iAmFear Wrote:I'm also planning my character cards exclusively for Phantom ^^u
Since my DS is 200, and my Paly and Aran are on their way there, I'm planning on doing the all Warrior Set effect. I'm also foregoing a second set effect, besides the Rank one, in order to increase the time in which I'd be able to use Luck of Phantom Thief, so I'm going with this:
Deck One:
DS (SS) - Status Resistance
Paly (S/SS) - Level to Damage
Aran (S/SS) - HP Drain
All Warrior (S/SS) - % HP to Damage
All Ranked (S/SS) - HP/MP +700, ATK/MATK +3, 3% Boss Damage (HP/MP +1000, ATK/MATK +5, 5% Boss Damage)
Deck Two:
Mercedes (S) - Cooldown Reduction
Mechanic (S) - Increase Buff Duration
Marksman (S) - Increase Crit Rate
All Ranked (S) - HP/MP +700, ATK/MATK +3, 3% Boss Damage
However, depending on how much the increased crit would really help with Blanc/Noir Carte, I might considering alternatively doing this:
Deck One:
DS (SS) - Status Resistance
Mechanic (S) - Increase Buff Duration
Battle Mage (S) - Decrease Damage Taken
All Resistane (SS) - All Stats +10
All Ranked (S) - HP/MP +700, ATK/MATK +3, 3% Boss Damage
Deck Two:
Aran (S/SS) - HP Drain
Mercedes (S) - Cooldown Reduction
Evan (S) - MP Drain
All Legendary Heroes (SS) - All Stats +10
All Ranked (S) - HP/MP +700, ATK/MATK +3, 3% Boss Damage
Now, a few things, you can have multiples of the same set, at least more than one of the same All (B/A/S/SS) Set, even at the same rank. The all faction set effects, like all Adventurers, Cygnus, whatever, are based on the highest card, so even if you had one SS Ranked card, it'd give you the full SS Rank set effect, unlike the other sets which are based on the lowest card.
I've only tested this with All A Ranked and All Adventures up to S Rank, though.
In kMS, I have two All A Ranked set effects active, and my Adventurer deck consists of my Dual Blade (S), and other characters (A), and the all adventurer deck gives the S rank effect.
So wait, does that mean with a 120 DB,120NW and 120-199 phantom I'd get the S effect instead of A?
also considering the DB,NW,Phantom set gives 7% avoid ,4% meso drop , 4% crit damage would it not be the best bonus for a phantom, bringing our total avoid rate through the roof and aswell as 8% more crit damage. then again I'd be giving up on 10 all stat from the tri legend effect of Aran,Evan and Merc.
I don't know what's better.
Deck One :
Dual Blade (S) - 4-5% avoid (Not sure if S gives 4 or 5)
Night Walker (A) - 3% avoid
Phantom (S) - 3% meso drop rate increase
Weakness Targeting (3 Thieves) 4% maximum critical damage
Heros Activity 700 HP and MP, 3 attack and magic attack, 3% damage increase on boss monsters
Deck Two Option A
Aran (S) - HP Drain
Evan (S) - MP Drain
Mercedes (S) -reduction in skill cooldowns
Great Return (3 Heroes) 10 all stats
Heros Activity 700 HP and MP, 3 attack and magic attack, 3% damage increase on boss monsters
Deck Two Option B
Dual Blade (S) Avoid
Nightwalker (A) Avoid
Phantom (A) Meso rate
Weakness Targeting (3 Thieves) 4% maximum critical damage
Heros Activity 700 HP and MP, 3 attack and magic attack, 3% damage increase on boss monsters
Considering with Decent Se, a Crit ring and some other things i'm pretty sure I can get crit rate to 100%
but that would be ALOT of work. the Deck Two Option A requires no work because I have all six of those minus the Nightwalker.
and atm my chars are
15x BaM,15x Drk,15x DS , 15x Aran , 14X Evan,11x DB , 12x Wind Archer, 9x Mercedes , 10x CS
can't delete my highest char because of blessing, nor any link skill char.
but I got room to make my phantom +3.
Promothian Wrote:So wait, does that mean with a 120 DB,120NW and 120-199 phantom I'd get the S effect instead of A?
No. What I said was:
iAmFear Wrote:The all faction set effects, like all Adventurers, [all] Cygnus, whatever, are based on the highest card, so even if you had one SS Ranked card, it'd give you the full SS Rank set effect
Only the all faction sets, if you have all Adventuers, all Cygnus, all Resistance, all Heroes, the ones that give all stats, are based on the highest card.
iAmFear Wrote: unlike the other sets which are based on the lowest card.
With that combination, you'd only get the A effect.
Anyway, while it's nice to avoid damage, I'd rather reduce the damage I take and probably save NX on a few wheels here and there with Luck of Phantom Thief, and Phantom's avoid rate is pretty high already.
Increasing max critical damage, even by 8%, would only bring the average critical damage from (135+150)/2 = 142.5% to (135+158)/2 = 146.5%, an increase of about 3% damage, unless you have actual SE, when the average damage increase would be slightly less than 1%. And that's assuming you crit all the time.
I'm also opting out of using a Phantom card, since it's just meso drop, and not even a sufficient amount.
I wouldn't choose the all thief set, since the set effect isn't that good, and you'd only get an A Rank effect by combining them in that way.
I'm gonna go with all three Explorer Pirates (S rank) for the 6% ignore monster DEF + 700 HP/MP, 3 ATT and 3% boss damage, and S rank Demon Slayer, Aran and either Dark Knight or Paladin depending on whether or not Nexon allow me to world transfer. That'd get me 10% HP > damage and extra status resistance as well as either more max HP or some additional stats.
All Warrior Set - mhp2damX (2*x+2)
All Magician Set - mmp2damX (2*x+2)
All Archer Set - finalAttackDamR (x)
All Thief Set - criticaldamageMax (x)
All Pirate Set - ignoreMobpdpR (2*x)
All Faction Set - strX/dexX/intX/lukX (2, 5, 7, 10)
Only the all faction sets, if you have all Adventuers, all Cygnus, all Resistance, all Heroes, the ones that give all stats, are based on the highest card.
With that combination, you'd only get the A effect.
Anyway, while it's nice to avoid damage, I'd rather reduce the damage I take and probably save NX on a few wheels here and there with Luck of Phantom Thief, and Phantom's avoid rate is pretty high already.
Increasing max critical damage, even by 8%, would only bring the average critical damage from (135+150)/2 = 142.5% to (135+158)/2 = 146.5%, an increase of about 3% damage, unless you have actual SE, when the average damage increase would be slightly less than 1%. And that's assuming you crit all the time.
I'm also opting out of using a Phantom card, since it's just meso drop, and not even a sufficient amount.
I wouldn't choose the all thief set, since the set effect isn't that good, and you'd only get an A Rank effect by combining them in that way.
in that case i'll stick with the three legends but what other set would be worth while? I don't mind getting 3 chars to 120 for it.
2012-05-04, 10:22 PM (This post was last modified: 2012-05-05, 11:52 AM by Devil.)
Complete Card-Set Tables
Rules:
- You can have 2 card-sets of 3 cards each.
- Each card set can only have one of each class, so in total you can have 2 cards of the same class in your total card-deck of 6.
- Class Bonuses stack (6 max)
- Card-Set Class Type Combination Bonuses stack (2 max)
- Card-Set Organization Type Combination Bonusess stack (2 max)
- Card-Set Rank Bonuses stack (2 max)
Class Levels:
Rank
Level Range
B
lvl 30~69
A
lvl 70~119 (and lvl120 Normal Cygnus)
S
lvl 120~199 (and Cygnus Instructors)
SS
lvl 200 (and Cygnus Instructors)
Class Bonuses (Per Class):
Class
B
A
S
SS
Bonus Effect
Hero
3%
4%
5%
6%
Wdef
Paladin
1.01%
1.02%
1.03%
1.04%
Watt
Dark Knight
2%
3%
4%
5%
Max HP
-
-
-
-
-
-
Archmage (F/P)
2%
3%
4%
5%
Max MP
Archmage (I/L)
1.01%
1.02%
1.03%
1.04%
Matt
Bishop
5%
10%
15%
20%
MP Potions Amount Increase
-
-
-
-
-
-
Bowmaster
2%
4%
6%
8%
Accuracy
Marksman
1%
2%
3%
4%
Critical Chance
-
-
-
-
-
-
Night Lord
+2
+3
+4
+5
Jump
Shadower
+2
+3
+4
+5
Speed
Dual Blader
2%
3%
4%
5%
Avoid
-
-
-
-
-
-
Buccaneer
1.02%
1.03%
1.04%
1.05%
Total Damage
Corsair
4%
6%
8%
10%
Summon Durations Increase
Cannon Shooter
2%
3%
4%
5%
Experience Loss Reduction on Death
-
-
-
-
-
-
Demon Slayer
1%
2%
3%
4%
Status Resistance
Battlemage
2%
3%
4%
5%
Damage Reduction from Monsters
Wild Hunter
1%
2%
3%
4%
Chance on Instant Death Hit on Monster
Mechanic
5%
10%
15%
20%
Buff Duration Increase
-
-
-
-
-
-
Aran
2%
4%
6%
8%
HP Healed when Attacking at 70% Chance (Cooldown 60 seconds)
Evan
2%
4%
6%
8%
MP Healed when Attacking at 70% Chance (Cooldown 60 seconds)
Mercedes
2%
3%
4%
5%
Skill Cooldown Reduction
Phantom
1%
2%
3%
4%
Meso Droprate Increase
-
-
-
-
-
-
Dawn Warrior
2%
3%
-
-
Wdef
Blaze Wizard
1.01%
1.02%
-
-
Matt
Wind Archer
2%
4%
-
-
Accuracy
Night Walker
2%
3%
-
-
Avoid
Thunder Breaker
1.02%
1.03%
-
-
Total Damage
-
-
-
-
-
-
Michael
2%
3%
4%
5%
Wdef
Card-Set Class Type Combination Bonuses (Per Set):
Set Combination
B
A
S
SS
Bonus Effect
3 Warriors Set
4%
6%
8%
10%
HP to Damage
3 Magicians Set
4%
6%
8%
10%
MP to Damage
3 Archers Set
1%
2%
3%
4%
Final Attack Damage
3 Thieves Set
1%
2%
3%
4%
Maximum Critical Damage
3 Pirates Set
2%
4%
6%
8%
Ignore PDR of Monster
Card-Set Organization Type Combination Bonuses (Per Set):
Set Combination
B
A
S
SS
Bonus Effect
3 Adventurers Set
+2
+5
+7
+10
All Stats
3 Heroes Set
+2
+5
+7
+10
All Stats
3 Resistance Set
+2
+5
+7
+10
All Stats
3 Cygnus Set
+2
+5
+7
+10
All Stats (Normal Cygnus can only reach A-Rank, even at lvl 120, Cygnus Instructors can go to S and SS)
Card-Set Rank Bonuses (Per Set):
Rank Combination
Bonus Effect
3 B Rank Cards (or higher)
300 HP / MP
3 A Rank Cards (or higher)
500 HP / MP & 1 Watt / Matt
3 S Rank Cards (or higher)
700 HP / MP & 3 Watt / Matt & +3% Damage on Boss Monsters
3 SS Rank Cards (or higher)
1000 HP / MP & 5 Watt / Matt & +5% Damage on Boss Monsters
iAmFear Wrote:Did some data collection, each level up on the target character with the Paly effect increases range by a small amount. This table is for the displayed range:
Displayed Ranges per level
Level
B (0.5)
A (1.0)
S (1.5)
B+S (2.0)
A+S(2.5)
S+S(3.0)
10
102
112
112
122
122
132
11
102
113
113
124
124
135
12
102
114
114
126
126
138
13
102
115
115
128
128
141
14
102
116
116
130
130
144
15
102
117
117
132
132
147
16
102
118
118
134
134
150
17
102
119
119
136
136
153
18
102
120
120
138
138
156
19
102
121
121
140
140
159
20
102
122
122
142
142
162
21
102
123
123
144
144
165
22
102
124
124
146
146
168
23
102
125
125
148
148
171
24
102
126
126
150
150
174
25
102
127
127
152
152
177
26
102
128
128
154
154
180
27
102
129
129
156
156
183
28
102
130
130
158
158
186
29
102
131
131
160
160
189
30
102
132
132
162
162
192
31
102
133
133
164
164
195
32
102
134
134
166
166
198
33
102
135
135
168
168
201
34
102
136
136
170
170
204
35
102
137
137
172
172
207
36
102
138
138
174
174
210
37
102
139
139
176
176
213
38
102
140
140
178
178
216
39
102
141
141
180
180
219
40
102
142
142
182
182
222
41
102
143
143
184
184
225
42
102
144
144
186
186
228
43
102
145
145
188
188
231
44
102
146
146
190
190
234
45
102
147
147
192
192
237
46
102
148
148
194
194
240
47
102
149
149
196
196
243
48
102
150
150
198
198
246
49
102
151
151
200
200
249
50
102
152
152
202
202
252
51
102
153
153
204
204
255
52
102
154
154
206
206
258
53
102
155
155
208
208
261
54
102
156
156
210
210
264
55
102
157
157
212
212
267
56
102
158
158
214
214
270
57
102
159
159
216
216
273
58
102
160
160
218
218
276
59
102
161
161
220
220
279
60
102
162
162
222
222
282
Done in kMST, this is as far as I can go without adding AP/SP, but for 10~60, STR was 52 and DEX was 10 constantly, Weapon was 15atk, Blessing was 24atk, on character using the beginner 1H Axe/BW/Sword, so actual range should be 1.2*(4*52+10)*39/100, or 102. Only change was character level. I have a feeling I should do A+B's 1.5x effect. Note that you cannot have two Paly's, or any combination of Paly's job advancements, in the same deck, so the stacking effect was achieved by putting each one card in each of the two decks allowed.
So the Paladin and I/L bonuses are ironed out now (as percent increases on their respective values)? Because the quote above shows something completely different, right?
Devil Wrote:I was typing mine while I was typing yours, you posted earlier. I like my tables layout more (nfi).
Also your attack bonus doesn't really make sense. 0.5x 1.0x 1.5x 2.0x... 2 times watt is a bit too much, let alone 5x watt...
Edit:
Tables updated - according to iAmFear extraction data
Except the way you represent it is wrong. It's not 1.0x%, in game the bonus is displayed as 0.5, 1.0, 1.5, and 2.0.
No one actually knows how variables in the format x2y actually work, though when I was testing lv2padX, I gained 1 or 2 range, as in the range displayed in your stat window, every time I leveled from 10 to 20, but I wasn't able to do further testing. I didn't find any evidence that it was a % attack bonus, however that could be the case.
i dislike the hero set, it's utterly useless in my opinion 5% cooldown reduction is what? a second off from a skill with a 50 second CD?
and the drain only activates one per minute, and randomly.
2012-05-05, 01:57 AM (This post was last modified: 2012-05-05, 03:17 AM by Grey.)
Forget what I said before, all sets except the Rank sets (All cards are at least x Rank) take the effect's rank from the highest ranked card.
At least, it seems that way, I'm getting 8% hp2damX (S Rank) with 2 S Ranked Warriors and an A Rank Warrior.
I don't wanna make any conclusive statements yet, but, it seems that %hp2damX aka, the warrior set is just x% of your base HP added to your damage range.
Also, tested I/L's effect (A Rank).
On a spearman with a wooden wand, the range is 1~1, so no effect there... however on the I/L with the beginner sword, the range increases by 1 for each level. I'm gonna check the spearman with ~200 INT like the I/L.
Having 105 INT, 23matk wand, 24matk blessing gets you a 1~1 range with a wooden wand on a DK, I don't think it matters if you have matk or not, if you're not a mage your range doesn't benefit from the I/L effect.
I'm absolutely positive now that lv2padX and lv2madX is just floor(cardMultiplier) * level added to your range. Here's the data from my I/L with lv2madX and varying wands:
4*INT+LUK
Wand
Bonuses
MATK
Theory*
Display
Difference
1070
23
25
48
514
585
71
1070
28
25
53
567
638
71
1070
33
25
58
621
692
71
1070
38
25
63
674
745
71
1070
43
25
68
728
799
71
1070
48
25
73
781
852
71
1070
53
25
78
835
906
71
*Value is rounded.
Rounded to one decimal
4*INT+LUK
Wand
Bonuses
MATK
Theory
Display
Difference
1070
23
25
48
513.6
585
71.4
1070
28
25
53
567.1
638
70.9
1070
33
25
58
620.6
692
71.4
1070
38
25
63
674.1
745
70.9
1070
43
25
68
727.6
799
71.4
1070
48
25
73
781.1
852
70.9
1070
53
25
78
834.6
906
71.4
The I/L is level 71, A Rank effect (1.0), and the difference between the actual range and the theoretical range is always 71.
I'm going to do Bucc now.
Okay, okay, this is with a level 30 Infighter, which means the effect is 2.0
On the brawler, level 33, using the beginner 1H sword with 132 STR and 55 DEX, 15atk sword, 24atk Blessing, 1H multiplier is 1.2, theoretical range should be 273 (272.8), displayed range is 339, difference is 66, level 33 * 2 is 66.
On a new I/L, level 31, using wooden wand, 79 INT, 34 LUK, 23matk wand + 24matk blessing, wand multiplier is 1, theoretical range is 165 (164.5), displayed range is 227, difference is 62, and level 31 * 2 is 62.
The bucc card is basically the paly and I/L cards combined, each rank has a better effect, hell it starts out with 2.0 at level 30, which Paly and I/L cap at, with a level 200 SS card.
ShinkuDragon Wrote:i dislike the hero set, it's utterly useless in my opinion 5% cooldown reduction is what? a second off from a skill with a 50 second CD?
and the drain only activates one per minute, and randomly.
edit: half a second, GG.
I'm hoping that the pirate hero will have a worthwhile effect for the Character Card Deck.