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Class Specific Headgear Foundry - Autumn Hairband


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#126 ALSJ

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Posted 16 July 2014 - 10:46 AM

Question:

 

In regards to traps, we've seen the dev comment about the inability to boost the damage of Fire and Ice Traps. But it was just those two mentioned. In addition, the Black Wing Set increases the damage of Bomb Cluster.

 

So what of the other traps that damage? Can Land Mine, Blast Mine, Claymore Trap, and (to a lesser extent) Freezing Trap have their damage increased?


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#127 Kadelia

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Posted 16 July 2014 - 11:32 AM

Because these hats are supposed to help with alternative leveling skills. Maestro and Wanderer have none.


I am speachless, tomato... :(
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#128 fuyukikun

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Posted 16 July 2014 - 12:49 PM

Since most full trappers rock a melee weapon even bothering to buff or nerf ranged damaged with the hat just reduces the number of potential builds that could benefit from using traps. As for the damage of the traps if our dev teams want ice/fire traps to be a viable damage source the formulas that calculate their damage or mechanics need to be addressed.

Autumn Hairband [1]


Removes One Special Alloy Trap from the Requirement of Skills
When using the skill Fire Trap, Movement Speed Increase for 5 seconds




If upgraded to +7 or higher,

When using the skill Ice Trap, Flee + 20 for 10 seconds

If upgraded to +9 or higher,,
When using the skill Bomb Cluster, Gain Endure effect for 5 seconds
Increases [Bomb Cluster] by 10%

Seems like a lot of mods but since we cannot really modify the damage of fire/ice traps as I think they were meant to be utility based. Adding an additional effect to complement their current uses I think is best.

none of your idea is useful i think.
why movement speed increased? wind walkered warg mounting speed is already fast walking, only second from gene cart boost. no need for that.
flee? why flee? most trappers will mob and will 'dive' into mobs, flee is useless in mobs, i can buy the idea if it adds perfect dodge.
why endure effect on cluster bombs? most people stand next to monster and set 3 bombs surrounding the monster and blast them. setting bombs by running and luring takes a lot of time.
also reducing special alloy trap requirement on all skills is like giving mistress card to an AB, too overpowered.

Edited by fuyukikun, 16 July 2014 - 01:12 PM.

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#129 Gaia

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Posted 17 July 2014 - 06:48 AM

none of your idea is useful i think.
why movement speed increased? wind walkered warg mounting speed is already fast walking, only second from gene cart boost. no need for that.
flee? why flee? most trappers will mob and will 'dive' into mobs, flee is useless in mobs, i can buy the idea if it adds perfect dodge.
why endure effect on cluster bombs? most people stand next to monster and set 3 bombs surrounding the monster and blast them. setting bombs by running and luring takes a lot of time.
also reducing special alloy trap requirement on all skills is like giving mistress card to an AB, too overpowered.

 

If the headgears are meant to encourage builds not in common use, improving a already viable build is pointless in my opinion. Melee/Tank trappers will get a boost from the helm but there is little to no gear supporting a kite trapper and what if a ranged trapper wants to pick up the helm?

 

If the helm just improves tank trappers then it is no better then giving AS another 50% dmg boost.

 

The alloy trap removal will open up traps to low str builds.

 

Increased movement speed will make getting warg a option not a requirement.

 

Flee will help lower agi builds avoid spells and single target attacks from MVPs and monsters that did not get frozen.

 

endure will help with kite trappers and support mobbing with ranged and melee rangers.

 

All the effects have merit and support the general spirit of which the helms where created. I already hate that if I want to pick up bomb cluster and perform I have to throw away my bow. Furthering that ideology will inevitably result in only one set of gear being viable and I do not know about you but I hate when I cannot use my character because I lack a single piece of gear that makes or breaks my performance.


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#130 zSyLar

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Posted 17 July 2014 - 07:02 AM

Topic Close? Admin not replying..~


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#131 Oda

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Posted 18 July 2014 - 09:29 AM

We have been working on getting things set up on our internal test server to be able to modify and test these proposed effects. 


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#132 Kadelia

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Posted 18 July 2014 - 10:44 AM

It sounds like a good idea to test most proposed effects and just see in practice what works, what doesn't, what is too strong, and what isn't.
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#133 Oda

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Posted 18 July 2014 - 12:11 PM

I think it would be a good idea to roll out test updates on Sakray for players to test before implementing. 


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#134 fuyukikun

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Posted 18 July 2014 - 12:28 PM

yea, give us chance to do testing and giving some feedback before they reintroduced to main server. terima kasih banyak Oda!

Edited by fuyukikun, 18 July 2014 - 12:30 PM.

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#135 Ramen

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Posted 18 July 2014 - 01:55 PM

Sounds like a plan. I take it we'll be seeing how this goes before any of the other hats get tweaked?
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#136 zSyLar

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Posted 18 July 2014 - 11:30 PM

Approximately when will it be done to do the update? 2 weeks time?


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#137 Hissis

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Posted 19 July 2014 - 06:21 AM

I think it would be a good idea to roll out test updates on Sakray for players to test before implementing. 

 

nice idea !
 


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#138 Kadelia

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Posted 21 July 2014 - 07:32 AM

Lyrica Hat (also please make nightsparrow identical)

ATK +10%, MATK +10%.

Reduces the cost of [Severe Rainstorm] by 40 and [Reverberation] by 20.

 

If refined +7 or higher and AGI greater than or equal to 90, ATK +30.

If refined +9 or higher and AGI greater than or equal to 110, ATK +50.

 

If refined +7 or higher and INT greater than or equal to 90, MATK +30.

If refined +9 or higher and INT greater than or equal to 110, MATK +50.

 

If refined +9 or higher, increases the damage of [Reverberation] by 50% and [Metallic Sound] by 100%.

 

Notes:

The performer class has a lot of skills based on both attack and magic attack. Rather than boost those skills by a percent, simply raising ATK and MATK will boost all of the skills. Including Severe Rainstorm. Actually, including Arrow Vulcan, even. Etc. Performers can already equip 2 sound amps and dex time boots if they want instant cast everything-- there is no need for this hat to do anything to cast time. The stats I listed above both ensure that only a PVM build (such as DEX/AGI for SR) will get the large ATK benefit.

 

Uncommon builds

* Auto attack with berserk guitar or swing dance - NEEDS the ATK/MATK boosts to do decent damage with autocasted CD in Mouth, and per-hit swings.

* Reverberation spammer: Such a build can sit in magic strings and spam reverb; needs high AGI and lots of ATK+MATK. A Maestro supporting party with soul link is self-stringed and can reverb monsters while performing!

* Metallic Sound: Maestro NEEEDS more MATK. 100 MATK and +% damage will make Metallic 1-shot mid-high TI monsters! This is quite fair! You can metallic while performing songs/dances! Very helpful for protecting priestsand such from stray monsters plus self-protection.

* Pure SR PVM build: A pure SR PVM performer has lots of AGI/DEX, so they will meet the ATK buff requirements!

 

Revision to promote +12 upgrade and 120 stats

Lyrica Hat [1] & Nightsparrow Cap [1]
Physical and magical damage +5%.
Reduces the cost of [Severe Rainstorm] and [Reverberation] by 30.

If refined +7 or higher, For every base 30 AGI, ATK +5%
If refined +7 or higher, For every base 30 INT, MATK +5%

For every 3 refine, ATK and MATK + 20.

If refined +9 or higher, increases the damage of [Reverberation] by 50% and [Metallic Sound] by 100%.

* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

 

+12 Headgear & 120 INT / 120 AGI : +25% ATK, +25% MATK, +80 ATK, +80 MATK, roughly 150% Reverb damage, 120% Metallic Damage (starting from 2 amplifiers).

+12 Headgear & 90 INT / 90 AGI : +20% ATK, +20% MATK, +80 ATK, +80 MATK, roughly 150% Reverb damage, 120% Metallic Damage (starting from 2 amplifiers).

+9 Headgear & 90 INT / 90 AGI : +20% ATK, +20% MATK, +60 ATK, +60 MATK, roughly 150% Reverb damage, 120% Metallic Damage (starting from 2 amplifiers).

+7 Headgear & 90 INT / 90 AGI : +20% ATK, +20% MATK, +40 ATK, +40 MATK

+6 Headgear & 90 INT / 90 AGI : +5% ATK, +5% MATK, +40 ATK, +40 MATK

+4 Headgear & 90 INT / 90 AGI : +5% ATK, +5% MATK, +20 ATK, +20 MATK

+9 Headgear & 1 INT / 1 AGI : +5% ATK, +5% MATK, +60 ATK, +60 MATK, roughly 150% Reverb damage, 120% Metallic Damage (starting from 2 amplifiers).

 

Basically you need a PVM build and a high upgrade to get the full power out of the hat. Would be a massive boost to Severe Rainstorm, Metallic Sound, Great Echo, Reverberation, Arrow Vulcan, and the like. Boosting non-SR skills is a super good idea, because it gives performers something to do while they perform with an instrument or whip (with voice lessons 5+, you can use any of the 3rd job musical damage skills while singing/dancing).


Edited by Jaye, 21 July 2014 - 09:32 AM.

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#139 Ramen

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Posted 21 July 2014 - 08:39 AM

Any chance we can get the next set of headgears up for discussion with this coming maintenance? (Since these seem to be more or less settled)  I'd really like to get to work on the Shadow Chaser hat.


Edited by Ramen, 21 July 2014 - 08:40 AM.

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#140 deepblueyaoa

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Posted 21 July 2014 - 10:27 AM

harvester hat not works

 

with harvester hat:

6nxrf9.jpg

 

without harvester hat:

ae5rg6.jpg

 


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#141 Riakuta

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Posted 21 July 2014 - 11:59 AM

harvester hat not works

 

with harvester hat:

6nxrf9.jpg

 

without harvester hat:

ae5rg6.jpg

 

 

Might only effect Weapon Atk. 15% of 0 = 0.


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#142 Hyperballad

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Posted 21 July 2014 - 12:25 PM

Lyrica Hat doesn't work either.

Be confident in their incompetence.


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#143 Hissis

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Posted 21 July 2014 - 12:35 PM

Revision to promote +12 upgrade and 120 stats

Lyrica Hat [1] & Nightsparrow Cap [1]
Physical and magical damage +5%.
Reduces the cost of [Severe Rainstorm] and [Reverberation] by 30.

If refined +7 or higher, For every base 30 AGI, ATK +5%
If refined +7 or higher, For every base 30 INT, MATK +5%

For every 3 refine, ATK and MATK + 20.

If refined +9 or higher, increases the damage of [Reverberation] by 50% and [Metallic Sound] by 100%.

* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

 

+12 Headgear & 120 INT / 120 AGI : +25% ATK, +25% MATK, +80 ATK, +80 MATK, roughly 150% Reverb damage, 120% Metallic Damage (starting from 2 amplifiers).

+12 Headgear & 90 INT / 90 AGI : +20% ATK, +20% MATK, +80 ATK, +80 MATK, roughly 150% Reverb damage, 120% Metallic Damage (starting from 2 amplifiers).

+9 Headgear & 90 INT / 90 AGI : +20% ATK, +20% MATK, +60 ATK, +60 MATK, roughly 150% Reverb damage, 120% Metallic Damage (starting from 2 amplifiers).

+7 Headgear & 90 INT / 90 AGI : +20% ATK, +20% MATK, +40 ATK, +40 MATK

+6 Headgear & 90 INT / 90 AGI : +5% ATK, +5% MATK, +40 ATK, +40 MATK

+4 Headgear & 90 INT / 90 AGI : +5% ATK, +5% MATK, +20 ATK, +20 MATK

+9 Headgear & 1 INT / 1 AGI : +5% ATK, +5% MATK, +60 ATK, +60 MATK, roughly 150% Reverb damage, 120% Metallic Damage (starting from 2 amplifiers).

 

Basically you need a PVM build and a high upgrade to get the full power out of the hat. Would be a massive boost to Severe Rainstorm, Metallic Sound, Great Echo, Reverberation, Arrow Vulcan, and the like. Boosting non-SR skills is a super good idea, because it gives performers something to do while they perform with an instrument or whip (with voice lessons 5+, you can use any of the 3rd job musical damage skills while singing/dancing).

 

what about the PVP players -_-? instead of agi should be DEX.


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#144 Viri

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Posted 21 July 2014 - 12:37 PM

The hats aren't really supposed to boost the player in pvp...


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#145 Kadelia

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Posted 21 July 2014 - 02:44 PM

The hats aren't really supposed to boost the player in pvp...

 

^ this


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#146 Hissis

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Posted 21 July 2014 - 03:45 PM

The hats aren't really supposed to boost the player in pvp...

 

they are supposed to boost the skills...

 

PVM in ragnarok is really easy/boring :/
 


Edited by Hissis, 21 July 2014 - 03:45 PM.

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#147 Kadelia

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Posted 21 July 2014 - 03:46 PM

they are supposed to boost the skills...

PVM in ragnarok is really easy/boring :/

that is why the projnect goal is to promote/improve new and unused builds to freshen up pvm.
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#148 Hissis

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Posted 21 July 2014 - 03:58 PM

that is why the projnect goal is to promote/improve new and unused builds to freshen up pvm.

 

why not pvp?  -____-

 

fresh up pvp too !


Edited by Hissis, 21 July 2014 - 03:58 PM.

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#149 Kadelia

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Posted 21 July 2014 - 04:42 PM

-the point of these is to buff builds that are not common, NOT to solve all real or perceived balance issues with a class vs every other class. 
-These were designed for PVM, if deemed necessary we may restrict these from PVP and WoE areas.

 


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#150 Hissis

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Posted 21 July 2014 - 04:56 PM

 

 

sad,sad and sad.x100

 

btw,i still prefer DEX>AGI for lyrica hat ♫♪ (Temporal Boots fixed cast time reduction)


Edited by Hissis, 21 July 2014 - 04:57 PM.

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