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Verus card RE rebalancing


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#1 Ethanasael

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Posted 07 December 2016 - 01:24 PM

Realy, after this update i thinked that mechanics would be back on game again, become button masher again and that stuff...

But this was before i saw +30% buff on a skill that deals around 3k dmg. Realy GMs, you can do better than this. While all other classes are getting equips that HUGELY increase their damage, or HUGELY decreases the cd, you nerf mechanics more? There is not that much number of mechanics, look at the cities, how much mechs you see compared to all other classes. This is a shame. At least make the buff be +30% unrefined and refined +10 +30%, to become at least 60%. The armor of new sets don't have a slot, then comes a card that you can't use with the set, you need to chose betwen one and another, this is what you guys call "fair game"?


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#2 mildcontempt

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Posted 07 December 2016 - 01:30 PM

The GMs don't make the content, Gravity does. 

 

Yeah, the vulcan arm card is p butts and could definitely use a buff. 

 

The Arm Cannon one is probably still worth it considering temp boots + faw will boost your damage significantly (more so than the upgrade set + the card combo would), but it is a damn shame you can't use it with the no-duh mado-mech armor which is itself very nice for reduction and enchants. 

 

IMO vulcan arm should be 40% at +0 and 75% at +10 or higher. 

 

Though the true beauty is the removal of the magic fuel so at the least they took out the single most obnoxious element of the mado build; and 30% ranged damage reduction is realllly nice.


Edited by mildcontempt, 07 December 2016 - 01:32 PM.

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#3 Ethanasael

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Posted 07 December 2016 - 01:42 PM

But, correct me if i'm wrogn, isn't iRO like a different server from kRO? If it had to follow ALL EXACTLY as kRO does, we would have a very low aspd formula. If a thing that affects everybody, like aspd formula, is different, what is the matter to not modify some scripts? It's just change the number on the script and all is done, like some guys said, our community have our own will, and iro have changes that benefits everybody and makes the game more fair. But for mechanics i'm not seeing it. In Arm Cannon case the dmg is very nice, the skills has a nice dmg already, buffing it a little is ok. But i don't UNDERSTAND why buff so much a skill that already does alot dmg, and leave another skill so broken. :/


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#4 mildcontempt

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Posted 07 December 2016 - 01:44 PM

I didn't know kRO had a different ASPD formula -- that's news to me. 

 

Still, the point stands that GMs don't make changes to game content. For that you'd have to talk Camp, I imagine. 

 

I'm not against buffing the cards to not be so underwhelming considering you have to farm an instance for them and that they are long overdue. I do think the arm cannon is fine as-is, as 20%/40% to a skill is a big deal to a class that gets to use the pile bunker series of weapons -- though making it so you don't sacrifice AOE for damage would be nice, as it's ridiculous that only mechs suffer that rule.

 

Vulcan Arm could definitely be buffed with no real cost, and I said as much in a previous thread discussing the cards in the merchant subforum (my suggestion was to make a bigger AOE too.) 

 

Flame Launcher could do with some love too. Very cool but busted skill, IMO. 

 

I wouldn't mind actually using my robot for instances instead of just spamming rolling cutter at literally everything. 


Edited by mildcontempt, 07 December 2016 - 01:47 PM.

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#5 Ethanasael

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Posted 07 December 2016 - 01:48 PM

Yes, thats the point, the cards are hard to get, the skill dmg is very low, the equips that came with the update are +-nice, but the armor haven't a slot for the card that any mech mado would like. It's like a kick in the bu** for us mechs. Very sad about how Gravity is treating us.


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#6 Ethanasael

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Posted 07 December 2016 - 01:49 PM

Flame launcher is another busted skill in my opinion too. I agree.


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#7 Ashuckel

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Posted 07 December 2016 - 01:50 PM

Gravity( kRO) owns the game.
iRO has permission to run a server, with(or not) some different specs, to attend to what their region players desire.


Vulcan Arm has 1 advantage over the other skills: it has 0.1s cast delay when maxed, meaning you could spam the crap out of it if you reach a good aspd. Also the skill has dex on the formula and can great benefit from HE enchant.
It's not on par with Arm Cannon DPS when on strings, but can be on par when not on strings with good aspd.


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#8 fuyukikun

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Posted 07 December 2016 - 01:50 PM

based on my calculation:
step cards best put on orcish axe for one handed, and crimson THA for two handed. of course all of them should be +12 or more.

arm cannon:
crimson mace beats pile bunker S.

vulcan arm:
pile bunker S is the best.
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#9 Ethanasael

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Posted 07 December 2016 - 01:54 PM

Still very low dmg, and no 2nd class Adrenaline to put a little more "action".
(Offtopic)
Any of your guys do have a pilebunker s? I have a +10 Hurricane Fury to trade for it. Would like it +10 too, but all is business, let's talk. Nick is Martinho Lootero in game.

Fuyukikun, do have you tested Veteran Axe for steps/boomerang? 2 slots too, very high dmg if all forge skills mastered.


Edited by Ethanasael, 07 December 2016 - 01:56 PM.

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#10 mildcontempt

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Posted 07 December 2016 - 01:57 PM

Step (the axe boomerang) one in Orcish Axe? Even with only 150 weight? I haven't calculated any numbers but eye-balling it that seems like a bad choice, especially for a high STR build. 


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#11 Ethanasael

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Posted 07 December 2016 - 02:05 PM

What's the real effect for pile bunker S? Atack speed increase or cast delay reduction? In iRODB it says it reduces delay, but increase atack speed is WAY better to arm vulcan, since it's delay is almost 0.


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#12 Ashuckel

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Posted 07 December 2016 - 02:13 PM

arm cannon:
crimson mace beats pile bunker S.
 

 

Not with pretty high str, doesn't even requires Meg tbh.


edi: It's ASPD and not cast delay.


Edited by Ashuckel, 07 December 2016 - 02:14 PM.

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#13 Ethanasael

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Posted 07 December 2016 - 02:17 PM

Ashuckel, thanks, i was rly confused. And thanks you guys for responses and exposing ideas, this what our community needs more, nice guys.
(Off-topic)
Still needing pile buncker s, trade/buy :P
Nick ingame Martinho Lootero


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#14 fuyukikun

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Posted 07 December 2016 - 02:21 PM

Step (the axe boomerang) one in Orcish Axe? Even with only 150 weight? I haven't calculated any numbers but eye-balling it that seems like a bad choice, especially for a high STR build.

4 step cards
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#15 fuyukikun

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Posted 07 December 2016 - 02:28 PM

Still very low dmg, and no 2nd class Adrenaline to put a little more "action".
(Offtopic)
Any of your guys do have a pilebunker s? I have a +10 Hurricane Fury to trade for it. Would like it +10 too, but all is business, let's talk. Nick is Martinho Lootero in game.
Fuyukikun, do have you tested Veteran Axe for steps/boomerang? 2 slots too, very high dmg if all forge skills mastered.

crimson THA still better since, bonus from vet axe count as EATK which is not affected by str.
actually all of these i calculated using microsoft excel at level 175, 100 str, 120 dex, 30 luk. some modifiers like +9 FAW of shooter ea10, +9 temp dex boots ea4, +9 supplement str, WPH and gozarian mask set, +30 physical set, supplement dex, and a bako tattoo.
no stats booster from foods, job bonus and buffs.
just to provide slight evaluation.

as ash said, with super high str and meg, pile bunker S will win.
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#16 Ashuckel

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Posted 07 December 2016 - 02:28 PM

Rockridge Pickaxe will be better tho :v

Not you don't need meg for Pilebunker to surpass Crimson Mace :v 
Base atk too op


Edited by Ashuckel, 07 December 2016 - 02:30 PM.

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#17 Ethanasael

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Posted 07 December 2016 - 02:32 PM

Clearly pile bunkers will outdmg, let's remember that Lvl 4 weapons high upgraded increases dmg much more than 3,2 and 1. (BOOM, joking...)


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#18 fuyukikun

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Posted 07 December 2016 - 02:42 PM

i will post my simulation later when i got home
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#19 fuyukikun

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Posted 07 December 2016 - 03:43 PM

by the way kRO should make the card of explorer robot, repair robot, recon robot, and excator robot. shame it feels like those monster are forgotten.

explorer robot card.
slot: weapon.
increase flame launcher damage by 20%, if weapon is +10 or higher, extra 20%. set with kickstep card: no fuel.

recon robot card
slot: weapon
frost launcher dmg +20%, extra 20% if weapon refined to +10 or higher. set with kickstep card: no fuel.

repair robot card
slot: accessory
repair effectiveness +10%

excavator robot card
slot: weapon
increase power swing dmg by 30%, extra 30% if weapon is +10 or higher.
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#20 mildcontempt

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Posted 07 December 2016 - 07:19 PM

4 step cards

 

Actually, I retract my argument since you said one-handed axe and that totally slipped my mind. The only other weapon in that category would be the war-axe which is also level 3 (and while it's 420 weight and more atk, it's only 1 slot). 


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#21 powerhausman

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Posted 07 December 2016 - 11:17 PM

based on my calculation:
step cards best put on orcish axe for one handed, and crimson THA for two handed. of course all of them should be +12 or more.
 

 

wrong calculations

 

are you being one sided or what?

 

pls include weight on the calcs mind you

 

im 100% confident giant axe, Hfury, and tornado axe are the best candidates for step card (vecer axe for 1hand)

 

only advantage for crimsons are the elemental bonuses.


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#22 fuyukikun

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Posted 07 December 2016 - 11:27 PM

simulation stats

level 175

150 TOTAL STR (120 BASE STR)

140 TOTAL DEX (120 BASE DEX)

39 TOTAL LUK (30 BASE LUK)

Witch Pumpkin Hat = 15% damage to undead/demon

Gozarian Mask = 30 atk combo with WPH

+12 Supplement STR = 8% atk

+9 FAW of Shooter ea10 = 6 atk + 38% Ranged Damage

Temp Dex Boots ea4 = 13% Ranged Damage

Supple Dex (Gold Scarab) = Axe Boomerang Cooldown and Damage + 20 Atk

Bako Tattoo = 7% atk

+30 Physical Set = 50 atk

 

simulation at +12

QRH3evp.jpg

 

simulation at +15

USxKed7.jpg

 

note:

- the 150 STR gained from 120 base str + job bonus + foods + buffs. Same goes to dex and luk

- final weap is the damage of weapon alone.

- plus % atk is (final weap + equip atk) x %atk modifier.

- plus % atk racial is plus % atk x % racial modifier (in this case is from WPH)

- final atk is plus % atk racial added with status atk (max variance is used)

- plus % ranged is final atk x % ranged modifier

- plus ammo is final atk + 250 ammo atk (iron ball, only for arm cannon)

- plus ranged ammo is plus ammo x % ranged modifier

- blue highlight is one handed weapon, grey is two handed

- axe boomerang damage =  (500% + weight %)*level modifier*step cards modifier

- vulcan arm damage = (210% + 140% from total dex)*level modifier*kickandkick cards modifier

- arm cannon damage = (1000% im using medium enemy and level 2 since it is the most used level)*level modifier*rockstep cards modifier


Edited by fuyukikun, 08 December 2016 - 12:08 AM.

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#23 fuyukikun

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Posted 07 December 2016 - 11:30 PM

conclusion:

for axe boomerang, in terms of one handed weapon, orcish axe is the best due to its 4 slots, perfect enchanted vecer axe comes second. in terms of two handed weapon, perfect HF is the best, else go for veteran axe at +12, or crimson THS at +15 (vet axe beats THA at +12, but got beaten by THA at +15).

 

for vulcan arm, one handed weapon wise, Pile S is the best due to sheer raw Atk power. Robot's arm comes close in second due to 2 slots for more kick and kick cards. For two handed weapon, at +12 perfect HF beats crimson THA, but at +15 crimson THA beats perfect HF, again due to more slots in THA.

 

for arm cannon, one handed weapon wise, at +12 Pile Bunker S is better than robot's arm, but in +15, robot arm beats pile bunker S, due to more slots in robot's arm for more rockstep card. For two handed weapon, crimson THA is the best, due to more slots.

 


Edited by fuyukikun, 08 December 2016 - 12:06 AM.

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#24 powerhausman

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Posted 08 December 2016 - 12:35 AM

^^that was fast editing

 

just as i told you before

 

i cite tornado axe because you can chain axe tornado with ABoom's cooldown when facing an MVP's mob

 

i cite vecer axe because 2 step cards are easier to obtain than a quad step orcish axe

 

 

 

screen_Thor003.jpg

 

 

 

p.s.

 

you might want to twerk some gears too, your setup clearly favors crimsons

 

crimsons clearly have an advantage when geared with +atk% cards/gears/effects

 

might want to try with airship captain, 6EA upgrade plate(for AC) and EA enchanted sarahs

 

and see what happens...


Edited by powerhausman, 08 December 2016 - 01:02 AM.

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#25 fuyukikun

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Posted 08 December 2016 - 12:47 AM

no, vecer axe and orcish damage difference is far. better to stock 4 of them to put on orcish rather than using vecer axe for 2 cards and dealing mediocre damage. step is easy to kill, plentiful spawn, and farming steps 9 hours a day using 9 char account is possible. it is just waiting for the time the market will be filled by step cards.


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