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[1.2.318] All changed mobs - Printable Version +- Southperry.net (https://www.southperry.net) +-- Forum: Extraction Stuff (https://www.southperry.net/forumdisplay.php?fid=13) +--- Forum: Extractions (https://www.southperry.net/forumdisplay.php?fid=68) +--- Thread: [1.2.318] All changed mobs (/showthread.php?tid=26680) |
[1.2.318] All changed mobs - blade686 - 2010-06-20 Only I see gibberish instead of monster names and no images at all? [1.2.318] All changed mobs - cleric1213 - 2010-06-20 blade686 Wrote:Only I see gibberish instead of monster names and no images at all? happychinchilla.org is down [1.2.318] All changed mobs - Tay - 2010-06-20 blade686 Wrote:Only I see gibberish instead of monster names and no images at all? That gibberish is Korean. .v. [1.2.318] All changed mobs - Arroz - 2010-06-20 DeanNim Wrote:CPQ. lol speaking of which I think that too will get a revamp [1.2.318] All changed mobs - blade686 - 2010-06-20 It appers as boxes with numbers inside for me, obviously since i don't have Korean installed. ( Y ) Anyway this thing sucks, they're just going to leave all those weak looking monsters and raise their LVLs? That's ridiculously lame, they should edit their looks so they look stronger. [1.2.318] All changed mobs - Fiel - 2010-06-20 They suspended my website due to high server load. It used up 350 GB in one week haha. [1.2.318] All changed mobs - Arroz - 2010-06-20 Fiel Wrote:They suspended my website due to high server load. It used up 350 GB in one week haha. That. is. Awesome. [1.2.318] All changed mobs - MetaSeraphim - 2010-06-20 Tay Wrote:That gibberish is Korean. Exactly. Fiel Wrote:They suspended my website due to high server load. It used up 350 GB in one week haha. I was wondering if that would happen. [1.2.318] All changed mobs - Tay - 2010-06-20 Arroz Wrote:speaking of which I think that too will get a revamp Hope so. On a 126 NL, I couldn't 1hko a Rombot with lv10 triple throw and shadow partner. I could hit 25k crits, but killed him in 3 TTs. [1.2.318] All changed mobs - Kabanaw - 2010-06-20 Looks like good training for I/L AMs now will be, from level 100 on: 100-110: Pirates. These things are awesome training in the 80s now, with this new patch they become good training for the 100s. 110-120: Red Kents 120-130: Vikings. CL will most likely be the best training in 4th job. 130-140: Either continue at vikings or Red Wyverns. 140-150: either skeles, red wyverns, or more vikings 150-160: Regret mobs 160+: oblivion mobs It seems pretty good to me. [1.2.318] All changed mobs - holyforest - 2010-06-20 Kabanaw Wrote:Looks like good training for I/L AMs now will be, from level 100 on: That doesn't seem too bad at all. What would you assume are good training for F/Ps and Bishops now? (besides obvious stuff) [1.2.318] All changed mobs - Ryan - 2010-06-20 Kabanaw Wrote:Looks like good training for I/L AMs now will be, from level 100 on: ![]() i will begin playing again as soon as this patch comes to GMS this is awesome [1.2.318] All changed mobs - Wheels1 - 2010-06-22 I'm loving most of these mob changes, because alot of people, including me, want a high level content, like Oblivion mobs over level 160. Looks like my Bishop is going to train back at Zombies! Also, there are now dark-weak monsters like Birks, so Battle Mages can train there! [1.2.318] All changed mobs - Tukkun - 2010-06-23 Meh, this change will pretty much remove traveling needs. You won't leave an area for about 9~10 levels. [1.2.318] All changed mobs - Kabanaw - 2010-06-23 holyforest Wrote:That doesn't seem too bad at all. What would you assume are good training for F/Ps and Bishops now? (besides obvious stuff) Well, 3rd job F/P training won't change much, I don't think. I'm pretty sure poison mist will still be the most efficient way to train, so big spawn areas, like pirates, are good. So pretty much anywhere works, depending on the spawn. Poison misting through about 130. At 130, when paralyze is a higher level, it would be good to move to Rextons, since they're poison weak, and now level 132. This may be the only viable training spot for a while, because of the lack of poison weak mobs. At 150, F/Ps can start going through the Regret mobs, since the stronger two are both fire and poison weak. Then at 160, they can start on Oblivion mobs, which are all poison weak and fire neutral. As for Bishops, 100-110: Klocks and Dark Klocks 110-120: Death teddies then Master death teddies 120-130: Phantom Watches and Grim Phantom Watches (Geez I'm just moving down the forgotten memories here) 130-145ish: Zombies. :O 145+: Skeles Not bad training, considering the current 4th job training areas for Bishops is Newts until 13x then Skeles forever. [1.2.318] All changed mobs - Baklava - 2010-06-23 For some reason, I'm really excited to go back to Zombies. LOL They seem like flowers and sunshine after sniping Newties for 35 levels. [1.2.318] All changed mobs - KaidaTan - 2010-06-24 Fiel, mind listing whatever the name of that stat is that reduces your damage by a % for each monster? Or just tell us what the standard is and tell us who has a higher or lower one? [1.2.318] All changed mobs - Thorr - 2010-06-25 Ok, i don't know if this has been pointed out elsewhere, but I felt this is a good place to mention it. Mob experience now has a direct correlation to mob level. All non-boss mobs of the same level now give the same amount of experience. Mobs that are found in theme Dungeons (Mushy Castle, Taipei 101, Neo Tokyo) give 20% more than the standard (drop decimals as always). This tells me that the monster experience table has a curve of its own. It also tells me that things like CWK (in GMS) and Haunted Mansion would likely no longer have mobs with ridiculously high exp for their level (Windraiders.. Twisted Jesters..) Also of note - Most monsters of the same level also generally have the same number of HP (Example, there are 4 mobs with lvl 36, all in different areas, but all of them have 1500 HP). [1.2.318] All changed mobs - Will - 2010-06-25 Thorr Wrote:Ok, i don't know if this has been pointed out elsewhere, but I felt this is a good place to mention it.If that happens, it'll be sad. At least for wind raiders, but yay for jesters becoming open to more than justsome arans and appling classes. [1.2.318] All changed mobs - Hazzy - 2010-06-28 Do mobs have avoid anymore? I just noticed that none of the mobs there have an avoid listed. Quick Searched this thread and saw no post talking about it. |