KillerZero Wrote:my bad, i thought that was 14mil q.q
only thing original was NLC, and ele staffs/wands, which were glitched for a long time until recently,which nlc got totally trashed and ruined >.<
Ele staffs/wands aren't GMS exclusive. NLC is and was the most glitch ridden place in the entire game.
Blunderr Wrote:Ele staffs/wands aren't GMS exclusive. NLC is and was the most glitch ridden place in the entire game.
ORLY?, i knew msea had like elemental staffs/wands, but i think our version were the ones with the bonus to elements first wasnt it?
the only glitch i actually had problems with, was with every major patch, the train to nlc not working, and that one time where if you used mystic door in that space to the right of the npc for buying tickets, it would take you into that mysterious map
KillerZero Wrote:ORLY?, i knew msea had like elemental staffs/wands, but i think our version were the ones with the bonus to elements first wasnt it?
I'm not positive on that, but assuming you're right, I'd highly call adding additional stats to existing weapons "exclusive content."
EDIT: in response to your edit:
CWKPQ breaking a quadrillion times and STILL BEING BROKEN, Alien Corridor quests not working for new classes half the time, channel crashes from CWKPQ leading to duping, half of new classes not being allowed in CWKPQ, autobans when getting stuck at the bottom of Typhons, Bigfoot glitch, and there's probably more that I've forgotten.
KillerZero Wrote:ORLY?, i knew msea had like elemental staffs/wands, but i think our version were the ones with the bonus to elements first wasnt it?
the only glitch i actually had problems with, was with every major patch, the train to nlc not working, and that one time where if you used mystic door in that space to the right of the npc for buying tickets, it would take you into that mysterious map
We still have those but the elemental bonuses were removed and they still have a LUK requirement- just like the GMS ones, I believe.
Elemental Staves came from Japan, including bonuses. Ours, in GMS, have reduced bonuses now, they still require stats. They're still 25% Main/10% Secondary in China, no idea about Japan.
SaptaZapta Wrote:Does that hyperskill change in Spark/Unlimited?
It currently only adds 50k to the damage cap, so the max I can hit is 1049999.
Spark/Unlimited both make it 5mil. As far as I know, in Spark, Hyper Skills that increase the damage cap for all skills get buffed to 5mil, and all Hyper Skill attacks with their own damage caps get reduced to 1mil.
For future reference, Post-Unlimited Hyper Skill caps (well, Spark, I guess, since this table is based on CMS values):
Skill Name
Cap
Epic Adventure
+5,000,000
Heroic Memories
+5,000,000
For Liberty
+5,000,000
Queen of Tomorrow
+5,000,000
Avenging Angel
+5,000,000
Assassinate - Limit Break
60,000,000
Flip of the Coin
+1,000,000
Blue Blood
10,000,000
Unification Aura
+5,000,000
Finale Ribbon
99,999,999
Soul Resonance
99,999,999
Values with plus signs increase the cap by that much, values without are capable of hitting up to that much. I'm not exactly sure if that's right, though, it's based on whatever distinction there is between MDamageOver (no plus), and indieMaxDamageOver (with plus). But Blue Blood uses MDamageOver, and it's currently set to 200k, and I'm able to do 1.2m, so I don't know.
Current Values
Skill Name
Cap
Epic Adventure
+50,000
Heroic Memories
+50,000
For Liberty
+50,000
Queen of Tomorrow
+50,000
Rising Rage
9,999,999
Smite Shield
9,999,999
Nightshade Explosion
3,000,000
Megiddo Flame
9,999,999
Inferno Aura
3,000,000
Megiddo Flame (Dummy)
9,999,999
Lightning Orb
9,999,999
Heaven's Door
9,999,999
Avenging Angel
+100,000
Gritty Gust
9,999,999
High Speed Shot
99,999,999
Death Star
3,000,000
Assassinate - Limit Break
2,000,000
Shadow Veil
9,999,999
Flip of the Coin
+20,000
Asura's Anger
9,999,999
Power Unity
9,999,999
Ugly Bomb
9,999,999
Beyond Blade
3,000,000
Beyond Blade (2nd Hit)
3,000,000
Beyond Blade (3rd Hit)
3,000,000
Wrath of Enreal
3,000,000
Carte Rose Finale
9,999,999
Rose Carte Finale
9,999,999
Armageddon
9,999,999
Cerberus Chomp
9,999,999
Blue Blood
200,000
Sweeping Staff
3,000,000
Unification Aura
+50,000
Sweeping Staff II
3,000,000
Drill Salvo
9,999,999
Distortion Bomb
3,000,000
Charging Light
9,999,999
Ancestral Prominence
9,999,999
Soul Seeker
10,000,000
Soul Seeker
10,000,000
Celestial Roar
30,000,000
Trinity
40,000,000
Finale Ribbon
99,999,999
Soul Resonance
99,999,999
Trinity (2 hits)
40,000,000
Trinity (3 hits)
40,000,000
Supreme Supernova
9,999,999
The CMS values are after version T078-2, too, so they haven't noticed yet, or they're not going to fix it yet, or they're not going to fix it period.
Personally, I'd rather see a picture of the stats on an Empress, Loveless, or Fafnir weapon, to see the existence of, or lack thereof, a limit break value, rather than their cropped damage picture; Fafnir especially to see how they've decided to handle the boss damage and ignore def inherent to the weapon.
iAmFear Wrote:For future reference, Post-Unlimited Hyper Skill caps (well, Spark, I guess, since this table is based on CMS values):
Skill Name
Cap
Epic Adventure
+5,000,000
Heroic Memories
+5,000,000
For Liberty
+5,000,000
Queen of Tomorrow
+5,000,000
Avenging Angel
+5,000,000
Assassinate - Limit Break
60,000,000
Flip of the Coin
+1,000,000
Blue Blood
10,000,000
Unification Aura
+5,000,000
Finale Ribbon
99,999,999
Soul Resonance
99,999,999
Values with plus signs increase the cap by that much, values without are capable of hitting up to that much. I'm not exactly sure if that's right, though, it's based on whatever distinction there is between MDamageOver (no plus), and indieMaxDamageOver (with plus). But Blue Blood uses MDamageOver, and it's currently set to 200k, and I'm able to do 1.2m, so I don't know.
Eugh, I didn't realize what a ridiculous advantage this weapon-based cap system gives to certain classes.
Holy pineapple at Demon Slayers and Shadowers...
iAmFear Wrote:I wouldn't exactly call the new Spark UI revamp a one-up. A lot of the ideas put into the new UI are great, but the implementation is just terrible.
A lot of the windows are much too wide, and it seems like they were designed with the highest resolution in mind. But we don't all play in the maximum resolution, and some windows are already pretty big. Granted, you don't have to have your stat window or inventory open all the time, but still. I like the stat window as it is now, you have your basic stats in the main window, your HP/MP, STR, DEX, INT, LUK, and then a detailed window with more stats that you can hide if you wish, rather than just throwing everything together in one big, long, fat window. The only part of the new stat window that I like are the inclusion of essential stats like Boss Damage and Defense Ignore, and also Attack, I believe, and maybe status resistance? If it's not, it should be on there.
The item inventory has a lot of empty space that'll we'll see with the removal of, what I think, is the Pachinko ball value. I mean, we don't have Pachinko, so we don't need to have the value for that displayed, which would create a huge gap in the bottom right hand corner, along with the one already present in the center. Well, I think I can explain this better with a picture (albeit, a poorly edited picture):
The "Pachinko" balls part is boxed in blue.
The skill window is even worse with empty space. I like the addition of adding variable amounts of SP to skills, though.
I have no complaints about the equip window, it's okay I guess, I don't hate it, but I definitely don't love it either.
My biggest problem is with the bottom bar UI. I just don't like how HP and MP are off to the side, especially how small it is in the lowest resolution.
The top image is the 1024x768 bar, which, while not exactly what I want, is okay by me, the HP and MP bars have a pretty good size, but for some reason in the 800x600 version, the HP and MP bars become so small. If the HP and MP bars retained the 1024x768 size in the 800x600 resolution, I'd be okay with that.
You're barking up the wrong tree here. Like when people complained about a level cap of 250, and I explained that they didn't have to get to 250. These things aren't just nice, optional things to have like you guys might have intended. For many, myself included, they're a necessity or else we won't be as strong as we could be, and I definitely don't like that. The biggest issue here, though, is that the work you have to put in to get level 3 link skills is much, much more than you need to get level 1 or 2, which people find fairly reasonable. Why does it go from 70, to 120, and then all the way to 210? Why not 150? 180? A lot of people still don't have their main character at 200, and now it seems expected of them to get multiple characters to 210?
I agree with you iAmFear with those UI.
They can make the HP and MP bar larger if they remove some buttons. I am not too sure which buttons are still on it in the Spark Update.
Buttons they could remove are:
-Character Info
-Quest
-Stats
-Item
-Equip
-Skill
Keep the Farm, Cash Shop, MTS (I think the green one is MTS?), Change Channel (optional, it is also available in System button), System buttons.
And there is this button called Menu which contains the options Inventory, Equipment, Character Stats, Skills, Community (Buddylist), Messenger, Event, Visit Farm. All these buttons also got a separated button at moment.
I had this idea a while ago for expanding the Quickslots by removing useless buttons. I know KMS got an update not long ago that expanded the Quickslots however it only applies to the new Screen Resolution I believe as long the Graphic Card supports it.
I am sure nobody uses most of these buttons that I want to see them to get removed. Even people who are new to this game will find out quickly these buttons are useless. And we have Tot's Know How guide who can help these new players through the game. So they can learn it from that as well.
They could make the HP and MP bar longer
Example:
On the same location
On top: Character Level - Job - IGN
At middle: HP Bar
Below HP: MP Bar
Don't mind the mess xD But I meant something like that. Edited in paint. So yea the HP and the MP bar will be much larger. We don't need that big box telling us our Level, Character Name, Job. It can be smaller.
They should change the Skillbooks book icon into the skill icon for the specific skill. And make them stackable up to whatever they desire. It will be better than 1 per slot for sure.
KHazuya Wrote:They should change the Skillbooks book icon into the skill icon for the specific skill. And make them stackable up to whatever they desire. It will be better than 1 per slot for sure.
Iirc, they did this in KMS years ago. At least the first idea not the stacking thing.
iAmFear Wrote:Elemental Staves came from Japan, including bonuses. Ours, in GMS, have reduced bonuses now, they still require stats. They're still 25% Main/10% Secondary in China, no idea about Japan.
In JMS, Elemental Wands have no stat requirement and give 25%/10% Main/Secondary element bonuses. However, the Elemental Staves have the LUK requirement still, but no INT requirement (not that it matters), and give 7%/3%.
I don't remember if the staves were nerfed in their bonus; I wouldn't be surprised if they were considering their attack speed and base stats.
Blunderr Wrote:Eugh, I didn't realize what a ridiculous advantage this weapon-based cap system gives to certain classes.
Holy pineapple at Demon Slayers and Shadowers...
Battle Mage too, although it's not as high DS and Shad.