***The deadline for submissions is Sunday, 17th of May 12:00am PST, I will request the thread to be locked at this point and start working through the process of a vote.***
Submission Period is over.
Hi All
The goal is simple. Pick a class from the list below and submit a build idea. Once submissions are over (this will be 2 weeks after the IDs are confirmed to be available to WP), a process will begin that involves checking to see if builds are possible; and, after all is said and done everything will be submitted to a vote. Originally, I was going to use upvotes; however, as a lot of people won't pay attention until last minute it will most likely involve polls.
The build is used to promote any form of build without any limitations to imagination (obviously if WP themselves have an issue they will raise it when the time comes). I will however post a few guidelines to follow here:
Don't post ideas that existing community headgear/s use; this is because they will eventually be re-balanced (when we get more patches etc).
Keep to one headgear concept per post.
You can use any existing upper slot headgear in the game. The only rules are they cannot be a rare costume or headgear (such as Lord Kaho's Horn). The hue of the items will change to prevent Strawberry scenarios.
Explain what you are trying to achieve with your build.
You can choose the following from the following classes:
Arch Bishop
Warlock
Wanderer
Sorcerer
Ranger
Rune Knight
Royal Guard
Sura
Geneticist
Shadow Chaser
Maestro
Guillotine Cross
Mechanic
Kagerou/Oboro
Rebel
Doram
Here is a template you can use for your submissions:
If you want to actively discuss the ideas posted here or anything related to the project, go to this discord server (https://discord.gg/u4wrHNK); but, ultimately post your ideas in this thread.
There is no guarantee that the developers will provide the IDs, but at the very least a request is being put in by Campitor.
Hey folks we can request another round of class headgears to support under utilized builds. As many balance changes have arrived and coming. Its important to keep that in mind as some skills will change over the next year.
Hey folks we can request another round of class headgears to support under utilized builds. As many balance changes have arrived and coming. Its important to keep that in mind as some skills will change over the next year.
Did you also already receive 3rd class unbalance changes?
Reduces the fixed cast time of Focused Arrow Strike by 0.5.
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+7 Effects
Dex + 1 per 10 base Dex.
Crit + 10
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+9 Effects
Crit + 15
Increases critical strike damage by 1% per 2 base luk (caps at 50%).
Set Bonus (Bowman Scarf)
Dex + 10
Increases the damage of Focused Arrow Strike by 75%.
Set Bonus (Icarus Wings)
Reduces the cast delay of skills by 30%.
Increases the cooldown of Aimed Bolt by 1 second.
Set Bonus (Bowman Scarf & Icarus Wings)
Bypass 100% of hard defense of all races when performing a physical attack, if base Dex and Luk are 120.
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Purpose: A hat designed to bring our FAS up to standard with the current meta of kRO. You can still achieve more damage via breaking the set; however, this will provide a really good alternative also making use of an old Sniper item set.
ancient and forgotten build weee Name: Drooping Bombring Hat
Base Item: Autumn Headband
A bombring companion perched on your head that helps one unlock an explosive growth of inner-strength.
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+0 Effects
Perfect Dodge + 10
Reduces SP cost of Detonator by 10.
Reduces incoming damage from Small, Medium, and Large size monsters by 10%.
Reduces the fixed cast time of Blastmine,Landmine, and Claymore by 0.3 seconds.
Adds a 5% chance of restoring 1% of damage as HP if Talkie Box is learned.
Adds Int + 5 and Perfect Dodge + 2 for each time Fire Trap, Ice Trap, Cluster Bomb, Trap Research, and Electric Shocker are mastered.
Gain an effect that lasts for 30 seconds whenever the user casts Falcon Eyes:
Autocasts Detonator when casting Sandman, Claymore, Fire Trap, Ice Trap, or Bomb Cluster.*2*
Gain an effect that lasts for 60 seconds whenever the user casts No Limits, Either: Increases Melee-inflicted Physical Damage by 250%*3* OR adds Int + 300%
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+7 Effects Increases the damage of Bomb Cluster by 200%. *9*
Increases the damage of Blastmine,Landmine, and Claymore by 1% for each base level.
Restores 200 HP to the user when a monster is killed by a melee physical attack for every 25 base levels when Bomb Cluster is learned.*1*
Adds a 3% chance to inflict Silence status when dealing physical damage for every level learned of Shockwave Trap.
Adds a 3% chance to inflict Blind status when dealing physical damage for each levels of Fire Trap and Flasher learned.
Adds a 3% chance to inflict Curse status when dealing physical damage for every level learned of Ice Trap. *5* Reduces incoming damage from Earth property monsters by 25% for 60 seconds when the user casts Maze Trap. Reduces incoming damage from Wind property monsters by 25% for 60 seconds when the user casts Verdure Trap. Reduces incoming damage from Water property monsters by 25% for 60 seconds when the user casts Cobalt Trap.
Reduces incoming damage from Fire property monsters by 25% for 60 seconds when the user casts Magenta Trap. *4*
Reduces damage taken from melee reflect damage by 100%*3*
Reduces cast delay by 100%. Adds 2 seconds cooldown for Aimed Bolt and Focused Arrow Strike *4*
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+9 Effects
Increases the damage of Bomb Cluster by 300%. *9*
Increases the damage of Blastmine,Landmine, and Claymore by an additional 1% for each base level.
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Set Bonuses When compounded with Dolomedes Card,
Adds Int + 5 for each time Fire Trap, Ice Trap, Cluster Bomb, Trap Research, and Electric Shocker are mastered.
When compounded with Bungisngis Card,
Reduces incoming damage from Small, Medium, and Large size monsters by 10%.
When equipped with a weapon compounded with Hunter Fly Card,
Adds an additional 1% chance of restoring 1% of damage as HP when dealing physical damage for each level of Trap Research learned.
When worn together with Black Wing Suit, *7*
Perfect Dodge + 1 and Atk + 1% for each refine level of Black Wing Suit.
When worn together with Black Wing Brooch, *8*
Perfect Dodge + 10
Atk + 10 for each level of Trap Research learned.
When worn together with a Dagger-type weapon,*6*
Int + 20
Max HP + 10%
Reduces incoming damage received from long-ranged attacks by 15%
MALUS - When worn together with Gray Wing Boots and Black Wing Suit, Reduces the damage of Bomb Cluster by 280%.*9*
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Purpose:
Wanted to introduce a hat that makes trap builds easier to adapt into especially for less-experienced players. Since there are also different ways to play trap build, the hat is meant to reflect that via the set bonuses and skill-conditions; This hat will basically adapt to the user, just as how traps are usually played.
The detonator autocast helps speed up damage output through trap spamming while also removing the additional layer of failure/delay that comes with needing to manually cast detonator afterwards. This effectively allows trappers to chain certain traps by having them detonate immediately after placement.
The hat also comes with a lot of defensive bonuses to help cope with the dangerous playstyle of trappers being forced to get up close to monsters, and to promote the build's more survivability-oriented nature.
I'm hoping to buff those hunter traps directly to open up the possibility of them being competent alternatives for trappers who can't afford the stronger Gray Wing set yet.
Notes: 1* Can replace base level condition with "for every level of Bomb Cluster learned instead". 2* These bonuses are mainly for face-tank trap-spamming when we're trying to increase dps. We can have Detonator autocast under self so it's still possible to pre-place traps by placing them far away from the player. 3* kRO introduced a new "melee-physical damage" mod and a "reduce damage received from melee reflect" effect on a future patch. https://www.divine-p...ed-within-2019/ 4* Mainly for promoting use of Magenta Trap, Cobalt Trap, Maze Trap, and Magenta Trap. Makes them safe to use while mobbing. Added cooldown prevents the delay abuse for other skills 5* Monsters "don't have sp" so I'm trying to give Shockwave trap a use in pvm with Silence status.
Blind status is a good pair to use with PDodge (quote Ashuckel) so I think it'd be useful when the player is playing Fire Trap spam usually face-tanking.
Curse status reduces Atk by 25%, and when combined with the 30% Aspd reduction from Slow Freezing status (inflicted by Ice Trap), can make it really useful for mitigating damage while in a mob. 6* Bonuses mainly for those who want to go with a more defensive play with the build (dagger + shield set). There's Int for stronger general trap damage and there's ranged damage reduction too to help players approach ranged enemies. 7* To give people more reason to overupgrade their black wing suits just like they do with white wing suits 8* Introducing a weaker alternative for Emerald Rings while giving the brooch more purpose for use.
9* Removes more than half of the direct Bomb Cluster mod from this headgear when Gray Wing Boots are worn
Base Sprite: Workcap (recolor:Black) or Captain's Hat (recolor:Black)
Str +4 for every level of Iron Fists learned.
Perfect hit +2 for every level of Raging Quadruple Blow, Raging Thrust, Glacier Fist, Chain Crush Combo learned.
upgrade +7
Add 100% chance to gain agi +100 for 5s when using Chain Crush Combo.
Increase damage of Raging Quadruple Blow, Raging Thrust, Glacier Fist, Chain Crush Combo by 40%
upgrade +9
Max Hp +10%
Add 5% chance to cast lv2 vampire gift when dealing physical attacks.
Increase damage of Raging Quadruple Blow, Raging Thrust, Glacier Fist, Chain Crush Combo by 60%
When equipped with Marduk Card
Add 5% chance to use Grooming level 1 when doing a melee attack.
When equipped with Minorous Card
Physical damage against Large size targets by +30%.
When equipped with Mace type weapon
Physical damage against Large size targets -25%.
Purpose:
Make an ancient combo build great again. perfect hit added to support low dex build.
Delay of each combo is based on agi & dex so to make super fast rapid sonic speed of sound combo, agi buff is added for every end of chain crush combo (this can be considered buff and also debuff because you will need to smash that buttons really fast, feel free to try to chain it with G-fist if you are fast enough ).
Vampire gift also added to help leech back hp & also to mess with you unless you have aoe skill ready.
Edited by 3505170703074552307, 13 May 2020 - 12:50 AM.
Hit+ 25
Def+ 20
Aspd + 5
Doubles [Holy Cross] Damage when equipped with a One-Handed Sword
Increase [Holy Cross] Damage by 10% per level of [Sword Mastery]
Reduce cooldown of [King's Grace] by 6 seconds per level of [King's Grace]
If [Guard] is level 10, Enables use of level 5 [Synthesized Shield]
If [Endure] is level 10, Adds a 100% chance of casting [Level 5 Enchant Blade] when using [Endure]
If [Shield Reflect] is level 10, Atk+ 50
Set Bonus
Divine Guard Hat[1]
Permeter Card
Enables use of level 1 Weapon Perfection
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+7 Effects Atk+ 5%
Increase Damage Against [Demon] and [Undead] Race Targets by 15%
Bypass 15% Defense of [Demon] and [Undead] Race Targets
Increase [Grand Cross] damage by 2% per base level
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+9 Effects
Atk+ 5%
Hit+ 25
Def+ 30
Aspd + 5
Increase Damage Against [Demon] and [Undead] Race Targets by 15% Bypass 15% Defense of [Demon] and [Undead] Race Targets
Increase [Holy Cross] Damage by 200%
Adds a 100% chance of casting [Level 1 Grand Cross] when using [Holy Cross], if a higher level of this skill is known, it will be cast instead.
Adds a 100% chance of casting [Level 2 Tuna Belly] on the user when using [Grand Cross]
Immune to Curse
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Purpose:
Edited by VModCinnamon, 07 May 2020 - 05:18 PM. Mod Edit: Replaced font color to blue, do not use red, it's for mod edits and warnings.
Bypass 100% of hard defense of all race targets when performing a physical attack.
Increases damage of Brandish Spear by 20%.
Increases damage of Hundred Spears by 20%.
- Decreased Long Ranged damage from 40% to 20% (at lvl10 of Spear Mastery) to not make it too OP.
- Rebuilded the headgear (now using Masteries, Enchant Blade and Phantom Thrust to gain some interesting effects like Defense, Magical Defense, Atk & All Stats bonuses).
* +7 effects new effects (Hit and Atk bonuses per each level of Enchant Blade & Phantom Thrust)
* +9 effects adjusted (SP Recovery when killing mobs & -1s CD on HS; "1sec CD decrease on Hundred Spears to make the skill a bit more usable on 1vs1 encounter with mob.").
The purporse of this headgear is to make more relevant (revive) a build that was ignored for many years; pure Spear Build. Now with Brandish Spear reworked (now dealing 3 hits, Long Ranged, STR in the formula) with a headgear that increases it's potential way more, pure spear build RKs can be on pair with Ignition Break Build.
I don't know if these headgears will be free again (obtainable by doing event quests) but is more focused on the new/low-mid budget player, with effects that sustain like SP recovery when killing monsters, increase dmg of Hundred Spears & Brandish Spear and some statuses mentioned above to make the leveling process of Rks more comfortable.
Can we append the following effects to any of the Shadow Chaser hats? (preferably on the old one):
When equipped with Sealed Evil Sword [2],
Adds a 10% chance to autocast Hell Inferno Lvl3 with every physical attack.
Increases the chance to autocast Hell Inferno by 1% for each refine level of the weapon up to a maximum refine of +10.
Matk + 160
When equipped with Sealed Magic Sword [2],
Adds a 10% chance to autocast Crimson Rock Lvl3 with every physical attack.
Increases the chance to autocast Crimson Rock by 1% for each refine level of the weapon up to a maximum refine of +10.
Matk + 30
When equipped with Sealed Maximum Sword [2],
Adds a 10% chance to autocast Judex Lvl3 with every physical attack.
Increases the chance to autocast Judex by 1% for each refine level of the weapon up to a maximum refine of +10.
Matk + 160
These effects can stay temporarily atleast until we get the jRO versions of the Sealed Swords, or permanently if the community wants it.
you said Volume 2. So these will be another version while the original will keep their mechanics but subject to change when necessary?
Yes.
Though I will be pushing for a change to Shadow Chaser Hat, I still think generic stats is a waste; but, if the community likes it being generic I won't push for it.
As talked a little bit over on discord, there should probably be some sort of deadline for idea submissions and tweaking on the hats effects. To avoid what happened last time with last minute inputs changing the course of the entire proposal.
Matk becomes 0 for 30 seconds if this item is unequipped.
Adds a 100% chance to cast Level 1 Provoke when using Oratio.
Adds a 100% chance to cast Level 5 Vampire's Gift when using Oratio, if Oratio is max. <- This is if the first concept doesn't work.
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+7 Effects Def + 15 and Mdef + 3 per level of Angelus known for 30 seconds when using Angelus. Perfect Dodge + 25 for 10 seconds when using Gloria. Reduces variable casting time of skills by 35% per level of Suffragium known for 40 seconds when using Suffragium. Reflect 10% of melee damage back to the attacker for 1 minute when using Impositio Manus. Add a 10% chance to dodge spells for 1 minute when using Praefatio.
Immune to Curse for 2 minutes when using Clementia.
Immune to Critical Wounds for 2 minutes when using Cantocandidus. Restores 50 SP per level of Magnificat known every 2 seconds for 30 seconds when using Magnificat.
Increases healing received by 50% for 10 seconds when using Coluseo Heal.
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+9 Effects
Reduces damage from Small, Medium and Large enemies by 25%.
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Purpose: Use Vampire's Gift (using Oratio as a proxy) to pull mobs towards you; then, use a mixture of effects provided by the buffs obtained from the hat to tank them for as long as your party needs you.
Levels on spells can be tweaked/give a condition. Level on Napalm Vulcan and Gravi Field need to be toned down as they are vastly stronger and have base level scaling.
Parfaille Stolen Hat (Have a break, have a CritCat)
Base Sprite: Parfaille Vigilante Hat (recolor yellow/gold)
Increase critical damage on targets by 5% for every 18 base vit.
Increase def +20 for every 18 base luk.
increase Aspd +10% for every level of Bunch of Shrimp learned.
If Fresh Shrimp, Tuna party is level 5:
Increase long-ranged damage on targets by 5%
Enable Arclouse Dash level 5
upgrade +7
If Tuna Belly is level 5
MaxHP +10%
Increase long-ranged damage on targets by 10%
Enable Double Attack level 10
upgrade +9
If Spirit Of Sea is known:
MaxHP +10%
Increase long-ranged damage on targets by 10%
Add 5% chance to casting Exceed Break level 5
or
Add 100% chance to casting Dark Claw level 5 on target when using Scratch
Purpose:
They're either Physical cat, Tank cat or Magic cat. Did you see how grumpy he is when every other class have crit build? Cats are greedy and will do whatever they want!
Edited by 3505170703074552307, 08 May 2020 - 06:32 PM.
Name: Cross Headband
Base Item: None = Kagerou/Oboro Hat (Cross Slash) (1st Proposal):
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+0 Effects:
Reduces the cooldown of Cross Slash by 0.6 seconds. Reduces the cooldown of Cross Slash by an additional 0.2 seconds per level of Ninja Aura and Shadow Warrior learned. (Put this only if we won't be receiving both Kagerou/Oboro rebalance update and class-based Shadow Gears)
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+7 Effects:
Increase the damage of Cross Slash by 2% per level of Illusion: Bewitch, Illusion: Shock, and Illusion: Shadow learned.
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+9 Effects:
Increase the damage of Cross Slash by an additional 1% for every 5 base level.
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Purpose: Mostly for Cross Slash cooldown reduction, the damage is just a bonus. In case the effects will be +0 and +9, move the +7 effects to +0.
EDIT: Following the new format with some modifications.