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Class Specific Headgear Foundry - Autumn Hairband


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#151 Viri

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Posted 21 July 2014 - 05:20 PM

but... like most of the skills have no fixed cast time on maestro/wanderp right? lol


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#152 Kadelia

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Posted 21 July 2014 - 05:47 PM

A few of them have 0.5 sec fixed cast time, so if you wear the temporal dex boots with 2 amplifiers you get instant cast for all wanderer/maestro skills. All of them.


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#153 zSyLar

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Posted 22 July 2014 - 02:14 AM

Will there be any notice before the effect change take place?


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#154 vbc486

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Posted 23 July 2014 - 09:19 AM

The hats were really good, too bad they have to see a nerf.


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#155 Oda

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Posted 23 July 2014 - 01:33 PM

What kind of monsters/equipment/cards do you need to test with? 


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#156 Ramen

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Posted 23 July 2014 - 01:40 PM

If possible, all headgear cards should be made available, especially MVP cards to ensure the hats don't become extremely overpowered when paired with them.  I'll try to look up specific ones, but it would probably also be good to have all of the high level weapons for Wanderer, Ranger, and Sura.  Definitely need to have Sura's Rampage available.  Also, it would be worth it to have safe upgrades to +10 So we can test the hats at the different upgrade levels to make sure the effects work.  I'll write some more suggestions as they cross my mind.


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#157 Kadelia

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Posted 23 July 2014 - 01:44 PM

What kind of monsters/equipment/cards do you need to test with?


Cant tell you this without knowing which effects you are trying out...........

Edited by Jaye, 23 July 2014 - 01:45 PM.

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#158 Oda

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Posted 23 July 2014 - 01:46 PM

Well, we're rolling some dice....


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#159 Kadelia

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Posted 23 July 2014 - 01:49 PM

Why the cheeky reply :(

if I knew which build were gonna test for what classes I can provide a gear+consumeable list

Only thing I can assume now is trap ranger, so glast heim boots, the no fail upgrader, maybe a no fail boot enchanter if you can swing it (probably not on short notice). Mora set (black wing), some daggers (someone else may better know this list). Rwc dagger+ring sounds like a good idea for testing atk+trap damage improvements.

Vendor for condensed whites would be smart, to test consumeable+% effects in mobs. if you're going with the heal+% suggestions.

An npc for enchanting faw with no fail would be good too, particularly for testing aspd builds.

Advanced ring of flamelord/resonance and cd in mouth vended is a good idea too.

Bakanowa agimat tattoo.

Other stuff I think is already on sakray such as brynhilldr and +20 foods.

Should vend sound amplifiers so ppl can see the performer hat doesn't need cast time effects (heh). Theyre necessary for some maestro/wanderer builds too.

Testing added damage to severe rainstorm needs elven bow, not sure if that's in the sakray shops.

Testing metallic sound and reverb needs green whistle and rosevine. Testing aspd performer needs berserk guitar, oriental lute[2], and carrot whip.

Sura needs the aspd gears listed above (such as faw, time boot, bakanowa)

Malangdo enchanter with 0 fail would be hot toobut probably too short notice for you.

Edited by Jaye, 23 July 2014 - 02:07 PM.

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#160 Kadelia

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Posted 23 July 2014 - 02:57 PM

Bradium golem might be a good test monster for everything.
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#161 Oda

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Posted 23 July 2014 - 03:16 PM

We'll have more time to work on this tomorrow, we were testing the bomb cluster effect that was mentioned by ALSJ but it appears that the mechanics of the skill is different than the ice and fire traps. For bomb cluster you manually trigger the trap with a detonator vs the ice and fire traps which are "fire and forget". I think the detonator is what allows the damage to be boosted when you are wearing the set. 


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#162 Kadelia

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Posted 23 July 2014 - 03:25 PM

Doesn't mora black wing do bomb cluster trap damage? check its script maybe?
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#163 Ramen

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Posted 23 July 2014 - 03:27 PM

Are all three of the hats that were discussed for this round being tested or is it just the Ranger hat?  O_o


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#164 Kadelia

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Posted 23 July 2014 - 03:36 PM

Sounds like just ranger.
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#165 zSyLar

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Posted 23 July 2014 - 03:46 PM

LoL.. so much trouble in changing the effect.. Lets not change it..   :heh:  :heh:  :heh:  :heh:  :heh:


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#166 fuyukikun

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Posted 23 July 2014 - 03:53 PM

We'll have more time to work on this tomorrow, we were testing the bomb cluster effect that was mentioned by ALSJ but it appears that the mechanics of the skill is different than the ice and fire traps. For bomb cluster you manually trigger the trap with a detonator vs the ice and fire traps which are "fire and forget". I think the detonator is what allows the damage to be boosted when you are wearing the set. 

 

black wing set gives cluster bomb boosted damage even without detonated. i dont see any correlation between detonated traps vs increased damage. fire and ice traps could be detonated too.
 


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#167 AlmrOfAtlas

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Posted 23 July 2014 - 09:35 PM

So I noticed that the Lyrica Hat is being somewhat ignored due to the community's insistence on keeping Autumn Hairband front-and-center.

 

While this isn't a bad thing, it seems a lot of valid suggestions (specifically those from Jaye and Hyperballad) are being ignored, and Round 1 consists of 3 hat revisions, being Monk, Performer and Archer, not just that damnable Arrow Storm hat :v

 

Here are the existing effects. You've stated that the reason this was not implemented as-submitted regards percentage reduction of SP costs, but there's a lot more to be considered:

 

Lyrica Hat[1]

 

Current Effect: 

 
Increase Severe Rainstorm damage by 15%
If upgraded to +7 or higher,, Reduces fixed casting time of all skills by 4% for each level of Voice Lessons learned.
If upgraded to +9 or higher, reduces the SP cost of Severe Rainstorm by 10.
 
Original Proposed effect: 

 

Headgear Upper / Minstrel only / Lv.100 / Slot1 / Weight20 / DEF15 / Possible to refine / Not possible to destroy

 

Reduces fixed casting time of all skills by 5% for each level of Voice Lessons learned.

If upgraded to +7 or higher, increases Severe Rainstorm damage by 25%.

If upgraded to +9 or higher, reduces the SP cost of Severe Rainstorm by 50%. 

 
The comment by the devs is that it would not be possible to have a equip modify the sp consumption of individual skills by a percentarge

 

First off, Severe Rainstorm absolutely does not need a damage buff. With the new temp boots and a few other things in the kRO pipeline, SR damage is going to get obscene, and we don't want that. It's also the Performer's primary leveling skill, and these hats are supposed to promote uncommon builds. While a fixed reduction in SP cost is an excellent idea, a damage buff is not.

 

Second, both fixed and variable redux on the hat are unnecessary. Fixed cast on Performers is already negligible and not worth an effect, and Variable may already be eliminated by equipping 2 Sound Amplifiers (-50% per Amp; stacks to -100% with 2), which are extremely common and surprisingly cheap due to overfarming.

 

Both of these things have been stated by multiple community members several times over the course of the thread, but no CM attention has been given to them. Again, this isn't the "Autumn Hairband" thread, and there are other things that need acknowledgement.

 

Now I'd like to specifically call attention to this, which is a reasonable proposition to base one's argument on:

 

Revision to promote +12 upgrade and 120 stats

Lyrica Hat [1] & Nightsparrow Cap [1]
Physical and magical damage +5%.
Reduces the cost of [Severe Rainstorm] and [Reverberation] by 30.

If refined +7 or higher, For every base 30 AGI, ATK +5%
If refined +7 or higher, For every base 30 INT, MATK +5%

For every 3 refine, ATK and MATK + 20.

If refined +9 or higher, increases the damage of [Reverberation] by 50% and [Metallic Sound] by 100%.

* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

 

+12 Headgear & 120 INT / 120 AGI : +25% ATK, +25% MATK, +80 ATK, +80 MATK, roughly 150% Reverb damage, 120% Metallic Damage (starting from 2 amplifiers).

+12 Headgear & 90 INT / 90 AGI : +20% ATK, +20% MATK, +80 ATK, +80 MATK, roughly 150% Reverb damage, 120% Metallic Damage (starting from 2 amplifiers).

+9 Headgear & 90 INT / 90 AGI : +20% ATK, +20% MATK, +60 ATK, +60 MATK, roughly 150% Reverb damage, 120% Metallic Damage (starting from 2 amplifiers).

+7 Headgear & 90 INT / 90 AGI : +20% ATK, +20% MATK, +40 ATK, +40 MATK

+6 Headgear & 90 INT / 90 AGI : +5% ATK, +5% MATK, +40 ATK, +40 MATK

+4 Headgear & 90 INT / 90 AGI : +5% ATK, +5% MATK, +20 ATK, +20 MATK

+9 Headgear & 1 INT / 1 AGI : +5% ATK, +5% MATK, +60 ATK, +60 MATK, roughly 150% Reverb damage, 120% Metallic Damage (starting from 2 amplifiers).

 

Basically you need a PVM build and a high upgrade to get the full power out of the hat. Would be a massive boost to Metallic Sound, Great Echo, Reverberation, Arrow Vulcan, and the like. Boosting non-SR skills is a super good idea, because it gives performers something to do while they perform with an instrument or whip (with voice lessons 5+, you can use any of the 3rd job musical damage skills while singing/dancing).

 

The most well-known alternate leveling builds are Reverberation, Metallic Sound and Arrow Vulcan. As mentioned here, Great Echo is also semi-viable with at least one other Performer along for the ride. All of these skills have one thing in common though: they're excessively weak in comparison to the leveling skills of most other classes as to be considered useless, which accounts for 99.99% of soloing Performers using SR, or just sitting in TI and getting their asses leeched from 100 to 150. This is compounded with Metallic Sound and Great Echo having restrictively long cooldowns along with MASSIVE SP drain, preventing immediate reuse and further advocating a Performer's reliance on SR, yet another skill with hilariously overblown SP drain.

 

The only way to get around the drain on all these is by spending a small fortune on blues/strawbs or by using a Healing Hat such as Rideword or Vanargand, which therefore means you'll be taking Lyrica off, doing less damage and regenerating less in general. Therefore, a reduction in SP cost on the most intensive skills wouldn't be out of place on Lyrica.

 

Damage output also needs to be sorely addressed. Reverberation at Lv5 uses ATK 800% + MATK 600% for damage. While this seems fine on paper, Performers don't exactly get high ATK gear options and MATK is almost unheard of. Thus, Reverb damage is always underwhelming. Part of the damage can also miss (and will often do so on end-game mobs) x_x

 

Metallic Sound uses MATK * 600% + 60% MATK per level of Voice Lessons. Once again, it's not like Performers get much in the way of specialised gear for these skills (the best Performer MATK gear is only marginally better than a typical 1H Staff, of which usually have low MATK values as a tradeoff for shields, for the Mage tree) so this skill is not only underwhelming in the damage department, it has a stupidly long reuse delay (3 goddamn seconds) that will likely get you killed if relying solely on that skill.

 

Arrow Vulcan is actually rather good, but the animation delay can and will get your butt tenderised by a high-aspd mob, and it's a single target skill which, as we all know, is fundamentally useless in 3rd class leveling unless you're a bot and don't care if you take 6 months to hit 150.

 

 

I could go on but honestly, a number of people have already described all this in greater detail. Go read those posts >:v

 

tl;dr current effects for Lyrica need to be completely overhauled.


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#168 Hissis

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Posted 24 July 2014 - 11:53 AM

Are all three of the hats that were discussed for this round being tested or is it just the Ranger hat?  O_o

 

/\

 

And when.


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#169 Ryviux

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Posted 25 July 2014 - 11:30 AM

so it is 100% certain the ranger hat will be change or is a 2nd hat going to be added for traps?


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#170 Campitor

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Posted 25 July 2014 - 12:29 PM

The Ranger Hat has been changes as well as the Lyrica Hat. The effects are not on the items yet however they can all be bought from a merchant right outside the prontera smithy for zeny. 

Were trying to get the original effects working so for the ranger hat it is as follows:

 

Autumn Hairband [1]
Increases Fire trap and ice trap damage by 50%.
Reduced damage done by arrow storm by 50%.
If upgraded to +7 or higher, increases ATK by 1 for every 1 base INT.
If upgraded to +9 or higher, increases Fire Trap and Ice Trap damage by an additional 25%
 
Lyrica Hat[1]
Increase Severe Rain Storm Damage 15%
If upgraded to +7 or higher
   Reduce Fixed Cast Time based upon Voice Lessons Skill Level
If upgraded to +9 or higher
   Increase SP regeneration 25%

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#171 Kadelia

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Posted 25 July 2014 - 12:32 PM

I don't understand why you won't change what lyrica hat and nightsparrow do? can we have some feedback on the reasoning for that? the hat is fankly utterly uselss and doesn't jive with the project goal whatsoever.
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#172 Campitor

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Posted 25 July 2014 - 12:39 PM

I don't understand why you won't change what lyrica hat and nightsparrow do? can we have some feedback on the reasoning for that? the hat is fankly utterly uselss and doesn't jive with the project goal whatsoever.

Lets talk about the Lyrica hat here I feel that alot of the stuff was lost in the posts. http://forums.warppo...ry-lyrica-hat1/


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#173 Kadelia

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Posted 25 July 2014 - 12:41 PM

Lets talk about the Lyrica hat here I feel that alot of the stuff was lost in the posts. http://forums.warppo...ry-lyrica-hat1/


Thank you for responding to my post, I feel like a lot of input has been overlooked
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#174 fuyukikun

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Posted 25 July 2014 - 05:59 PM

this is in sakray right?

i am on sakray now and i cant find the hat merchant you said.


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#175 Hissis

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Posted 26 July 2014 - 08:45 AM

this is in sakray right?

i am on sakray now and i cant find the hat merchant you said.

 

 

same /\

 


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