Jump to content
nines

Real Forsaken Dungeon

Recommended Posts

Posted

The reason why I added 100 def to it, i doupt that a breaker uses 2 skoll and 2 tao when they break, so thana would eat them.

And 200 ATK would be good, modified it.

Posted

Im working on cards atm. Gonna post them up once i get all 30 of them done :O not doing it idum style lol to lazy for that xD

Posted (edited)

The reason why I added 100 def to it, i doupt that a breaker uses 2 skoll and 2 tao when they break, so thana would eat them.

What about paladins ? With a few of those cards paladins could survive everything while wearing double skoll. Pala + devotion could cause a problem.

Edited by Ryuk
Posted

Actually, on a second thought, 200 seems too much, so I'll make it 150

Posted

You could use the forsaken dungeon keeper cards, friggs, skolls, snow cap, and 3x of those cards. I just made a godly ass devo lol..

Posted

I modified it. Should be fine now

Posted (edited)

Here's what I've got at the moment. Since these are all class based cards I'm thinking of adding new mobs to the list for general use cards instead of class specific. Could be like Dragoon Assassin Dragoon Knight etc they all use black and red or some shit.

// Meh Classes

Card: Corrupted Taekwon
Carded Into: Shoes
Bonuses: +40% damage to demi humans, +10 Str, +10 vit, 20% more damage with all kicks/Flying Kick.

Card: Forsaken Super Novice
Carded Into: Cloack
Bonuses: Increase Damage of Mamomite by 10% increase damage of fire bolt 10% reduce damage from neutral 3%

Card: Forsaken Ninja 
Carded: Weapon.
Bonuses: Increase damage of all projectile skills by 20%, increase damage 10%. 

Card: Forsaken Gunny
Carded: Cloack
Bonuses: Increase damage of all skills 10%, sp+5%, reduce damage from neutral 3% reduce vit defense 3%

Card: Forsaken Star Gladiator
Carded: Helm
Bonuses: Increase Flying Kick Damage 10%, Str+ 15, Vit+ 10, Increase Damage of Sidekick 20%

// Mage Branch

Card: Forsaken Wizard
Carded: Shield.
Bonsues: Increase damage of LoV 100% Increase Water Ball Damage 20% Matk+10%. ( Op because carded to shield )

Card: Corrupted High Wizard
Carded: Weapon
Bonuses: Matk + 5%, Increase Stave Crasher Damage 15%, 1% chance to strip shield

Card: Forsaken Sage
Carded: Cloack
Bonuses: Increase damage of Heavens Drive/Thunder Storm/Fire Wall 10%.

Card: Corrupted Scholar
Carded: Cloack
Bonuses: If equipted with Forsaken Sage Card increase another 15%

// Merchant Branch

Card: Forsaken Blacksmith
Carded: weapon
Bonuses: Increase Cart Revolution Damage 80% Hit + 50 atk+ 30

Card: Corrupted Whtiesmith
Carded Into: Weapon
Bonuses: +150 Atk. Increase damage of cart termination 5% ( If equip with Forsaken Blacksmith increase atk 30 hit+ 50 increase damage of tart termination damage 10%) 

Card: Forsaken Alchemist
Carded: Weapon
Bonuses: Increase damage of Bomb 50% Increase Damage of Acid Terror 30%. 

Card: Corrupted Creator
Carded: Shoes
Bonuses: Gain Immunity to Freeze, Stone Curse, 0.5% chance to coma while dealing physical attacks. (Credits to Apo)

// Swordsman Branch

Card: Forsaken Knight
Carded: Helm
Bonuses: Increase Spear Boomerang damage 25% (Credits to Ryuk), Pierce Damage 30% 

Card: Corrupted Lord Knight
Carded: Shield
Bonuses: Increase Magnum Break damage 100% Increase Brandish Spear Damage 100% if Equipted with Forsaken Knight add 20% damage with spear boomerang (op cause shield reduct is gone)

Card: Forsaken Crusader
Carded: Weapon
Bonsues: Atk+ 50 Increase Shield Boomerang Damage 20%, Increase Holy Cross Damage 20%

Card: Corrupted Paladin
Carded: Shield
Bonuses: Reflect 15% of physical damage back to enemy which inflicted it. Hp + 10% (Credits to Apo)

// Theif Branch

Card: Forsaken Assassin
Carded: Helemt
Bonuses: Increase Venom Splasher Damage 100% Increase Venom Knife Damage 150%

Card: Corrupted Assassin
Carded: Armor
Bonuses: Increase Damage towards Holy 40% Increase Damage towards Small Sized 20%

Card: Forsaken Rogue
Carded: Cloack
Bonuses: Increase Damage of Sightless Mind 50% Increase damage of Envenom 100%

Card: Corrupted Stalker
Carded: Cloack
Bonsues: Reduce damage from all properties 5% Increase damage of double strafing 15%

// Acolyte Branch

Card: Forsaken Priest
Carded: Helmet
Bonuses: Increase Damage of Holy Light 50% Reduce After Cast Delay 20%

Card: Corrupted High Priest
Carded: Weapon
Bonuses: Chance to coma 1% Hit + 30 Chance to Strip Shield 1%

Card: Forsaken Monk
Carded: Accessorie 
Bonuses: Increase Occult Impact Damage 50% Increase All combo skills damage 50%

Card: Corrupted Champion
Carded: Cloack
Bonuses: Increase throw Spirit sphere damage 10% sp+5%

// Archer Branch

Card: Forsaken Hunter
Carded: Accessorie
Bonuses: Increase damage of all traps 100%

Card: Corrupted Sniper
Carded: Cloack
Bonuses: Increase Damage of double strafing/Focused arrow strike/Arrow Shower 10% Increase damage of Falcon assault 100%

Card: Forsaken Bard
Carded: Shoes
Bonuses: Hp+10% Flee+10 Increase damage to demi human 40% sp-40%

Card: Corrupted Clown
Carded: Cloack
Bonuses: Increase Arrow vulcan damage 5% Reduce damage from neutral 10% Reduce vit Defense 10% 

Card: Forsaken Dancer
Carded: Cloack
Bonuses: Increase Fling Arrow Damage 30% Reduce damage from neutral 10% Reduce vit defense 10%

Card: Corrupted Gypsy
Carded: Weapon
Bonuses: Chance to strip shield,weapon,armor,helmet 2%
Edited by nines
Posted

Good card suggestions though I think the merchant class boosts are very minimal compared to pretty much all other class boosts with these cards.

For example.

Card: Corrupted Whtiesmith

Carded Into: Weapon

Bonuses: +150 Atk.

This would only be a mere 50 atk bonus compared to atroce. Which is basically nothing in a highrate server like this one. This while WS currently is one of the weakest classes around.

Card: Forsaken Blacksmith

Carded: weapon

Bonuses: Increase Cart Revolution Damage 80% Hit + 50

The hit is nice. But cart revo damage will always remain laughable so I personally see no reason in boosting it.

Card: Forsaken Alchemist

Carded: Cloack

Bonuses: Increase damage of Bomb 100% Increase Damage of Acid Terror 50%. Reduce damage from neutral 5%

This would more be something for a weapon card. Considering Creators that actually want to deal damage are already squishy as they are, removing cloak cards for under-used skill boosts seems counterproductive). Besides that other damage adding cards dont work for these skills.

The creator shoes I do agree with :3.

Besides the merchant class I disagree with

Card: Corrupted Assassin

Carded: Armor

Bonuses: Increase Damage towards Holy 40% Increase Damage towards Small Sized 20%

I think this would influence WoE in a wrong way. We're finally getting rid off the 'everyone plays breaker and we rush emp' style. This card would only encourage the old playstyle to return.

Last, I think that gypsies and clowns should get the same bonusses. Or be able to both use the cards. Cause I could imagine gypsies would also prefer the arrow vulcan boost over stripping cards. And perhaps some clowns would prefer the stripping.

All other suggestions I agree with. Specially love the star glad ones :3.

Posted (edited)

^^ Edited the Merchant Class

And the sinx armor. Remember these cards are going to be lowww drop rate even if one player were to get it not a big change really. I'd actually say it needs more bonuses :O

And classes from the same branch can use the same cards. Clowns/Gypsies since they're basically the same shit they can use the same cards.

Edited by nines
Posted

Nice, like the changes to the merchant cards :3. And I still dunno about the sinx armor. xD

Posted (edited)

*Edited First post to include all classes / cards *

// Dragoon Branch

28031,Dragoon_Crusader,Dragoon Crusader,20000000,10000			// Black Emp, Black Imperial, Dragon Wings
28032,Dragoon_Wizard,Dragoon Wizard,15000000,10000			// Black Emp, Black Imperial, Dragon Wings
28033,Dragoon_Gunny,Dragoon Gunny,10000000,5000				// Black Emp, Black Imperial, Dragon Wings
38034,Dragoon_Kicker,Dragoon Kicker,300000000,5000			// Black Emp, Black Imperial, Dragon Wings
38035,Dragoon_Monk,Dragoon Monk,10000000,5000				// Black Emp, Black Imperial, Dragon Wings
38036,Dragoon_Sage,Dragoon Sage,12000000.5000				// Black Emp, Black Imperial, Dragon Wings
38037,Dragoon_Assassin,Dragoon Assassin,20000000,5000			// Black Emp, Black Imperial, Dragon Wings
38038,Dragoon_Blacksmith,Dragoon Blacksmith,20000000,5000		// Black Emp, Black Imperial, Dragon Wings

// Dragoon Cards

Card: Dragoon Crusader
Carded: Helm
Bonuses: Hp+20% Sp-20% Def+100, If swordsman Class only gives 5% hp sp-10% Reflects 3% of all melee damage. (Credits to Apo)

Card: Dragoon Wizard
Carded: Weapon
Bonuses: Matk+3% Increase Damage of Stave Crasher 15% Increase Damage inflected apon all enemies 5%

Card: Dragoon Gunny
Carded: Cloack
Bonuses: Dex+15 Increase Damage of Rapid Shower 10% Reduce Casting time 50% Increase Damage of Tracking 30%

Card: Dragoon Kicker
Carded: Cloack
Bonuses: Increase Damamage of All Kicks 20%. / Reduce damage of flying kick 10% hp+5%

Card: Dragoon Monk
Carded: Accessorie
Bonuses: Low chance of auto casting zen/occult impact. Str+ 15 Dex+15 (Credits to Apo)

Card: Dragoon Sage
Carded: Cloack
Bonuses: Reflect magic skills ( success chance 5% ) Reduce 5% damage from neutral, hp/sp+5% ( Credits to Apo )

Card: Dragoon Assassin
Carded: Helm
Bonuses: Reduce After Cast Delay 25%, Increase Soul Breaker Damage 30%, Meteor Assault 30%.

Card: Dragoon Blacksmith
Carded: Weapon
Bonuses: Increase Damage inflected apon all enemies 20% Increase damage done to medium sized monsters 10%
Edited by nines
Posted (edited)

Card: Dragoon Kicker

Carded: Cloack

Bonuses: Increase Damamage of All Kicks 20%. / Reduce damage of flying kick 10% hp+5%

I assume you mean increase flying kick damage not reduce. Else this card would be more of a nerf than a boost to star glads. (the kicks are more or less suicidal..)

Card: Dragoon Blacksmith

Carded: Weapon

Bonuses: Increase Damage inflected apon all enemies 20% Increase damage done to medium sized monsters 10%

Both the adds wouldn't work for CT so it's more of an Dragoon Alchemist xD.

Rest seems fine/fun. Specially the new gunner style that would be unlocked this way.

Edited by Ryuk
Posted

Reduce because you can either go regular kick build and max out dps super fast with tornado kick and all that and theirs already a card for the head to increase damage with it so it balances out to a perfect combo.

And the blacksmith one is basically just a improved turtle general lol not going off class totally for these ones. Since there able to be used by all

Posted (edited)

Alrighty on the blacksmith one. However kicks on Star glad only lower the DPS because it takes too long after your kick before your characters starts autoattacking again. Kick boosts are better for taekwon rankers because they can spam them endlessly. So the effect could stay the way it is :3 it would just focus on taekwon rankers then instead of star gladiators :).

Edit: Besides all that. We really need to get some more opinions regarding the dungeon and the suggested mobs/drops x.x;

Edited by Ryuk
Posted

O.o on my taekwon when I kick I put out dps pretty fast while using sidekick and tornado kick. But as it is their are some people atm already doing 50k each hit flying kick. this class with the cards being suggested would add more strategic use to it regular fast dps or try to one shot? kind of like a champ with asura / toss. :P

And yes more opinions please. I know people will be sketchy on the hp of the mobs and damage / aspd but. The cards are pretty big bonuses and partys can hold up to 30 people. Pug groups would be good lol.

Also suggesting now. That the dungeon script be linked up with sql and mob_db, item_db so if a card drops it announces that a card has dropped and which character got the item.

Posted

Omggggggggg this be soooo awesome. I love the profs card ;3

I + 2 on dis.

Posted

+1 to the Suggestion

Love the idea Nines, Muahahahah if this gets accepted i'll go pwn people on my bio /gg :D

Posted

Bump. Need more agrees/opinions/suggestions etc.

Posted

^ Yes. Even though my epicness made them awesome :P ( and apo / ryuk )

Posted

Nice post +1 Can't wait to see if this is implemented great job again nines keep up with the creativity

Posted (edited)

Forgot these.

28039,Forsaken_Soul_Linker,Forsaken Soul Linker,12000000,4000		// Teal Emp. Teal Sacreds, Teal Imp

Card: Forsaken Soul Linker
Carded: Weapon
Bonuses: Hp+3% Matk+ 8% Chance to Strip Shield 8% All Stats+1
Edited by nines
Posted

I doupt a card script can detect if its equipped on a certain item.

Posted

Yah...just realized that as I posted lol.



×
×
  • Create New...