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Patch Notes: January 25, 2016


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#126 Dattsun

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Posted 29 January 2016 - 09:43 AM

calculate this pls...

 

I know it's in indonesian, but i tell you that these 3 damage comes from shield cannon and... despite that long row of buffs since we're in middle of WOE maps doing daily fun war between guilds, this person's knight isn't equipping complete sets of max bluerunes. as far as I know he uses double power on both shield and sword. so there you go... I have guildmates who owns complete set of blueseed runes [50] from head to toe and double greenseed power [40] on his weapons. i bet when he does SC crits the damage will surpass this screen shot LOL...

 

 

nb: for those who recognize the red color damage number as "damage being taken" well... since jawaii update Indonesian server's combat log kinda messed up so the damage we did to our enemies stated as damage we receive. but those numbers in screenshot are actually damage made, not taken.

 

haha..with that kind of damage, i wouldn't even dare to step foot on pf/mf map, really feel bad for indonesian casual players . This just proves how imbalance seeds are paired with BT/CLS.

 

PS: i would really love to see how much damage your friend does with max blueseeds and greenseeds if can :rice:


Edited by Dattsun, 29 January 2016 - 09:44 AM.

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#127 flukeSG2

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Posted 29 January 2016 - 10:07 AM

Ok, let's use more quotes then:

 

 

 

To be honest, to me it looks like you had no idea and just applied the wrong calculation.

 

=> "260k after" and assuming "650k before" looks like you applied a 60% damage loss. 260k = (1-0.6) * 650k

 

So if I am mistaken and you understood the meaning of two power-40% vs. one power-20%, I apologize!.

 

But that would still leave me baffled, how you could ever assume that this change is huge and would lower the likelyness of one-shots, up to the point where:

 

*likeliness

 

I'm sorry was there an apology in there for me being right?  :3

 

I did assume, more like hope, that this nerf would have been greater.  Sadly I was mistaken.
 


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#128 Greven79

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Posted 29 January 2016 - 10:08 AM

If they remove refinement from Bibles/Shields/Dolls, a way to appease any who would complain about the lost cost

would be to award an insta +20 stone; which I feel is a good and fair way to transition this without upsetting anyone.

 

It's not fair to add refinement to quivers unless every class gets an offhand with the same cost and bonus potentials.

Nor is allowing seedrunes for some but not for others fair. I actually do appreciate removing runes from the offhands.

 

Keep in mind that there are many bibles out there all with different refinement bonuses. Not all would be +20.

That means, you would have to check the refinement level to give out the corrent insta-refinement stones.

 

And please note that removing the refinement also means to double the damage of the mace instead...

And that means that the refinement bonus of the mace would have to increase as well.

 

So maybe Priests might be happy with the compensation, but other players might not.

 

I'd start with PvE, since it is the required aspect of the game for advancing our characters.

Next, I'd look to use all the info collected by the VCRs and community for the last 2+ years.

I'd play-test proposed changes on characters wearing basic gear; no hones/runes/refines.

I'd do this before adding any more variables to the game system; honing, seals, runes, etc.

I am sure I have heard about Battle Tactics as an imbalanced skill for over 2 years now. . .

Longer than the existence of the bible, or any runes therein. I'd start at the beginning of AoV.

 

See, there won't be a proper PvE balance without a proper class balance => BattleTactics, Hide, DoTs, etc

But there won't be a proper class balance without a proper gear & item balance => armor, weapon damage, offhand weapon, pet damage, etc.

And there won't be a proper gear balance without a proper formula balance => Crit per AGI, penetration, rune values, etc..

 

To know how to check the formulas, you must achieve a balance in all other parts. It's kind of a circular dependency.

 

Yes, they haven't tested the formulas they've implemented and added other stiuff to make more money => honing, +20 refinement, seedrune sockets, etc.

And yes, they should have listened to the players, but there's no point thinking about it now.

 

So IMO, there is no real starting point. And therefore, t doesn't really matter where to start to improve the game.And that's why I am against an idea of a "the big, golden balance patch" that will fix it all.

 

IMO, the only solution is to accept that it will take several iterations to get closer and closer to something called balance. The more iterations, the better => And that means to keep the duration between each iteration cycle as low as possible. Sure, you can play the mental game and use math to predict certain outcomes, but you can't do that everywhere. F.e. I suggested a method to check whether a DoT is balanced or not, but it's dependant on the input parameters.

 

So, the only point I am missing, is the garantuee that WarpPortal & Gravity won't lose interest and end the progress here (or in the near future). THAT would leave the game in a fragile & inbalanced state. But that also depends on how the players react. So I wish players wouldn't complain that much about the current inbalances, and would really think about what should be next. And that's the reason, why I answered your reply and that's why I am so wary or disgusted reading stuff like "I doubt BT or x2 from hide need a nerf anymore" or "can't blame them to ask hones/refinement on quiver really."

 

So yeah,

I wish everyone happy gaming as well, always!   Peace...   :ani_meow:


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#129 RlDER

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Posted 29 January 2016 - 10:29 AM

IMO if the purpose behind these rune nerfs was just PvP, they could've done a 40% reduced dmg intake on those maps alone just like in RO1. But class imbalance affects all areas of the game and should've been a primary focus. Right now, both overall attack and defense has been reduced with the runes nerfs. In a way that's not really a bad nerf since it reduced the overall OPness of each and every player equally. They should also consider nerfing the mobs as well though. I wont say no to a decent challenge but even after getting a max refined purple armor, you get blown away by mobs of your same level and that's bloody ridiculous. 


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#130 flukeSG2

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Posted 29 January 2016 - 11:24 AM

Keep in mind that there are many bibles out there all with different refinement bonuses. Not all would be +20.

That means, you would have to check the refinement level to give out the corrent insta-refinement stones.

 

And please note that removing the refinement also means to double the damage of the mace instead...

And that means that the refinement bonus of the mace would have to increase as well.

 

So maybe Priests might be happy with the compensation, but other players might not.

 

 

See, there won't be a proper PvE balance without a proper class balance => BattleTactics, Hide, DoTs, etc

But there won't be a proper class balance without a proper gear & item balance => armor, weapon damage, offhand weapon, pet damage, etc.

And there won't be a proper gear balance without a proper formula balance => Crit per AGI, penetration, rune values, etc..

 

To know how to check the formulas, you must achieve a balance in all other parts. It's kind of a circular dependency.

 

Yes, they haven't tested the formulas they've implemented and added other stiuff to make more money => honing, +20 refinement, seedrune sockets, etc.

And yes, they should have listened to the players, but there's no point thinking about it now.

 

So IMO, there is no real starting point. And therefore, t doesn't really matter where to start to improve the game.And that's why I am against an idea of a "the big, golden balance patch" that will fix it all.

 

IMO, the only solution is to accept that it will take several iterations to get closer and closer to something called balance. The more iterations, the better => And that means to keep the duration between each iteration cycle as low as possible. Sure, you can play the mental game and use math to predict certain outcomes, but you can't do that everywhere. F.e. I suggested a method to check whether a DoT is balanced or not, but it's dependant on the input parameters.

 

So, the only point I am missing, is the garantuee that WarpPortal & Gravity won't lose interest and end the progress here (or in the near future). THAT would leave the game in a fragile & inbalanced state. But that also depends on how the players react. So I wish players wouldn't complain that much about the current inbalances, and would really think about what should be next. And that's the reason, why I answered your reply and that's why I am so wary or disgusted reading stuff like "I doubt BT or x2 from hide need a nerf anymore" or "can't blame them to ask hones/refinement on quiver really."

 

So yeah,

I wish everyone happy gaming as well, always!   Peace...   :ani_meow:

 

What's that?  "You were right fluke, I was wrong"?  It's ok, apology accepted.  :3
 


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#131 9632130515120055620

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Posted 29 January 2016 - 11:24 AM

They should really remove penetration from enemy mobs so refining means something.

 

Probably a better idea to just remove penetration from the game lol.


Edited by 9632130515120055620, 29 January 2016 - 11:28 AM.

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#132 UnknownBeing

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Posted 29 January 2016 - 01:05 PM

You can take any of Maden's quests to get diamonds and then simply use Most Wanted scrolls to earn more diamonds that way. It's slow, but it's a F2P option without requiring kp.


I was implying the rng boxes is too expensive. Whoever came up with these pricing model deserves to be shot.

Whoops there goes 5 million...too late.
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#133 KuroiKoneko

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Posted 29 January 2016 - 04:30 PM

lower all classes def (like Greven said), lower dmg from last areas mobs\bosses a bit and remove penetration so refining still will be useful (devs implemented penetration for $$$ since tanks got overcapped def)

tho they just add more stuff with dmg reduc and moar hard to get vit (cards) as lazy bandaid instead i guess
and moar penetration on next areas which make def almost useless especially for cloth-armor classes
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#134 Maxscha

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Posted 29 January 2016 - 08:51 PM

For Greven:

Spoiler

 

...They should also consider nerfing the mobs as well though. I wont say no to a decent challenge but even after getting a max refined purple armor, you get blown away by mobs of your same level and that's bloody ridiculous. 

 

That's all I'm really saying, for now... :archer:


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#135 Samu386

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Posted 29 January 2016 - 10:42 PM

Server dying: http://status.niceboat-guild.com/
Apocalypse coming (or winter idk).
Accept the crude reality.
Good luck with spend your time inside RO2. I prefer Korean Developers, i think... well...
Class "balance" after 2 years with updates without care? Kidding? Resurrection skill miss... Or maybe all need other years to korean developers answer Warpportal team (like everything). I hope and wish for all more updates with bug fixes and more important things, and without desesperate sales. :)
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#136 faku1810

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Posted 30 January 2016 - 05:23 AM

I was implying the rng boxes is too expensive. Whoever came up with these pricing model deserves to be shot.

Whoops there goes 5 million...too late.

 

Of course, to me, diamonds themselves are pretty expensive if you buy with kp. That's why I was pointing out that at least there is a slower way to get diamonds without spending cash at all.

 

Aside of that, though. I disagree with several points of Cheny's Shop and was clear about it in my feedback. I can only hope they realize that the current Sunshine Box is really bad, full of stuff a player might not want. And adding a heavy RNG factor on stuff they could just buy directly (like the RRs)
 


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#137 Dattsun

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Posted 30 January 2016 - 08:53 AM

@Greven79

did i offend you? if i did then i apologize because it wasn't my intention, it's just that so many player abandon their ranger feeling too weak compared to other, so imo it's natural for them to ask something to buff up their class, and i really do love ro2 and want for every player to have fun regardless what class they play.

 

I was implying the rng boxes is too expensive. Whoever came up with these pricing model deserves to be shot.

Whoops there goes 5 million...too late.

 

yeah, still got trauma getting my super expensive dyes from them cheny box T_T, so i think i stay away from it this time, luck never been on my side apparently
 


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#138 Tonitrua

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Posted 31 January 2016 - 09:52 AM

 

That's not the RO2 server, that's just Myrika's website. 


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#139 Greven79

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Posted 01 February 2016 - 07:39 AM

*likeliness
 
I'm sorry was there an apology in there for me being right?  :3
 
I did assume, more like hope, that this nerf would have been greater.  Sadly I was mistaken.

What's that?  "You were right fluke, I was wrong"?  It's ok, apology accepted.  :3

 
No fluke, Maybe you've managed to talk yourself out of it once. but you repeated yourself often enough to convince me that you didn't have the slightest idea what you were talking about. I apologized myself because my initial statement was more about math, and less about the social consequences. That means, although I am 100% certain that you used the wrong calculation and insisted on your false conclusion that you've even started a quarrel with Sowlemia, it wasn't my intention to put you into a position where you're forced to lie. So I apologized myself and phrased it in a way that would give you the chance to keep your integrity. That's a difference.
 
____________________________________
 

 

Of course it's circular and interdependent, but start where everyone will win, and nerf from that point on; thus leaving noone unable to play...
 
I still feel that any tweaks made need to consider the necessary PvE aspect of the game before being implemented. So this recent nerf should have come with a PvE nerf also, especially considering that PvE was already too potent for anyone lacking in runes/hones/refines. If runes/hones/refines were truly optional to manage PvE, then I wouldn't care how much they nerfed them. When they added runes, hones and even refining+20, those bonuses were supposed to be BONUSES, not essentials. I feel betrayed that runes/hones/refines have become essential for PvE survival...
 
So that's where I'd start. I'd start with play-testing the game with characters wearing no runes/hones/refines, and nerfing PvE to fit that gear set. Then, any tweaks made to the additions would be unworthy of complaints with regard to PvE, since they would all be truly 'bonus'. Sure, this would leave PvP at a standstill for longer, but at least the imbalances caused by hones/runes/refines would then stand out, and be easier to analyze for further tweaks. Meanwhile, we could then play PvE with a greater sense of reward for our efforts, and less cause to complain.
 
But that's just how I would start. You asked, that's my answer. I admit I may not know enough to know what is best, nor am I 100% certain that I am right, so I don't need final word on the matter. I am certain that any tweaks made need to consider PvE impact, since PvE is an essential aspect of the game that all players must endure. I would say, however, that starting asap is the highest option, as this has been hanging fire for far too long... As you said, if they stop here, they'd be leaving the game in a,"fragile and imbalanced state," possibly more than it was in before with regards to PvE.

 
See, I don't oppose your opinion, i just used a different chain of thoughts // argumentation to make others consider the consequences. And I quoted your post because I think many players share the same thoughts // concerns.

 

To be honest, although I think that hones, etc. should be optional, I don't really care, if they were planned to be mandatory, optional or just profitable. It's been a long way from purely cosmetic costumes to the 3-socketed & fuseable ones, filled with new runes and granting an additional %-bonus (back accessory) we have now. So it's hard to state anything on the original intent.

 

But if you ask me, I believe Warpportal & Gravity underestimated the impact of the hones, refinements and formulas. And I think, they know they screwed things up. But they aren't the only one to blame. Players complained that the pre-AoV refinement wasn't good enough, so we got the new a +20 cap. (Warpportal later implemented free refinement stones as a sort of 'balance fix'). Players complained that the Dayr Desert gear wasn't worth it, so we got greenseeds everywhere. (Warpportal lowered the initial max. cap and added seeds to HBBs later) Players asked for PvP gear and CLS runes made a comeback. And due to a new formulas, we have incredibly high honing bonuses and some will still argue that stats (like AGI),aren't powerful enough pointwise.

 

But that's just my personal point of view and IMO, this is totally irrelevant for the future of the game. Simply put, it's not important how we got here, but where we want to be next... and how we can achieve that.

 

And that brings me to the point of cost efficiency:

 

To simply lower the greenseed bonuses is easier than to replace all the powerful seeds with weaker ones. You avoid item-ID issues and you can be sure you haven't missed a single character.or seed. And of course, you prevent that anyone able to clone items can still create seeds with the old max. percentage. So even if this method doesn't fix all the issues in regard of the greenseeds, it's quite cost-efficient. Consider how much effort it would be to balance all classes and monsters => that would be an immense work and would have easily quadrupled your cost.

 

Let's then assume the devs plan to fix the vigor formula next. Changing a single value won't take up much time either. But if you're to balance all the monsters again, the cost would explode again and all the time & money you've invested to balance the classes & monsters to a lower seedrune maximum, was wasted.

 

So why wouldn't you delay any content change until more stuff gets fixed? And in most cases, the seedrune change won't result in more than a ~10% lower damage output, especially for those characters with weaker seeds. (I.e. a 10% seed being lowered to 5% isn't the same as a 40% seed being lowered to 20%)

 

So even if there are a few classes that suffer more than others, you should be aware that adding class-specific balance changes now (to a very inbalanced game state) won't achieve much but to increase your cost and delay the release. And most of it will be wasted, once you start considering a "real class balance".

 

____________________________________

 

 

did i offend you? if i did then i apologize because it wasn't my intention, it's just that so many player abandon their ranger feeling too weak compared to other, so imo it's natural for them to ask something to buff up their class, and i really do love ro2 and want for every player to have fun regardless what class they play.

 

No worry, I'm not offended. And yes, I understand & share the feeling that rangers (and a few other classes) are much weaker compared to the most broken ones. But as I've said before, I wouldn't address these things now. What I miss, is a clear statement from WarpPortal that there are more fixes to come and that they are aware of the class inbalances and ask players for their patience. Because should WarpPortal focus on the great inbalances next, rangers will be competitve again soon enough.

 

To be more precise, this is the order how I would address the current game inbalances:

  1. a. Temporarily disabling critical hits, penetration and vigor, (addresses Battle Tactics, Meditatio, Meditation and all the x2 amplifier),
    b. Lowering the general difficulty level by implementing overly powerful event buffs & items (by most parts a huge %-HP & weapon damage bonus, maybe an MP & drop chance bonus as well)
     
  2. a. Reducing the defense rates and increasing the hitpoint total by changing the defense formula & the HP-increase per class level (affects all heals & PvP-DoTs)
    b. Changing // redesigning the refinement & honing system
    c. Disabling auto-attacks, haste & cast speed (makes haste pointless)
    d. Fixing // redesigning all other formulas
    e. Speed bonuses won't stack anymore
     
  3. A major content fix according to the prior changes (lower the defense rates & damage output of monsters and get rid of the event buffs & items)
     
  4. Second damage vs. defense overhaul 
    => halve all skill percentages. I.e. 250% Bash => 125%
    => all ATK-increasing effects modify the total damage instead
    => off-hand weapon balance
    => implement a free-of-cost attack skill (replaces the auto-attack but doesn't ignore global skill cooldown)
    => reimplement crit., penetration & vigor (new forms & formulas)
     
  5. Coarse class balance fix
    => general damage & cooldown overhaul
    => including an increased max. skill level for all remaining skills
    => new mana // SP system that regenerates points during combat
    => maybe new races, classes, etc.
     
  6. Second content fix
     
  7. Minor class balances (skill-based)

 


Edited by Greven79, 01 February 2016 - 08:34 AM.

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#140 flukeSG2

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Posted 01 February 2016 - 08:44 AM

 

 
No fluke, Maybe you've managed to talk yourself out of it once. but you repeated yourself often enough to convince me that you didn't have the slightest idea what you were talking about. I apologized myself because my initial statement was more about math, and less about the social consequences. That means, although I am 100% certain that you used the wrong calculation and insisted on your false conclusion that you've even started a quarrel with Sowlemia, it wasn't my intention to put you into a position where you're forced to lie. So I apologized myself and phrased it in a way that would give you the chance to keep your integrity. That's a difference.
 
____________________________________
 

 

 
See, I don't oppose your opinion, i just used a different chain of thoughts // argumentation to make others consider the consequences. And I quoted your post because I think many players share the same thoughts // concerns.

 

To be honest, although I think that hones, etc. should be optional, I don't really care, if they were planned to be mandatory, optional or just profitable. It's been a long way from purely cosmetic costumes to the 3-socketed & fuseable ones, filled with new runes and granting an additional %-bonus (back accessory) we have now. So it's hard to state anything on the original intent.

 

But if you ask me, I believe Warpportal & Gravity underestimated the impact of the hones, refinements and formulas. And I think, they know they screwed things up. But they aren't the only one to blame. Players complained that the pre-AoV refinement wasn't good enough, so we got the new a +20 cap. (Warpportal later implemented free refinement stones as a sort of 'balance fix'). Players complained that the Dayr Desert gear wasn't worth it, so we got greenseeds everywhere. (Warpportal lowered the initial max. cap and added seeds to HBBs later) Players asked for PvP gear and CLS runes made a comeback. And due to a new formulas, we have incredibly high honing bonuses and some will still argue that stats (like AGI),aren't powerful enough pointwise.

 

But that's just my personal point of view and IMO, this is totally irrelevant for the future of the game. Simply put, it's not important how we got here, but where we want to be next... and how we can achieve that.

 

And that brings me to the point of cost efficiency:

 

To simply lower the greenseed bonuses is easier than to replace all the powerful seeds with weaker ones. You avoid item-ID issues and you can be sure you haven't missed a single character.or seed. And of course, you prevent that anyone able to clone items can still create seeds with the old max. percentage. So even if this method doesn't fix all the issues in regard of the greenseeds, it's quite cost-efficient. Consider how much effort it would be to balance all classes and monsters => that would be an immense work and would have easily quadrupled your cost.

 

Let's then assume the devs plan to fix the vigor formula next. Changing a single value won't take up much time either. But if you're to balance all the monsters again, the cost would explode again and all the time & money you've invested to balance the classes & monsters to a lower seedrune maximum, was wasted.

 

So why wouldn't you delay any content change until more stuff gets fixed? And in most cases, the seedrune change won't result in more than a ~10% lower damage output, especially for those characters with weaker seeds. (I.e. a 10% seed being lowered to 5% isn't the same as a 40% seed being lowered to 20%)

 

So even if there are a few classes that suffer more than others, you should be aware that adding class-specific balance changes now (to a very inbalanced game state) won't achieve much but to increase your cost and delay the release. And most of it will be wasted, once you start considering a "real class balance".

 

____________________________________

 

 

 

No worry, I'm not offended. And yes, I understand & share the feeling that rangers (and a few other classes) are much weaker compared to the most broken ones. But as I've said before, I wouldn't address these things now. What I miss, is a clear statement from WarpPortal that there are more fixes to come and that they are aware of the class inbalances and ask players for their patience. Because should WarpPortal focus on the great inbalances next, rangers will be competitve again soon enough.

 

To be more precise, this is the order how I would address the current game inbalances:

  1. a. Temporarily disabling critical hits, penetration and vigor, (addresses Battle Tactics, Meditatio, Meditation and all the x2 amplifier),
    b. Lowering the general difficulty level by implementing overly powerful event buffs & items (by most parts a huge %-HP & weapon damage bonus, maybe an MP & drop chance bonus as well)
     
  2. a. Reducing the defense rates and increasing the hitpoint total by changing the defense formula & the HP-increase per class level (affects all heals & PvP-DoTs)
    b. Changing // redesigning the refinement & honing system
    c. Disabling auto-attacks, haste & cast speed (makes haste pointless)
    d. Fixing // redesigning all other formulas
    e. Speed bonuses won't stack anymore
     
  3. A major content fix according to the prior changes (lower the defense rates & damage output of monsters and get rid of the event buffs & items)
     
  4. Second damage vs. defense overhaul 
    => halve all skill percentages. I.e. 250% Bash => 125%
    => all ATK-increasing effects modify the total damage instead
    => off-hand weapon balance
    => implement a free-of-cost attack skill (replaces the auto-attack but doesn't ignore global skill cooldown)
    => reimplement crit., penetration & vigor (new forms & formulas)
     
  5. Coarse class balance fix
    => general damage & cooldown overhaul
    => including an increased max. skill level for all remaining skills
    => new mana // SP system that regenerates points during combat
    => maybe new races, classes, etc.
     
  6. Second content fix
     
  7. Minor class balances (skill-based)

 

 

I didn't figure you were the type of person to admit when he was wrong and here's the proof.  Don't try and pretend that you weren't making the same assumptions as I was just because you had some fancy calculations written in your post.  Even when Solemia posted the screenshots and I admitted I was wrong, you still assumed incorrectly without viewing the screenshot in question.  I used your math and proved you wrong.  I gave you ample opportunity to admit you were wrong and leave with your integrity, however calling me a liar now?  Well, seems any integrity you've had has simply gone out the door now.
 


Edited by flukeSG2, 01 February 2016 - 08:56 AM.

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#141 Maxscha

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Posted 01 February 2016 - 04:49 PM

Next maint in 10 mins...

*awaiting patch notes*


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#142 Clauchy

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Posted 02 February 2016 - 04:50 PM

I just came back to the game after a break, and I got a red and a blue seed rune in my mailbox from my doll...but what about those punchers used to open the slots?...that was the only weapon I ever tried to put seedrunes and I lost all my efforts and money....  :p_sad:


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#143 Greven79

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Posted 03 February 2016 - 02:44 AM

I didn't figure you were the type of person to admit when he was wrong and here's the proof.  Don't try and pretend that you weren't making the same assumptions as I was just because you had some fancy calculations written in your post.  Even when Solemia posted the screenshots and I admitted I was wrong, you still assumed incorrectly without viewing the screenshot in question.  I used your math and proved you wrong.  I gave you ample opportunity to admit you were wrong and leave with your integrity, however calling me a liar now?  Well, seems any integrity you've had has simply gone out the door now.

 

No, fluke. I already showed you the example how you conclude that 260k now must have meant 650k before. A classic 260k / 0.4 = 650k calculation (0.4 = 60% damage loss). And you just repeated the nonsense about the 60% damage loss over and over.

 

What you did in the other post is dependant on how you good you can talk yourself out of it. Sowlemia posted a screenshot with two numbers. One showing a 180k critical hit and one for 300k. A total of 480k. Apply the same 60% damage loss you were eager to talk about and you get: 480k / 0.4 = 1.2m.

 

So sure, if you're creative you can now imagine a third critical hit with a damage that fits your needs until you get close to the percentages, I've calculated later on. But in that case, it's unlikely that you wouldn't have mentioned this third strike in your reply. And the funny part: The screenshot you then used to talk yourself out of it was posted after you've made your 1.2m statement. So these 1.2m were already in repsonse to a statement not yet made? Now, if that doesn't prove me wrong...

 

Combine all parts, and I would say it's more than likely that you've applied the simple calculation I've shown.

 

See, I gave you the chance to get out of it. On my first reply, I just asked you to be careful. On my second reply, after I have seen that you seems to be enraged // offended and wouldn't let go, I apologized myself in a way where everyone could have been happy and where we could have prevented this discussion. But since you still keep on going, here we are.


Edited by Greven79, 03 February 2016 - 02:55 AM.

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#144 flukeSG2

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Posted 03 February 2016 - 07:11 AM

There you go and please there is everything NPC+my comment. so acknowledge that you were wrong.

 

sAxSzSL.jpg

 

 

No, fluke. I already showed you the example how you conclude that 260k now must have meant 650k before. A classic 260k / 0.4 = 650k calculation (0.4 = 60% damage loss). And you just repeated the nonsense about the 60% damage loss over and over.

 

What you did in the other post is dependant on how you good you can talk yourself out of it. Sowlemia posted a screenshot with two numbers. One showing a 180k critical hit and one for 300k. A total of 480k. Apply the same 60% damage loss you were eager to talk about and you get: 480k / 0.4 = 1.2m.

 

So sure, if you're creative you can now imagine a third critical hit with a damage that fits your needs until you get close to the percentages, I've calculated later on. But in that case, it's unlikely that you wouldn't have mentioned this third strike in your reply. And the funny part: The screenshot you then used to talk yourself out of it was posted after you've made your 1.2m statement. So these 1.2m were already in repsonse to a statement not yet made? Now, if that doesn't prove me wrong...

 

Combine all parts, and I would say it's more than likely that you've applied the simple calculation I've shown.

 

See, I gave you the chance to get out of it. On my first reply, I just asked you to be careful. On my second reply, after I have seen that you seems to be enraged // offended and wouldn't let go, I apologized myself in a way where everyone could have been happy and where we could have prevented this discussion. But since you still keep on going, here we are.

 

I think it's funny that the proof is right here in both screenshots and you can't admit you are wrong.  Just because one hit didn't go critical.  I don't know why you feel the need to apologize to yourself, when you imply that I am a liar, you should be apologizing to me, because I've done no such thing.


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#145 Greven79

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Posted 03 February 2016 - 01:32 PM

I think it's funny that the proof is right here in both screenshots and you can't admit you are wrong.  Just because one hit didn't go critical.  I don't know why you feel the need to apologize to yourself, when you imply that I am a liar, you should be apologizing to me, because I've done no such thing.

 
Let's repeat it than:
 
Timestamp and number of reply:
The post containing your 1.2million statement: Posted 26 January 2016 - 02:49 PM || reply no. #87
The post containing the screenshot you use: Posted 26 January 2016 - 03:24 PM || reply no. #92

 

So of course you could fortell the future and responded to post that was added half an hour later... and not the one you've quoted.and that was directly above yours and only 4min old.


Edited by Greven79, 03 February 2016 - 01:36 PM.

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#146 flukeSG2

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Posted 03 February 2016 - 03:45 PM

 
Let's repeat it *then:
 
*Time stamp and number of reply:
The post containing your 1.2million statement: Posted 26 January 2016 - 02:49 PM || reply no. #87
The post containing the screenshot you use: Posted 26 January 2016 - 03:24 PM || reply no. #92

 

So of course you could *foretell the future and *respond to post that was added half an hour later *.  *Not the one you've quoted *(no comma necessary) and that was directly above yours and only 4min old.

 

Dude, you can use BOTH screenshots as proof of the 1.2 million that could have happened pre-nerf.  I doubted that it was possible, but I was wrong as proven by the screenshots that he provided.  I don't see any lies in those statements either, so I am still awaiting my apology.

 

*By the way, I fixed all your grammar and spelling mistakes since you are so keen on "fixing" everyone's mathematical "errors".


Edited by flukeSG2, 03 February 2016 - 03:56 PM.

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#147 Greven79

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Posted 08 February 2016 - 01:07 PM

Dude, you can use BOTH screenshots as proof of the 1.2 million that could have happened pre-nerf.  I doubted that it was possible, but I was wrong as proven by the screenshots that he provided.  I don't see any lies in those statements either, so I am still awaiting my apology.

 

*By the way, I fixed all your grammar and spelling mistakes since you are so keen on "fixing" everyone's mathematical "errors".

 

Fluke, my point wasn't about the fact whether 1.2m are possible or not, but about the fact that you've used the wrong calculation all the time. And later, you used the screenshot that was posted after your 1.2m statement to prove that your statement about 1.2m could be explained with the 33% damage loss, I've calculated. But applying that percentage is kind of silly as well, because it is - as I've clearly stated - the theorecitcal max. difference that ignores any sort of damage reduction and assumes no any other sort of damage increases (like CLS attack runes, etc.) were used to achieve the damage in the first place.

 

So to repeat myself: Be careful with your calculation and the assumptions you make.


Edited by Greven79, 08 February 2016 - 01:09 PM.

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#148 flukeSG2

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Posted 08 February 2016 - 01:17 PM

Fluke, my point wasn't about the fact whether 1.2m are possible or not, but about the fact that you've used the wrong calculation all the time. And later, you used the screenshot that was posted after your 1.2m statement to prove that your statement about 1.2m could be explained with the 33% damage loss, I've calculated. But applying that percentage is kind of silly as well, because it is - as I've clearly stated - the theorecitcal max. difference that ignores any sort of damage reduction and assumes no any other sort of damage increases (like CLS attack runes, etc.) were used to achieve the damage in the first place.

 

So to repeat myself: Be careful with your calculation and the assumptions you make.

 

Whatever makes you sleep better at night guy.


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#149 PrinceMakaveli

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Posted 13 March 2016 - 04:14 PM

Watsupp?  wp

 

[CM Varitas: Edited for language]


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