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#226 GuardianTK

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Posted 19 December 2010 - 10:03 PM

True.

Do I even need to ask how long it probably took you to dig this topic back up from the dust?
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#227 Frappuccino

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Posted 19 December 2010 - 11:07 PM

wow i actually took the time to read this thread and my immediate though was "lmfao the number of retarded people in this thread is astounding".

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-_-.
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#228 Ralis

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Posted 19 December 2010 - 11:46 PM

Leave it to Laz to necro a long-dead thread.
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#229 Kadnya

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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? :sob:
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#230 Sera

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Posted 20 December 2010 - 04:13 AM

They should make it go back to the way it was pre-renewal.
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#231 fenryl

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Posted 20 December 2010 - 04:48 AM

This thread is the perfect example of what happens when a whiny lazy community meets pushover GMs. Instead of fixing the hundreds of issues we have, GMs go ahead and nerf things that work as intended and haven't been messed with on other servers.
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#232 ButtardToast

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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.
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#233 Majeh

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Posted 20 December 2010 - 07:12 AM

^ guess u cant read
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#234 CocaCola

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Posted 20 December 2010 - 08:09 AM

Hmm, I guess genetics don't have humunculus or acid bomb anymore.

You are stupid.
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#235 Asuki

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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...
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#236 Kadnya

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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.
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#237 Viri

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Posted 20 December 2010 - 09:29 AM

Or mammonite!
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#238 Frappuccino

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Posted 20 December 2010 - 09:32 AM

Bishop?... Bishop? :sob:


except that obv, but if you have multiple accounts and the dedication you can pretty easily leech yourself
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#239 Kadnya

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Posted 20 December 2010 - 10:32 AM

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.

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.

Posted Image

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.

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#240 Fureedo

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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.

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#241 xinn

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Posted 20 December 2010 - 11:59 AM

WELCOME TO THE NERF LIST! they nefed the whole point of sin-GX wich is flee and our atk so welcome to the bottem of the food chain :sob:
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#242 Heimdallr

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Posted 20 December 2010 - 04:37 PM

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.
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#243 Pitt

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Posted 20 December 2010 - 07:23 PM

:sob: fix?
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#244 GuardianTK

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Posted 20 December 2010 - 07:29 PM

:sob: fix?

QQ to the kRO devs then. They're the ones that are supposed to be fixing these things. Too bad they're slowpokes.
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#245 Frappuccino

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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.
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#246 Puppet

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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
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#247 Doddler

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Posted 21 December 2010 - 09:13 AM

So wait, cart cannon and acid bomb were never really adjusted, but it was because of the Mjolnir change? You mean everyone that complained about damage being nerfed was using one? That's actually kind of sad, mostly that people couldn't identify that damage was the same with every other weapon. :sob:

Edited by Doddler, 21 December 2010 - 09:13 AM.

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#248 Majeh

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Posted 21 December 2010 - 09:37 AM

i said it before when it first came into play god items were being nerf'd somehow with those woe events and it hasnt been fixed
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