd need almost 20 sbk's to kill someone. What chance is it that in the time you use 20 skills, they can't press on their ygg button once? My champ dealt about 12k FO's on usakoring frigs, and I spammed FO on the same speed as sbk. that's 60ks each fo compared to 15k SBKs, same goes for spiral pierce, that's an easy 25-35k each with immense spam speed. One of the reasons why you could go more of a hybrid build is because you used daggers, the swords reduce your attack speed by a lot more than the daggers do requiring you to get even more agility, We might be able to go more hybrid if the damage will be buffed, but now on a build that's fully focussed on sbk damage you still don't do enough damage to kill any player that's not afk and is wearing usakoring frigs/skolls.
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The spamrate with kittys is basically the same as with loki's blade + ring. ever since they added the 5% after skill delay on the ring you can spam SBK. without the ring though does make a huge difference which was what it was like before when the loki's after skill delay suggestion was made. I can show you it if you please :) As for the damage, my example didn't include incantation samurai because that would complicate the example even further. However with incant you do an average of 13k soul breaker max on 1 hand. and 17-18k max with 2 loki blades (this is vs only usakoring friggs, no noxious, no sacreds or rings or anything else). I'm sorry but 18k damage on 2 weapons is about 3x lower than 1 spiral pierce and that's with 1 handed weapon. or 5-6 times lower than fas which is also 1 handed and has a way larger range its also 2-3x lower than a single double strafe. Keep in mind CT is doing 30k+ hits with a 1 handed weapon. I am aiming for 20-25k hits with 1 hand on sinx. And I also disagree that sinx can easily go dual wield thanks to it's skills. An SBK build needs str and int for dmg, dex for instant cast, agi for max aspd. You'll hardly have any vit and you'll be squishy as it is. Going 2 weapons as an SBK sinx is suicide. As for thanatos, that's the one and only viable way to use sbk right now, but as soon as someone has skolls your entire build is useless. Hence why it needs a major boost.
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The spam rate is horrendous unless you use cursed ring/jacket. Then the spam rate is fine. It's not optimal to need such an expensive item to be able to use the build but it's better than nothing, so now that you can actually spam it with the cursed ring/jacket I'm suggesting to increase it's damage. As explained above the soul breaker calculations are a lot different than the CT one. having a 50% on soul breaker won't nearly do as much as having 50% on CT as a boost. Also yes sinx can use 8 cards whenever they want, but keep in mind no damage % cards even work for soul breaker, neither does the attack of the offhand weapon. So the only thing they can do with the additional 4 slots is adding 400 attack with 4 atroce cards + the stats from loki's blade and give up their shield for that. The damage increase you get right now by doing that is about 3k-5k, giving you a maximum of 18k dmg on sbk vs just usakoring frigs. while you give up 60%+ reduction. I think if you equip your second weapon and make yourself this vulnerable then you should have a major damage boost as well.
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Hi all, Lately I've been trying out an SBK build on my assassin cross and I've drawn some conclusions. Based on my own experiences and knowledge of the other classes and possibilities I've decided to create this suggestion topic to hopefully get support and create more play styles for the assassin cross. So firstly what exactly is the suggestion about ? Everything written in this suggestion will be aimed at making the soulbreaker build a viable build on forsakenRO. For the ones that don't know what soul breaker is here's how the skill works: Damage on a "hit" = (INT*5*SkillLv + Random(500~1000)) + (((ATK*SkillLv)*((100-Enemy DEF)/100) - Enemy VIT) (Elemental Modifier) Damage on a "miss" = INT*5*SkillLv + Random(500~1000) In plain text: Soul Destroyer has 2 parts to it's damage which add to each other in the end. One part is based on your INT (read: not MATK), and the other is based on the ATK of your right hand weapon and ATK increasing cards (The left-hand weapon's ATK doesn't matter). Both are actually considered, by the game's coding, to be Ranged Physical attacks. Special notes: If dual wielding, then the cards of both weapons factor in, but if using a weapon and a shield/nothing in the left hand, then only the right hand's cards increases damage. Due to the nature of Soul Destroyer not taking the ATK of the left hand weapon in the damage calculations, having a non carded/% card weapon on the left hand does absolutely nothing in increasing your damage. INT part The base damage follows the formula: [(INT * 5 * Skill Level) + Random(500~1000)]. Never misses. Is non-elemental. No, not Neutral, but "non-elemental" meaning it is 100% unaffected by element of the target. This means that it will do 100% to Ghost element. Because of the way it is coded, Immune(Raydric Card) DOES affect this portion. It is affected by Thara Frog Card, Usakoring, Horn Card and Poo. Is not affected by MDEF, Maya Card or Golden Thief Bug Card. Is not affected by any +% Damage Cards such as Vadon, Hydra, Skel Worker, Turtle General, etc. The INT damage varies a little every time due to the random extra damage it gives as a bonus (ranges from 500-1000 dmg) ATK part The base damage follows the formula: [(Total ATK - Left Hand Weapon's ATK) * Skill Level] Can miss, depending on your hit and your target's FLEE, just like a normal attack. Takes on the elemental property of your weapon (if you are dual wielding it takes on the element of the Right Hand). Is affected by target's DEF and VIT. Is affected by all cards affecting any normal attack's damage (Immune, Cranial, Horn, Poo) Applies any defense-bypassing weapons such as Ice Pick or Combat Knife. Ice Pick's damage mods apply as well. Is not affected by any +% Damage Cards such as Vadon, Hydra, Skel Worker, Turtle General, etc. Note that +ATK from any weapon Cards do apply, even if other parts of the card do not. Skel Worker's +15% on Medium does not apply, but it's +5 ATK does. Add those two up and you get the final damage. Notes Being ranged, the skill is completely blocked by Pneuma. EDP does not affect Soul Destroyer's damage in any way. +% Cards do not affect Soul Destroyer's damage in any way. Status cards' effects do not carry. Ice Pick and Combat Knife affects only the physical part. Items that allow your attacks to bypass the target's defense, such as Combat Knife and Ceaser's Sword apply in either hand. Zipper Bear's SP cost-per-attack does carry through to SD. One for each Zipper Bear Card. You cannot use any other skills during the after-cast delay. Cast Time can be reduced by DEX, Suffragium, various Cards and Magic Strings. When dual wielding and casting Soul Destroyer, you are not penalized for the lack of Righthand Mastery or Lefthand Mastery skills. The Sign does not affect Soul Destroyer's damage. When dual wielding, the atk value of your support weapon will not contribute to Soul Destroyer's damage. Only atk cards will have effect. (The ONLY ATK that does not apply is that of any left-hand weapon. Aegis NEVER uses left hand's weapon for any skill's damage calculation.) Now as the skill description shows, this skill is somewhat focused on a low rate environment. It takes the skill level and multiplies it by the players int then multiplies the outcome by 5 + adds a random amount of damage (which on low rates it rather strong) after that there's a physical part which depends on your str and the enemies defense. After both calculations are done the damages are added onto each other. Other than the random damage add it seems like the calculation could work fine on a high rate. But here's the tricky part as described above: This attack is not amplified by any cards whatsoever other than atk cards (such as Atroce). However this effect does have it's damage reduced by demi human reduction and range reduction etc. So lets have an example lets say you have 300 int. the skill would do 10*300 =3000 * 5 = 15000+ 500-1k. Lets say you have 3000 attack. So 3000*10 - left hand weapon atk (we'll leave the reductions out for now) and the target as 50 defense = 30000*50 / 100 = 15000. Combining both it's 15000+15000+ 500 to 1k = +/- 30000 damage maximum damage output without any reductions from the enemy yet. As soon as someone would have a friggs shield you would do less than 15k damage each soulbreaker. You can compare the above with whitesmith's cart termination before they had their forsaken forger cards. Nothing adds onto the cart termination skill other than atroce cards and our custom forsaken forger card. This leads me to my first possible suggestion: Create a custom card with the same effect/price as the forsaken forger card but then for the soulbreaker skill.Before, the spamrate from soulbreaker was absolutely garbage. However with the cursed ring/jacket you can spam decently thanks to the 5% after skill delay reduction on the cape. However, the weapons aimed for soulbreaker are extremely underwhelming compared to any other of the sinx weapons or even all other class' valk weapons. The weapon I am talking about is the loki's blade these are the current effects: Str/Agi/int + 15 Vit + 10 Increase physical damage on demi humans by 10% (I believe this does not work for soul breaker) Increase damage with soul destroyer by 20% (I don't know exactly when this is calculated in the above calculations but 20% seems really low with sbk's base damage.) Increase damage with meteor assault by 30% (Neat effect but meteor assault won't reach over 8k dmg so 30% is not going to change much) Weapon level 4 (lower than the daggers) Atk: 200. (this atk only applies to the main weapon for sbk) Personally I would not be exaggerating if I'd suggest the bonus %'s on this weapon (except for the increase physical dmg to demi human) to be at least 10-folded to increase soul destroyer by 200% and meteor assault by 300%. Right now on a full SBK build vs someone that has friggs usakoring + ring you will not deal over 13k dmg with SBK which is obviously, laughable. So my second possible suggestion is changing the loki's blade to: Increase the damage with soul destroyer by 200% Increase damage with meteor assault by 300% Weapon level 5. These changes do NOT mean that SBK will do 10x as much damage. it means that it's getting a 180% more dmg boost based on the base damage from soulbreaker. This will lead to sbk doing +/- 20k-22k dmg on usakoring frigs which should be fine. Summary: First possible change: Create a custom card with the same type effect/price as the forsaken forger card but then for the soulbreaker skill. Keep in mind that 40% for soulbreaker will not have as big of an effect as 40% for CT to percentages might have to be highered.Second possible change. So my second possible suggestion is changing the loki's blade to: Increase the damage with soul destroyer by 200% Increase damage with meteor assault by 300% Weapon level 5.
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The 1950 is the regular token price without any special bonusses. Just the regular all-time ones that are not limited to time. So calculating them simply by 0.10$ is silly as it has a set dollar price and you can simply see how much tokens you can get for that exact price. Also the kings set and wings are obviously not taken into account because it has a fixed price in-game due to the NPC selling it for a set price. If you really have to nitpick on the exact words I'll rephrase. "Any item that does not have it's price artificially controlled goes for more than it's actual 'dollar to token value' this is mostly because people pay more for the 'effort' of donating and not having to donate themselves. I'm not here asking for a skull aura buff neither do I see anyone ranting in here at all. However I simply cant agree that selling the skull aura for anything higher than 600 is 'profit' as you can buy 1950 tokens in the shop without a special offer for the exact same amount of money.
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No idea where you got your numbers from but 60 dollars in the token shop is nearly 2000 tokens. (1950 to be exact) So the fact that the price is dropping beneath that is a bad sign. Seeing how every other item in the shop is more valuable than spending the same amount of money on tokens instead.
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Love the new colors! Always wanted pink :D. As for the WoE times though. The 'European WoE' is set at an ideal time for Asia, not for EU players. The only WoE europeans can attend without too much trouble is the monday one. The friday European WoE is at a terrible time for Europeans. Everyone is at College/work during the WoE time. The friday time is more ideal for the asian region. However that there's a specific asia pacific WoE, I assume we can suggest to change the EU WoE time to a time that's actually ideal for EU players?
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It's in the item description that the effects change as soon as you hit level 200, this because the set's effects would be way too powerful to be used in pvp and such. It's a starters set , once you're level 200-255 you should start trying getting other gear.
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I'm so glad this server doesn't have the third jobs. If it did have them I wouldn't enjoy pvp anymore. Those classes are completely imbalanced and stupid.
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I disagree , there's plenty of ways to counter clowns/gypsies already. Yes they are annoying to fight but they're not imbalanced in any way.
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