2012-11-20, 01:31 AM
I think I broke the game in a single reset.
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Dragon Nest Social Thread
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2012-11-20, 01:48 AM
No one is 100% sure what is needed for the golem rune. There's just so many factors in that stage... Entire groups dedicated to finding the exact trigger have gone in there and come out even more confused than before.
- I've killed a mini-golem before and gotten the rune. - I've killed the golem in the shadow and still got the rune. - I've killed a lich after the golem spawns and still got the rune. - We know it's not time-based, because solo runs have gotten the rune. Almost everyone else that I've seen researching this on the NA forums are convinced that the other monsters have nothing to do with the rune. Note that the rune only spawns upon the golem's death. If the other monsters had any involvement in it, the rune would have appeared as soon as you fulfilled whatever needed to be done with them. EDIT: It wouldn't hurt to try it out, I'm just saying that people have tried out various aspects of that theory already. Someone did discover something interesting a few days ago. Each of the three cannons has a special defensive property while you are manning them. - One is immune to ground attacks, including the golem's jumping earthquake and the fissure. - One is immune to explosion attacks, including the golem's red explosion aura - One reduces damage from both types of attacks by 50% It is impossible to tell which cannon has which property until the golem uses his explosion or earthquake attack while everyone is still on the cannons. They appear to be randomized each time. Right now, I think the rune trigger has something to do with which cannon lands the finishing blow, and what the golem is doing the moment it's killed. Also, that is a ridiculous ring, and congratulations for getting such a spark. It's a 0.06% chance to get any sort of critical hidden on an epic ring...
2012-11-20, 09:32 PM
So about an hour ago, Nexon reset the jump event.
Everyone has to re-register. This time, you get to select 3rd specializations instead of 2nd. If you chose something last time and wanted to change, now's your chance to get it right! http://dragonnest.nexon.net/community/fo...6nxid%3D62
2012-11-20, 11:40 PM
I decided to go with an Adept.
Also, going to have to train my Lv40 Moonlord up purely on the dungeons I need drops from for my Gladiator. I've said it before and I'll say it again: The new PWR system sucks so much for capped players. Yeah, I enjoy spending an entire day not getting a pineappleing goddamn craft mat you piece of pomegranates. pineapple.
2012-11-20, 11:49 PM
RandomZodiac Wrote:So do we get a fifth slot now? Tinkerer gave us a 5th slot, so this would be the 6th.
2012-11-20, 11:52 PM
blergh, i may go and figure out how2proxy so that i can name my level 45 gladiator. this is gonna be a lagfest though...
question: asking about proxies isn't allowed in the site right?
2012-11-21, 12:18 AM
Debating between some Sharpshooter subclass, Gearmaster, or a Mystic subclass. Mmmf. Toughest decisions ever.
2012-11-21, 01:05 AM
I went with Warden. I have an acrobat in progress for my spare time.
In other news: ![]() Stats at the time:
Spoiler
2012-11-25, 12:50 PM
So, uh... If you haven't noticed already, this latest bout of weekend lag now includes weird crap happening at Carderock Pass. If you're lucky enough to be at Saint's Haven, do not go to any of the three earlier towns.
2012-11-27, 05:41 AM
Currently 45 on my Priest and need people to mezza with.
I made the big mistake of trying to do it solo and failed after 5 rounds
2012-11-27, 01:45 PM
Captain Wax Wrote:Currently 45 on my Priest and need people to mezza with. D: IGN? If we can catch each other online, I'll run with you later this afternoon. We've got a maintenance in about an hour, though. --- Current stats, for those curious. Haven't upgraded most of my crests yet. 5/2 Totem and Corrupt set, all armor at +6 at the moment. Wand is at +9 with 8% Light potential, Shield is at +10 with Magic Attack potential. 7.5k defense gives me about 55% physical damage reduction rate at 50 cap, capped at 89% against level 40 and below monsters. 10k magic defense gives me about 68% magic damage reduction rate at 50 cap, capped at 89% against level 40 and below monsters. That combined with my 110k HP means nothing in the game can kill me unless I get caught in an instant death attack or hits as hard as Sea Dragon's dive breath (of which that sometimes can't kill me either). Kinda hilarious how healers in this game are so tanky. Critical is low at the moment since we don't have level 50 technique accessories yet, and I need to potential transfer my Magic Attack/Strength/Crit/MP Recovery spark from my Teram Shield to my Ancient Totem Shield, of which we also don't have the option to do that yet. For the time being, Mercenaries and Archers can make up for the low crit with their party buffs.
2012-11-27, 10:39 PM
Alilatias Wrote:D: Qilby By the way Caderock is working again
2012-11-28, 02:20 AM
Alilatias Wrote:D: I think defense cap is 85%. Correct me if I'm wrong.
2012-11-28, 02:45 AM
Yeah, 85%. Was thinking about crit cap, wasn't sure if defense cap was the same.
Will add Qilby tomorrow.
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