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patch Notes 12/22


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#1 Heimdallr

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Posted 22 December 2013 - 11:19 PM

Patch notes for 12/22 Maintenance.  If all goes according to plan this will be the last Maintenance until January 2nd.

 

1. Monster

 - Monster Accuracy Adjusted

 - Monster Damage is updated

 - Monster Drops are updated in Tomb of Osiris

  a Burning Sand and Eternal Flame

  b Unique Rank C ingredients will be dropped by "Set", "Anubis", "Gregorshema" and "Osiris"

 - Item Drop list for Dayr Temples are updated

  a Unique Rank C ingredients dropped by the monsters.

2. Items

 - Junk Item prices for Dayr desert items updated.

 - Stack size for Master Level "junk" items increased from 99 -> 255

 - The effect of potions should be correctly shown in the descriptions.

 - Kafra Shop Master Battle Manual Orders will now be a 24 hour buff not 30min, for 200points.

 -- Those that purchased a Master Battle Manual Orders prior to maintenance will have a 1:1 restoration of the new longer duration item in their gift storage.

3. Quest

 - Noel' Quest "Sanctum of Proof" fixed

 - Knights' Quest "Wild Q-Pang" fixed

 - Assassing Job change fixed

 - Woe Dusky Quest fixed.

4. Event

 - Respawn of Holiday event monsters changed to 1 min.

5 Skill

 - Skill effects and descriptions updated.

6 Balancing

 - For all classes Critical point decreased from 4 -> 3 per AGI

 - All Classes may get 1 free Stat reset Scroll from "Kafra Einsope" in Prontera/Alberta to adjust for the stat balance.

 - Classes now get unique special buff with stats, based on below table.

 

RO2_AOV_class-stats.png


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#2 bigfatjiji

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Posted 22 December 2013 - 11:20 PM

...zzz


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#3 Sestuplo

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Posted 22 December 2013 - 11:23 PM

That stat table is min/max right?

 

Oh wait, I read it wrong


Edited by 2723130508020209077, 22 December 2013 - 11:35 PM.

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#4 soopadupa

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Posted 22 December 2013 - 11:24 PM

Patch notes for 12/22 Maintenance.  If all goes according to plan this will be the last Maintenance until January 2nd.

 

1. Monster

 - Monster Accuracy Adjusted

 - Monster Damage is updated

 

what about magic user damage?  hopefully we have a reason to not only play ranger or assassin now.


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#5 HunkSurvivor

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Posted 22 December 2013 - 11:24 PM

any int stat fixing?, i'm sick of getting half dmg because my spiritual cadence no even working @@


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#6 joanne

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Posted 22 December 2013 - 11:25 PM

cant view the below table >_<

nvm all fixed


Edited by joanne, 22 December 2013 - 11:35 PM.

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#7 elvenne

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Posted 22 December 2013 - 11:27 PM

"You do not have permission to view this attachment."


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#8 Heimdallr

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Posted 22 December 2013 - 11:29 PM

Int gives +2 Att Power now, if you are a specialized class it would be more (wizard for example).


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#9 soopadupa

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Posted 22 December 2013 - 11:31 PM

"You do not have permission to view this attachment."

 

this is what WAS there. He might be revising it.

 

Skill stat ability

Class

Class bonus

For all class

Warrior

STR 1 = Att power +3

STR 1 = Att power +2

Knight

STR 1 = Parry +3

STR 1 = Parry +2

Wizard

INT 1 = Att power +3

INT 1 = Att power +2

Sorcerer

AGI 1 = Critical +4

AGI 1 = Critical +3

Ranger

AGI 1 = Hit +3

AGI 1 = Hit +2

Beast Master

VIT 1 = Defense +2

VIT 1 = Defense +0

Assassin

AGI 1 = Hit +3

AGI 1 = Hit +2

Rogue

AGI 1 = Dodge +3

AGI 1 = Dodge +2

Priest

INT 1 = Att power +3

INT 1 = Att power +2

Monk

AGI 1 = Dodge +3

AGI 1 = Dodge +2

Crecentia

INT 1 = Att power +5

INT 1 = Att power +4

Soul Maker

AGI 1 = Critical +4

AGI 1 = Critical +3


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#10 Leinzan

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Posted 22 December 2013 - 11:31 PM

the link of the image isn't working :v

 

I don't want to be so negative, but that doesn't sound like a good sign to me :/


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#11 Heimdallr

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Posted 22 December 2013 - 11:32 PM

I uploaded the image to the blog and linked it, rather than trying to use the fancy post attachment feature.  Sorry it was unreadable to some.
Should be fixed now.

http://blog.gravityu...class-stats.png
 


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#12 soopadupa

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Posted 22 December 2013 - 11:33 PM

Int gives +2 Att Power now, if you are a specialized class it would be more (wizard for example).

 

surely i hope you mean MATK power... melee sorc FTW!


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#13 KurashiDragon

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Posted 22 December 2013 - 11:36 PM

I really hope you guys worked on the INT and SP usage. As cool as the extra crit is on my SM, I have little reason not to take away from wisdom of all stats if that SP usage isn't lowered and I really have little reason to use my sorc at all if that INT isn't fixed. Really, all magic classes are pretty much boned if you didn't fix them. -_-


Edited by KurashiDragon, 22 December 2013 - 11:37 PM.

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#14 HunkSurvivor

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Posted 22 December 2013 - 11:37 PM

still spiritual cadence will be worthless now!!!


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#15 3445130822061038267

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Posted 22 December 2013 - 11:38 PM

Int gives +2 Att Power now, if you are a specialized class it would be more (wizard for example).

 

 

Based off this, i'm very worried that there has been no fixed for ranged damaged classes.

 

You did realise that there was no damage being done by wizards/sorcs because all damage was not being based off magic power? But physical? That's the reason why a ranger's DoT (a.k.a poison arrow can hit 1.5k a tick), which is MORE than a sorc's level 5 cold bolt. Don't give us extra crit/Magic power rate when the fundamental part of being a sorc/wiz/priest (any other class that utilizes int and magic power), is still broken.. PLEASE.


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#16 SETSUNAf6w

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Posted 22 December 2013 - 11:43 PM

Looks good. But about the exp, we continue farming Sandarman or... ?


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#17 DatMONKey

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Posted 22 December 2013 - 11:44 PM

It's nice to see that you are adjust stat bonuses but does this imply that skills and stat scaling works properly?

 

For example on my Monk Will I be getting 2 ATK from STR and INT just like before? Right now I'm getting nothing from INT and less than 1:1 on STR.


Edited by DatMONKey, 22 December 2013 - 11:47 PM.

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#18 AhinaReyoh

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Posted 22 December 2013 - 11:45 PM

I'm wondering whether "Int gives +2 Att Power" is just Heim simplifying and not saying "MagicAttack", or if it really is broken.

 

Also the Crescentia's stat boost doesn't fit with the rest of the table: it says Int gives +4 Att for all classes.


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#19 HunkSurvivor

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Posted 22 December 2013 - 11:46 PM

Spiritual Cadence (Passive) Level Description SP Casting Time Cool­down 1 You master the way to control your Ki, Increasing your Attack Power by 2 for each point in Intelligence, and allows your attack skills to generate Spirit Spheres. 0 0 0

 

i guess monks got a useless passive now


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#20 Pharol

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Posted 22 December 2013 - 11:46 PM

Wait, so am I reading this right?

As a Crecentia, I should just dump my stats into Int and ignore Str completely, now that there's no "MA Attack" or Phys Attack", just "Attack?" EDIT: Out of context, I realize this is an incredibly noob question to ask, but considering stats are so borked right now anyway, I really am that confused.

 

Also... does this mean Assassins/Rangers won't be able to just solo everything due to their insane dodge rates?


Edited by Pharol, 22 December 2013 - 11:47 PM.

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#21 Pandapoop

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Posted 22 December 2013 - 11:48 PM

Please make sure that the AGI CRIT increases show up on the WIZ - I tried adding AGI and it wasn't showing any increase to the CRIT number in the Character window.

 

I wonder if it's worth getting INT now instead of AGI for wizzies...


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#22 DatMONKey

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Posted 22 December 2013 - 11:49 PM

Spiritual Cadence (Passive) Level Description SP Casting Time Cool­down 1 You master the way to control your Ki, Increasing your Attack Power by 2 for each point in Intelligence, and allows your attack skills to generate Spirit Spheres. 0 0 0

 

i guess monks got a useless passive now

 

 

What are you on about? The passive is exactly the same as before and will be just as good, provided they get it working properly.


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#23 stegosaurus

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Posted 22 December 2013 - 11:49 PM

Also the Crescentia's stat boost doesn't fit with the rest of the table: it says Int gives +4 Att for all classes.

 

My guess would be it has something to do with their "Ignition" passive, since it doubles all their Int/Str bonuses. Something like "if every other class had Ignition" it'd be +4 instead of 2, but they still only get an extra +1 when they add to it? Still seems odd to write it that way though...

 

Just guesswork on my part, though. :s I was confused and thinking on that one too, but hopefully I didn't make it more confusing.


Edited by stegosaurus, 22 December 2013 - 11:50 PM.

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#24 ZellKFF

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Posted 22 December 2013 - 11:50 PM

1. Monster

- Monster Accuracy Adjusted

 

Err...isn't the issue the way dodge is calculated, and not monsters hit rate?

 

How will monster accuracy change anything about players missing each other 90% of the time in PvP?

 

I REALLY hope this, as well as matk is fixed.


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#25 3445130822061038267

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Posted 22 December 2013 - 11:51 PM

Patch notes for 12/22 Maintenance.  If all goes according to plan this will be the last Maintenance until January 2nd.

 

1. Monster

 - Monster Accuracy Adjusted

 - Monster Damage is updated

 - Monster Drops are updated in Tomb of Osiris

  a Burning Sand and Eternal Flame

  b Unique Rank C ingredients will be dropped by "Set", "Anubis", "Gregorshema" and "Osiris"

 - Item Drop list for Dayr Temples are updated

  a Unique Rank C ingredients dropped by the monsters.

5 Skill

 - Skill effects and descriptions updated.

6 Balancing

 - For all classes Critical point decreased from 4 -> 3 per AGI

 - All Classes may get 1 free Stat reset Scroll from "Kafra Einsope" in Prontera/Alberta to adjust for the stat balance.

 

 

Where do i start? Let's start from the top: No further changes till 2nd of Jan? Please tell me you're kidding. :) I'm hopeful too, but according to the bug list, there were PLENTY of other things to fix, and the community sure is hoping they'll get fixed soon. If you all knew it was the holiday season and were going to be away for it, then, why release the patch and be inundated with requests for changes? Just out of curiosity...

 

Alright, 1). Monster Drops updated, does that now include epic equipment? Does it also mean that people can no longer solo the whole dungeon? Does that mean that equivalent amounts of damage will be done now? Gauging from the "balancing" done, with sins and rangers getting so much more hit rate, i'm assuming then that you HAVE fixed wizards and sorcerers damage to be based off magic damage now? Otherwise, they will be doing close to 20 times more damage than wizards or sorcs. The forums will be filled more otherwise, and the servers filled less...

Are the bosses in prior dungeons fixed? With their inordinate amount of HP too? Or.. is that a feature of the game? I certainly hope this is not the be all and end all of the monster changes in the game from this fix.

 

6). So, what you're effectively saying is that everyone's crit rate decreases from 1AGI = 4, to 1AGI = 3 crit rate now. BUT, sorcs and SM's get 1AGI=4 crit? So, we'll stay the same as we have before, both, unable to hit anything and unable to do any damage when we do hit them? Is that about correct? Furthermore, For those classes obtaining hit rate, each point is 1AGI = Hit 3 instead of 1AGI=Hit2, doesn't that mean that they're gaining 150% of the stat per increase? As compared to those classes who are gaining only 133%? I hope you've done your calculations VERY well and know exactly what kind of stats and %'s we're looking at right from the get-go... Because that's what balancing means, making every class capable of doing what they're meant to, in somewhat equal measure. Not, to make certain classes ridiculously strong as compared to others...

 

ARGH, enough for now, i shall be hopeful, and wait for the servers to come back up.


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