2011-05-18, 08:08 PM
You mentioned some pages ago that JMS was yelling at you if you tried to create a non-Adventurer or CK. Was that only for rebirth or were all of those "fancy" classes taken off JMST period from start to finish? -Is aware rebirth with the aforementioned classes is not possible-
Related to the above, I'm sure you aren't a clairvoyant (or are you?) but with your knowledge of skills, threads, IDs, etc. and given these combinations are hypothetically possible, how might you expect similar but slightly different skills to work out, my example being a Marksman + WH or Mage + BaM mastery situation? On a more concrete, adventurer-based foundation, you mention that passives likely will not carry over, but I can see some passives that seem weapon independent carrying over, basic stuff like Nimble Body or any of those first-joby skills, just off the top of my head. I'm just curious how the game might determine that a particular skill is locked to a particular weapon or class.
MetaSeraphim Wrote:It would count as the same exact skill, actually.
Related to the above, I'm sure you aren't a clairvoyant (or are you?) but with your knowledge of skills, threads, IDs, etc. and given these combinations are hypothetically possible, how might you expect similar but slightly different skills to work out, my example being a Marksman + WH or Mage + BaM mastery situation? On a more concrete, adventurer-based foundation, you mention that passives likely will not carry over, but I can see some passives that seem weapon independent carrying over, basic stuff like Nimble Body or any of those first-joby skills, just off the top of my head. I'm just curious how the game might determine that a particular skill is locked to a particular weapon or class.

