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#251 reminiscer

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Posted 24 July 2011 - 08:54 AM

Fix one major flaw about Mechanics in Mado-Gear. Make it able to use ALL Blacksmith/mastersmith skills, not only Mechanic skills while in Mado-Gear.
And make Mado-Gear like a pecopeco ride for knights/crusader,when they die, they still have it. Its a pain to die during an AoE pt and leaving with no mado-gear thus=useless. D:
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#252 Sera

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Posted 24 July 2011 - 11:27 AM

It's innately flawed for instanced dungeons.
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#253 cornelias

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Posted 16 October 2011 - 10:30 AM

Have you all either quit/lost faith in this class?

What we WANT - cart boost 2.0 (genetic version, honestly why did they get this and not us?)

Cart remodeling (another genetic skill that i honestly think suits the blacksmith class, more so then genetic.)

Cart tornado (This would be perfect for filling in that insane after cast from axe tornado, and dont you say "hammerfall" not everything can be stunned or is worth stunning.)

Axe Tornado (Let us use axe tornado with maces, honestly blacksmith class has always been about axe n mace weapons... why stop now!?? we can use power swing with a mace why not tornado?)


What we NEED - Lower the weight on Magic Gear fuel. seriously EVERY mado skill except of course knuckleboost uses fuel. We have to lug around so much fuel not too mention pots. (we cant receive priest healing)

Let us use our bread and butter smith buffs in mado, even with those we still wont even be comparable to other classes, this will also make the class more appealing to those who cant afford pile bunkers (regards to weapon perfection and size penalty when using a 2hand axe.)

Axe Mastery (OK please, make it so this skill lets us receive the full +hit whilst using maces! You give us the pile bunker but force us to NOT use it for quite a few MvP's.)

Loads more but that's enough to hopefully get this thread going again
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#254 Sera

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Posted 16 October 2011 - 02:31 PM

Yeah, I quit.
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#255 chimcham

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Posted 08 November 2013 - 02:20 PM

Its seems like Gravity is destroying their own game now. Arms cannon now gets affected by racials? I thought the Damage of Arms cannon was weak because it was meant to be a ranged Cart termination spell. They just made it plane obvious that the whole Mado kit was just an alternative playstyle rather than a step up from the whitesmith job, and it looks like they did it because they balanced Mechanics Kit around a single spell called Self-Destruct and Release a Weapon called PileBunker to make a DiY balance for the said class and just generally screw over its other spells.

 

 

Why do Mechanics can't use its previous spells like cart boost? I know Acceleration is a silly excuse because people can hop from 2nd to 3rd now so those people who won't be bothering trans could have some MS boosts still. But it was of rude to make it a pre-requisite spell in the first place to unlock hovering and two snap spells.

 

Power Swing is an Epic Fail spell, It looks like they made this spell in a perspective of a person that does not want to trans. They should at least be consistent by not giving it some random crap like the pitiful RNG stun chance and just further boost the chance to release Axe Boomerang. After all, every BS got that Hammer Fall.

 

Sometimes i am trying to doubt those people who balance this game. Are they even game designers by chance? Or they just hire some random intern and call it a day?


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#256 gorgoroth1

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Posted 19 November 2013 - 11:46 AM

Hi, do hscr formula include with race/size card now in chaos?

if yes can someone direct me to the latest formula since i'm still refering to below calculation.

Just want to confirm whether mvping using Abysmal Knight or Hillslion card would give larger damage.

http://irowiki.org/w...art_Ram#Formula

Current damage formula:
(ATK * [Cart Weight/(16-skill level)])% * Elemental Modifer
Current formula using Power-Thrust or Maximum Power-Thrust, damage formula is now:
(ATK * ([Cart Weight/(16-skill level)]+25 or 100)%) * Elemental Modifer


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