Do I even need to ask how long it probably took you to dig this topic back up from the dust?True.
CART CANNON
#226
Posted 19 December 2010 - 10:03 PM
#227
Posted 19 December 2010 - 11:07 PM
it's hilarious that most people are like "nerf this pls i die to it". of course you're going to die to a stacked genetic.
what's even funnier is how everyone else is like "genetics are far more effective at leveling then my class qq nerf pls". if you've got a problem with leveling either a. l2play or b. change to genetic.
specifically@jayed: i leveled my wanderer in MAGMA to 107 in like 2 hours. it was far easier then shadow chaser, sorc and pretty much any other non-genetic class i've played.
people need to learn to build a bridge and get the f-_- over it.
it's like teaching astrophysics to a bunch of 6 year olds holy f-_-.
#228
Posted 19 December 2010 - 11:46 PM
#229
Posted 20 December 2010 - 04:04 AM
specifically@jayed: i leveled my wanderer in MAGMA to 107 in like 2 hours. it was far easier then shadow chaser, sorc and pretty much any other non-genetic class i've played.
Bishop?... Bishop?
#230
Posted 20 December 2010 - 04:13 AM
#231
Posted 20 December 2010 - 04:48 AM
#232
Posted 20 December 2010 - 06:55 AM
So unneeded, cart cannon in PVM is the only mass lvling way for a genetic. STUPID nerf
Hmm, I guess genetics don't have humunculus or acid bomb anymore.
#233
Posted 20 December 2010 - 07:12 AM
#234
Posted 20 December 2010 - 08:09 AM
You are stupid.Hmm, I guess genetics don't have humunculus or acid bomb anymore.
#235
Posted 20 December 2010 - 09:16 AM
Hmm, I guess genetics don't have humunculus or acid bomb anymore.
yes and at the rate of that acid bombs cost it will only cost us a couple hundread bil in acid bombs to level to 150 >> tard...
#236
Posted 20 December 2010 - 09:27 AM
yes and at the rate of that acid bombs cost it will only cost us a couple hundread bil in acid bombs to level to 150 >> tard...
Use cart tornado then... you should do about the same damages as mechanics do with axe tornado!
Yes, some classes have to survive with things like that.
#237
Posted 20 December 2010 - 09:29 AM
#238
Posted 20 December 2010 - 09:32 AM
Bishop?... Bishop?
except that obv, but if you have multiple accounts and the dedication you can pretty easily leech yourself
#239
Posted 20 December 2010 - 10:32 AM
I think genetics are fine as they are. They have skills to level. They have skills to cause massive damage if they want to mvp. They have healing skills which are better than highness heal and have aspd cooldown. They have very useful woe skills and supporting/dissabling moves. They have max walking speed, and an okish HP pool... I don't think it needs more or less.
However... Gravity dissagrees xP. While some classes are left with poor pseudo third class/ pseudo strong skills (AoE aco buffs, axe tornado, GX leveling options...) gravity thought it would be all cool to buff genetics more by homunculus S. Homunculus S sound nice and everything would be fine, if other classes were balanced too. It just seems to widen the gap between the classes you should play and the classes you shouldn't play even more...
Edited by Kadnya, 20 December 2010 - 10:49 AM.
#240
Posted 20 December 2010 - 10:41 AM
except that obv, but if you have multiple accounts and the dedication you can pretty easily leech yourself
except everyone has the determination and multiple accounts..o wait, no they don't, else there wouldn,t be a shortage of bishop on valkyrie.
Leveling a bishop atm is like soloing on a vit/int linker withouth esma, and it'll stay that way until bishop either get a better killing skill, or something like an AoE lex so they can pull their own weight in parties.
...or until they fix partying, but that's unlikely.
Edited by Fureedo, 20 December 2010 - 10:43 AM.
#241
Posted 20 December 2010 - 11:59 AM
#242
Posted 20 December 2010 - 04:37 PM
Many skills (Cart Cannon is one) that equipment stat bonuses only count if it is part of its "base" stats. But any stats given as a special effect is not counted as part of the damage calculation.
Part of the recent change to make god item "turn off" in woe castles was shifting 100% of its stats from Base stats to special effect stats.
Most all equipment gets stats from special effect rather than base stats, cards and anything that calculates a bonus based on some other parameter is an "effect stat".
This means that the "nerf" was always there, but the god items have such a huge stat bonus that the shift made it extremely apparent something changed. The bonus str from Megs for your base level never calculated into damage, this means if the effect stats calculated correctly cart cannon would be even more powerful.
But my concern with the base vs effect stats is it cuts almost all bonuses from cards and equips which is what most players use to perfect their stat allocation, and it isn't being used in the calculations.
I do consider this a bug, but it is a bug with a system, not an item or skill.
#243
Posted 20 December 2010 - 07:23 PM
#244
Posted 20 December 2010 - 07:29 PM
QQ to the kRO devs then. They're the ones that are supposed to be fixing these things. Too bad they're slowpokes.fix?
#245
Posted 20 December 2010 - 08:43 PM
Sory, I didn't know that having to have too many accounts plus going at half speed and not playing the class was the perfect balance versus say, classes which can solo fine.
uh, when did i say it was balanced? really, people need to stop assuming things. i actually agreed with you in that ab's got shafted with renewal.
reading comprehension ftw.
#246
Posted 21 December 2010 - 09:09 AM
I have noticed the following in my testing and observing equipment and skill usage.
Many skills (Cart Cannon is one) that equipment stat bonuses only count if it is part of its "base" stats. But any stats given as a special effect is not counted as part of the damage calculation.
Part of the recent change to make god item "turn off" in woe castles was shifting 100% of its stats from Base stats to special effect stats.
Most all equipment gets stats from special effect rather than base stats, cards and anything that calculates a bonus based on some other parameter is an "effect stat".
This means that the "nerf" was always there, but the god items have such a huge stat bonus that the shift made it extremely apparent something changed. The bonus str from Megs for your base level never calculated into damage, this means if the effect stats calculated correctly cart cannon would be even more powerful.
But my concern with the base vs effect stats is it cuts almost all bonuses from cards and equips which is what most players use to perfect their stat allocation, and it isn't being used in the calculations.
I do consider this a bug, but it is a bug with a system, not an item or skill.
wether this is the case or not alot things are unblanced right now
#247
Posted 21 December 2010 - 09:13 AM
Edited by Doddler, 21 December 2010 - 09:13 AM.
#248
Posted 21 December 2010 - 09:37 AM
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