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Sakray Patch Notes May 3rd 2018


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#51 Nirvanna21

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Posted 04 May 2018 - 04:48 PM

Hat's are for original purposes. It's Axe Boomerang and Axe Tornado.

 

@sea captain hat

+7 refine. increase silver sniper and magic decoy's hp,sp, atk, matk, def, mdef by 100% per lvl of Fire/Earth Research learned

+7 refine. increase proc chance of axe boom by 5% when using pswing per level of pswing learned

 

@harvester

+7 refine. increase dmg of crazy vines by 50%

 

@MNC

+7 refine. increase summoned elemental spirit's hp,sp,atk,matk,def,mdef by 30% per lvl of spirit sympathy learned

(come on WP give spirit sorcs some luv)

 


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#52 Ethanasael

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Posted 04 May 2018 - 04:53 PM

Hat's are for original purposes. It's Axe Boomerang and Axe Tornado.

So, i see then.
:/
The sp leech chance would be the thing to add then, or no chance at all?

Cuz i see buffs like +5 aspd, +x% ranged damage and just 1 sec reduction for axe boom + 40% damage for both skills, that already have a very low base modifier are very meh.


Edited by Ethanasael, 04 May 2018 - 04:56 PM.

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#53 crisombrio

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Posted 04 May 2018 - 05:00 PM

excelion set please


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#54 mildcontempt

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Posted 04 May 2018 - 05:01 PM

The axe boom reduction does mean you could spam it at ASPD with enough aftercast delay reduction. 


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#55 Ethanasael

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Posted 04 May 2018 - 05:06 PM

The axe boom reduction does mean you could spam it at ASPD with enough aftercast delay reduction. 

Yes, the same aftercast delay that makes power swing a meh skill, the same 1 sec that still breaking our legs. :/


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#56 Ylliw

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Posted 04 May 2018 - 05:29 PM

Aw Is the headgears works on WoE now or not? Seacaptain hat + Supplement set for axe boom = Tomahawk throwing Haha


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#57 ChakriGuard

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Posted 04 May 2018 - 05:43 PM

What are Divine Guard's finalized effects? :v


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#58 Orthogon

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Posted 04 May 2018 - 07:17 PM

Yeah, I could lax up on that requirement, Sorc is truly the one class in the game that could use another 40 points.

 

Right, after calcing the numbers, this is what I will propose...

 

Mdef + 10
Aspd + 5
Enables Level 8 Double Attack
If upgrade level is +9 or higher,
Increases the damage of ^0000FFCold Bolt^000000, ^0000FFFire Bolt^000000 and ^0000FFLightning Bolt^000000 by 1% for every base level of the user.

 

Let's the damage scale with level and gives a 40% chance to do double damage during spell fist. Again, like everything they are subject to tweaks.

 

One question: Double Attack would be enabled for all weapon types, correct? Or is this intended to force use of a dagger to benefit? I see that existing gear like Sidewinder Card doesn't explicitly say "for all weapon types" either so I am guessing it would be the same type of effect.

 

Those bolt mods are amazing and would allow more flexibility of gear for Spell Fist builds. To get a comparable mod right now requires the existing MNC, two Magical Rings, and two Siroma or Imp cards. This hat would allow for alternatives in these slots for supplementary offense (Spirit King's Ring for AoE use for example, or Magician's Glove/PDM for some magic bypass).

 

That large of a mod would also make future cards like Headless Mule into better choices for the build than Imp/Siroma at high levels which will give incentive to play and hunt the new cards, a good thing imo.


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#59 mikkotinamide

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Posted 04 May 2018 - 07:18 PM

include rebel job change please


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#60 deforte

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Posted 04 May 2018 - 07:47 PM

...

 

Sea Captain Hat
Reduces the cooldown of Axe Boomerang by 1 second.
If upgrade level is +9 or higher,
Increases the damage of Axe Boomerang and Axe Tornado by 40%.
...

 

Reduce cool down of Axe Tornado missing? please give me hope for the upcoming illusion war axe :)


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#61 Nirvanna21

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Posted 04 May 2018 - 08:53 PM

One question: Double Attack would be enabled for all weapon types, correct? Or is this intended to force use of a dagger to benefit? I see that existing gear like Sidewinder Card doesn't explicitly say "for all weapon types" either so I am guessing it would be the same type of effect.

 

Those bolt mods are amazing and would allow more flexibility of gear for Spell Fist builds. To get a comparable mod right now requires the existing MNC, two Magical Rings, and two Siroma or Imp cards. This hat would allow for alternatives in these slots for supplementary offense (Spirit King's Ring for AoE use for example, or Magician's Glove/PDM for some magic bypass).

 

That large of a mod would also make future cards like Headless Mule into better choices for the build than Imp/Siroma at high levels which will give incentive to play and hunt the new cards, a good thing imo.

 

I tested Sidewinder Card on Sakray, and it works with any weapon. Doubles your Spell Fist damage when it procs. I will work with Camp to make an effect that works for it ultimately.

 

Reduce cool down of Axe Tornado missing? please give me hope for the upcoming illusion war axe :)

 

It was removed due to Tornado Axe weapon.


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#62 kamikazezero

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Posted 04 May 2018 - 10:34 PM

1 big question?! is the new community headgear gonna replace the effect of the old headgear just like that or there will be a totally a brand new community headgear to get through quest ?


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#63 deforte

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Posted 04 May 2018 - 11:57 PM

...

It was removed due to Tornado Axe weapon.

 

oh well... gonna use tornado axe then. thanks for clarification :)

 

1 big question?! is the new community headgear gonna replace the effect of the old headgear just like that or there will be a totally a brand new community headgear to get through quest ?

 

its the same headgear with the brand new effects :)


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#64 kamikazezero

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Posted 05 May 2018 - 12:01 AM

Well, bad luck with the new player thinking they can get the community headgear since greedy hoarder gonna jack up the price.. 2b right now for autumn headband
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#65 powerhausman

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Posted 05 May 2018 - 12:10 AM

 

It was removed due to Tornado Axe weapon.

 

why not create an effect that when equipped with tornado axe, increase axe tornado cooldown by 1sec?


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#66 YongkySH

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Posted 05 May 2018 - 12:23 AM

Well, bad luck with the new player thinking they can get the community headgear since greedy hoarder gonna jack up the price.. 2b right now for autumn headband

 

no, new player gonna get them easily either through quest or NPC vendor
 


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#67 kamikazezero

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Posted 05 May 2018 - 12:28 AM

so, the quest will be re-activated back once the new community headgears gone live? still too little information on this new community headgear


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#68 YongkySH

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Posted 05 May 2018 - 12:59 AM

so, the quest will be re-activated back once the new community headgears gone live? still too little information on this new community headgear

 

most likely designed a new quest that's easily done by lv 100 player
 


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#69 Silvianna

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Posted 05 May 2018 - 01:04 AM

for Divine Guard,  please buff Grand Cross   :p_hi:


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#70 CadburyChocolate

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Posted 05 May 2018 - 01:38 AM

I tested Sidewinder Card on Sakray, and it works with any weapon. Doubles your Spell Fist damage when it procs. I will work with Camp to make an effect that works for it

It has been working since forever when using double aatack gears with any weapons :/

Edited by CadburyChocolate, 05 May 2018 - 01:39 AM.

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#71 Nirvanna21

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Posted 05 May 2018 - 02:00 AM

for Divine Guard,  please buff Grand Cross   :p_hi:

 

It has to be what it currently is, except for Sura hat.

 

@Cadbury, yeah I worded that terribly, I meant to say that the hat will be made to work well for Spell Fist.

 

@Anyone worried about obtaining the hats, I proposed a new quest, but a vending system could work just as well. Either way I wanted a new way to introduce these hats so don't waste your precious zeny on overpriced hats.


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#72 CadburyChocolate

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Posted 05 May 2018 - 02:29 AM

Just not a random reward for the quest please
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#73 YongkySH

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Posted 05 May 2018 - 03:00 AM

rekt overpriced hats


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#74 Doral

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Posted 05 May 2018 - 03:14 AM

Thanks campitor. I like the looks of sea captain hat. Is the same effect implemented in iRO yet ? If it does, please edit the description ty :)
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#75 deforte

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Posted 05 May 2018 - 04:12 AM

Thanks campitor. I like the looks of sea captain hat. Is the same effect implemented in iRO yet ? If it does, please edit the description ty :)

 

still on sakray... means we have to wait till effect is final


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