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Sakray OCP Test 11-9-2018


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#301 mildcontempt

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Posted 15 November 2018 - 05:57 PM

Immortal Dog Tag is a fine example, since again, jRO has an overall refine cap of +10 on all items, this prevents their bonuses going over the top.

 

Other examples are...

  • Valkyrie Hammer
  • Valkyrie Knife
  • Excelion Shield
  • Scutum
  • Swordman Shoes

There are tonnes of others as well, Celine Brooch already natively stops it's set bonus with Celine Brooch at +10, and honestly while these items are OP, at least capping them makes some sense.

 

In jRO, the Sorcerer hat caps at +10, so it's at the very least ONLY a Fenrir Card at best.

 

You could argue that in iRO, we go by the concept of going beyond +10 because we are a kRO server at our core, but putting the breaks on making OP items become stupidly -_- way over the top is sensible.

 

The weapons would have been refined for wATK either, but I understand the idea of capping the extra bonus. My point was that if you own a JDR, you're not worried about losing a bil at +10ing it. 

 

Excelion is nerfed to the point where capping it at +10 now is just making it totally useless (description only lists HP/SP gains at every +3), swordsman shoes aren't in yet so cross that bridge when we get there, and scutum is already capped at +10 for the only effect that scales with refine (p-dodge).

 

So yeah, cap them at +10, who cares either way? It doesn't fundamentally alter anything. If you have a +10 JDR or Lindy Hop, you'd +12 or +14 it anyway since wATK is a thing and it'd still be +10ing since the scaling bonus up to that point is worth it. 

 

Seems like people are making a big deal over not much tbh. 


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#302 CaptainKnuckle

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Posted 16 November 2018 - 02:53 AM

if the cap dont go on every opc. so u shouldnt bias with any gear too.
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#303 3505170703074552307

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Posted 16 November 2018 - 06:00 AM

1. leave the effect as it is.

2. cap effect of all ocp to +10 for all effect per refine, per 2 refine, per 3 refine etc. 

3. for the one that u dont want in woe TE, make level requirement lv100.

 

problem fvking solved.


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#304 1299150619045824270

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Posted 16 November 2018 - 08:39 AM

It is what it is, you make more effort = better!!! simple as that. So if some of you want to stick to +10 cap then dont over up this headgear to +14-+15 simple as that, I want to go over +14 so I will make more effort and use more ores to get higher FCT than you. Why should you cap everyone to +10??? You just want to control everything don't you? 

 

So I suggest, make it a free world for fvck sake, those who can make +15 have it their way, those who don't want to buy ores and spend the $$$$ so be it, stick to your +10s, but do bind everyone just because some don't want it. 

 

What about me and the rest who wants it? So please give us the OCP already as intended!!! 

 

Thank you!


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#305 NekoCaptainNoob

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Posted 17 November 2018 - 07:19 AM

Shoes Of Punishment

Spoiler 
Class: Shoes
Defense: 15
Weight: 50
Requires Level: 100
Mdef + 15
Increases the skill damage bonus of Judex by 30%.
Matk + 2%
Max HP + 3%
Max SP + 3%
Increases Magic damage on Holy property targets by 2%.
 
If refined to +5 or higher
Increases Matk by an additional + 3%
Increases Max HP an additional + 7%
Increases Max SP an additional + 7%
Increases Magic damage on Holy property targets by an additional  3%.
 
If refined to +7 or higher
Increases Matk by an additional + 5%
Increases Max HP an additional + 10%
Increases Max SP an additional + 10%
Increases Magic damage on Holy property targets by an additional  5%.

 

 

I'm really disappoint ....  

 

it should be increase 10% Holy magic dmg total at +7  ? 

 

Should be Same as +7 Survivor shoes  (Increase 10% Wind/Earth magic dmg  not include another bonus w/ Survivor Rod) 

or +7 Pororoca shoes  (Increase 10% Water magic dmg not include another bonus w/ La Cryma ) 

 

because this shoes design for Adoramus AB  (include Judex / Magnus Exorcismus)   who are mastered only Holy property magic .....   it's really ridiculous to use Holy magic to Holy mobs  lol ........  (Maybe this effect is for other classes wear it to killing Holy mobs / MVPs ?)  


Edited by VModCinnamon, 17 November 2018 - 07:52 AM.
Mod Edit: Removed red/Bold. Red bold is for staff/mod warnings and notices only.

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#306 VModCinnamon

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Posted 17 November 2018 - 07:56 AM

 

Shoes Of Punishment

Spoiler 
Class: Shoes
Defense: 15
Weight: 50
Requires Level: 100
Mdef + 15
Increases the skill damage bonus of Judex by 30%.
Matk + 2%
Max HP + 3%
Max SP + 3%
Increases Magic damage on Holy property targets by 2%.
 
If refined to +5 or higher
Increases Matk by an additional + 3%
Increases Max HP an additional + 7%
Increases Max SP an additional + 7%
Increases Magic damage on Holy property targets by an additional  3%.
 
If refined to +7 or higher
Increases Matk by an additional + 5%
Increases Max HP an additional + 10%
Increases Max SP an additional + 10%
Increases Magic damage on Holy property targets by an additional  5%.

 

 

I'm really disappoint ....  

 

it should be increase 10% Holy magic dmg total at +7  ? 

 

Should be Same as +7 Survivor shoes  (Increase 10% Wind/Earth magic dmg  not include another bonus w/ Survivor Rod) 

or +7 Pororoca shoes  (Increase 10% Water magic dmg not include another bonus w/ La Cryma ) 

 

because this shoes design for Adoramus AB  (include Judex / Magnus Exorcismus)   who are mastered only Holy property magic .....   it's really ridiculous to use Holy magic to Holy mobs  lol ........  (Maybe this effect is for other classes wear it to killing Holy mobs / MVPs ?)  

 

 

Hello there! I removed the red edit.

 

Please do not use red/bold in line next time, it is for moderation warnings and such :)

For the reported matter, please check the pinned bug reports station for latest OCP here. The item description was fixed.


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#307 JoaquinAndres

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Posted 17 November 2018 - 03:58 PM

Camp if you eventually will add nature dress please add items not so op before just to counter the power of nature dress
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#308 Boyeteers

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Posted 17 November 2018 - 04:41 PM

Camp if you eventually will add nature dress please add items not so op before just to counter the power of nature dress

 

just disable it inside woe coz nerfing it will make the armor useless. abusive/flattery will still be better.


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#309 nayapon

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Posted 17 November 2018 - 08:33 PM

About "Nature Dress"

 

Increases Physical damage on Player race targets by --

Increases Magic damage on Player race targets by --

 

The following is correct:

 

Increases Physical damage on "Doram Type Player" race targets by --

Increases Magic damage on "Doram Type Player" race targets by --


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#310 JoaquinAndres

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Posted 20 November 2018 - 02:37 PM

just disable it inside woe coz nerfing it will make the armor useless. abusive/flattery will still be better.

I was referring at woe TE


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#311 lexusffttt

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Posted 04 December 2018 - 08:51 AM

I have a question with Shoes of Punishment.

here on first page, it says:
If Holy Stick is refined to +7
Increases Magic damage on Undead race targets by 30%.
Increases Physical damage on Undead property targets by 30%.
Increases Magic damage on Demon race targets by 30%.
Increases Physical damage on Shadow property targets by 30%.

If Holy Stick is refined to +9
Increases Magic damage on Undead race targets by an additional 20%.
Increases Physical damage on Undead property targets by an additional 20%.
Increases Magic damage on Demon race targets by an additional 20%.
Increases Physical damage on Shadow property targets by an additional 20%.
Increases the skill damage bonus of Adoramus by 20%.


but in ragial it says:
If Holy Stick [1] upgrade level is +7 or higher,
Increases magical damage on Demon and Undead race targets by 30%.
Increases magical damage on Shadow and Undead property targets by 30%.
If Holy Stick [1] upgrade level is +9 or higher,
Increases the damage of Adoramus by an additional 20%.
Increases magical damage on Demon and Undead race targets by an additional 20%.
Increases magical damage on Shadow and Undead property targets by an additional 20%.

I tested it on Thor server, on Immortal Corps Monster in Prontera Invasion Map (Undead4 element, Demon Race),
without boots for baseline, about 186k damage,
and with boots, about 336k damage...

that's roughly x1.8 damage modifier...

is this working as intended?

guessing formula works like this...
x1.5(50% race) x 1.1(10% matk) x 1.1(10% holy elem) = roughly x1.8

edit:
after checking here:
https://forums.warpp...iv-bug-reports/

someone already reported the missing 50% (on elemental property) as it is working on physical damage only, ignoring magical damage...

guess i'll have to wait for the fix...

Edited by lexusffttt, 04 December 2018 - 08:58 AM.

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#312 Zoltor

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Posted 04 December 2018 - 09:16 AM

Eh, no slot in it so prolly won't mean much to woe1/2

 

 

 

Yea exactly, this is more of a all purpose PvM armor or a 1v1 PvP armor, then anything even remotely useful in WOE. A Armor with no slot, is almost useless in WOE, unless you have GTB.


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#313 VModCinnamon

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Posted 04 December 2018 - 01:11 PM

I have a question with Shoes of Punishment.

here on first page, it says:
If Holy Stick is refined to +7
Increases Magic damage on Undead race targets by 30%.
Increases Physical damage on Undead property targets by 30%.
Increases Magic damage on Demon race targets by 30%.
Increases Physical damage on Shadow property targets by 30%.

If Holy Stick is refined to +9
Increases Magic damage on Undead race targets by an additional 20%.
Increases Physical damage on Undead property targets by an additional 20%.
Increases Magic damage on Demon race targets by an additional 20%.
Increases Physical damage on Shadow property targets by an additional 20%.
Increases the skill damage bonus of Adoramus by 20%.


but in ragial it says:
If Holy Stick [1] upgrade level is +7 or higher,
Increases magical damage on Demon and Undead race targets by 30%.
Increases magical damage on Shadow and Undead property targets by 30%.
If Holy Stick [1] upgrade level is +9 or higher,
Increases the damage of Adoramus by an additional 20%.
Increases magical damage on Demon and Undead race targets by an additional 20%.
Increases magical damage on Shadow and Undead property targets by an additional 20%.

I tested it on Thor server, on Immortal Corps Monster in Prontera Invasion Map (Undead4 element, Demon Race),
without boots for baseline, about 186k damage,
and with boots, about 336k damage...

that's roughly x1.8 damage modifier...

is this working as intended?

guessing formula works like this...
x1.5(50% race) x 1.1(10% matk) x 1.1(10% holy elem) = roughly x1.8

edit:
after checking here:
https://forums.warpp...iv-bug-reports/

someone already reported the missing 50% (on elemental property) as it is working on physical damage only, ignoring magical damage...

guess i'll have to wait for the fix...

 

The description has been revised since then, see this post for latest revision, also a user posted some tests results on the same topic here. If you feel something is not right with your tests let us know in the bug reports station so we can create a ticket.


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#314 lexusffttt

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Posted 04 December 2018 - 03:27 PM

The description has been revised since then, see this post for latest revision, also a user posted some tests results on the same topic here. If you feel something is not right with your tests let us know in the bug reports station so we can create a ticket.


Yes, the supposed formula should be x1.5(50% element/property) x1.5(50% race) x1.1 (10% holy) x 1.1(10% matk) = roughly x2.7(x2.7225) damage modifier...(excluding external modifiers)

but seeing my damage, i can clearly say the other 50%(as guessed, element/property) is not working on magical attacks...

The other player already mentioned that boots is in need of fix or revision to work on magical damage instead of physical bonus. Only the description was fixed/updated, but not the effect.
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#315 1299150619045824270

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Posted 05 December 2018 - 06:10 PM

@Campitor

 

Is the FCT nerf for the Circlet final?

 

I really think rather than nerfing that, it should be the 100% hard mdef bypass that should be nerfed, thats like free High Wizard card at +10 right there. 


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#316 SFever

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Posted 12 December 2018 - 12:40 PM

@camp
Is circlet cd for sorc final?
even with 0 cd. Spammable DD is still rely on aspd and cast delay reduction. In most case without a Kiel ur prob be looking at 1.5-2 per sec or maybe 3 with Kiel. But with a Kiel u can do 2-3 bomb per sec as gene anyways I don’t see why this needs to be nerfed

Edited by SFever, 12 December 2018 - 12:42 PM.

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