~PANCAKE~ Posted March 31, 2009 Report Posted March 31, 2009 Is This Server Getting Third Classes? They Are awesome!!! [GM]'s or anyone else do check this out www.ratemyserver.net. Then go to the char simulator
Evasive Posted March 31, 2009 Report Posted March 31, 2009 waaaaaaaaaaaaaaaaaa i think this server will when the classes are absolutely finished, after going through some rounds of testing and balancing through this server's staff, too.
Hrist Posted March 31, 2009 Report Posted March 31, 2009 Gravity is gonna implement a whole new battle system so that these new classes won't imbalance the whole game. Rune Knight = Massive HP, More than 7k Attack Guillotine Cross = Functions like a Stalker, lots of crippling skills combined with high damage. Etc.
*Kevin* Posted March 31, 2009 Report Posted March 31, 2009 Which would mean = byebye to the ro we know :) . Imho , dont put new classes , or make another server for them .
Hrist Posted March 31, 2009 Report Posted March 31, 2009 Some noted changes on the test server 1. DEX also influences Magic Attack 2. STR affects Vit DEF 3. AGI also affects Vit DEF 4. Scaled Experienced. If the differences between your base level and the monsters base level is greater or equal to 4, u will be penalised. -50%, -60%, -70%, -80%... so ... better u will need to change maps and find new monsters to kill 5. The level of monsters will be revised. On kRO on July 28th Gravity set up a new test server for their Ragnarok Renewal Project. The Renewal is a full scale re-balancing of Ragnarok. The plan is to make RO more accessible to users, and more in line with modern day MMORPG's. In addition, the new mechanics are intended so that they can easily add and improve on current game content (such as 3rd jobs) without destroying game balance. The following is a list of currently known changes. Increased Weighting of Level Difference - Players are rewarded for fighting monsters within their level range. - If a player is over 3 levels above a monster, the experience of that monster decreases by 50%, and then an additional 10% for each additional level. - If the monster is higher level than the player (up to 10 levels), the exp value is increased by 5% per level difference. - However, if the monster is over 10 levels above the player, the player will be unable to properly damage that monster. Physical Attack Power - Calculation of physical damage has changed. - The status windows shows your attack power as comprising of a status portion and a weapon portion. - Strength no longer appears to exponentially improve attack power. - The weapon portion of the attack consists of a higher % of the damage than before. Physical Defense - Calculation of physical defense has changed. - The status window shows defense as consisting of status defense + armor defense. - Armor defense appears to do more in reducing damage. - Defense in general appears to be reduction type defense now. The exact formula is not known. - Level difference also appears to affect damage taken from attacks. - Status Defense comprises mostly of VIT, with STR and AGI also providing bonus defense. Magic Attack Power - Calculation of magic attack has changed. - The status window no longer displays a range of damage. Instead, it shows a status portion and a weapon portion. - Magic damage now takes the attack power of your weapon in consideration. The attack power of all equipment usable by magic using classes has been adjusted accordingly. - Magic attack seems more equipment reliant than it was in the past. - The formula for equipment matk is matk = int + dex/5 + level/4 + luk/3 + int/2. Magic Defense - Calculation of magic defense has changed. - Like physical defense, consists of status mdef + armor mdef. - Magic defense appears to be geared more towards subtraction type, and also affected by level. - Status MDef is comprised primarially of INT, with VIT and DEX providing some additional benefit. Attack speed - Attack speed has changed considerably. - For the most part, the game has been balanced to be slower paced than before. Players will probably attack about half as fast. - Attack speed is influenced by class, type of weapon, and the players agility, and to a lesser extent dexterity. - Equipping a shield appears to lower your attack speed. Hit/Dodge Rate - The formula for Hit/Flee have changed. - The ratio to hit and dodge a monster are now different. It is now easier to hit or dodge, but it is harder to achieve a perfect hit or dodge rate. - Hit and flee are affected by the same stats as before, with the addition of a small bonus from luck. Cast Time - Cast time appears to have changed considerably. - At present, it does not appear as though stats affect your casting speed. - Casting time of skills appears to be fixed, and can be reduced by a set amount with gears and supportive skills. - The cast time of most skills have been adjusted to be balanced based on the new casting rules. Luck - Luck now affects more things than it did before. - Every 3 luck improves your atk/matk/hit by 1. Every 5 luck improves flee by 1. Crit is increased by 0.3% per 1 luck. Monster Stats & Spawn - All existing monsters have been changed to be appropriate to the new balance changes. - Generally monster HP has been reduced considerably across the board to compensate for slower attacks and rate of damage. On average, monsters are seeing about a 60% drop in HP. - The attack power of monsters and their skills are changed to be more in line with the current defense formula, and generally monsters also attack slower. - Most monsters have had their level increased or adjusted to be appropriate for players of their level range. - Some areas have been changed to be efficient leveling areas for certain level ranges. For example, Upper Clocktower has monsters within the level 80-90 range. - Almost all spawns across the game world have been adjusted in some way. Skill Changes - Some skills have been re-balanced. - Heal appears to heal for a range instead of a set number. Like MATK, the attack of the weapon you have equipped affects the amount you heal for. Most priest weapons have been adjusted to take this into account. - Other examples are not yet known. Experience Table - The experience required to level up has changed. - For the most part, leveling is easier than it is now, and less drastic at high levels. Status Effects - Most status effects have changed. - The probability and durration of status effects have all changed. Equipment - Many items appear to have been rebalanced. - Some options have had their stats changed, and some have new options. There. LOL
Rune. Posted March 31, 2009 Report Posted March 31, 2009 Magic Attack Power - Calculation of magic attack has changed. - The status window no longer displays a range of damage. Instead, it shows a status portion and a weapon portion. - Magic damage now takes the attack power of your weapon in consideration. The attack power of all equipment usable by magic using classes has been adjusted accordingly. - Magic attack seems more equipment reliant than it was in the past. - The formula for equipment matk is matk = int + dex/5 + level/4 + luk/3 + int/2. Cast Time - Cast time appears to have changed considerably. - At present, it does not appear as though stats affect your casting speed. - Casting time of skills appears to be fixed, and can be reduced by a set amount with gears and supportive skills. - The cast time of most skills have been adjusted to be balanced based on the new casting rules. Yeah, thats really balanced. Wizards already have low HP, lets give them more cast time and lowwer there attack, make them completely useless
Hrist Posted March 31, 2009 Report Posted March 31, 2009 No more 195 aspd means they won't die as fast ;P