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Update Notes for Pegasus


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#26 Genesis

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Posted 01 March 2016 - 05:56 PM

Hey guys and gals, Pegasus has been updated with several fixes and improvements.  Please report any issues you find so that we can continue to fix bugs and polish all aspects of the update for its eventual release.
 
Test Server Conveniences
 
Logging into Pegasus will now grant your character several testing conveniences (which of course only apply while logged into Pegasus!):

  • Maximum currencies (Valor / Honor / Premium) and additional Zulie
  • Reset skills (Stat Point Retraining / Job Skill Retraining / Unique Skill Retraining)
  • Premium Account status

Paradigm Runes

  • Paradigm Runes and their first empowerment material tier are now available from the Honor and Valor shops for testing.
    • Note: Empowerment material requirements for the Paradigm Runes are still a work in progress and will be updated as we finalize their design.
    • Known Issue: Weapon slot visual effects for Paradigm Runes have not yet been implemented.
  • Paradigm Rune item tooltip now displays the stats of the "Final Form" of the item, when it has achieved the maximum empowerment grade.

Junon Cartel

  • Safe zone mechanics have been added to each respawn area.  Damage and negative status effects cannot be applied to targets who have the "Safe Zone" status effect active.
  • Being killed near a respawn area will now send the character to the opposite respawn area, as a means of alleviating spawn camping behavior.
  • Reduced respawn time from 10 seconds to 5 seconds.
  • Added [Referee] Windall and [Referee] Carlon to safe zones, who provide options to leave Junon Cartel or be teleported to one of four corners of the centre field.
  • Moved default spawn location to the south respawn area, so that safe zone rules will apply on initially spawning into Junon Cartel.
  • Removed [Akram Minister] Mel from centre field.
  • Dialogue option to enter Junon Cartel is now the first option displayed by [Righteous Crusader] Gawain.

Skills & Status Effects

  • A number of Damage over Time skill effects have been corrected and updated so that their effects stack together with other skills.
    • Known Issue: A number of Damage over Time status effects have not yet had their damage amounts adjusted and will be updated as we finalize their design.  We would still appreciate bug reports related to status effects that appear to be out of balance or functioning incorrectly.
  • Corrected Mana Shield Force and Mana Shield Siphon to require Mana Shield (5) to learn.
  • The HP Recovery passive effect of Restore and Restore (Party) has been replaced with a true Heal over Time (HoT) status effect.
  • Removed outdated description for Guard.

Miscellaneous

  • Corrected visual issue with the Premium status timer displaying the wrong expiry time.
  • Added Valor to Clan Point conversion function to [Valor Materials] Mason.

Known Issues

  • Some Paradigm Runes cannot be empowered past grade [2], or have very low success rates at low grades. [Corrected in v123]
  • Cloaking effect does not cancel after subsequent skill casts. [Corrected in v123]
  • Damage over Time effects applied by monsters in non-PvP zones does not apply damage when monster has been killed. [Corrected in v123]
  • Referee NPCs near Junon Cartel safe zones interfere with buffing and skill casts. [Corrected in v123]
  • Group member HUD does not display member HP/MP bars correctly for groups larger than three members. [Corrected in v123]
  • A number of event items from Thanksgiving, Halloween and 10th Anniversary are missing icons, names or generally not functioning correctly. [Corrected in v123]

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#27 Feuer

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Posted 01 March 2016 - 06:36 PM

Jeremy-Renner.gif


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#28 basingbae

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Posted 02 March 2016 - 03:47 AM

is it just me stuck on "waiting..." ?


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#29 Feuer

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Posted 02 March 2016 - 03:53 AM

Server's down, Gen will probly have it up sometime today. 

 

Btw, I've uncovered a large number of 'bugs' that are mostly incorrect values that I'll post a report on. That being said, if any testers find bugs please post them here so they can be addressed ASAP. 


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#30 wiwiedtm

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Posted 02 March 2016 - 09:13 AM

How to empower paradigm runes?


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#31 HoneyBunz

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Posted 02 March 2016 - 02:19 PM

How to empower paradigm runes?

Get the required item from either the Valor or Honor shop, then talk to [Battle Merchant] Rena (up the stairs near the Honor guy).


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#32 Genesis

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Posted 02 March 2016 - 09:23 PM

Pegasus is up again.


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#33 Kurosukiller

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Posted 03 March 2016 - 12:14 AM

Hi there, actually my 1st time or 2nd time posting but wanted to share my opinion about the update. no haters please :no1:

 

I just tried testing the Paradigm Runes, wouldn't it be too much to upgrade it to [100]? I think it would be enough if upgrade is until [50]. It would also be likeable for all - addict player or not.


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#34 Feuer

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Posted 03 March 2016 - 12:18 AM

The +100 is for a longer term investment.

Right now some of the runes are bugged but typically the success rate only drops like .5-1% per upgrade [starting from 100%]. So the first 40-50 will be fairly easy, after that, it'll start to become a challenge. 


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#35 evilfears

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Posted 03 March 2016 - 07:28 AM

I try to run DG (COU) and i found bug on group indicator(left side of the screen). Isn't working properly especially on cleric part. Whenever one of the team member received damage, the group indicator is showing that all the members also received damage but the truth is the other member didn't received damage. While on other class(I also use raider and champion) it's not showing the damage received by other members. (sorry my English is not good enough). Also the "venum knife" of the mobs. Whenever i received this poison, my character will stop from moving or hitting. Is that really the effect of this poison? Thanks 


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#36 Feuer

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Posted 03 March 2016 - 08:27 AM

^ Yup, that's been an issue, I was about to PM Genesis with further details on that bug. 


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#37 kleberrbs4

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Posted 03 March 2016 - 02:53 PM

Oi lá, na verdade, o meu 1ª vez ou segunda postagem tempo, mas queria compartilhar minha opinião sobre a atualização. sem inimigos por favor :no1:

 

Eu apenas tentei testar o paradigma Runes , não seria demais para atualizá-lo para [100] ? Eu acho que seria suficiente se a atualização é até [50] . Também seria agradável para todos - jogador viciado ou não.

I also agree with you because I tested.
and liked exactly 28000 honor to let her [50]
then in my opinion and unfeasible to use such an item, it becomes almost impossible

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#38 evilfears

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Posted 03 March 2016 - 07:03 PM

Guys the venum knife on raider is over powered especially if you enhance it with charm and it's seems bug. We try it on cleric and DOT is bug. We try it with full buff cleric with PVP gears and the DOT is 700 per sec while on without buff, the DOT is 384 per sec. We try it many times and we found out that on with full buff cleric the DOT is consistent 700 per sec but on without buff, it's not. Is that a bug or the DOT really works that way?


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#39 evilfears

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Posted 03 March 2016 - 07:13 PM

Fire skill usually blocked and immune. Something wrong on fire skills. This apply on all classes with fire skill especially mage.


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#40 Feuer

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Posted 03 March 2016 - 09:38 PM

Venom Knife is already in my list of reported issues, it was supposed to only tic 1 times every 3 seconds. Tat's why it's a larger number [when compared to like burns 1/1second etc]. It'll be scaled back in the net build most likely. I'm still typing up all the changes that need to happen for Genesis 


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#41 cyb3rhackdotr

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Posted 03 March 2016 - 10:06 PM

Fire skill usually blocked and immune. Something wrong on fire skills. This apply on all classes with fire skill especially mage.

This is not a bug. You are attacking someone with Water element armor.


Edited by cyb3rhackdotr, 03 March 2016 - 10:06 PM.

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#42 thetrangdamvn

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Posted 03 March 2016 - 11:03 PM

Which element is the most useful in all dungeons? And can be used for almost every cases in dungeons?

 


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#43 Feuer

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Posted 04 March 2016 - 12:09 AM

Talk about obviously wanting to be lazy lala. 

There is no 'best option'. 

Holy can immune to ghost/poison, but can't resist fire/water/wind/earth. That being said it's not 'weak' to any stat.

Where as Ghost can immune proc fire/water/wind/earth [i remember right], but is weak to sorcery + holy. 

 

So really there is no 'one to trump them all' option. You may decide on a 'reliable' one like holy, or you want want something that can immune Burn DoT's like Water or Ghost. Its up to what you find annoying/your weakness or your preferred play style. 

In short, figure it out for yourself. 


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#44 evilfears

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Posted 04 March 2016 - 03:54 AM

Thank you Feuer btw can you please explain to me what happened on ASPD on this new update? am not sure but it seems nerf. Thank you  :thx:


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#45 cyb3rhackdotr

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Posted 04 March 2016 - 06:07 AM

Like I told you before, it's just the presentation of ASPD display is changed. It's still the same.

 

We use this formula in computation of ASPD:

 

Base Weapon Cooldown/ASPD rate / ( 100% + ASPD bonus ) where they use to display only "ASPD bonus" and not weapon ASPD.

Now ASPD shows this formula all in all:

"( 100% + ASPD bonus ) / Base Weapon Cooldown/ASPD rate" as number of hits per second.


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#46 evilfears

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Posted 04 March 2016 - 06:40 AM

I see thank you cyb3rhackdotr  :thx:


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#47 iMatt

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Posted 04 March 2016 - 07:12 AM

It seems like some items are missing in the Pegasus data base, but I am sure it won't be like that on life servers:
 

screen003.jpg


Edited by iMatt, 04 March 2016 - 10:06 AM.

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#48 2982140607214517260

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Posted 04 March 2016 - 08:31 AM

try wear the anniversary costume..is it blank?


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#49 Feuer

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Posted 04 March 2016 - 10:27 AM

Bug Report Build V122:

 

Raiders: 

Venom Knife: Tic interval is too quick, should be changed back to once every 3 seconds.

 

Scouts:

Poison Arrow [Bow]+[xBow]: DoT Tic amount is largely under-powered for a 3 second tic interval. Suggest it be changed to match the tic amount for Venom Knife [Raiders] or increase tic interval speed to once every .5 seconds for 10 seconds. 

[PvM] Web Arrow: Movement + Dodge Down doesn't match the base tree values. 

 - - - - - Movement + Dodge should be edited to 10% to match the class tree versions.

[Elemental] Arrow: Given the new 3.5 second cooldown, and short stack duration these skill should have a 5% increased chance to stack. Stacks are falling off without achieving max totals even while focusing on only casting these skills for their desired effect [due to the cooldown increase] 

 

Artisans:

Acid Shot: Interval Tic somehow got changed from 0.1 to 5 second tic speed, value is the same though. Please revert to 0.1 with 7 second duration [10 seconds in build 121 with 0.1 interval speed was a but too long]

Acid High Explosive/ Acid Explosive/ Acid Grenade/ Acid Bomb: DoT tic amount doesn't scale with character stats, the baseline for these should be set higher.

  1. Acid High Explosive: Currently: 6 / tic @ 1 tic / .1 second [] Requested: 200 / tic @ 1tic / .25 seconds
  2. Acid Explosive: Currently: 5 / tic @ 1 tic / .1 second [] Requested: 155 / tic @ 1 tic / .25 seconds
  3. Acid Bomb: Currently: 5 / tic @ 1 tic / .1 second [] Requested 80 / tic @ 1 tic / .5 seconds
  4. Acid Grenade: Currently: 5 / tic @ 1 tic / .1 second [] Requested 35 / tic @ 1 tic / .5 seconds
  5. Additionally, Duration's should be changed to 5 seconds, not 20.
  6. Others: Grenade cooldowns are not matching their visual ques. Some visual cooldowns finish before their internal cooldown allows them to be cast again. Resulting in 'empty' casts [they don't consume the grenade, it's just hard to use grenades properly with miss-matched cooldown visuals. 

Hypno Shot: Casting speed for this was never increased with the Cannon Skill Casting speed increase, please reduce cast speed by half. It doesn't inflict damage and often get's interrupted by stuns or simply dying before you get it to cast. 

 

Bourgeois:

Flame Cannon Splash: DoT tic needs to be tuned. Currently AoE set to 0.1 tic interval, should be changed to Dmg / o.25s

Marksman's Shot: Dodge down value scales very poorly with CHA, an increase would be appreciated here but not a 'bug' or exploitable issue.

Sniping: cooldown should just be fixed to 10 seconds, this skill has no benefit other than a guaranteed critical and does very poor damage late game. No reason for a 30 second cooldown at all. 

 

Cleric:

HoT Tuning Details below

Spoiler

 

Max MP / Magic Defense: Should be changed to match the Class Stat buff volumes as these are their class specific buffs and no other class has them, making the counter buffs [Defense + HP] significantly more impact-full than these. Long standing stat imbalance that we should take care of with the new buff system changes.

  • Resistance Charm / Chant
  • Blessed Mind Charm / Chant
  • Enlightenment Ritual [Increase MaxMP only, not HP]
  • Reinforcement Ritual [Increase M.Def only, not Defense]

Mage:

Nothing so far that need adjustment or tuning. 

 

Champion:

 

Ax Archetype~

Champion Strike + [PvM] Champion Strike:

The cooldown for this skill has gone from 7seconds at implementation to 28 seconds in the latest cooldown alteration, effectively rendering this skill highly unreliable, incredibly undervalued, and made the PvM version cost-ineffective.

Please scale this back down to a 15-20 second cooldown range. nearly a half minute cooldown on a skill that is very similar to the Dual Raider's [Blood Assault] which has a 12 second cooldown seems a bit extreme. Especially given the Healing gained from this skill doesn't have a static value. This means if it misses [which Axe champions are notorious for having poor accuracy due to class designed weakness] is extremely punishing. 

 

Spear Archetype~

Longinous' Strike:

Attack Power down effect is WAY too strong on the baseline.

[PvP] Longinous Strike has the added benefit of adding AP Down + Attack Speed Down stacks, &

[PvM] Longinous Strike has an added 10% on top of the base amount.

Currently while testing I have the stats: 466 STR + 412 CHA resulting in a BASE AP down of 42.16% AP Down.

Requested: Reduce CHA scaling by 20% rate [.2 reduction / stat increase] and increase the [PvM] Version to a 15% bonus instead of 10%. 

Currently the PvP Value with the .2 ratio reduction should be more than enough effect.

 

Fire Sweep: Given the lower DoT Tic amount, the tic interval should be changed from .5 to .25. 

 

Great Sword Archetype~

Tremor + Quake Impact: [Sword Skill]

These two should be made to be [Basic] or un-signed elemental types, allowing flexibility of Weapon Elemental Imbuement. Currently all great sword AoE's are Earth type, restricting their usefulness quite a bit [in the same way the Sorcery Tree was restricted but later changed to open more utility.]

 

Class DoT's [Requested edits for Class Flavor]

 

Great Sword

Voltage Crash:

Replace 'Voltage' with 'Sword'. Replace [Wind] with [Basic]

Give a Bleed DoT

Baseline [skill level5] 150 / tic @ .5 tic per second

 

Ax

Leap Attack:

Give Bleed DoT

Baseline [skill level 5] 75 / tic @ 25 tic per second

 

Knight:

 

Fire Shot:

DoT is slightly underpowered, should tune it up to about 4x it's current rate, but have it tic @ 1/ second instead of @1/0.5 seconds.

Poisoned Shot:

DoT is hugely underpowered, definitely needs a massive tune up to about 15x it's damage amount @ the same rate, or this should be a 0.1 second tier tic with 2x the tic amount scaling. This is hugely lacking.

Critical Shot: 

This skill is still not critically hitting like it should, please fix this.

========================================================

 

Feature Mitigation:

 

With the sheer amount of new Status Volume [via DoT] below are some changes proposed for classes in order to prevent DoT's from becoming grossly overpowered [specifically in PvP]

 

Knight:

Protection

This should be changed to an AoE Shout, with a value update to

Damage Reduction: 10% + 50 [changed down from a flat 20% amount]

Status Resistance: 10%

Guard

Gains a 10% Status Resistance [stack with Protection]

 

Cleric:

Purify + Unique Purify:

Both of these should gain an additional benefit

Status Resistance: 30% for 5 seconds

[stacks with each other via a stack maximum of 2 'Resilience' that cannot be refreshed once it hits 2 stacks] 

 

Redacted: After play-testing, I found out that shield baring classes with their newly ramped up block amounts are effectively protected against status + DoT damages. No need for this feature as of yet. 

 

=========================================================

 

Current Gameplay Bugs:

 

  • Monster DoT status will cause issues.

If a monster has applied a DoT to your character, then dies, the damage will no longer show, but will continue to attempt to tic which results in animation interruptions like skill casting halts, movement speed stops, and melee interruptions. It will even cause your 'idle' animation loop to reset prematurely. 

 

 

 

  • The amount of Damage Reduction Items is causing an issue with 100% immunity to DoT's with low values, rendering the classes who use them 100% resisted [for the larger part].

This is due to some items in game that do not have a counter and MUST be addressed, or else the new DoT system will be rendered obsolete before it even releases. 

Items:

Gloopy Mask:

75 Damage Reduction + Movespeed Reduction 50

Soaked Cape:

50 Damage Reduction + Sleep Resistance 10%

 

Currently these have no counter, so here is the proposed Counter items.

 

Turak Mask: -to counter gloopy mask-

75 Enhanced Damage + Movespeed Reduction 50

[Awarded Randomly in SC from bosses Executor / Shamman]

[Probly Requires a new model, if item is approved I can design one immediately]

 

Kings Cape: -to counter Soaked Cape-

50 Enhanced Damage + 5% Status Resistance

[Awarded for Dungeon Completion of Halls of Oblivion]

[Uses Red color texture + same cape mesh as Soaked Cape]

 

With that taken care of these items would nullify each other and bring it back to a neutral base point.

 

  • Group HP UI Bug

This typically manifest itself when running multiple clients simultaneously and grouped together.

The issue seems to be from taking damage and the UI update isn't responding or is lopping/bugging to where all characters in Group pane have 0 health. 

 

  • Referee's In safe spawn are preventing Buffs

This can be annoying but if you position yourself JUST correctly, you can still buff without leaving the safe zone. 

 

  • Some Paradigm Runes are bugged when Empowering

Some Runes will either not let you empower them [even if all materials are present] and some instantly jump to a largely impossible success rate going from [2] → [3], typically 0.2% Success Chances.

Will need to test all runes to find the problem runes and list them at a later date. 

 

================================================================

 

End of Report for v122 for now. 


Edited by Feuer, 14 March 2016 - 09:14 PM.

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#50 thetrangdamvn

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Posted 04 March 2016 - 08:30 PM



Talk about obviously wanting to be lazy lala. 

There is no 'best option'. 

Holy can immune to ghost/poison, but can't resist fire/water/wind/earth. That being said it's not 'weak' to any stat.

Where as Ghost can immune proc fire/water/wind/earth [i remember right], but is weak to sorcery + holy. 

 

So really there is no 'one to trump them all' option. You may decide on a 'reliable' one like holy, or you want want something that can immune Burn DoT's like Water or Ghost. Its up to what you find annoying/your weakness or your preferred play style. 

In short, figure it out for yourself. 

 

Thank, man.

 

I wasn't asking for best option, but as you said I was looking for the most reliable which owns the majority of other elements available in dungeons.


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