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GX Bugs and concerns


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#1 CheddarJack

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Posted 07 December 2011 - 07:58 PM

btw katars cant be equipped atm...i tried to use a glorious katar and it wont get equipped

as for skills ill test them out tomorrow
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#2 Factotum

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Posted 08 December 2011 - 08:42 AM

btw katars cant be equipped atm...i tried to use a glorious katar and it wont get equipped

as for skills ill test them out tomorrow


Pretty much what Cheddar said
On a sude note: Cheddar i'll help you test cuz i want to test out some aspects of gx's as well
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#3 CheddarJack

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Posted 08 December 2011 - 09:09 AM

Pretty much what Cheddar said
On a sude note: Cheddar i'll help you test cuz i want to test out some aspects of gx's as well


sounds good but i will only really be testing later in the night because i have Guild Leader things to take care of during the day as well as school
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#4 Nitro

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Posted 09 December 2011 - 12:11 AM

Waiting to be able to equip Katars on my GX on Sakray, and then can do some tests.
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#5 SPKEY

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Posted 09 December 2011 - 12:30 AM

that is some funny stuff lol.
sins not being able to wear katars...
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#6 CheddarJack

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Posted 09 December 2011 - 06:25 AM

The major GX skills that need to be tested are Rolling Cutter, Cross Ripper Slash, and Poison Smoke. RC and CRS are the skills who can ONLY work with Katars
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#7 Factotum

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Posted 09 December 2011 - 08:09 AM

Also is it possible that an npc can give us gx poisons or the materials to make the gx poisons as its going to take a while to farm enough ingredients to test out poisons in the skill balance patch

Edited by Factotum, 09 December 2011 - 08:10 AM.

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#8 CheddarJack

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Posted 09 December 2011 - 08:53 AM

Also is it possible that an npc can give us gx poisons or the materials to make the gx poisons as its going to take a while to farm enough ingredients to test out poisons in the skill balance patch


Definatly...this would make testing poison smoke much easier
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#9 HyperFrost

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Posted 09 December 2011 - 11:16 AM

I did quite a number of tests on GX skills and poisons and posted the results here: http://forums.irowik...ead.php?t=88057

The rest of the tests will be done after Katar equipping has been fixed. I'll also copy the whole thing here when my tests are completed. Accessing WP forum is a pain for me since I have to run through proxies so I won't be able to read or post here often.

Edited by HyperFrost, 09 December 2011 - 11:20 AM.

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#10 Clogon

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Posted 09 December 2011 - 11:56 AM

Random notes:
- I will try to keep this post as informational and less subjective as possible.
- My impressions can be found in the spoiler.
- Spent almost 2 whole days testing and writing this. Hope you guys enjoy!
- Testing GX skills and poisons were very time consuming because 1)New Poisons are poorly documented, and 2)Unique skill interaction with EDP.
- Don't expect me to do detailed tests like this for other classes. Do one yourself for your own class! -_-

Requesting npc that sells Izidor please. :)

Venom Impress

Poison resistance reduction: - (10 * Skill Level) %
Global Skill Delay: (3.5 - 0.5 * Skill Level) seconds
Cast range: 10 cells

- 10 range (11 if standing exactly 11 cells away)
- Skill working as intended

Spoiler

________________________________________


Cross Impact

ATK [{Skill Level x 100) + 1000} x (Caster's Base Level / 120)]
Global Skill Delay: (3 - 0.5 * Skill Level) seconds

- Skill has 3 range (4 if standing exactly 4 cells away); higher than most melee skills (Sonic Blow has 2)
- Skill working as intended

Spoiler

________________________________________


Dark Illusion

Damage: ATK 100%
Global Skill Delay: 1.5 second
Cross Impact Activation chance: (4 * Skill Level) %

- 9 Range (10 if standing exactly 10 cells away)
- Auto-casting CI will not reduce this delay
- Skill working as intended

Spoiler

________________________________________


New Poison Research

Brew Success Chance:
A + B = (Total Success Chance %)
Where A = (30 + 5 * Skill Level) % , B = (Dex/30 + Luk/10 + Job Level/10)%
Guillotine Cross Poison Resistance: (5 * Skill Level) %
Enchant Deadly Poison duration increase: (3 * Skill Level) seconds

Poison in this post refers to the 8 poisons created via New poison research.
- Poisons are generally the same. You can only be inflicted by one at a time, and by so, you become immune to the other ones.
- You cannot consume a bottle of poison to be inflicted by it.
- Every poison duration is reduced by (Vit+Luk)/2 seconds. With 100 vit and luk, you reduce the duration of every type of poison by 100 seconds.
- Poison duration cannot be reset or extended. The old one must expire before inflicting a new one even if it's the same poison.
- Poison duration will end if the victim dies.
- Sura's PP:Cure no longer removes GX poison. YAY!

Spoiler

________________________________________

Specific Poison testing
________________________________________

Toxin

300 second base duration; inflicts damage on a target causing it to flinch every 10 seconds. Flinching prevents the target from casting skills and Phen card option (special.sc command) will not prevent skill cast interruption.

- Deals exactly 1 damage every 10 seconds (also causes flinch).
- Also reduces exactly 20 sp every 10 seconds.
- Disables natural SP recovery
- While under the effects of this poison, any card or equipment effect that prevents skill interruption (Phen card, Orlean's Gown) will be disabled. This means any sort of damage, from poison or not, will interrupt the casting even if you have a phen carded accessory. Skills that are naturally uninterruptible are unaffected and can be cast normally.

Spoiler

________________________________________

Paralyze

300 second base duration; Attack Speed -10%, FLEE -10%, Movement speed reduced in half. (AGI down, Quagmire, Marsh of Abyss, Freezing cannot bring the target's movement speed down lower than 50% on a target inflicted by Paralyze.

- Reduces aspd and flee as advertised
- Does not cut movement speed in half as advertised, Movement speed reduction seems to be only 5%

Spoiler

________________________________________

Venom Bleed

300 second base duration; Max HP decreases by 15%.

- Can't test. Could not obtain Izidor
________________________________________

Magic Mushroom

300 second base duration; forces a target to use <laugh> emoticon, and a random skill is used every 4 seconds. Target loses 3% HP every 4 seconds.

- Skills that can be involuntarily auto-casted from Magic mushroom: Resistant souls, Power maximize, Improve conc, Backslide,Tatami flip, Cicada skin shedding, Sight, Endure, Hammerfall, Frost Joke or Dazzler, Flip Coin, Pick stone, Backslide, Angelus, Auto counter, Ruwach, Energy coat, Magnificat, Signum Crucis, Magnum break, First Aid, Summon spirit sphere, Auto guard
- HP loss does not cause flinch.
- Does not prevent natural hp recovery; In most cases, the hp loss is more than hp recovery though.
- Will not cause victim to die. Victim will be left with 1 hp.
- You can prevent yourself from casting random skills by sitting down.

Spoiler

________________________________________

Pyrexia
300 second base duration; inflicted a target with Blind and Hallucination status effect that cannot be recovered with recovery items. Hallucination caused by this poison will not shake the player's screen, but display a largely over exaggerated damage taken over the target's head. If a target is damaged while inflicted by the poison, the player will be remain in flinching motion, which will interrupt skill casting.
- The visual effect of Blindness from pyrexia CAN be removed with green potion/cure/panacea/etc. The visual effect of blind will, however, return if you change maps/relog/etc.
- Despite having the visual effect of blind removed by Green Potions, Victim's hit and flee are still reduced by 25% from Blind's effect
- Does not cause the OMGWTFLAG screen waving hallucination effect.
- Everyone, either ally or enemy or self, will see crazy amplified damage or incorrect damage on the affected victim(similar to hallucination effect).
- Attacks that miss (including skills) will also show exaggerated damage and cause flinch even if no damage was actually dealt.
- Also deals exactly 100 damage every 3 seconds (also causes flinch); the damage dealt does not interrupt uninterruptible skills or skills casted with phen equipped. (Skills can still be casted with phen equipped)

Spoiler

________________________________________

Oblivion Curse
300 second base duration; forces the target to use <?> emoticon and causes status effect: Oblivion. Status Effect: Oblivion will prevent natural SP regeneration and prevent all skill usage during the status effect duration. Oblivion curse is different from Silence; it cannot be cured by Lex Divina, Green Potion etc. Target has a chance of resisting Oblivion curse.
Target has a chance of resisting Oblivion Curse poison. If this number is represented by a, 100% - (100 - 0.8 x INT) = a, where if a < 5%, poison resistance is set to 5%.
- Can't test. Could not obtain Izidor
________________________________________

Leech End
300 second base duration; deals certain amount of damage every second.
Damage formula: Damage per second = {Target VIT x (New Poison Research Skill Level - 3)} + (Target HP/100)
- Deals said damage every second (also causes flinch); the damage dealt does not interrupt uninterruptible skills or skills casted with phen equipped. (Skills can still be casted with phen equipped)
- Not sure what kind of damage this is. When used on a Sura with LW and CE, did not trigger either skills. But when used on RGs with Glorious Spears, damage from the poison forced him to cast Gloria Domini on himself.
* will test damage with level 1 NPR later

Spoiler

________________________________________


Create New Poison
Global Skill Delay: 0.5 second
Guillotine Cross Poison skill duration is reduced by 1 second for every 2 stat points, calculated VIT + LUK.
* Nothing to note here. Read New Poison Research above instead.
________________________________________


Weapon Blocking (unchanged)
Activation Chance: (10 + 2 * Skill Level) %
Global Skill Delay: 2 seconds
- When WB activates you cannot move or auto attack for 2 seconds but can still use skills, using skills will not return the ability to move or auto attack.
- Higher priority than flee (Will still activate even if you can dodge the target via flee); didn't test PD
- Does not require a weapon equipped
- Can be used with a shield
- Can be used even with nothing equipped at all

Spoiler

________________________________________


Counter Slash
ATK [{(Skill Level x 100) + 300} x Caster's Base Level / 120]% + ATK [(AGI x 2) + (Caster's Job Level x 4)]%
* might test later on

Spoiler

________________________________________


Weapon Crush (unchanged)
Damage: 100% ATK
Strip Chance: same as Rogue skill: Divest weapon
Duration: Player = 60 second + (Skill Level x 15) second + {(Caster's DEX - Target's DEX) x 1} second.
Monster = 60 seconds + (Skill Level x 30) second + {(Caster's DEX - Target's DEX) x 0.5} second.
* probably won't test
________________________________________


Venom Pressure (unchanged)
Poisoning Chance: (70 + 5 * Skill Level) %
HIT bonus: + (10 + 4 * Skill Level)
Global Skill Delay: 1 second[/quote]
- Also deals 100% damage when using the skill.
[COLOR="Navy"]- Skill working as intended
________________________________________


Poison Smoke
Poisoning Chance: 50%
Duration: (8 + 2 * Skill Level) seconds
No longer consumes Poisonous Weapon buff
Fixed Cast Time: 2 seconds
Global Skill Delay: 2 seconds
- 5 cells casting rage (6 if you click exactly 6 cells away)
- 5x5 AoE
- Poisoning chance activates every x seconds (to be determined)
- Skill working as intended

Spoiler

________________________________________


Cloaking Exceed (unchanged)
Movement Speed: (90 + 10 * Skill Level) %
Number of Hits before being taken out of Cloaking:
Level 1~2: 1
Level 3~4: 2
Level 5: 3
Global Skill Delay: 2 seconds
* probably won't test
________________________________________


Phantom Menace (unchanged)
Damage: 300% ATK
Global Skill Delay: 1 second
Will not deal damage to non-hidden targets.
* probably won't test
________________________________________


Hallucination Walk
Skill re-use Delay: 300 seconds
Duration: (25 + 5 * Skill Level) seconds
Flee bonus: + (50 * Skill Level)
Magic avoidance: (10 * Skill Level) %
Prevents Extreme Vacuum from affecting Guillotine Cross.
- 50% ASPD after skill duration.
* will test later on
________________________________________


Rolling Cutter

Damage: ATK [{(Skill Level x 50) + 50} x Caster's Base Level/100] %
Global Skill Delay: 0.2 second
5x5 AoE at level 5
Max Counter: 10

* will test when able to equip katars
________________________________________


Cross Ripper Slasher
Total Damage = A + B
A = ATK [{(Skill Level x 80) + 400} x Caster's Base Level / 100] %
Rolling Cutter Counter damage bonus
B = ATK [(Rolling Cutter Counter x Caster's AGI)] %
Global Skill Delay: 1 second
Cast Range: (8 + 1 * Skill Level) cell
* will test when able to equip katars
________________________________________


Enchant Deadly Poison
- 2 second after-cast (global delay)
- Will fail if no weapon equipped
- Is now canceled when your right hand weapon is unequipped or changed

EDP will halve the skill modifiers of the following skills:
Soul Destroyer, Counter Slash, Cross Impact, (to be tested: Sonic Blow)

EDP has no effect (damage/atk not increased) on the following skills:
Sand Attack, Stone Fling, Meteor Assault, Venom Splasher (to be tested: Venom Knife, Grimtooth)

EDP will fully increase the damage of the following skills (no damage reduction):
Envenom, Dark Illusion, Phantom Menace, Venom Pressure, (to be tested: Rolling Cutter, Cross Ripper Slasher, Weapon Crush)
________________________________________


To do list:
- Test Oblivion Curse & Venom Bleed (if Izidors are available)
- Test RC & CRS (when katars can be equipped)
- Test EDP on untested skills (when katars can be equipped)
- Test HW against Vacuum Extreme
- Number of poisons obtained via Create New Poison.
- Test Poison Smoke's interval
- Get some sleep
- Play less games
- Finish my Thesis
- Buy Christmas gifts for my wife and little daughter. XD


WTF I thought u couldn't access WP forums?

Edited by Clogon, 09 December 2011 - 12:02 PM.

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#11 Hrothmund

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Posted 09 December 2011 - 05:21 PM

before i updated my router i had to access WP forums via proxies. could be a firmware issue.
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#12 CheddarJack

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Posted 10 December 2011 - 10:00 AM

I like the new range of Rolling Cutter now. I dont need to adject myself in order to try and hit the monsters. Its just big enough to attack them all around me. Cross Ripper Slash's damage seems to be nice now. I dont see a problem with that, but i noticed that when you use rolling cutter and you get your counter up if you take even one step forward (like if a guy is just our of range of CRS) the counter goes away. So taking even one step stops you from using CRS. Is that the way its suppose to be? Because it seems quite inconvinent that if something moves at the last min out of range you lose all your counters.
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#13 Puppet

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Posted 10 December 2011 - 10:49 AM

I like the new range of Rolling Cutter now. I dont need to adject myself in order to try and hit the monsters. Its just big enough to attack them all around me. Cross Ripper Slash's damage seems to be nice now. I dont see a problem with that, but i noticed that when you use rolling cutter and you get your counter up if you take even one step forward (like if a guy is just our of range of CRS) the counter goes away. So taking even one step stops you from using CRS. Is that the way its suppose to be? Because it seems quite inconvinent that if something moves at the last min out of range you lose all your counters.


I noticed this to. would be nice if there was icon showing the counter up number tho
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#14 CheddarJack

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Posted 10 December 2011 - 11:02 AM

I noticed this to. would be nice if there was icon showing the counter up number tho


It above your head the counter its not hard to miss
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#15 Puppet

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Posted 10 December 2011 - 11:15 AM

It above your head the counter its not hard to miss


lol i never noticed the numbers in the actual animation
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#16 ultra39

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Posted 10 December 2011 - 01:13 PM

once you move, you lose all counters. that's how it works currently on live servers as well.
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#17 Zeca

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Posted 11 December 2011 - 06:04 PM

has always been like this.
you can backslide without losing counters
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#18 CheddarJack

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Posted 11 December 2011 - 07:17 PM

has always been like this.
you can backslide without losing counters


Yea but by the time you aim your backslide in the direction the guy is moving away the counter will run out
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#19 Hrishi

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Posted 11 December 2011 - 08:05 PM

Use /bingbing or /bangbang :P
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#20 CheddarJack

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Posted 11 December 2011 - 11:01 PM

Use /bingbing or /bangbang :P


Like i said you still have to aim where your backsliding and by the time that happens (in a woe setting) your target will either be dead,or out of range still (especially if its a sura). Not to mention by the time you actually get there it may wear off

I feel like that if i take the time to get 10 rotations they shouldnt go *poof* once i take a step forward. It takes long enough just to get the 10 ready then aim and fire. The least that could be done is to allow you to move with the counters on still

Edited by CheddarJack, 11 December 2011 - 11:03 PM.

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#21 bored

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Posted 11 December 2011 - 11:07 PM

i have seen some gx's doing some crazy damage with crs, though its easy to get away from it
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#22 Hrothmund

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Posted 12 December 2011 - 05:46 AM

I sortof see the CRS buff as a "attack a few people with RC from sneak then CRS the one trying to run away" type of deal. It requires hardly any SP to cast so you can just sit in a portal precast using it every second or two to keep 10 counters up till someone pops in.

As for counter slash, its nice that it got a damage buff but it didnt need it. What it *really* needed, much more so than rolling cutter was an AOE increase because of the knockback. At least with RC you dould mob venatu etc then backslide into them, can't do that with CS.

Edited by Hrothmund, 12 December 2011 - 05:47 AM.

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