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ResistGreen Wrote:HP and MP bars has too much girth.
It's so you can't ignore them.
Alloy Wrote:Kirov Wrote:If the UI looks anything like that in the full resolution then I guess it is not so bad. I still think the graphics look really cheap and nasty though, the horrible glossy HP bar etc.
Somone posted a link to this somewhere if you didn't catch it.
http://v.youku.com/v_show/id_XNTY3NTE1NT...f=19347317
Ok, now I'm impressed. It has traditional complex map design, but not too complex, spawn bosses, high level content, easy design, with a barren sea, void of life that fits amazingly. It's like a reskin made right! I'm actually excited for it right now.
I've seen amateur .wz-edit private servers with better map design.
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2013-06-08, 12:55 PM
(This post was last modified: 2013-06-08, 12:57 PM by xparasite9.)
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Posting Freak
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[MENTION=1747]iAmFear[/MENTION], can you find the stats of the Ancient Golems, mob IDs 8620009, 8620010, and 8620011?
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nexon should just remove link skills. it was stupid at level 70 and it will remain stupid whatever level it is..
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Link skills are a great idea, however link passives aren't so much. They took a good direction with mikhail's and AB's link because it was an actual skill, which are coincidentally the best link skills for level 3.
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Shanessa Wrote:One thing I was excited about that GMS said was that they wouldn't get additional stats,
Not to derail the thread, if it has a specific conversation going on(haven't made it all the way through yet), but was this actually said somewhere? I hadn't seen this. Does anyone have a link to where it was said that we wont be getting additional stats?
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Kanuai Wrote:Not to derail the thread, if it has a specific conversation going on(haven't made it all the way through yet), but was this actually said somewhere? I hadn't seen this. Does anyone have a link to where it was said that we wont be getting additional stats?
Girasol herself stated that we won't be getting additional options with our version of unlimited.
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the damage cap weapons are a terrible idea, though it won't matter specifically to me since i'm not capping on anything :/
i'm okay with the other things barring level 3 link passives.
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Justin Wrote:Girasol herself stated that we won't be getting additional options with our version of unlimited.
Oh. Ok. Thank you
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If we don't get aditional options... maybe Nebulite system will get an strong revamp?
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@Girasol is there a specific reason we won't be getting additional options or did the NexAM team decide they didn't want it?
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I've slept on it now, and still am uncomfortable with a lot of this update. The mockups for the UI are not that bad, and if they are like that, then I am good to go. Hopefully gMS will not implement the cap based on the weapons. I know most people do not hit cap already, but I fear as the newer equips (which there's a 100 level gap between max level and the highest equips now) will just make hard work perfecting a weapon useless, because if that same work was on another weapon, it could reach the new gap in certain cases.
Dark Zero Wrote:If we don't get aditional options... maybe Nebulite system will get an strong revamp?
That's what a few people are guessing. I am not opposed to it, as long as we get S rank and a better way to obtain the little devils.
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Dark Zero Wrote:If we don't get aditional options... maybe Nebulite system will get an strong revamp?
Girasol said there will be nothing in place of additional potential.
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Arrol Wrote:
Girasol said there will be nothing in place of additional potential.
She DID say masteria content would be coming though... which I'm absolutely hoping isn't that terrible visitor PQ...
B> S rank nebs and nebulite system revamp ;_;
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Yeah, sure the higher res ones look great and all, but this is what I'll be playing with:
The three UI windows take up over half the screen.
PirateIzzy Wrote:[MENTION=1747]iAmFear[/MENTION], can you find the stats of the Ancient Golems, mob IDs 8620009, 8620010, and 8620011?
Ancient Golem
HP: 85,000,000
EXP: 245,543
Physical Damage: 18,480
Magical Damage: 18,770
PDR: 45%
MDR: 45%
Accuracy: 790
Avoid: 250
Holy Weak, Dark Resist
Ancient Dark Golem
HP: 87,000,000
EXP: 250,600
Physical Damage: 18,648
Magical Damage: 19,157
PDR: 50%
MDR: 50%
Accuracy: 790
Avoid: 250
Holy Weak, Dark Resist
Ancient Mixed Golem
HP: 89,000,000
EXP: 255,640
Physical Damage: 18,816
Magical Damage: 19,542
PDR: 50%
MDR: 50%
Accuracy: 790
Avoid: 250
Holy Weak, Dark Resist
They'll probably lose their elemental attributes since, generally, party play mobs don't have any, I guess to make it fair.
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Lemniscate Wrote:I've slept on it now, and still am uncomfortable with a lot of this update. The mockups for the UI are not that bad, and if they are like that, then I am good to go. Hopefully gMS will not implement the cap based on the weapons. I know most people do not hit cap already, but I fear as the newer equips (which there's a 100 level gap between max level and the highest equips now) will just make hard work perfecting a weapon useless, because if that same work was on another weapon, it could reach the new gap in certain cases.
An even bigger flaw is the free market. Why should anyone keep and hold on to the best weapon with the best damage cap available when not only is this going to happen but reselling the outdated piece will automatically reduce it's price because anyone who would want it might not want to be limited by the cap set by your weapon, regardless of anything because people are f'ucking stupid.
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iAmFear Wrote:Ancient Golem
HP: 85,000,000
EXP: 245,543
Physical Damage: 18,480
Magical Damage: 18,770
PDR: 45%
MDR: 45%
Accuracy: 790
Avoid: 250
Holy Weak, Dark Resist
Ancient Dark Golem
HP: 87,000,000
EXP: 250,600
Physical Damage: 18,648
Magical Damage: 19,157
PDR: 50%
MDR: 50%
Accuracy: 790
Avoid: 250
Holy Weak, Dark Resist
Ancient Mixed Golem
HP: 89,000,000
EXP: 255,640
Physical Damage: 18,816
Magical Damage: 19,542
PDR: 50%
MDR: 50%
Accuracy: 790
Avoid: 250
Holy Weak, Dark Resist
They'll probably lose their elemental attributes since, generally, party play mobs don't have any, I guess to make it fair.
Hm, not as good as I thought, but still pretty nice. Thank you.
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Oh, by the way, I'm sure this is just a glitch, but so far, it seems like the breakLimit variable currently takes precedence over the other damage cap increasing variable (the one used by Hyper Skills and all the AB skills). That Luminous that was doing 4,999,999 with Reflection? Does exactly 4,999,999 with Armageddon, despite its own cap being 9,999,999.
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iAmFear Wrote:Oh, by the way, I'm sure this is just a glitch, but so far, it seems like the breakLimit variable currently takes precedence over the other damage cap increasing variable (the one used by Hyper Skills and all the AB skills). That Luminous that was doing 4,999,999 with Reflection? Does exactly 4,999,999 with Armageddon, despite its own cap being 9,999,999.
I saw the Luminous doing 999,999 with Armageddon, so idk if it still has its own cap.
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PirateIzzy Wrote:I saw the Luminous doing 999,999 with Armageddon, so idk if it still has its own cap.
Oh, then they probably just broke mDamageOver or whatever when they added breakLimit.
Uhhh... you guys are definitely not gonna like this, but there's no longer any damage cap breaking variables on any of the attacking hypers, though Heroic Oath, Epic Adventure, Will of Liberty, and the like increase your damage cap by 5m, also the other buffs that increase cap are intact, Blue Blood increases cap by 10m now.
Oh duh! They did the same thing in kMS when they got Unlimited (removed all of the damage cap breaking variables, since they'd only limit you with a 50m cap), except in this version, you're still capped at 1m.
I am definitely hoping this is just copy+paste with a lack of foresight rather than an intentional change.
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