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#1 Oda

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Posted 16 December 2011 - 04:18 PM

Putting up sticky threads to better organize the bug reports/feedback we're getting. For these, let's keep this simple.

Please use this format

[Item]
Class you are using it on
Pre-patch effect
Post-patch effect

Why you would like to see this changed/changed back or if it has a conflict with another item or skill that it did not have before.


If you can give screenshots or detailed information we will use this feedback to make a determination and in the changes we are requesting from headquarters.

Please please avoid "yeah me too" posts or "this sucks" posts, as these just clutter up things.
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#2 NeoNilox

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Posted 16 December 2011 - 04:54 PM

[Two-handed Staff]
Sorcerer
Pre-patch: ASPD -5 (ASPD -15 with Kronos, presumably)
Post-patch: ASPD -15

I'm going to refer to this image:

Posted Image
Source.

As you can tell, the ASPD for one handed and two handed staves used to be same. Now the ASPD for sorcerer with two-handed staves has been severely reduced. I'm not sure if this is from the ASPD penalty from Kronos and Staff of Destruction being mistakenly applied in all of the two-handed staves during the Balance Patch, or deliberately for the very Balancing.


(Thanks Oda)
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#3 VanishingPoint

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Posted 18 December 2011 - 09:52 PM

My baby RG had 190 aspd with 100 agi + zerk potion. After the balance patch she is only getting 70 aspd with 100 agi + zerk potion.

I forgot to add the weapon. It was an imperial spear.

Edited by VanishingPoint, 18 December 2011 - 09:54 PM.

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#4 blitzrick

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Posted 19 December 2011 - 12:04 AM

Rune Knight
In post patch Rune Knight has slower aspd when using spear than using axe. This bug is confirmed on main server too.

Bare hand aspd
Spoiler


One handed axe
Pre-patch: -18
Post-patch: -8
Spoiler


Two handed axe
Pre-patch: -20
Post-patch: -12
Spoiler


One handed spear
Pre-patch: -8
Post-patch: -20
Spoiler


Two handed spear
Pre-patch: -12
Post-patch: -18
Spoiler


Rune knight aspd penalty table http://ro.doddlercon...aspd/aspd01.gif

Conclusion:
One handed spear's aspd should be one handed axe's aspd
Two handed spear's aspd should be two handed axe's aspd
One handed axe's aspd should be two handed spear's aspd
Two handed axe's aspd should be one handed spear's aspd
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#5 Moyton

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Posted 19 December 2011 - 04:01 AM

Those are not Bugs, it is intended,
The aspd are correct
+ this is out dated! http://ro.doddlercon.com/r/classaspd/ http://ro.doddlercon...aspd/aspd01.gif

Edited by Moyton, 19 December 2011 - 04:03 AM.

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#6 SirDouglas

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Posted 19 December 2011 - 04:54 AM

Slaughter bonuses still not working on KVM dagger/1H swords after maintenance?
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#7 NeoNilox

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Posted 19 December 2011 - 08:14 AM

Those are not Bugs, it is intended,
The aspd are correct


So you mean the ASPD nerf to 2H staff for sorcs is intended too?

Anyway I'd wish it to changed back, it's an insult to the already nerfed Spell Fist.
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#8 Exeter0

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Posted 19 December 2011 - 10:18 PM

I don't know if this has been looked into but:


[Hovering Booster]
Class you are using it on: Mechanic
Pre-patch effect: Enables the use of Hover. MUST be equipped
Post-patch effect: the same

Why you would like to see this changed/changed back or if it has a conflict with another item or skill that it did not have before:

The Accessory itself MUST be equipped unlike other Mechanic skills. We should be able to use Hover as long as it's in our inventory.
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#9 orven

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Posted 20 December 2011 - 05:41 PM

about Fire Armor

no slot fire armor cannot be equipped by a thief classes. only merchant and swordsman classes can.

1 slot fire armor can be equipped by all.

suggestion:

make the non slotted fire armor be used by a thief classes please. :P
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#10 Phil

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Posted 22 December 2011 - 07:01 AM

[Lord of the Dead Helm]
Class: Sura
Pre-"Fix" effect: working as intended using the damage formula of the helm
Post-"Fix" effect: DOESN'T WORK!! or partially (only +5% damage from the LOD/AK set)

The nerf was too much...

Since Gfist is constant damage provided u fist with the same gears/SP lvl i tested LOD vs +9FEW and did a fist without a headgear to provide for the base fist damage and see if the LOD really increases it even by a bit, results are:

*all fists are full sp with RD and bless +9 AK carga/WCP/robo eye(when worn with FEW)/bryn/phen diab ring/meg/sleip/+8 immune nid/Eden buffs

My theory: LOD effect DOES NOT WORK!!!(or only the LOD+AK set bonus works which is +5% damage)
*sorry if i wasn't wearing the FEW on the pic where i fisted it, but im sure its obvious with the battlechat log

1) +9 FEW carat : 507,051
Posted Image

2) +7 LOD : 497,948
Posted Image

3) Nothing on: 473,793 wtf? only about +5.09% gain with the LOD on?
Posted Image


EDIT: The point is IF the LOD helm works then i should have 18%(0.18 for calcing it) more damage to boss protocol seeing i have it at +7 and i have at least 1 AK card compounded for the set to work, which SHOULD bump up my damage to about 559,075.74 (473,793*0.18 =added damage ; added damage + 473,793 = 559,075.74) with the LOD compounded but it seems like it doesn't work at all... or partially works (only the AK/LOD set bonus works) did u guys turned off the main damage factor and just turned on the set one???

can someone check on this and/or give some additional tests to confirm? thanks in advance, feel free to correct me if i did wrong somewhere

Edited by Phil, 22 December 2011 - 08:15 AM.

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#11 Susan

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Posted 23 December 2011 - 05:38 AM

Pendant of Guardian
Enables Call of Guardian Lv1



How am i supposed to use this on my mado mechanic?

Fix please.

edit:
also, you need to updating forging. ranked weapons should get the seeking bonus again. and all oridecon costs should be reduced by half.

Edited by Susan, 06 January 2012 - 06:08 AM.

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#12 asayuu

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Posted 23 December 2011 - 06:35 AM

about Fire Armor

no slot fire armor cannot be equipped by a thief classes. only merchant and swordsman classes can.

1 slot fire armor can be equipped by all.

suggestion:

make the non slotted fire armor be used by a thief all classes please. :angry:


Also.

Can we request to be able to use the class Mora gears on the 3-2 class until 14.2 come? Or request new equipment on this thread too?

Example:

RG being able to use RK sets [of course, making the proper adjustments, I don't want to see RGs in Inspiration autocasting Storm Blast, would be scary!]
Suras being able to use AB sets [WHY THE HELL THEY WOULD THOUGH?]
Sorcerers being able to use Warlock sets [This one would not need any adjustment, because the set is already properly adjusted]
Chasers being able to use GX sets.
and Performers being able to use Ranger sets too D:

With the proper skill adjustments of course ^^

Edited by asayuu, 23 December 2011 - 06:57 AM.

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#13 firewind

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Posted 31 December 2011 - 05:53 AM

Give please the ice pick stronges back ._.

Edited by firewind, 31 December 2011 - 05:54 AM.

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#14 Stalkerness

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Posted 31 December 2011 - 11:05 AM

Empowered Mace of Judgement and Empowered Wand of Affection are missing entries in idnum2itemresnametable.txt, as a result they 1) have no icon, 2) crash players frequently, 3) can't be storaged/carted/equipped/moved
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#15 mooMOOmoo

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Posted 01 January 2012 - 01:47 PM

Clicking (left or right click) on Empowered Mace of Judgment causes the client to crash.
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#16 Clogon

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Posted 01 January 2012 - 06:15 PM

@ASPD weapon mods:
These are intended changes by kRO that were never mentioned.
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#17 Susan

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Posted 04 January 2012 - 11:43 PM

Empowered Mace of Judgment has no effect

which makes it worse than the regular mace of judgement
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#18 Mortys

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Posted 05 January 2012 - 08:58 AM

If the Sapha Ring effect is Crit +3, it doesn't have it. Actually it might gives SP cost -5 on Dark Illusion skill but it doesn't give anything else.
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#19 SirDouglas

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Posted 08 January 2012 - 03:43 PM

Pertz set bug: Sonic wave 100% damage bonus does not work against "Boss Type" Monsters.
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#20 firemaster00

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Posted 10 January 2012 - 08:43 PM

sapha's cloth as iro says it is:

Adds a chance of auto-casting [Meteor Assault] Lv 1 while physically attacking. If a higher level of this skill is learned then it will be cast.
LUK + 3.
Set bonus with Sapha Shoes [1], Sapha Hood, Sapha Ring:
Flee +10
Increases damage of [Cross Impact] by 20%.
Crit +15
Increases SP costs of skills by 10%.

sapha's cloth as kro says it is:

LUK + 3.
When doing physical damage, there is a chance to autocast Meteor Assault level 1 (the level used will equal the highest level learned).
When equipped in combination with the Sabath Shoes, Sabath Hood and Sabath Ring:
CRIT + 15, FLEE + 10;
Increases damage of critical attacks by 40%;
Increases damage of Cross Impact by 20%;
Increases SP cost of all skills by 10%.


which one is correct or is this some typO for iro? I would like to get the set if I get the extra crit damage. there are similar discrepancies with the Nab's Cloth set, but I am less interested in that. but there again KRO and IRO descriptions differ.

Edited by firemaster00, 11 January 2012 - 01:27 PM.

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#21 Agahim

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Posted 06 March 2012 - 12:45 PM

this is rather late and i fear it will be overlooked but anyway:

the judgement maces are both holy elemental but unlike the affection staff aren't supposed to be. that devalues them alot for battle priests.
should iro plan to have them holy after all, i'd suggest changing the tooltip accordingly.
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#22 Moyton

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Posted 14 March 2012 - 01:43 AM

Item= Mount
Class=ALL

All mounted class should be considered as Size=Big.
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#23 DrAzzy

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Posted 16 March 2012 - 01:00 PM

Item= Mount
Class=ALL

All mounted class should be considered as Size=Big.

Incorrect.

Mounted players are not, and never have been considered large.

That rumor was started like 6 years ago, when the adoption system was added and babys were small. I suspect it was started by a player with a large number of Minorous cards to sell. Since then it has been repeated countless times by clueless players, and some illegal private servers have implemented this change.

No, you do not get to pick up a halter lead, and switch sizes at will to reduce damage from the weapons your enemies are wielding.
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#24 Moyton

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Posted 24 April 2012 - 05:52 PM

I know that even mounted, player are considered as Medium.

It is a suggestion, not an affirmation , All mounted classes SHOULD.

Edited by Moyton, 24 April 2012 - 05:55 PM.

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#25 Jyreal

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Posted 24 October 2012 - 07:15 AM

I don't know if this is a post patch error or mistake, but my
robo eyes don't add a +2% Atk and Matk , but it still gives the dex and armor.


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