
Sorcerer
#76
Posted 19 February 2011 - 06:33 PM
#77
Posted 27 April 2011 - 01:38 PM
Safety wall: Its just fail the new formula that determines a Safety Wall's initial HP is not precisely known, but closely resembles:
7000 �? (1 + 0.1 �? Job level ÷ 50) + 300 �? Skill level + 65 �? INT + Maximum SP THANKS GMS, TO GIVE US ALL THE INFO, PS: YOU GUYS ARE REALLY FAIL
Blinding Mist: Characters protected by the mist also receive extra protection from ranged normal attacks (ranged skills will have the previously described 75% chance to avoid) and skills which damage is lowered by range reduction (i.e. Horn card, Alligator card). If any ranged normal attack (from an Archer's bow or Gunslinger's gun, for example) is aimed at them, that attack will have a 75% damage penalty and -50 HIT (thus lowering the possibility of hitting, as well). Funny that theres no 1 long range thirdclass skill that get reduced the damage by blinding mist (remenber the 75% reduction from ALL long ranged damages?) even cs never got reduce by blinding mist
Soul Exhale: Need to mention? its just fail, the fixed cast time make it really usless as the new formula.
Warmer: Needs the status icon and only variable cast time.
Arrullo: Its boring that only works in PvP and woe, it needs a lower fixed cast time or only variable cast time
Extreme Vacuum: Cant be used in a huge number of maps....... we need at least an answer from a GM to know why..... the fixed cast time its nonsense, should be only variable cast time at level 5
Fist Spell: BIGGEST FAIL SKILL EVER, it must ignores MDEF AND RACIALS to do a decent damage... at least 1 of those.
Psychic Wave: MATK %%%%%% NEEDS TO BE FIXED and showed in the status info, becouse it appears that the int its the only damage factor for it, PW its really weak and have a huge variable cast time with a fixed cast time from hell, plus the under a cast or orlenas uniform, the cast its really slow, casting pw a sura casted 4 times the GoH and a Genetic casted 7 cart canons( both skills only have variable cast time... funny no?)
Varetyr Spear: Really weak...... and it shouldnt be blocked by magnetic earth, ITS TARGET!!!!
Electric and Fire walk: SAD DAMAGE, WASTE OF POINTS
Insignias: Not working properly, and they shouldnt have fixed cast time.
Summons: BUGGED AND BROKE, the defensive mode in level 2 dont give 100% elemental inmunity, appears to give 50% but dont stack with gears reductions....
Note: Why the genetic have more int bonus than a warlock or a sorcerer?
As all sets, scholar card set needs to be updated, can iro do something by itselfs? and dont wait to copy and paste?
The only future for sorcs is a mental stick with zakudam card and 2 telekinetik orbs, until that the sorcerer its full fail against genetics and suras, even some GXs are inmunes against sorcerers matk....
Edited by Mefistofeles, 27 April 2011 - 01:41 PM.
#78
Posted 06 May 2011 - 06:07 PM
Edited by Trixdee, 09 May 2011 - 03:25 PM.
#79
Posted 09 May 2011 - 03:26 PM
Edited by Trixdee, 09 May 2011 - 03:47 PM.
#80
Posted 03 June 2011 - 05:31 PM
I agree with this changes, i hope gms can take this in consideration. +1Dispell: there are certain buffs which can not be dispelled: Royal Guard's Reflect Damage, Inspiration, Exceed Break, Vanguard Force and Banding Sura's Rising Dragon, Gentle Touch-Energy Gain, Gentle Touch-Convert and Gentle Touch-Revitalize, in less words ii doesnt dispell thirdclass skills, just a few....
Safety wall: Its just fail the new formula that determines a Safety Wall's initial HP is not precisely known, but closely resembles:
7000 �? (1 + 0.1 �? Job level ÷ 50) + 300 �? Skill level + 65 �? INT + Maximum SP THANKS GMS, TO GIVE US ALL THE INFO, PS: YOU GUYS ARE REALLY FAIL
Blinding Mist: Characters protected by the mist also receive extra protection from ranged normal attacks (ranged skills will have the previously described 75% chance to avoid) and skills which damage is lowered by range reduction (i.e. Horn card, Alligator card). If any ranged normal attack (from an Archer's bow or Gunslinger's gun, for example) is aimed at them, that attack will have a 75% damage penalty and -50 HIT (thus lowering the possibility of hitting, as well). Funny that theres no 1 long range thirdclass skill that get reduced the damage by blinding mist (remenber the 75% reduction from ALL long ranged damages?) even cs never got reduce by blinding mist
Soul Exhale: Need to mention? its just fail, the fixed cast time make it really usless as the new formula.
Warmer: Needs the status icon and only variable cast time.
Arrullo: Its boring that only works in PvP and woe, it needs a lower fixed cast time or only variable cast time
Extreme Vacuum: Cant be used in a huge number of maps....... we need at least an answer from a GM to know why..... the fixed cast time its nonsense, should be only variable cast time at level 5
Fist Spell: BIGGEST FAIL SKILL EVER, it must ignores MDEF AND RACIALS to do a decent damage... at least 1 of those.
Psychic Wave: MATK %%%%%% NEEDS TO BE FIXED and showed in the status info, becouse it appears that the int its the only damage factor for it, PW its really weak and have a huge variable cast time with a fixed cast time from hell, plus the under a cast or orlenas uniform, the cast its really slow, casting pw a sura casted 4 times the GoH and a Genetic casted 7 cart canons( both skills only have variable cast time... funny no?)
Varetyr Spear: Really weak...... and it shouldnt be blocked by magnetic earth, ITS TARGET!!!!
Electric and Fire walk: SAD DAMAGE, WASTE OF POINTS
Insignias: Not working properly, and they shouldnt have fixed cast time.
Summons: BUGGED AND BROKE, the defensive mode in level 2 dont give 100% elemental inmunity, appears to give 50% but dont stack with gears reductions....
Note: Why the genetic have more int bonus than a warlock or a sorcerer?
As all sets, scholar card set needs to be updated, can iro do something by itselfs? and dont wait to copy and paste?
The only future for sorcs is a mental stick with zakudam card and 2 telekinetik orbs, until that the sorcerer its full fail against genetics and suras, even some GXs are inmunes against sorcerers matk....
#81
Posted 08 June 2011 - 05:01 PM
Skils that need new formulas for a damage compared to other thirdclasses skills (becouse the damage its sad)
VARETYR SPEAR: REALLY WEAK the only way to make this skill worth something it should do 2.5x more damage than actual formula damage
FIRE WAL AND ELECTRIC WALK: ........pathetics
Spell fist: MORE PATHETIC
EARTH GRAVE: like .5x more damage would be enough
Diamond dust: increasing damage by 2x OR halfing cast time (really.... REALLY its really slow with full reduction gears)
Psychic wave: actually just the MDEF formula make it almost completly usless for pvm.- (personal suggestion: it should have .5x more damage at level 150 with this woe reduction can be less frustrating)
THIS is only my suggestions, im not forcing the gms to change the skills as i want, its only a feedback (dont cry hein..)
IN CASE OF NON THIRDCLASS skills of sorcerer but it needs to be check:
SAFETY WALL Needs the old formula, why?
I tested in pvm the safety wall LEVEL 10 ,of a mage level 30 against a poring: you guys want to know how many hits it blocked????????????? R= SEVEN(7) ONLY SEVEN HITS FROM A PORING, yes this skills is the most epic fail ever
#82
Posted 09 June 2011 - 05:25 PM
#83
Posted 09 June 2011 - 05:45 PM
AGREE, actual formula its stupid, but i disagree with blocking tetra vortex, its the only magic targeted that its not supposed to block it, we should wait to kro patch where ME blocks dragons breath XD and other skills like cometI honestly think Magic Rod should be fixed or returned to its pre-renewal stage. Magic Rod doesnt do crap anymore but dodge bolts. What about the target warlock skills? It won't work on most skills at all whatsoever. The whole point of a sorcerer is support, why add a skill that is ment to work as a support skill and have it not work at all?
#84
Posted 09 June 2011 - 06:13 PM
About cast times with non-thirdclass skills of mage classes: they should be halfed
About magic damage in PVM(PLAYER VERSUS MONSTER) i think that the best fix its giving 2x magic damage against all monsters(really... REALLY...ReAlLy... magig damage its SAD PATHETIC AND WEAK in PVM, try to kill something with a wiz level 99 and you guys will know what i trying to say.
#85
Posted 09 June 2011 - 11:20 PM
About magic damage in PVM(PLAYER VERSUS MONSTER) i think that the best fix its giving 2x magic damage against all monsters(really... REALLY...ReAlLy... magig damage its SAD PATHETIC AND WEAK in PVM, try to kill something with a wiz level 99 and you guys will know what i trying to say.
Well this is because every 2nd class magic skill was effectively nerfed in power due to renewal mechanics (the new MATK formula).
When kRO decided to nerf MATK, they opted to increase the matk% of 3rd job skills to compensate for this. This would allow for similar damage potential as pre-renewal without letting the MATK formula grow too extreme (since it was exponential before).
An example:
Consider some 2nd class skill X with a matk% output of 500%.
If a player had 1800 MATK, then X would be roughly 9000 raw damage (1800 x 5).
Renewal hits with modified MATK formula, so players will have lower overall MATK than pre-renewal.
Consider some 3rd class skill Y with matk% output of 1500% (higher to compensate for lower overall MATK).
If a player has a new renewal matk of 600, then Y would be roughly 9000 raw damage (600 x 15). As you can see this is on-par now with pre-renewal damage output, so all is well.
..or is it?
What happened is that, while all the shiny, new 3rd job skills got higher % values to compensate for lower player MATK...the 2nd class skills were left untouched or just slightly modified.
Let's go back and use our new renewal MATK with our old skill X.
If a player has a new renewal matk of 600, then X would only deal roughly 3000 raw damage (600 x 5)...MUCH lower than pre-renewal.
Thus, if you played a magic-based class, you became weaker overnight when renewal was implemented.
Since you referenced Wizard, SG is the perfect example of how the system failed.
Pre-renewal SG was 500% per hit
Post-renewal SG is (assumed from kRO changes) 550% per hit.
Pre-renewal SG with 1500 matk would yield 7500 per hit
Post-renewal SG with 600 matk would yield 3300 per hit
Even with the change of +50% damage, it still doesn't compare to old SG (with old MATK formula).
After 3rd skills are reasonably balanced, the devs really need to go back and look at how badly the 2nd and 1st class skills were nerfed due to changes in mechanics.
(numbers aren't realistic...I'm just using numbers to show cause and effect comparisons, not for pure accuracy)
#86
Posted 10 June 2011 - 11:23 AM
Blinding Mist: Characters protected by the mist also receive extra protection from ranged normal attacks (ranged skills will have the previously described 75% chance to avoid) and skills which damage is lowered by range reduction (i.e. Horn card, Alligator card). If any ranged normal attack (from an Archer's bow or Gunslinger's gun, for example) is aimed at them, that attack will have a 75% damage penalty and -50 HIT (thus lowering the possibility of hitting, as well). Funny that theres no 1 long range thirdclass skill that get reduced the damage by blinding mist (remenber the 75% reduction from ALL long ranged damages?) even cs never got reduce by blinding mist
While a lot of what you say is valid, this is incorrect. Blinding mist never gave 75% reduction of damage from ranged skills, though arguably it should do something of the same. It only reduced 75% dmg of ranged normal attacks (pretty pointless and poorly designed) and offers a 1/3 chance of any skill failing to execute. Any other attribute is simply the blind effect from an enemy being inside the blinding mist.
#87
Posted 23 June 2011 - 05:57 PM
Edited by Trixdee, 24 June 2011 - 04:03 PM.
#88
Posted 25 June 2011 - 11:18 AM
#89
Posted 25 June 2011 - 11:34 AM
- Allow Extreme Vacuum in non special/instance dungeons.
- Return Soul Exhale to previous formula
- Reduce cast time of Foresight and Hindsight.
- Agree with Mefisto about Safety Wall, the new formula is fail and needs to go. Should be retuned to previous.

Edited by Trixdee, 25 June 2011 - 02:36 PM.
#90
Posted 20 July 2011 - 11:35 PM




god dammit return it to as it was.
i am exchanging my whole 2k and not even able to completely fill the targets SP . what the-_- for.
#91
Posted 21 July 2011 - 07:44 AM
Varetyr Spear: Really weak...... and it shouldnt be blocked by magnetic earth, ITS TARGET!!!!
Insignias: Not working properly, and they shouldnt have fixed cast time.
V spear is stronger if you have striking, ventus 2 on passive and the appropriate insignia and atk.
What isn't working with insignias. I've seen sorcs absolutely rape with them.
#92
Posted 08 November 2011 - 08:30 AM
#93
Posted 16 February 2019 - 09:07 AM
almost 10 years, is there anything fix in iro? im juz wonder.
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