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Community Headgear Vol 2, Results + Conditions


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#1 Nirvanna21

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Posted 22 May 2020 - 03:41 PM

Hi!

 

With the suggestion and voting periods over, a talk was had with Campitor in regards to what can go through for each respected class.

 

For each class, we need a name, base item, example of colour and intended effects. They need to be fleshed out now, but will still be subject to Sakray testing.

 

I will submit a document to Campitor on Tuesday 26th of May, 2020. This document will contain all of these details. The details will be posted in a reserved post below here, but if you want to be part of the discussion, go to the official community headgear discord found here: https://discord.gg/u4wrHNK

 

The chosen headgears are as follows (please note, only one of each expanded class was ultimately allowed):

 

Arch Bishop: The Blessed (aka Support).

Doram: TBD (will encompass all skill trees builds and use each tree as a buffer to decide the build of the hat).

Geneticist: Blood Harvester Hat (aka Plant/Brewer).

Guillotine Cross: Heaven's Wrath Hat (aka Dual Sword).

Kagerou/Oboro: Shadow Arts Pinwheel (aka Magic).

Maestro: Concert Headphone (aka Reverb/Metallic Sound).

Mechanic: Vulcan’s Combat Helmet (aka Berserker).

Ranger: Loxley Feather Hat (aka Focused Arrow Strike).

Rebel: Rebellion Band (aka Desperado).

Royal Guard: Grand Crusader’s Helm (aka Holy Cross/Grand Cross).

Rune Knight: TBD (will encompass ignition break, sonic blow and wind cutter; where as, the other RK community headgear covers generic use of all, this will restrict to a single skill at any one time).

Shadow Chaser: Chaos Dragon Hat (aka Cast on Triangle Shot).

Sorcerer: Book of Life (aka Auto Cast).

Sura: Deva Crown (aka Gate of Hell/Rampage Blaster).

Wanderer: Silver Bell Ribbon (aka Reverb/Metallic Sound).

Warlock: Cosmic Force (aka Comet).

 

I will reserve a post for below where I will slowly add headgear details.


Edited by Nirvanna21, 22 May 2020 - 04:48 PM.

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#2 Nirvanna21

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Posted 22 May 2020 - 03:43 PM

https://docs.google....dit?usp=sharing

 

Summary of the Hats thus Far:

 

Arch Bishop: The Blessed
Purpose:

  • Streamlines party buffing while providing a few extra bonuses to the caster.
  • Allows for a fully activated Arch Bishop Ring.
  • Gives the player a choice between Extreme Healing, Extreme Perfect Dodge or to default back to Clergy for the benefits of both without the streamlined support.

Doram: Peperocino’s Parfaille
Purpose:

  • Provides buffs based on the tree you specialise into.
  • Support Dorams are able to tank more efficiently and assist the part a little more often.
  • Magic Dorams are encouraged to take the full tree for more damage with less drawback for when you going into hybrid.
  • Physical Dorams are given a boost to LCB and also enable a more frequent SOS.

Geneticist: Evolved Mandragora
Purpose:

  • Enables a full brewing build to make use of plant skills to level.
  • Bonuses are tied to Int, Dex and mostly Luk.

Guillotine Cross: Hyper-Sonic Step
Purpose:

  • A non-crit dual sword auto attack build.
  • Buffs Soul Destroyer for a ranged support skill.

Kagerou/Oboro: Shadow Arts Pinwheel
Purpose:

  • Provides buffs based on the tree you specialise into.
  • Magic ninjas are given an auto casting build; where as, physical ninjas are given a Kunai Explosion build.
  • Allows skill swapping between Kagerou and Oboro.

Maestro: Concert Headphone
Purpose:

  • Greatly improves Metallic Sound and slightly improves Reverberation.
  • Provides a proxy Gypsy's Kiss.

Mechanic: Vulcan's Combat Helmet
Purpose:

  • Enables a berserker build without the need of a Lord Knight Card.
  • Punishes you for not being in constant combat.

Ranger: Loxley Feather Hat
Purpose:

  • Greatly improves Focused Arrow Strike, removing the need for some MVP cards (while still making them worthwhile if you wish to use them).

Rebel: Sheriff's Hat
Purpose:

  • Greatly improves Desperado or Shattering storm depending on your set bonus.

Royal Guard: Grand Crusader's Helm
Purpose:

  • Greatly improves Holy Cross and Gloria Domini, using Grand Cross as a proxy between the two damage types.
  • Encourages the use of One Handed Sword over Two Handed Spears when using Holy Cross.

Rune Knight: Storm Crest
Purpose:

  • Greatly improves Sonic Wave, gives minor damage boost to Wind Cutter and Ignition Break.

Shadow Chaser: Chaos Dragon Hat
Purpose:

  • Provides instant cast ranged magical attacks depending on arrow type.
  • Places are hard cooldown on Triangle Shot but reduces it with refine bonuses to allow for a maximum of 5 attacks per second at Aspd.

Sorcerer: Spirit's Anger
Purpose:

  • No more afk autocasting, you gotta fight your targets one at a time.
  • Provides great syncronizing buffs, but at the cost of a difficult skill tree allocation.

Sura: Deva Crown

  • Purpose:
  • Makes GoH and Rampage Blaster PVM viable through the use of combos.

Wanderer: Silver Bell Ribbon
Purpose:

  • Greatly improves Metallic Sound whilst turning it into a Neutral nuke via Reverberation.
  • Provides a proxy Magical Strings.

Warlock: Ultimate Spirit Magician Hat
Purpose:

  • Provides a Neutral nuke.
  • Enables the use of Ultimate Spells whilst providing them a more significant damage boost if you actually invest into them.

Edited by Nirvanna21, 28 May 2020 - 02:01 PM.

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#3 ChakriGuard

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Posted 22 May 2020 - 03:51 PM

Royal Guard: Grand Crusader’s Helm (aka Holy Cross/Grand Cross) ... lul

 

 


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#4 Raymon

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Posted 22 May 2020 - 04:05 PM

Hi Camp,

 

Please note that the hat you have chosen for Arch Bishop can be beaten in terms of 'quality of life' by other current hats and that does not provide any incentive to upgrade and will not encourage more support/party play. It is not a fun hat and will be difficult to implement, as doubling up on enchants or providing skill CD's will not give AB's any more time to perform any duties they don't already provide.

 

By ignoring the plight of the Battle Priest you have turned your back on your statement that the community headgears should help under-utilised builds. The Battle Priest hat was not just for fun (although it would be fun), it was quite literally our last chance. I am aware of all potential upcoming headgears and while you have chosen to provide AB's with a headgear that will not ever be used while levelling (ALL AB's are levelling with ME or Adoramus now, apart from a couple left trying Battle) while at 175, FS AB's will not be wearing this hat ANYWHERE for ANY reason. The Blessed does not promote party play, it does not add any functionality to a FS except for giving them a little bit more of what they already have.

 

This was the ONLY AB presented headgear that met your criteria of an under-utilised build.

 

I would suggest that there may not be a build more passionately followed than the mighty battle priest. Our personal battle priest thread on the original irowiki forums was the first thread to reach maximum replies and require a part 2. The battle priest community is just that - a community.

 

We suffered throughout the years with kRO not understanding what battle priests needed, didn't understand the playstyle we used, and the very rare occasions we got a dedicated item, it made no sense or added dismal advantages compared to other class / builds who got such pretty things.

Case in point, the greatest gift we ever got was a weapon - the Book of the Sun God, and it was a book! Not the mighty mace that we are known for! In the foreseeable future, there are no more dedicated equips for Battle Priests that don’t focus on Duple Light, which is a very poor DPS increase.

 

I would beg you Camp, on behalf of the Battle Priest community, as someone who has played as a Battle Priest for 17 years, please stay true to your requirements for this community headgear by allowing the overlooked, desperate Battle Priests a piece of equipment that would bring many old players back to the class and build they grew up with.

I can honestly tell you that the DPS of the Battle Priest is so far behind on the scale, this hat could breathe live back into them. The headgear you have chosen  is like giving a queen another shiny ring that she might wear out sometimes, the battle priest headgear would be picking them up from off the streets and offering them a job.

 

Thank you, please consider this deeply and how much it would mean to so many of us.

 


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#5 Bohem

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Posted 22 May 2020 - 04:23 PM

honestly, i would LOVE to use grand cross hat lol brings back good old memories of GC crusaders XD 


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#6 Ultimatespirit

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Posted 22 May 2020 - 05:05 PM

Hey Camp,

 

Nirv told me the main issues that had come up with my WL hat (the one that won, Comet + Tetra) were that it touched Reading Spellbook (understandable, the skill gets changed a ton later) and that we had no clear proxy on paper yet for the autocast Comet. Said to post here our solutions for that.

 

So, to fix my hat we propse to... just remove the reading spellbook autocast chain. It was never a main feature of the hat, and in fact was just added in later as a sort of "oh this could be cool if it worked" and to have it be one of the reasons my hat was seemingly rejected is pretty heart breaking. The only part of the hat that touches reading spellbook involves gaining the four elemental orbs for tetra faster, so, we can either just completely get rid of that or move it to a different skill to trigger it. That's left to be discussed as we balance the hats. But suffice to say, no touching reading spellbook at all in the hat.

 

As for the comet chain, we will change it from autocasting on Gravitational Field to the following chain: On casting Drain Life -> Cast Gravitational Field and cast Comet (we'll figure out the numbers to make that balanced, Drain Life may be changed but essentially it has to be a targetted skill which we have plenty to work with, will iron those details out before the deadline).

 

With the logistical details out of the way, I'd like to say that the Cosmic Force hat, being Comet focused, is already a part of my hat, and even the creator of the cosmic force hat had said they prefer my hat, which focuses on both ultimate spells, over theirs and withdrew their hat as such. We already have a community hat that boosts all the normal elemental spells (Ordinary Black Magician Hat) and the bio5 hat boosts Soul Expansion, so it only makes sense to have this hat boost both Comet and Tetra Vortex. Also, we really could use a tetra boost. Even when kRO retouches skills they don't improve tetra by all that much and other WL skills vastly out damage tetra, both in just sheer burst and spam speed. Tetra Vortex requires you to be job level 41 to even have (at level 5), can only be used once every 15 seconds, and is completely beaten by crimson rock by base level 149 per cast (with four true KK cards), which has a 5 second cooldown. Chain lightning meanwhile has jRO gears that boosts it for single target damage, and waterball, a wizard skill, brings up that end as well with jRO gear. Earth magic is just about the only time tetra has any real use beyond novelty, and there are precious few times you need earth magic. Essentially, for an "ultimate" spell it rarely ever has any legitimate uses anymore for a WL as many other spells just come out being better now, and we are not going to see that change any time soon on its own; i.e. it is about the closest you can get to "under utilised" with warlock builds without dipping into "there are no under utilised builds so let's boost some random thing and make a build" territory.

 

So please, let us make the WL hat focus on both ultimate spells and not just Comet, especially if the main issues are solely the ones discussed, and fixed, above.

 


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#7 Leonchascon

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Posted 22 May 2020 - 05:27 PM

Hello everyone,

 

As some of you may know Im a Rebel main, I participated on the community headgear with two hat entries for Rebel, and actively participated discussing in some other classes. I won the popular vote after putting a lot of thought on the hats I submitted with my shotgun hat aka Freedom Wings (1). I've been playing Rebel on iRO since the day it was released being the proud owner of one of the costume headgear that was rewarded to the first rebels, and until today the maker of a in depth Rebel guide that had close to 50.5k views but wasnt even stickied and that before writing this post I decided to delete

 

During the overall hat discussion I was one of the people that was in favor of letting WP have an impactful vote on the final decision(since they are also key members of the community), but at the same time I said and argued we needed to be wary with it since its obvious from countless evidence (mostly empiric and from answers here on forums) that WP Staff and Campitor in particular barely plays the game, which is clear with what happened with the RK, WL & Rebel hats as mentioned on this topic.

 

The hat selected by Campitor, while it arguably has its merits for Rebel, it ultimately does nothing for the class as it doesnt tackle a single issue that currently deprives the few players that this job has from having a more satisfactory & enjoyable game play, thats why if you analyze both of my suggestions they have 2 things in common  they both reduced FCT and they both reduced CD for some of the niche skills the job offers.

 

Currently Rebel doesnt have its own hat, neither by the community, nor bio 5 nor OCP, even if you argue you can equip all the 100% bypass at +10 refine, and not being a rebirth class further reduces their choices when it comes to hats to a few generic hats with ranged % mods.

 

The game currently is getting now and in the near future into a more fast paced game with bigger numbers and more spam, while the core mechanics of Rebel make them feel slower in comparison to other classes current and future (not only talking about SR/SE but also about the future reworks for 3rd classes that make them be more fluid game-play wise) since Rebel is bound and slowed down by FCT & huge cast times. Thats why the core of my hats regardless of the skills that boosted aimed to make the experience for Rebel players, old and new to be more fluid while allowing them to play other builds and level efficiently with skills other than Round Trip on their way to 175 without feeling they are under performing vs the gatling path (I have 4 Rebels, i have leveled with Fire Dance, Shattering Storm and Howling Mine, Im just arguing RT is superior & faster) while also inviting more casual players with combos that differed from OCP items and were easily obtainable in game to tryout the class with a more versatile approach without having to do a full investment on a niche class.

 

I dont think I can properly express how disappointed I am with Camp decision, not only because neither of my hats got selected but because there wasnt any explanation behind the decision of why my hats were discarded, i think the rebel class lost a huge chance of seeing a better and more satisfactory game play today besides being a subpar crit class with a niche burst against bulky bosses.

 

Thanks to everyone that voted for my hats and thanks for reading this post.


Edited by Leonchascon, 22 May 2020 - 05:29 PM.

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#8 Senretsu

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Posted 22 May 2020 - 05:27 PM

Sorcerers don't need another auto bolt headgears, we got plenty of those already. We need caster type of community HGs for Sorcerers, one that amplifies PW or reduces it's re-use time. 


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#9 WolfTri

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Posted 22 May 2020 - 05:31 PM

So please, let us make the WL hat focus on both ultimate spells and not just Comet, especially if the main issues are solely the ones discussed, and fixed, above.

This is the important bit. If the technical issues can be worked out, I would very much like to see Tetra Vortex and Comet both brought back into the realm of usability. Tetra only ever had niche use cases in pvm, and comet usage has dwindled since Mora update. It is fair to say that both skills, with their heavy skill point investment and sp cost investment, have failed to live up the their fantasy as the ultimate magic spells, being outperformed by almost every other Warlock skill.


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#10 RaveMaster

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Posted 22 May 2020 - 06:02 PM

Hello everyone,

 
First of all, tranks so much to those who supported my idea of a headgear dedicated to Spear Build; White Ribbon for Brandish Spear <3
 

Spoiler

 
Now, Campitor, personally, as someone who mained Swordman Class/RK since started playing this, i would like to know the reason why instead choosing a headgear for Spear Build, you suggest to have a hat with skills that already had a headgear (IB,WC,SW but eventually ended becoming a mostly WC hat), are you looking for Black Ribbon 2.0?.
 
 
The reason why i aimed to make a headgear for pure Spear Build (BS+HS, specially Brandish Spear) was to revive a path that has been forgotten and left in the dust for many years on Renewal.

 

Over the years how many RKs decided to keep leveling with their pure spear skills till the end, lvl175 (previously lvl150)? ALMOST NONE and you know why? because there were better options to level, Ignition Break or Dragon Breath. Hell!, even Bowling Bash was a option because ingame stuff (Veteran Sword, Sword Guardian Cards) that increases it's damage and now Toy Rings from jRO. Brandish Spear was completely useless in the past, only used to level a knight and then throw it in the trash can before the skill rebalance but even after the rebalance, for a Rune Knight to level with this skill requires good equipment (OCP incluyed) and specially at endgame.
 
xM52oE8.png

 

Now that you mention this, don't you think that Brandish Spear is a under utilized build and needs a headgear to make this viable for pure spear build Rune Knights instead IB,SW,WC? :)

 

What we currently have to boost our RK skills (without mention OCP gears that doesn't buff directly RK skills, if missed something let me know)

 

Ignition Break:

Black Ribbon (but this is mostly oriented to Wind Cutter) but still gives 50% dmg.

Old Rune Circlet

True Seyren Cards

 

Wind Cutter:

Gelerdria+Storm Stone (jRO)

Ur's Set (Ingame items)

 

Sonic Wave:

Ur's Set (ingame items) Ok, i know Ur's Set is rarely used (posibly a new RK seeking for it's bonuses).

 

Bowling Bash:

Toy Ring (jRO)

Veteran Sword (Ingame Item)

Sword Guardian Card (Ingame Item)

 

Brandis.. what?

 

 

Although Wind Cutter and Sonic Wave are rarely used these skills will receive not one but various updates in the future that will make these skills usable and this incluyes Ignition Break and Hundred Spears.

 

The following are the future updates of these skills: (credits to sigma and his posts on divine-pride)

 

Wind Cutter (2nd RK skill improvement)

Spoiler

Wind Cutter (3rd RK skill improvement)

Spoiler

Ignition Break (2nd RK skill improvement)

Spoiler

Ignition Break (3rd RK skill improvement)

Spoiler

Sonic Wave (2nd RK skill improvement)

Spoiler

Sonic Wave (3rd RK skill improvement)

Spoiler

Sonic Wave (Skill adjustment on lvl185 patch)

Spoiler

Hundred Spears (2nd RK skill improvement)

Spoiler

 

 

Now going back on main topic, it's true.. RK has a short skill tree compared to other classes, SW and WC are eclipsed by IB but i think Brandish Spear deserves a spot for being the only AoE exclusive spear skill for RKs till we receive the update on Hundred Spears that will make it AoE but in how many years? 1,3,5? really i don't know but meanwhile pure Spear RKs have Brandish Spear as option but needs a push to make it viable for them, specially at higher levels as mentioned before. Please think about it Campitor.


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#11 Ashuckel

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Posted 22 May 2020 - 06:04 PM

- WL

If a hat "concept" is for it to boost ultimate spells (comet and tetra), having the entire idea be turned down because of a simple line of effect that can not be there (Release) is a big yikes. Release wasn't the hat concept or purpose, was just one of the means to aid in it's purpose of boosting said skills. 
 

It had been said that hats can and WILL be changed if future updates come that make the current designed versions redundant/obsolete. The WL hat was made knowing that very well and relying on the fact that it would be eventually rebalanced to better fit the future updates. The rejected effects were effectively workarounds to make it feel like that update has hit us sooner (comet a decent neutral area damage dealer, tetra being much much more readily avaiable for use), that can very well the removed/worked around again if there's issue with it.
Tetra is too frickin cumbersome to use, it can use some love too.
 

- AB

Don't have as many strong feelings for the AB choice, but it being something FS focused is wasted potential imo. There are many hats that exceed in one function or another for supports, and in this case what the hat does is... making you buff faster? Something that you already do only do once every 4~5min? It's also fair to say that AB has the other part of it's tree covered(offensive, holy magic side) by a plethora of gears too. Valk Drops, Shrine Maiden, Punishment Set, Sacred Crown, etc.(Shame on you kRO for never making judex decent). But you can have a more creative take on the matter than literally speeding up something you do once every few minutes.
 

- Sorc

I'd argue that Sorc previous headgear, Magician's Night Cap, while it is focused on spell fist, it doubles down as an autocast booster since it increases Bolt damages and aspd.
Previous hat aside, Sorcs currently contest the number 1 spot in autocaster DPS since they can rock the very stupidly powerfull Book of the Sun God, wich just so happens to pair perfectly with also the best autocast headgear Lunar Rainbow, not to mention the recent buff to their own autocast skill, Hindsight.
Meanwhile, some of the other hat suggestions were literally all of the Spirit King equipment jammed into one (remove cooldowns + boosts all skills), and yet Psychic Wave doesn't have any representative gear.

- RK

Reading on the RK hat news was a big oooof, specially when i was told it would literally be Black Ribbon 2.0. Also when a part of the convo was shared later, i think i understand the reason why that decision was made, and it comes down to Camp not knowing the class enough to make what for us feels like a very simple judgement call.
Physical RKs can, LITERALLY, fit in every physical skill and their relevant passives/buffs in the 3rd class tree, with points to spare. The only reason why they don't use them all is because one, Ignition Break, HEAVILY overshadows anything else. You give up on other skills not because they are mutually exclusive, require a specific build, and you only pick one or two. It's because only one of them gets the love from every piece of gear and card. If all skills are made good, a phys rk can use them all on the same build without any issue.

 

The old Black Ribbon kinda wrote the class into a corner, if that means it will forever have to boost those skills. But otherwise, each hat can serve a purpose and better support a specific playstyle.

Even if that hat purpose cannot be changed, the new one doesn't have to be the better version of it's antecessor, it can focus on something not yet touched upon, or minimally adressed, and let for the revisiting of the old one's effects to make those skills better.

- Rebel

I can understand that Desperado is sort of a signature skill of the class history at this point, and kRO doesn't do much for it in the future, but..... Rebel hat. >>Rebel<< hat, doesn't do anything for Rebel skills? Really?
Well, that's not the strongest of arguments, so let's improve it a bit. 
Desperado can be made good already if you simply invest into delay reduction. It deals 550% per hit, up to 10 hits, it generates a Meteor Storm-like AoE in wich it will create 3x3 splashes inside a 5x5 radius. 
It's damage is doubled during Fallen Angel buff duration, and since it does many individual smaller hits, Hit Barrel is a great improvement on it.
Let's take another look at it then. Hit Barrel makes every hit do 710%, Fallen Angel doubles it, 1420% it does between 1 and 10 hits per cast (with very consistent average of at least 4) so 1420%~14200% per cast, used up to 7,14 times a second(self targeted so animation doesn't mess it up), you have a skill with a potential dps of 10138%~101388% of your ATK(average of at least 40k%)
Thats.... enough to compete in the top damage dealer spot in the game nowadays.

On the other hand, we have some Rebel skills that can be very annoying to use, like Howling Mine, wich requires preparation, positioning, and still isn't the best damage skill of a rebel, all that while being possible to fail because the initial hit of it killing the monster will not detonate the bomb wich is the AoE part.


Edited by Ashuckel, 22 May 2020 - 06:16 PM.

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#12 blackCROSSCY

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Posted 22 May 2020 - 07:45 PM

I don’t really care about what wins, but damage balance better not be strict in testing later. Let us not forget that we have a 30,000%, 7-8 weapon slotted MA available for everyone to play atm, with only 1 investment in shoes. The same shoes make the skill pierce defense for no cost and also does maximum damage every time. Dark claw makes that skill 85,000%. Best of all, it only has 0.5sec cd and no cast delay.

Any number that doesn’t exceed 60,000% a second shouldn’t be nerfed at all lol. I don’t know if you realize how silly it sounds but this is exactly what we have.

Edited by blackCROSSCY, 22 May 2020 - 07:47 PM.

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#13 Nirvanna21

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Posted 22 May 2020 - 07:55 PM

I don’t really care about what wins, but damage balance better not be strict in testing later. Let us not forget that we have a 30,000%, 7-8 weapon slotted MA available for everyone to play atm, with only 1 investment in shoes. The same shoes make the skill pierce defense for no cost and also does maximum damage every time. Dark claw makes that skill 85,000%. Best of all, it only has 0.5sec cd and no cast delay.

Any number that doesn’t exceed 60,000% a second shouldn’t be nerfed at all lol. I don’t know if you realize how silly it sounds but this is exactly what we have.

 

MA will not be used as a comparison if that's what you mean. That said, I think to compare it to an OCP headgear would be the optimal way of looking at things.


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#14 aTID2

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Posted 22 May 2020 - 11:41 PM

RK 

I thinks ,Its should merge all Spear build to Black Ribbon, due to Its focus on Wind Cutter. Talking about Wind Cutter, this skills change damage formula to range attack when using with Spear and concept of decrease cd also there. Even without balance, windcutter now available for farmming until bowlingbash balance come. (already in iRO)

 

And make New one for Sword user. Sonic Wave and Ignition Break. Mostly RK skills got change after patch 185 (I'm sure that will not come soon) but all skills still got cooldown. 

That why we see all skills base hats on RK using "Reduce Cooldown" on skills.

 

That is overpower, what? IB overpower? I give you best lv4 spear with 3 slotted on True Seyren and +14 Bio5 hat. That only 14700% skills with Fire endow (lv175). On 2s cooldown. This skills is so weak that even kRO making Autospell card with this level5 skills.

 

Really, If all hat have to considered about Bio5 hats and all in-game equipment, Then all hat than Autoattack and SonicWave that only RK has left. Don't forget that Bio5 hat on RK also boost Hundred Spear not just Ignition Break. Or We want more Dragon Breath hats? 

 

GX

MA making other build useless, seriously Rolling Cutter build seem more match on this project that Dual Sword build. Both also got same vote. 

 

Rebel

Desperado should change to Firedance.... Its rebel hat right? 


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#15 3505170703074552307

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Posted 23 May 2020 - 01:19 AM

RK 

I thinks ,Its should merge all Spear build to Black Ribbon, due to Its focus on Wind Cutter. Talking about Wind Cutter, this skills change damage formula to range attack when using with Spear and concept of decrease cd also there. Even without balance, windcutter now available for farmming until bowlingbash balance come. (already in iRO)

 

And make New one for Sword user. Sonic Wave and Ignition Break. Mostly RK skills got change after patch 185 (I'm sure that will not come soon) but all skills still got cooldown. 

That why we see all skills base hats on RK using "Reduce Cooldown" on skills.

 

That is overpower, what? IB overpower? I give you best lv4 spear with 3 slotted on True Seyren and +14 Bio5 hat. That only 14700% skills with Fire endow (lv175). On 2s cooldown. This skills is so weak that even kRO making Autospell card with this level5 skills.

 

Really, If all hat have to considered about Bio5 hats and all in-game equipment, Then all hat than Autoattack and SonicWave that only RK has left. Don't forget that Bio5 hat on RK also boost Hundred Spear not just Ignition Break. Or We want more Dragon Breath hats? 

 

GX

MA making other build useless, seriously Rolling Cutter build seem more match on this project that Dual Sword build. Both also got same vote. 

 

Rebel

Desperado should change to Firedance.... Its rebel hat right? 

 

Dont forget storm blast & brandish. ib already have old black ribbon, bio5 hat & TRK, pretty sure thats more than enough options.

 

Agree with GX, as selected gx & mecha is pretty similar


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#16 aTID2

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Posted 23 May 2020 - 04:02 AM

Dont forget storm blast & brandish. ib already have old black ribbon, bio5 hat & TRK, pretty sure thats more than enough options.

 

Agree with GX, as selected gx & mecha is pretty similar

 

that old black ribbon only enable windcutter build, storm blast is rune base. also why RK want brandish when all rk c3 physical build still unusable. 

 

I don't want to see, underwhelming hat like Black ribbon. when we can just using leech + bowling bash than casting c3 spells.


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#17 Ashuckel

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Posted 23 May 2020 - 04:18 AM

An old hat being underwhelming doesn't mean the new hat has to boost the same skill in a more significant manner. Old hats will be revisited.
 


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#18 WolfTri

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Posted 23 May 2020 - 04:20 AM

I don’t really care about what wins, but damage balance better not be strict in testing later. Let us not forget that we have a 30,000%, 7-8 weapon slotted MA available for everyone to play atm, with only 1 investment in shoes. The same shoes make the skill pierce defense for no cost and also does maximum damage every time. Dark claw makes that skill 85,000%. Best of all, it only has 0.5sec cd and no cast delay.

Any number that doesn’t exceed 60,000% a second shouldn’t be nerfed at all lol. I don’t know if you realize how silly it sounds but this is exactly what we have.

Earth Drive hits around 87,000% a second. It has some drawbacks of forced earth element and small aoe self targeted, and MA shares some of those weaknesses.

A 60,000% per second formula on a ranged class with good mobility (genetic) or survivability (RK) would be absolutely more busted than GX is right now. While I agree with the sentiment that we shouldn't be too conservative with our damage, a one to one comparison with MA does not work. You have to consider other things like access to atk, hit requirements, def bypass requirements, endowability, range, aoe, class survivability, utility, mobility, etc. Overall making things within 30% below MA's overall utility sounds okay to me. (Not just damage, including other things too)


Edited by WolfTri, 23 May 2020 - 04:21 AM.

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#19 Essmikayl

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Posted 23 May 2020 - 04:21 AM

give hundred spears some love, brandish too.

BB alrd have toyring and vet. sword.

IB is easily overpowered by spam & "dance" of brandish-clashing-HS


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#20 blackCROSSCY

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Posted 23 May 2020 - 04:29 AM

Earth Drive hits around 87,000% a second. It has some drawbacks of forced earth element and small aoe self targeted, and MA shares some of those weaknesses.

A 60,000% per second formula on a ranged class with good mobility (genetic) or survivability (RK) would be absolutely more busted than GX is right now. While I agree with the sentiment that we shouldn't be too conservative with our damage, a one to one comparison with MA does not work. You have to consider other things like access to atk, hit requirements, def bypass requirements, endowability, range, aoe, class survivability, utility, mobility, etc. Overall making things within 30% below MA's overall utility sounds okay to me. (Not just damage, including other things too)

You’re missing out on the fact that MA still frees up 7-8 slots for weapon, which is something nothing else with high skill% has. ThAt earth drive (arguably strongest before the skill patch), has its percentage after filling up the weapon slots, which means that’s it for final damage. MA at its 60,000% average goes to >150,000% if you count in weapon slots used for damage like for earth drive etc. And then there’s dark claw for 2.5X after that. Arguably i’ll say that GX’s offensive feature means it has its 7-8 slot and dark claw, so putting any other class with w60,000% only will have 2-4 slots and no mega 2.5x steroid.

I am certain that this new community hg is to bring up other classes power lvl to comparable levels because camp doesn’t want to nerf (and instead has said something along the lines of flavor of the month due to constantly newer items). I just want to be sure that you guys know how tall that task is.

While i certainly do not expect this project to actually perform as intended, i just do not want people to scream OP too early while we objectively can see that all powerful MA allowed to boom at the moment.

Edited by blackCROSSCY, 23 May 2020 - 04:36 AM.

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#21 ChakriGuard

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Posted 23 May 2020 - 04:32 AM

I don’t really care about what wins, but damage balance better not be strict in testing later. Let us not forget that we have a 30,000%, 7-8 weapon slotted MA available for everyone to play atm, with only 1 investment in shoes. The same shoes make the skill pierce defense for no cost and also does maximum damage every time. Dark claw makes that skill 85,000%. Best of all, it only has 0.5sec cd and no cast delay.

Any number that doesn’t exceed 60,000% a second shouldn’t be nerfed at all lol. I don’t know if you realize how silly it sounds but this is exactly what we have.



This. I'm not exactly sure what balance we are trying for to pull off here. The only reason I'm on a whatever mode and not interested in joining the discussion at all (cos I mightve caused drama or turmoil lol) is because whatever comes out, it will probably look -_- compared to GX MA.

Whatever RG headgear comes out, I might test around and see if it's even worth using, or stick with GX MA but I feel like it's an unwinnable competition.

A top GX can one shot Bijou without DC too lol
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#22 ChakriGuard

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Posted 23 May 2020 - 04:36 AM

Earth Drive hits around 87,000% a second. It has some drawbacks of forced earth element and small aoe self targeted, and MA shares some of those weaknesses.

A 60,000% per second formula on a ranged class with good mobility (genetic) or survivability (RK) would be absolutely more busted than GX is right now. While I agree with the sentiment that we shouldn't be too conservative with our damage, a one to one comparison with MA does not work. You have to consider other things like access to atk, hit requirements, def bypass requirements, endowability, range, aoe, class survivability, utility, mobility, etc. Overall making things within 30% below MA's overall utility sounds okay to me. (Not just damage, including other things too)


ED hits around 87k%. Doesnt that sound broken like MA? Can you show me ED that hit over 5m or something to show that it is absolutely broke, because I can't. Maybe I've been away from iRObRG too long and im missing something. 87k% doesn't mean a thing when the final damage of ED is anywhere between 50k to 500k. You can have all possible gears in game but I don't think your ED can hit 2m or so while MA can one shot Bijou wihtout DC.
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#23 Ashuckel

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Posted 23 May 2020 - 04:37 AM

using other classes as a potential limit for comparison is fine, but that just leads to trouble in designing the hats.
If everything has to be at X skill level, some skills would need a 10000% boost or higher. Thats why making the hats good in their own class perspective is a more consistent and reasonable approach. I don't need metalic sound to hit as hard as MA, but it could be at a similar place to severe rainstorm+double strafe spam.
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#24 3505170703074552307

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Posted 23 May 2020 - 04:45 AM

ED hits around 87k%. Doesnt that sound broken like MA? Can you show me ED that hit over 5m or something to show that it is absolutely broke, because I can't. Maybe I've been away from iRObRG too long and im missing something. 87k% doesn't mean a thing when the final damage of ED is anywhere between 50k to 500k. You can have all possible gears in game but I don't think your ED can hit 2m or so while MA can one shot Bijou wihtout DC.

lwgA9ZZ.png


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#25 ChakriGuard

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Posted 23 May 2020 - 04:49 AM


ED hits around 87k%. Doesnt that sound broken like MA? Can you show me ED that hit over 5m or something to show that it is absolutely broke, because I can't. Maybe I've been away from iRObRG too long and im missing something. 87k% doesn't mean a thing when the final damage of ED is anywhere between 50k to 500k. You can have all possible gears in game but I don't think your ED can hit 2m or so while MA can one shot Bijou wihtout DC.

lwgA9ZZ.png

Ok my bad, it’s possible then. Can you do 3m? What’s the highest ED you can do btw because I’m very curious why do people want to compare ED to MA.
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