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+12 Cat Ear Beret, Immune Shield, Red Pom - 12% bonus or 7% bonus?


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#76 Hrothmund

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Posted 05 September 2011 - 12:31 AM

*edit* misread jaye's post, part was about offensive only portion.

Edited by Hrothmund, 05 September 2011 - 05:34 AM.

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#77 asayuu

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Posted 05 September 2011 - 02:19 AM

weapons add variance to damage so no


Critical hits ignore the variance of the weapon. Test with them.
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#78 Clogon

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Posted 05 September 2011 - 04:43 AM

It is interesting to learn the hats dont reduce status attack, im 99% sure normal racial reductions reduce everything except special skills like DB.


Please STOP confusing the effects if the hats and and the effects of the shield. >.<

The hats affect all of ATK it is a racial reduction. These hats reduces damage by 2% starting at +6.

The shield only affects w.atk and e.atk as it is elemental reduction. The shield reduces damage by 1% starting at +6.
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#79 Hrothmund

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Posted 05 September 2011 - 05:41 AM

ok edited out confusing post to avoid misleading ppl. I thought he said the hat bonus didnt work when attacker had no weapon but he only meant offensive part.

Shield has its uses, but you'd really need it to be +12 for that and ideally with DR garment and probably parasite card.

Edited by Hrothmund, 05 September 2011 - 05:42 AM.

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#80 Kadelia

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Posted 05 September 2011 - 06:30 AM

that's probably why it's "bugged". % damage increase only works on equipment ATK portion.

That is a good point
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#81 Ralis

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Posted 05 September 2011 - 02:31 PM

Don't pretty much all offensive percentages suck in Renewal? Hence very little demand for AK Cards and all the other +20% element / race cards. =P
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#82 Myzery

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Posted 05 September 2011 - 03:59 PM

AK cards are still highly in demand.
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#83 Tenkendo

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Posted 06 September 2011 - 08:47 PM

The immune shield is kinda weak, unless you put SO much into it. It would be nice if it was 1% per refine all the way till +10.
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#84 Kadelia

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Posted 07 September 2011 - 04:36 AM

for the cost of a +12 immune shielfd... sigh....

-7% neutral seems awfully useless next to the benefits of a valk shield if it only effects the WepATK part of the formula. The 30 def alone probably mitigates that 7% neutral resist considerably :/

Edited by Jaye, 07 September 2011 - 04:45 AM.

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#85 Uruwashii

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Posted 07 September 2011 - 09:04 AM

I think I'm going to have to do some serious testing....


My friend fisted me for 140k while I was wearing the +12 Cranial immune shield.

He then fisted me again for 120k while wearing a +9 Cranial Valk shield.

Was just a quick test I did before I left for work. I lol'ed then left for work.
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#86 Mefistofeles

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Posted 07 September 2011 - 12:00 PM

I think I'm going to have to do some serious testing....


My friend fisted me for 140k while I was wearing the +12 Cranial immune shield.

He then fisted me again for 120k while wearing a +9 Cranial Valk shield.

Was just a quick test I did before I left for work. I lol'ed then left for work.

gfist doenst ignores def?
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#87 Rutana

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Posted 08 September 2011 - 01:09 AM

My friend fisted me for 140k
He then fisted me again for 120k


...that can be understood totally wrong... *cough*
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#88 Hrothmund

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Posted 08 September 2011 - 01:13 AM

gfist doenst ignores def?


Ignores def but not reductions. Having said that, gfist damage has quite a large variation.
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#89 Clogon

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Posted 08 September 2011 - 01:47 AM

I think I'm going to have to do some serious testing....


My friend fisted me for 140k while I was wearing the +12 Cranial immune shield.

He then fisted me again for 120k while wearing a +9 Cranial Valk shield.

Was just a quick test I did before I left for work. I lol'ed then left for work.


Don't forget that weapons especially over opgraded weapons vary A LOT. If you want to test it don't use a weapon just use BSB.

Edit:
If you do want to test with a weapon, don't use an upgraded weapon amd make sure you have Maximize power.

Edited by Clogon, 08 September 2011 - 01:56 AM.

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#90 asayuu

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Posted 08 September 2011 - 03:08 AM

Or use a dagger of counter. Critical hits also ignore this variance.

Of course, the shield has some defense, so if you could have something to ignore this defense [Grab your kobold cards, or bring a Lady Luck dancer], like a Combat Knife.
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#91 HayrohsLegacy

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Posted 08 September 2011 - 03:10 AM

I just got a +7 of cat beret, still confused w/descriptions so Im gona ask how much redux and dmg % bonus Im getting w/my +7? /hmm
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#92 huad

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Posted 09 September 2011 - 07:55 AM

So is everything working as intended after this recent maintenance? I want to hear from a GM that it's fixed. Honestly, I can't trust test results from players (no offense) and I shouldn't have to rely on players to do testing for me. It should be working in the first place and I shouldn't have to doubt the effects of these new hats.

Edited by huad, 09 September 2011 - 07:58 AM.

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#93 Wizard

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Posted 09 September 2011 - 08:11 AM

It seems hats work beyond +12... anyone have tried it yet?
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#94 Pandapoop

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Posted 12 September 2011 - 07:06 AM

Hmmm - I just read the whole thread and i'm trying to figure out if my math is wrong. Won't a +12 add 14%? +6 +7 +8 +9 +10 +11 +12 - 7 x 2% o.o
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#95 geniewinie

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Posted 12 September 2011 - 08:13 AM

for the cat beret it goes like this: cat beret adds 2% not 1%

+0 up to +4= +0%

+5 = effect starts to work still 0%

+6 = +2%

+7 = +4%

+8 = +6%

+9 = +8%

+10 = +10%

+11 = +12%

+12 = +14%

unlike the shield ~ cat beret's effect can go up to +20
giving you +30%

~~~~~~~~~~~~~~~~~~~~~~~
edit: the update changed this the effect to work only up to +12

Edited by geniewinie, 17 September 2011 - 04:56 PM.

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#96 Wizard

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Posted 12 September 2011 - 12:22 PM

Yup...

Sadly... the close of the increase to 50%... the higher the damage will be... for the pom hat... it stacks too much damage with hibram shoes that it lower its damage making the bunny hat something better to use for those cases...
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