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MetaSeraphim Wrote:Again archers stay far away from a monster to attack it. They shouldn't need a +30 speed passive bonus to get away from a monster. Since in most cases they can move two inches and start attacking a monster again, while a warrior has to run halfway across the map/
I thought Monster Magnet did that for you.
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Jellyflower Wrote:Type 20 is weapons, isn't it? Type 40 should be all type of accessories - earrings, eye, face, pendant, belt, ring. For your tops only part, the ??? is 2% chance of being invincible for however many seconds listed in your formula. You missed out on overalls (I think type 53, not entirely sure), they share the same options as top, except it also comes with reduces the numbers of seconds of abnormal status +whatever formula is. For gloves only, the unique primary is 1% or 2% of autosteal when attacked depending on item level. Type 90 is not something GMS has, I know it's not ring, but it could be pet equip but we have nothing of that sort.
Edit: Nevermind, type 10 should be weapons, type 20 should be armors, which include all non accessories nor weapons, not sure about shields. Which would be helmet, gloves, cape, shoes, overall, top, bottom.
Thanks for your input, option type 90 does logically seem to be pet equipment based on the bonuses. Oh and I can't find reducing status effect duration anywhere, has anyone actually gotten it yet?
Duelman Wrote:Are you guys sure HB can't spawn on overalls? That seems a little off since archers and mages only have overalls to use, no options really.
edit: also is it like that in kms? did we get an altered version or something?
I'm not sure about overalls, I haven't really seen enough to tell what special bonuses they get. Tell us if you find an overall with a special bonus, as in a bonus not found in the universal or armor bonuses.
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I've gotten the decreases the duration of abnormal statuses by 1, 2 seconds on my overall a lot.
020366.info.optionType 52 - abnormal status -1 second
030366.info.optionType 52 - abnormal status -2 seconds
020396.info.optionType 52 - invincibility period +2 seconds
From Fiel's table
| 52 | 020366 | time | abnormal status | | 52 | 020396 | time | invincibility period | | 52 | 030366 | time | abnormal status | | 52 | 030371 | time/prop | probability of invincible for x seconds |
As to getting HB on overalls, it's impossible, I have cubed my overall 600 times and it had never appeared. I did 3 cubes on pants after unique and it appeared, same with haste shoes. Door helm took 7 or 10 before it appeared. And the level requirement for options and mini skills refer to the item level, not your character level. (Not that your character level matters since you can't equip the item anyway if you don't meet the requirement) This I'm 100% sure. Yes, it sucks for bowmen, pirates and mages. But in GMS, it sucks even more if you're any of those classes but female since Nexon never fixed skirts not coming out from iTCG.
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xxxx66 is invincibility, and xxxx96 is status effects I think. I've seen 1 second of invincibility on an epic top.
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Uhhh...what's Primary and Secondary for?
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MetaSeraphim Wrote:Again archers stay far away from a monster to attack it. They shouldn't need a +30 speed passive bonus to get away from a monster. Since in most cases they can move two inches and start attacking a monster again, while a warrior has to run halfway across the map/ Have you ever even been to time temple? EVERY monster in that entire area has a larger attack range than an archer. Every boss can hit us from the farthest spot we can attack from. "Ranged" is meaningless in this game. Warriors can rush monsters around, if you're Aran or DW you have Soul Runner/ Combat Step. Every class except for Archers has a *real* movement skill, not bullpomegranate like thrust which no one in their right mind would max. Thrust is NOT a movement skill. Flash Jump, Teleport (don't even get me started on this teleport-damage thing now...) Recoil shot, these are movement skills.
At any rate this is way off topic. Point is the only class who uses pants are Melee, and the only class that doesn't need HB so bad is Melee. That's poor planning.
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IsaacGS Wrote:Come on, obviously wasn't referring to pirates. I forget pirates exist except when crappy pirate gear is clogging up my inventory instead of literally any other class's gear that i could use. The skills are only available on level 70+ gear, according to this, and archers only have pants up to 40. But i suppose gunslingers need it as well, and what do you know, they can't get it. SE only coming on level 120 gear, when all archers have SE at that point, the exception being a wind archer but no one is going to play a 120 wind archer.
*sigh* it just seems as though everything KMS does lately is an extra "pineapple you" to archers. Our most valuable skill is up for grabs for anyone, but we can't get most of theirs, and even the ones we could get are far less useful by comparison. Haste for SE? please. When you add this in with Thorns and the ridiculous alterations to the acc, avoid and critical formulas in Big Bang they basically beat the pomegranate out of us and kicked us back to the bottom of the stack. Granted these skills aren't exactly easy to get without spending hundreds on cubes, but the point remains.
Basically three things that made me want to play an archer:
1. The ability to hit any monster (No longer true post BB since the only crucial factor in accuracy is level, rendering the accuracy stat worthless)
2. Critical hits for nice damage (Criticals in KMS are far, far weaker than they are prior to BB. To the point where my wild hunter occasionally hits criticals that are lower than non-criticals in the same attack.)
3. Eventual 90% Mastery reduces the weak hits which plague us through the prior 120 levels. (Mastery is also really wonky after big bang, and the rate is dropped off as well from 90 to 70)
I also liked playing Aran and Evan, who have the exact same abilities (high mastery and criticals). Now all 3 of them get severely weakened in big bang. It's very de-motivating.
anyway back onto the point, only warriors and some thieves wear top + bottom sets at high levels, and they're the ones who need survivability bonuses the least. Putting HB on pants was a moronic thing to do.
And for the record Evan dragon gear can't have potential, so that can't be the mystery group.
I agree with you for the most part. Arches are getting boned. We used to trade survivability for acc, but now acc is worthless, so shoudln't we be able to take harder hits now?
Although I found one comment to be innacurate:
Quote:3. Eventual 90% Mastery reduces the weak hits which plague us through the prior 120 levels. (Mastery is also really wonky after big bang, and the rate is dropped off as well from 90 to 70)
Dusk explained to me that currently in GMS our mastery actually has an end multiplier that reduces our mastery, making it only 81% as opposed to the 90% it said we'd have in the skill description. Mastery in big bang is the exact opposite of what you said. It is LESS wonky, mastery is much more simple post BB than pre-BB. Mastery no longer has a stupid formula to go along with it, it's just a flat percentage based off of your max. Second, bowman mastery is +70% as opposed to making it 70% like skills do now, and since bowmen have a base mastery of 15%, this actually brings our mastery to 85%; That's right, it's actually higher than what we have currently.
In summation:
Pre-BB mastery for 4th job bowmen with max MMB/expertise - 81%
Post-BB mastery for 4th job bowmen with max MMB/expertise - 85%
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McAwesomesauce Wrote:When monsters get close, a Bowman needs to run the pineapple away and reposition him/herself. When monsters get KBed to other side of the map with DB, they need to get back within range quickly.
Minimum range to attack doesn't exist anymore post-big bang, so DB is entirely useless. Thrust could easily be replaced by a %HP skill
MetaSeraphim Wrote:Again archers stay far away from a monster to attack it. They shouldn't need a +30 speed passive bonus to get away from a monster. Since in most cases they can move two inches and start attacking a monster again, while a warrior has to run halfway across the map/
Rush? Monster magnet?
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Just basically re-iterating what everyone is saying, yeah, range or accuracy don't mean jack pomegranate in ms anymore, therefore the HP penalty is outdated as well.
I mean sure, it would make sense for ranged classes to have less HP than melee, but to such an extremity? I don't think so.
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This is very helpful. Although the one thing that confuses me is the "job adv range". Can someone explain? :^|
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SlayerZach Wrote:This is very helpful. Although the one thing that confuses me is the "job adv range". Can someone explain? :^|
She says it pretty simply. Equips level 10 - 30 = 1 bonus because it's 1st job. Equips level 31 - 70 = 2 bonuses because it's 2nd job. And so on.
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Neothisis Wrote:Uhhh...what's Primary and Secondary for?
Usually the first line of potential on your equipment gives a primary bonus, and the second and third lines are secondary, although the second and third lines each seem to have a small chance to add a primary bonus.
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Cyanne Wrote:Usually the first line of potential on your equipment gives a primary bonus, and the second and third lines are secondary, although the second and third lines each seem to have a small chance to add a primary bonus.
[COLOR="orange"]Darn, that was the worst case scenario I had in mind. =X
You wouldn't happen to know if you turn the secondaries into primaries, would they stay primary? Like how it works with Rank increases and stat 2 to 3 increases?[/COLOR]
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Neothisis Wrote:[COLOR="orange"]Darn, that was the worst case scenario I had in mind. =X
You wouldn't happen to know if you turn the secondaries into primaries, would they stay primary? Like how it works with Rank increases and stat 2 to 3 increases?[/COLOR]
I think by "the second and third lines each seem to have a small chance to add a primary bonus." she means she hasn't seen enough to know. Plus, our past cubing histories were done before this list was compiled, hardly anyone could keep track of the progress. From now on though, you might have the answer soon, hopefully.
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Neothisis Wrote:[COLOR="orange"]Darn, that was the worst case scenario I had in mind. =X
You wouldn't happen to know if you turn the secondaries into primaries, would they stay primary? Like how it works with Rank increases and stat 2 to 3 increases?[/COLOR]
You can't turn a secondary bonus into a primary one.
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Arrg Wrote:Minimum range to attack doesn't exist anymore post-big bang, so DB is entirely useless. Thrust could easily be replaced by a %HP skill
That's Marksmanship, which is in 4th Job.
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Jellyflower Wrote:I did 3 cubes on pants after unique and it appeared, same with haste shoes. Door helm took 7 or 10 before it appeared. And the level requirement for options and mini skills refer to the item level, not your character level. (Not that your character level matters since you can't equip the item anyway if you don't meet the requirement) This I'm 100% sure.
thank you for clearing this up. its not very well stated anywhere and i was going to ask. im sad that i will have to replace my imperial glove
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Dusk Wrote:You can't turn a secondary bonus into a primary one.
So, if you're looking for end game equips, you'll want to keep items that after the first magnifying glass have a 3 bonuses and all 3 of them are primary. Then just cube them til they're unique and you get the best stats for your class?
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ArbalistMaster Wrote:So, if you're looking for end game equips, you'll want to keep items that after the first magnifying glass have a 3 bonuses and all 3 of them are primary. Then just cube them til they're unique and you get the best stats for your class?
What? No. The first item listed is always the primary attribute.
Stat +9% <- primary
Stat +6% <- secondary
Stat +6% <- secondary
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McAwesomesauce Wrote:That's Marksmanship, which is in 4th Job.
And you don't max it until SE/main attacking skills are maxed. That's like 140+ before you get decent hp.
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