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Sakray Patch Notes May 11th 2018 and May Calendar


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#1 Campitor

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Posted 11 May 2018 - 04:07 PM

Oni Horns
Atk + 20
Hit + 5
Adds a 4% chance of casting Level 1 Counter Slash on the user when performing or receiving a short-ranged attack, if a higher level of this skill is known, it will be cast instead.
If upgrade level is +9 or higher,
Increases the damage of Counter Slash by 15% per level of Weapon Blocking known.

Very Normal Hat
Atk + 10%
Matk + 10%
Increases long-ranged damage by 10%.
Increases magical damage on Small, Medium and Large size targets by 10%.
If upgrade level is +9 or higher,
Reduces the cast delay of skills by 15%.

Focus Beret
Adds a 100% chance of buffing the user for 1 second when using Knuckle Arrow or Sky Blow; Reduces the cast delay of skills by 100%.
If upgrade level is +9 or higher,
Increases the damage of Knuckle Arrow and Sky Blow by 20%.

Divine Guard Hat
Adds a 100% chance of casting Level 1 Genesis Ray on the target when using Pinpoint Attack, if a higher level of this skill is known, it will be cast instead.
If upgrade level is +9 or higher,
Increases the damage of Genesis Ray by 20%.

Black Ribbon
Atk + 2 for every 5 base Str.
Reduces the cooldown of Wind Cutter by 1.8 seconds.
Reduces the SP cost of Wind Cutter by 16.
If upgrade level is +9 or higher,
Increases the damage of Sonic Wave and Wind Cutter by 50%.
Increases the damage of Ignition Break by 30%.

Autumn Headband
Atk + 2 for every 5 base Dex.
Reduces the variable casting time of Arrow Storm by 100%.
Reduces the SP cost of Arrow Storm by 28.
If upgrade level is +9 or higher,
Increases the damage of Arrow Storm by 1% for every 5 base levels.

Magician's Nightcap
Matk + 2 for every 5 base Int.
Aspd + 5
Increases the damage of Cold Bolt, Fire Bolt and Lightning Bolt by 75%.
If upgrade level is +9 or higher,
Enables Level 5 Double Attack, if a higher level of Free Cast is known, it will be enabled at that level instead.

 

 

May

(Still need to make the Graphic for this. Should be ready next week.)

Sakray

5/3 - Start Testing Double Attack Critical Update

5/3 - Start Community Headgear Testing

5/17 - Start Testing First Class Balance Update

5/24 - Begin Testing First Illusion Dungeon

 

Chaos/Thor

5/3 - Malangdo Weapon Enchant Update

5/10 - Costume Box

5/10 - Festival of Fashion

5/10 - Double Attack Critical Update

5/17 - OCP 18

5/24 - OCP Remix

5/24 - Festival of Fashion Costume Sale

 

 


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#2 S7th

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Posted 11 May 2018 - 04:24 PM


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#3 Nirvanna21

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Posted 11 May 2018 - 05:51 PM

Posting some known issues and suggestions for the community.

 

Sorcerer

It currently is based on Double Casting, it needs to be based on Free Casting.

GX
As Counter Slash still requires Weapon Blocking proc, it has issues when synchronizing with the procs. Some issues lead it to outright stopping your attacks.

 

Potential solution: Make it proc 50% from receiving physical attacks, since it is confined to Weapon Blocking.

RG
Same as Counter Slash, the skill requires Banding or Inspiration to still use, so the idea of procing it from Pinpoint Attack is fruitless.

Sura
The delay from the skills makes the buff useless for Knuckle Arrow.
The damage increase to the skills does not work.

 

Potential solution: The buff duration needs to be increased from 1 second to 2 seconds, and maybe give a cooldown of 3 seconds to GoH and TC if this is the direction we take.

 

Ranger, Shadow Chaser, Rune Knight headgears working as scripted.


Edited by Nirvanna21, 11 May 2018 - 05:54 PM.

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#4 ChakriGuard

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Posted 11 May 2018 - 05:53 PM

Told you to buff either Grand cross or Earth drive or Cannon spear  :heh:


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#5 Nirvanna21

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Posted 11 May 2018 - 05:55 PM

Told you to buff either Grand cross or Earth drive or Cannon spear  :heh:

 

We can't change the base skill unless it is completely implausible to help. If GR is truly helpless, we can propose a replacement skill.


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#6 kamikazezero

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Posted 11 May 2018 - 06:11 PM

so, the new community headgear will be obtainable through next week maintenance?


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#7 ChakriGuard

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Posted 11 May 2018 - 06:12 PM

We can't change the base skill unless it is completely implausible to help. If GR is truly helpless, we can propose a replacement skill.

 

I dont mind if you really want GR but then it will really be situational because Inspiration takes lots of jobs to get and it lasts only 1.5 minute (lol).

I was kind of surprised to see the effects to be honest but I was hoping GR'd proc without being in a Banding or Inspiration. Anyway, if you really want to go with GR, here is what I suggest :^)

 

Assumption 1: GR can only be cast in a Banding or Inspiration.

Assumption 2: GR is weak against every element but Shadown/Undead.

Assumption 3: This community headgear is meant to be used situational-ly.

Assumption 4: It is designed to use GR to fight monsters that are physical immune and/or highly agile.

 

Pick whatever you want lol

 

Suggestion 1: Physical part ignores Flee.

Suggestion 2: Since this headgear will be used only occasionally (Inspiration has a long cooldown and it lasts only 1.5 mins at level 5), you buff GR immensely to trade off. 20% is a slap to the face to be honest.

Suggestion 3: Reduce cooldown of GR.

Suggestion 4: Reduce cast time.

Suggestion 5: Auto heal because casting GR hurts.

 

If you still dont like it or you dont want to buff GR anymore. Then, Earth drive most deserves it, then Grand cross, then Cannon spear. Other skills will be futile and no one will use it anyway.


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#8 Nirvanna21

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Posted 11 May 2018 - 06:20 PM

For Genesis Ray I will be proposing the following,

 

Reduces the variable casting time of ^0000FFGenesis Ray^000000 by 100%.

Reduces the cooldown of ^0000FFGenesis Ray^000000 by 4.5 seconds.

If upgrade level is +9 or higher,

Increases the damage of ^0000FFGenesis Ray^000000 by 40%.

 

For Sura,

 

Increases the cooldown of ^0000FFGates of Hell^000000 and ^0000FFTiger Cannon^000000 by 2 seconds.

Adds a 100% chance of buffing the user for 2 seconds when using ^0000FFKnuckle Arrow^000000 or ^0000FFSky Blow^000000; Reduces the cast delay of skills by 100%.

If upgrade level is +9 or higher,

Increases the damage of ^0000FFKnuckle Arrow^000000 and ^0000FFSky Blow^000000 by 20%.

 

Still hoping the damage increase can be fixed.

 

For GX,

 

Atk + 20

Hit + 5

Adds a 12% chance of restoring 2% of damage as HP when performing a physical attack.

If upgrade level is +9 or higher,

Increases the damage of ^0000FFCounter Slash^000000 by 1% for every base level.

 

What do you guys think?


Edited by Nirvanna21, 11 May 2018 - 06:21 PM.

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#9 ChakriGuard

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Posted 11 May 2018 - 06:29 PM

For Genesis Ray I will be proposing the following,

 

Reduces the variable casting time of ^0000FFGenesis Ray^000000 by 100%.

Reduces the cooldown of ^0000FFGenesis Ray^000000 by 4.5 seconds.

If upgrade level is +9 or higher,

Increases the damage of ^0000FFGenesis Ray^000000 by 40%.

 

What do you guys think?

 

The effects are good although I prefer 69%. Just to make sure though, if these are the new effects, then this headgear will not be a choice to use for new RG. As we already know, it takes lot of skills before getting Inspiration.

 

Anyway, new level 100 RGs can just use Cannon spear/Over brand all the way to level 175 and this headgear will used occasionally.


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#10 YongkySH

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Posted 11 May 2018 - 07:17 PM

How about changing the Oni horns atk/hit bonus to a defensive one? Im thinking of something like flat HP bonus, magic resistance, or long ranged resist.

Maybe you can even throw a big effect at first and have it reduced/changed when changed in base level, something like strawberry mouth guard or green apple ring

Cant mob without some survivability
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#11 Nirvanna21

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Posted 11 May 2018 - 08:13 PM

These are the proposed changes to the various headgears that have been identified as not working correctly.

 

Royal Guard

Adds a 100% chance of casting ^0000FFLevel 1 Genesis Ray^000000 on the target when using ^0000FFHoly Cross^000000, if a higher level of this skill is known, it will be cast instead.
Adds a 100% chance of casting ^0000FFLevel 2 Tuna Belly^000000 on the user when using ^0000FFGenesis Ray^000000.
If upgrade level is +9 or higher,
Increases the damage of ^0000FFGenesis Ray^000000 by 10% per 2 levels of ^0000FFHoly Cross^000000 known.

 

Sura

Reduces the cast delay of skills by 100%.
Increases the cooldown of ^0000FFCursed Circle^000000, ^0000FFGates of Hell^000000, ^0000FFGentle Touch - Cure^000000, ^0000FFLightning Walk^000000, ^0000FFPower Absorb^000000 and ^0000FFTiger Cannon^000000 by 1 second.
If upgrade level is +9 or higher,
Increases the damage of ^0000FFKnuckle Arrow^000000 and ^0000FFSky Blow^000000 by 20%.

 

Guillotine Cross

Hit + 20
Adds a 6% chance of restoring 2% of damage as HP when performing a physical attack.
Adds a 100% chance of casting ^0000FFLevel 3 Pulse Strike^000000 on the user when using ^0000FFCounter Slash^000000.
If upgrade level is +9 or higher,
Increases the damage of ^0000FFCounter Slash^000000 by 20% per level of ^0000FFWeapon Blocking^000000 known.

 

Other things to note are

  • Sorcerer needs to have it changed from Level of Double Bolt Known to Level of Free Cast known.
  • Soul Linker and Super Novice hats have not be scripted yet

Edited by Nirvanna21, 13 May 2018 - 04:31 PM.

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#12 ChakriGuard

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Posted 11 May 2018 - 08:41 PM

 

These are the proposed changes to the various headgears that have been identified as not working correctly.

 

Royal Guard

Reduces the variable casting time of ^0000FFGenesis Ray^000000 by 100%.
Reduces the cooldown of ^0000FFGenesis Ray^000000 by 5 seconds.
If upgrade level is +9 or higher,
Increases the damage of ^0000FFGenesis Ray^000000 by 1% for every base level.

 

 

Now this is what I call "OP"

 

Well I dont mind that borderline OP because in the end, GR will only be used only when Inspiration is activated. It also takes lots of skills to get Inspiration. It also costs EXP to use. Lastly, GR is forced Holy *boob*. We can forget about Banding too because ... people rarely play RG  :pif:


Edited by ChakriGuard, 11 May 2018 - 08:42 PM.

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#13 Nirvanna21

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Posted 11 May 2018 - 08:43 PM

Now this is what I call "OP"

 

Well I dont mind that borderline OP because in the end, GR will only be used only when Inspiration is activated. It also takes lots of skills to get Inspiration. It also costs EXP to use. Lastly, GR is forced Holy *boob*. We can forget about Banding too because ... people rarely play RG  :pif:

 

Ultimately, we thought if it has to be Genesis Ray, then it may as well be powerful seeing as it has so many faults.


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#14 ChakriGuard

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Posted 11 May 2018 - 08:49 PM

Ultimately, we thought if it has to be Genesis Ray, then it may as well be powerful seeing as it has so many faults.


It does have many drawbacks lol
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#15 powerhausman

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Posted 11 May 2018 - 09:39 PM

 

Guillotine Cross

Atk + 20
Hit + 5
Reduces damage taken from Small, Medium and Large size enemies by 25%.
If upgrade level is +9 or higher,
Increases the damage of ^0000FFCounter Slash^000000 by 4% for every 5 base levels.

 

 

 

why does it have to be counter slash? it's not really a reliable skill you know. (weapon block 20% chance, 3x3)

 

why not buff RC or CRS or MA instead?

 

unless you may want to increase dmg to 300%, and proc chance to 50%, and aoe to 7x7 then that's gonna be fine there

 


Edited by powerhausman, 11 May 2018 - 09:40 PM.

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#16 CadburyChocolate

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Posted 11 May 2018 - 10:13 PM

Damage increase for CS can still be better like 200 or so in total
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#17 activista

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Posted 11 May 2018 - 10:13 PM

For Genesis Ray I will be proposing the following,

 

Reduces the variable casting time of ^0000FFGenesis Ray^000000 by 100%.

Reduces the cooldown of ^0000FFGenesis Ray^000000 by 4.5 seconds.

If upgrade level is +9 or higher,

Increases the damage of ^0000FFGenesis Ray^000000 by 40%.

 

For Sura,

 

Increases the cooldown of ^0000FFGates of Hell^000000 and ^0000FFTiger Cannon^000000 by 2 seconds.

Adds a 100% chance of buffing the user for 2 seconds when using ^0000FFKnuckle Arrow^000000 or ^0000FFSky Blow^000000; Reduces the cast delay of skills by 100%. 2 seconds cooldown GoH and TC.

If upgrade level is +9 or higher,

Increases the damage of ^0000FFKnuckle Arrow^000000 and ^0000FFSky Blow^000000 by 20%.

 

Still hoping the damage increase can be fixed.

 

For GX,

 

Atk + 20

Hit + 5

Adds a 12% chance of restoring 2% of damage as HP when performing a physical attack.

If upgrade level is +9 or higher,

Increases the damage of ^0000FFCounter Slash^000000 by 1% for every base level.

 

What do you guys think?

For Focus Beret. Make it 100% global delay reduction on skills for 3 seconds after using KA or SB.  :rice: :heh:

 

1 second is enough for KA and SB (it sets buff for KA and SB, but if you're fast on combos 1 second is good, that would be an advantage, you can cast one more skill during 100% delay reduction buff .5 Second for KA and .5 Second for next skill) if you add 2 seconds cool down on Gates of Hell that would be bad on casting normal GoH..  :thumb:


Edited by VModCinnamon, 12 May 2018 - 12:18 AM.
Mod Edit: Removed font style, do not use red in line, red/bold for mod notices and warnings.

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#18 Nirvanna21

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Posted 11 May 2018 - 10:16 PM

 

why does it have to be counter slash? it's not really a reliable skill you know. (weapon block 20% chance, 3x3)

 

why not buff RC or CRS or MA instead?

 

unless you may want to increase dmg to 300%, and proc chance to 50%, and aoe to 7x7 then that's gonna be fine there

 

 

This update is for the original headgears only. It means we could only make changes to what it offers currently, unless there was something fundamentally wrong with it, e.g. the Focus Beret.


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#19 ChakriGuard

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Posted 11 May 2018 - 11:09 PM

I would prefer a remove 2 seconds cooldown on Cannon Spear rather than a buff on RoG ... tbh  :heh:


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#20 Scrappy51

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Posted 11 May 2018 - 11:44 PM

i want costume oni horns  :rice:

 

 

 

lets make em' costume instead.....and keep the effects ofcourse :heh:


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#21 BlackMeow

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Posted 12 May 2018 - 12:35 AM

oni horns should have enables level 5 double atk. that's a good switch for bio5 for katar crits no? 


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#22 Nirvanna21

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Posted 12 May 2018 - 02:06 AM

oni horns should have enables level 5 double atk. that's a good switch for bio5 for katar crits no? 

 

Nope, it needs to be Counter Slash related.


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#23 DarkOrinus

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Posted 12 May 2018 - 02:28 AM

May

(Still need to make the Graphic for this. Should be ready next week.)

Sakray

5/3 - Start Testing Double Attack Critical Update

5/3 - Start Community Headgear Testing

5/17 - Start Testing First Class Balance Update

5/24 - Begin Testing First Illusion Dungeon

 

what's this one if i may ask (if anyone knows)? just a quick elaboration would do. thank you


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#24 S7th

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Posted 12 May 2018 - 02:48 AM

i want costume oni horns  :rice:

 

 

 

lets make em' costume instead.....and keep the effects ofcourse :heh:

 

It's true, one costume version of community headgears would be nice, we have the Ordinary Black Magician Hat, Magician's Night Cap, Shrine Maiden and Night Sparrow Hat on costume, any chance to make the another headgears in a costume too? (maybe in the future?). I like how looks the Very Normal Hat XD


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#25 Ethanasael

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Posted 12 May 2018 - 06:25 AM

For mechanics hat make Axe Tornado -1s cooldown, and when equiped with Tornado Axe +1s cooldown.
Mechanics need some alternatives for using elemental axes/stronger axes without losing the spammability of the skills for leveling purposes.
Let's remember that this hat aims the new players.
Still i'm out for now, anyway, gave everything away, but my subscriber base are almost all mechanic players and would like this to be this way.


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