
Point of this Forum
#51
Posted 13 November 2010 - 09:48 AM
#52
Posted 16 November 2010 - 11:49 AM
Matk has a horrible nerf. However, this could be corrected by returning the bonus's you gain by 10 sets of a certian stat. This will also make stats useful when gaining a lot like it used to be.
I know there was discussion long ago on iRO Wiki about how INT didn't factor into MATK the same way that STR did for ATK. Changing that might be a viable fix.
As for Renewal in general, I know it's too late to request changes like this but here's my take on the Update:
#53
Posted 16 November 2010 - 03:52 PM
Wonderful suggestion. Its too bad they cant go back and make all these changes /sighI know there was discussion long ago on iRO Wiki about how INT didn't factor into MATK the same way that STR did for ATK. Changing that might be a viable fix.
As for Renewal in general, I know it's too late to request changes like this but here's my take on the Update:Spoiler
#54
Posted 16 November 2010 - 04:08 PM
Here it is
http://forums.irowik...77&postcount=15
It's so bad that it's far too late for most of these now ):
Id wanna see them post a new one here for sure, suiting for the current situation.
Edited by Charon, 19 November 2010 - 01:12 PM.
#55
Posted 18 November 2010 - 11:41 AM
#56
Posted 18 November 2010 - 01:55 PM
#57
Posted 18 November 2010 - 05:03 PM
#58
Posted 20 November 2010 - 05:08 AM
#59
Posted 21 November 2010 - 08:09 PM
Job bonuses SHOULD NOT BE LOST upon job changes. This is very self explanatory. I'm hearing a lot of gripes coming from all classes about how baddass they were as a 99/70 trans with all of the stat bonuses and such, and once they job up they lose all that they once had. This is also true with every other class tier. Why have the stat bonuses in there if you can't keep them? Give us a reason to change at job 50 for all of the first classes, instead of just having us change at minimum 40. Bulk of the classes out there, with the exception of Acos, can get by with a job 40 change, and have no incentive to push past that. The stat bonus picked up with jobs should carry over to the next job and then that job's bonuses stack on top of the prior ones. We can keep the skills when we change, so how about we keep the stats as well.
And since we're on the topic of job levels, any skill that requires a minimum job level to learn (ex. Holy Light, req Aco job 30 to learn) should have some code thrown in there to check the class and make adjustments for the skill if you're a higher class. A lv 55/1 Priest ought to be able to learn Holy Light, since they went past the pre-req as an Aco (lv 55/50, for example). There's more examples of this out there, I just can't think of them right now.
#60
Posted 21 November 2010 - 10:04 PM
YES! i agreed the magic damage its hardly reduced against monsters and players,we need a way to ignored that M.def becouse actual methods are to low, piercing staff its too weak, high wizard card its imposible, and the melee damage have G Fist, combat knife, Clashing spiral etc, we need a gear in accesory or armor or hat that reduce M.Def or...... give us back old matk formulaWould it be possible to discuss monster magic defense, specifically MvPs?
While MVPing with various classes in the party, I've noticed that classes such as Sura and Genetic are still capable of excellent damage (as expected). Melee still holds up quite well while MVPing.
However... It seems many MVPs (and regular monsters, too) have had substantial magic defense boosts. This results in casters (let's use Warlocks as an example) having little chance of competing when strong melee classes are present... And in other cases, having a difficult time doing enough damage when they're acting as the primary killer. Of course it depends very much on what MVP is being killed, the low tier ones are still quite killable with magic.
On a recent Endless run I watched a Lord Knight consistently beating out a Warlock simply because he could spam CS for damage while also tanking, while the Warlock was stuck with waiting on her fixed cast time, after cast delay, and experiencing a huge damage reduction due to the magic defense of the target. This is a very well geared Warlock who has reduced her variable cast time to nearly the maximum while still sporting a good amount of luck for the added magic attack (wearing a +9 Staff of Destruction). This just feels remarkably unbalanced.
Perhaps proposed adjustments to cast times will help remedy this... But I do believe magic defense of monsters should be looked into.
#61
Posted 22 November 2010 - 02:00 AM
Job bonuses SHOULD NOT BE LOST upon job changes. This is very self explanatory. I'm hearing a lot of gripes coming from all classes about how baddass they were as a 99/70 trans with all of the stat bonuses and such, and once they job up they lose all that they once had. This is also true with every other class tier. Why have the stat bonuses in there if you can't keep them? Give us a reason to change at job 50 for all of the first classes, instead of just having us change at minimum 40. Bulk of the classes out there, with the exception of Acos, can get by with a job 40 change, and have no incentive to push past that. The stat bonus picked up with jobs should carry over to the next job and then that job's bonuses stack on top of the prior ones. We can keep the skills when we change, so how about we keep the stats as well.
And since we're on the topic of job levels, any skill that requires a minimum job level to learn (ex. Holy Light, req Aco job 30 to learn) should have some code thrown in there to check the class and make adjustments for the skill if you're a higher class. A lv 55/1 Priest ought to be able to learn Holy Light, since they went past the pre-req as an Aco (lv 55/50, for example). There's more examples of this out there, I just can't think of them right now.
It's been like that forever. This is so that they can give every class individual bonuses.
There could very well be a job bonus system that would work like you describe it.
Like say
Thief at job 50: 2 4 1 2 3 1
and then one would gain additional as an assassin: 3 4 1 1 1 3, making you 5 8 2 3 4 4 on job 50 sin if you picked job 50 as thief. And so on...
But I doubt gravity would even consider a change like that, seeing they are to lazy to give some thought when picking job bonuses for 3rd cls.
You get those apple rings that give you +6 on all stats, decreasing by 1 every 5 levels, btw.
But, you know why the problem you describe wasn't there before?
Because you always gain some basic job bonuses from the first 20 job lvls or so, which are really fast everytime. Except for 3rd jobs, where after 2 job lvls you are back to millions of exp.
So this really would be elss of a deal if the job exp table was adjusted to work smilar to 2nd jobs:
-the first 20 jobs quite nicely fast (giving you some basic new skills to play with=you fell like you are a new class)
-the last jobs are acquired before the end-grind so you have full job bonuses and all skills to use to help you in those last 5 levels (if we say 90/50 equates 145/50)
But then there is another problem, which also affects this.
The actual job bonuses of the 3rd classes
It makes sense that their sum is lower than trans (since trans is like Hard mode with bonus skills), but they are actually lower than those of 2nd classes!
In more detail about this below in spoiler.
TL:DR
-IMO how job bonuses work is fine.
-Gravity should however revise job bonuses of 3rd classes, coz they're a joke for several reasons.
My post in GX thread that fits here more:
Edited by Charon, 22 November 2010 - 02:23 AM.
#62
Posted 25 November 2010 - 03:50 PM
One thing that I don't understand is why flee is reduced by 10% for every next monster attacking you after 2.
Because this mechanic was left untouched with renewal, fleeing mobs got nerfed indirectly, from flee numbers being higher by default.
Some random examples,
Let's say my flee is 166. And I get into a mob of 5 monsters.
My flee is then (-50) 116
No real problem here if my flee was good for 1.
And now my flee is 333 and I get into a mob of 5.
My flee falls to (-100) 233
So when I have enough flee needed for the monster, if I suddenly realise theres 5 of them on me (WHERES THE FLYWING HOTKEY D:!), all of them will hit me 100% of the time, which may very well cause my character to die.
So the higher my flee at equally appropriate maps, the more dangerous it is to get into a mob.
Basically flee characters are punished for mobbing the higher their flee is.
Since renewal IS about getting rid of imbalance when stats approach high numbers, this is one of these potential issues and hence could get at least some bit of attention (more is not even needed to fix it, since it's rather simple)
If one day we are at episode 25.3, and the normal flee required for a new monster is 700, while this is achieveable somehow by then,
when you get into a mob of 5 this lowers the flee to (-210) 490
or even a mob of 4, (-140) 560
just 3 monsters, (-70) 630
At 1k flee required every mob(more than 2 monsters) would 100% hit you 100% of the time.
This not so likely scenario aside, the fix is simple:
Change the -10% flee into a simple flat -10 flee. Problem solved. Unless someone can possibly really come up with a reason as to why this would be bad.
tl:dr
change -10%flee in mobs to -10flee in mobs
btw does heim still check this subforum? o.o
It would really help this whole thing if we knew how much and how big changes would still be alright to actually be considered and sent to gravity in the end.
Edited by Charon, 25 November 2010 - 03:53 PM.
#63
Posted 16 December 2010 - 01:20 PM
#64
Posted 30 December 2010 - 02:20 PM
What I actually mean is,
any news?
At least give us a post saying you are still translating to korean or what the case is, or, anything.
x_x
#65
Posted 30 December 2010 - 10:37 PM
#66
Posted 31 December 2010 - 05:26 PM
Does kRO actually care? That's what I have yet to see any proof of.
#67
Posted 18 January 2011 - 12:12 AM
http://ro.doddlercon.com/home/?p=7
#68
Posted 18 January 2011 - 04:32 AM
Don't let heim fool you, there is no point to this forum but to trick players into thinking gravity caresThis forum is directly a part of our "Plan of Attack" for November.
We are making topics that players can reply into, we are looking for specific bugs and game play issues with the topics. Feedback that is actionable will be gathered and appropriate game changes requested of the RO development team. We are structuring the forum in a "guided topic" format to cut down on the "noise" of me too replies.
We will likely add topics if there is a need seen from community chat that aren't being covered by the topics provided. Off topic posts will be deleted/ignored we need to do this to keep order which in turn expedites our work. We have a window of opportunity this month to have the best chance of making permanent changes to Ragnarok to suit our community, we want to do this as best as we can and as quickly.
#69
Posted 18 January 2011 - 04:40 AM

#70
Posted 22 January 2011 - 04:02 PM
#71
Posted 22 January 2011 - 04:31 PM
#72
Posted 23 January 2011 - 09:20 AM
#73
Posted 23 January 2011 - 09:55 PM
Is it just me or is everyone else also spending more time on these forums (which is 't even much) than in the game for the past months? x_x
Yep, we're pretty much all in "see if they fix it, quit if they don't" mode.
#74
Posted 24 January 2011 - 05:25 PM
#75
Posted 01 February 2011 - 09:45 AM
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users