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Character Card Deck effects
#21
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
Hero’s 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
Hero’s 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
Hero’s 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.
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#22
Really sucks that BMs have the worst bonus in the world.

I keep thinking up different scenarios for what I could do, but can't decide fully.

Definitely using a Drk, Pally, Bucc, and DS to say the least.
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#23
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.
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#24
So much information *_*

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.

Working on getting explorer Pirates to 120 now...
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#25
ShinkuDragon Wrote:someone should really whip up a chart with all the bonuses of ranks B through SS

-is not that someone- ._.


Counted asClassJobStatBASSS
AdventurerWarriorDark KnightMaxHP%2345
AdventurerWarriorPaladin+range0.5x1x1.5x2x
AdventurerWarriorHeroWeapon DEF%2345
AdventurerBowmanBowmasterAccuracy%2468
AdventurerBowmanMarksmanCritical Rate%1234
AdventurerMagicianArch Mage(I/L)+range0.5x1x1.5x2x
AdventurerMagicianBishop+%MP recovery from potions5101520
AdventurerMagicianArch Mage(F/P)MaxMP%2345
AdventurerThiefNight Lord+Jump2345
AdventurerThiefShadower+Speed2345
AdventurerThiefDual Blade+%Avoid2345
AdventurerPirateCorsair+%Summon Duration46810
AdventurerPirateCannon Shooter-%EXP on death2345
AdventurerPirateBuccaneer+range2x3x4x5x
HeroWarriorAran70% chance to recover %HP2468
HeroBowmanMercedes-%Cooldown2345
HeroMagicianEvan70% chance to recover %MP2468
HeroThiefPhantom+% Meso Drop Rate1234
ResistanceWarriorDemon Slayer+% Status Resistance1234
ResistanceBowmanWild HunterInstant Death %proc0.511.52
ResistanceMagicianBattle Mage-%Damage Taken2345
ResistancePirateMechanic+% Buff Duration5101520
CygnusWarriorDawn WarriorWeapon DEF%23--
CygnusBowmanWind ArcherAccuracy%24--
CygnusMagicianBlaze Wizard+range0.5x1x--
CygnusThiefNight Walker+%Avoid23--
CygnusPirateThunder Breaker+range2x3x--



NameRequirementStatABSSS
Strong Dash3 Warriors%HP to Damage46810
Accurate Aiming3 Bowman+% Final Attack Damage1234
Magic Storm3 Magicians%MP to Damage46810
Weakness Training3 Thieves+% Critical Max1234
Pirate Spirit3 PiratesIgnore PDR%2468
Free Spirit3 Adventurer+All Stat25710
Cygnus' Concern3 Cygnus+All Stat25--
Great Return3 Hero+All Stat25710
Resistance Spark3 Resistance+All Stat25710



NameRequirementStat
Warrior's First Step3 B or higher cardsMaxHP + 300; MaxMP + 300
Warrior Growth3 A or higher cardsMaxHP+ 500; MaxMP + 500; Weapon Attack + 1; Magic Attack + 1
Warrior's Activity3 S or higher cardsMaxHP +700; MaxMP +700; Weapon Attack +3; Magic Attack +3; 3% Boss Damage
Warrior's Completion3 SSMaxHP +1000; MaxMP +1000; Weapon Attack +5; Magic Attack +5; 5% Boss Damage


 Variable Names; Credit to iAmFear

@_@
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#26
iAmFear Wrote:No. What I said was:



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.
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#27
Deleting to prevent wrong quoting - editting atm
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#28
i love you locked.

now all i need is to understand how the freaking paladin/ I/L / canonneer buffs truly work, and i'm set for life >.<
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#29
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:


RankLevel Range
Blvl 30~69
Alvl 70~119 (and lvl120 Normal Cygnus)
Slvl 120~199 (and Cygnus Instructors)
SSlvl 200 (and Cygnus Instructors)


Class Bonuses (Per Class):


ClassBASSSBonus Effect
Hero3%4%5%6%Wdef
Paladin1.01%1.02%1.03%1.04%Watt
Dark Knight2%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
Bishop5%10%15%20%MP Potions Amount Increase
------
Bowmaster2%4%6%8%Accuracy
Marksman1%2%3%4%Critical Chance
------
Night Lord+2+3+4+5Jump
Shadower+2+3+4+5Speed
Dual Blader2%3%4%5%Avoid
------
Buccaneer1.02%1.03%1.04%1.05%Total Damage
Corsair4%6%8%10%Summon Durations Increase
Cannon Shooter2%3%4%5%Experience Loss Reduction on Death
------
Demon Slayer1%2%3%4%Status Resistance
Battlemage2%3%4%5%Damage Reduction from Monsters
Wild Hunter1%2%3%4%Chance on Instant Death Hit on Monster
Mechanic5%10%15%20%Buff Duration Increase
------
Aran2%4%6%8%HP Healed when Attacking at 70% Chance (Cooldown 60 seconds)
Evan2%4%6%8%MP Healed when Attacking at 70% Chance (Cooldown 60 seconds)
Mercedes2%3%4%5%Skill Cooldown Reduction
Phantom1%2%3%4%Meso Droprate Increase
------
Dawn Warrior2%3%--Wdef
Blaze Wizard1.01%1.02%--Matt
Wind Archer2%4%--Accuracy
Night Walker2%3%--Avoid
Thunder Breaker1.02%1.03%--Total Damage
------
Michael2%3%4%5%Wdef


Card-Set Class Type Combination Bonuses (Per Set):


Set CombinationBASSSBonus Effect
3 Warriors Set4%6%8%10%HP to Damage
3 Magicians Set4%6%8%10%MP to Damage
3 Archers Set1%2%3%4%Final Attack Damage
3 Thieves Set1%2%3%4%Maximum Critical Damage
3 Pirates Set2%4%6%8%Ignore PDR of Monster


Card-Set Organization Type Combination Bonuses (Per Set):


Set CombinationBASSSBonus Effect
3 Adventurers Set+2+5+7+10All Stats
3 Heroes Set+2+5+7+10All Stats
3 Resistance Set+2+5+7+10All Stats
3 Cygnus Set+2+5+7+10All 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 CombinationBonus 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
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#30
That's redundant.
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#31
Locked Wrote:That's redundant.
I was typing mine while I was typing yours, you posted earlier. I like my tables layout more (nfi). Smile

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... Wink

Edit:
Tables updated - according to iAmFear extraction data
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#32
they're both useful so whatever, question of a million bucks though is, does mikhail give any buffs?
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#33
ShinkuDragon Wrote:they're both useful so whatever, question of a million bucks though is, does mikhail give any buffs?

IIRC, Mikhail takes the Dawn Warrior buff and gives 4% / 5% DEF at S / SS Rank.
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#34
ShinkuDragon Wrote:they're both useful so whatever, question of a million bucks though is, does mikhail give any buffs?
Michael is a Cygnus and Warrior and can reach S and SS rank.

OrangeMushie says it is Wdef:

"If you remember the Character Deck system, Mikhail’s card gives 2/3/4/5% in weapon defense. He also counts as a Cygnus."

*Updates Tables* Smile
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#35
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

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?
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#36
Devil Wrote:I was typing mine while I was typing yours, you posted earlier. I like my tables layout more (nfi). Smile

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... Wink

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.
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#37
iAmFear Wrote:Deck One:
DS (S) - Status Resistance
Mechanic (S) - Increase Buff Duration
Battle Mage (S) - Decrease Damage Taken

Deck Two:
Aran (S) - HP Drain
Mercedes (S) - Cooldown Reduction
Evan (S) - MP Drain

These are the exact decks I planed on using xD, but it requires me leveling a second Battle Mage because the one I have is on an alternate account. :/
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#38
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.
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#39
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+LUKWandBonusesMATKTheory*DisplayDifference
107023254851458571
107028255356763871
107033255862169271
107038256367474571
107043256872879971
107048257378185271
107053257883590671

*Value is rounded.

 Rounded to one decimal

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.
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#40
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.
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