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GMS Unleashed - bugs and problems
lulzace Wrote:Then the system is currently coded wrong.

No buddy.
The system has always been coded this way.

Or well, at least since Big Bang
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Scrolled by 60%
It should be show ATK 112 (110+2)

[Image: 7PT21ve.jpg]
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horakung Wrote:Scrolled by 60%
It should be show ATK 112 (110+2)

snippu

The average attack of the Necro Spear is 112. Guessing that the weapon was 110 attack originally, and you scrolled with a 60% bringing it up to average. As such, no modifier next to it as (-2) + (+2) = 0
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I keep crashing to desktop after trying to change channels :C

It's happened like 3 times today.
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lulzace Wrote:Then the system is currently coded wrong.

Physical Avoidability is calculated as follows:
Dexterity + 2 * Luck + Avoidability From Equipments.

And if you actually read your phantoms skills it says base avoid. The skill descriptions take precedence over what they do because there are oftentimes more coding issues in how something works rather than its description.

I wouldn't give the descriptions precedence over what they actually do, at least, not the English translated ones, which may not accurately portray the original intent.

It's not an issue of coding. For this very reason, they have three different variables that they strictly adhere to, for clarity. evaR, er, and prop are handled exactly the way they're intended to, if Side Step, Shadow Meld, and Mirrored Target were meant to be Dodge, they would have given them a prop variable instead of an er variable. They've been this way since they first had a "dodge" effect, and they're still this way even as of the latest kMST patch.

It's not as if they didn't know how to make them dodge skills, either, there are several dodge skills that pre-date them, like Shadow Shifter, the original. If it was meant to be dodge, they would've made it just like Shadow Shifter, with a prop variable, but they didn't, because it's obviously not supposed to be.

And also, the reason your avoidability numbers are off is because you're using an outdated formula, from Big Bang, while they last changed the formulas during Chaos (I can't vouch for the exact accuracy of this formula, though):

Dusk Wrote:I did some testing on KMS today and determined the new defense/accuracy/avoid formulas (for Chaos) to be as follows. These should be very close to the actual formulas if they are not exact.

Weapon Avoidability: 0.2 STR + 0.6 DEX + 1.4 LUK
Magic Avoidability: 0.2 DEX + 0.6 INT + 1.4 LUK

As you can see with the before and after (adding 33 points to STR), STR affects Avoidability, which it should not according to your formula, and your formula fails to calculate the correct avoidability that my character has both before and after.

 Before

 After

There's no character cards, no Blessing of the Fairy or Empress's Blessing, no equips that give avoid, I didn't even add to any of the first job skills.
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free market tv is glitched as hell the character from tv gets stuck... dissappear from tv... etc
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okay this solves the stat issue, but i'm still not getting a 70% boost in the avoid stat from side step + shadow meld + MT as you claim nor thr 70% dodge rate i was experiencing prior

Hilla should not be hitting me every single attack even with a 90% evasion/avoidability cap.
Dodge chance is just that, an extra chance to dodge outside of the normal avoid/evasion formula.
That's what it was introduced as and currently the Phantom skill that says "20% base avoid" and the other that says "20% avoidablility" doesn't add to that stat like its supposed to, it counts as dodge chance like the two skills that clearly state ""; the reason i know is that prior to the patch i had 2.5k~2.6k avoid on the phantom while i only have about 2.1k now. Basically Phantom has a 80% chance to avoid attacks while DB's get 15% avoidability boost and none of the dodge rate worked.

Whereas before the patch I almost always got hit on lv 120 Phantom and never hit on lv 184 DB vs lv 120 Hilla.
There has to be something wrong if both are the same level they were then and the results have completely flipped while one has less than half the avoid of the other.

http://orangemushroom.wordpress.com/2012...anization/

^ back when side step was base avoid there was a minor reorganization patch not too long after that later changed side step to dodge rate, and even if it is still base and that reorganization only mislabeled it I'm not gaining the 15% base avoid from it nor am I getting the other 55% dodge rate; so in essence something is coded incorrectly just like Hayato's skills are coded to work in the air only when they are supposed to work wherever.

and i'm not denying the statistic posibillity of me getting hit consistently on one run, but that doesnt happen 4 days in a row. Also red queens breath to cure the flames misses anyone w/ over 4k avoid if you go in on normal mode apparently because the only one's who get cured on our daily rund is this DS, a Hero, and an Evan.
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When you fail a potential stamp, the new UI says "Success!" despite it failing.
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Just to put this to rest, as of now the translated skill tables will now use:

Evasion Rate to clarify all variables with er.
Avoid +n% to clarify all variables with evaR.
Dodge Rate to clarify all variables with prop, et al.

The GMS readouts are quite frankly extremely poor.

So to explain it for the millionth time already here goes.

You have a stat called avoid. This avoid goes into a formula that forms your Avoid Rate; which is the chance to avoid a hit obviously. For the sake of this example, you have 5000 avoid which leads to 50% avoid rate for a specific mob. If it isn't clear to you by now, your avoid rate differs between monsters. Now, you have a skill that has evaR% of 10. That means 5000 avoid * 1.1 = 5500 avoid. You have 5500 avoid now and for the sake of this example you have 52% Avoid Rate. Now you have another skill with er% of 25. That means your Avoid Rate is 52 * 1.25 = 65%.This time you have Dodge Rate in another skill of 55%. This one is a bit tricky. You have 65% avoid rate now, so that means you have a 35% hit rate. Of that 35% hit rate, you have a 55% chance to dodge it, giving you a 19.25% hit rate (35% hit rate * 55% chance to dodge it).

Hopefully this clears up any confusion.
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leveling my honor did not give me ANY circulators.

i checked with the coin NPC and looked in my use tab, there is nothing. i received 6 circulators for opening a medal of honor (this is normal, but rare) but nothing else when i leveled in two more medals
unless you get 6 pineappleing circulators for level SIXTY-SEVEN i think something's wrong, or it's an awful system (randomizing how much you get leveling up)
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Balanced Fury throwing stars cannot be recharged in many of the shops they should be able to be recharged in, which is traditionally at potion and supply NPC stores.

As an example of NPC shops where you can recharge the basic Subis but not the BFConfused in;
Leafre general store.
Laku, the merchant of Monster Park
Brass, the supplier in Aswan.
The store NPC in the entrance area Three Doors in Temple of Time.

I think the problem is that every time a new shop gets released, or an old one gets changed, Nexon need to manually make the BFConfused rechargable. The problem is not new either, they hae fixed this several times in the past.
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lulzace Wrote:okay this solves the stat issue, but i'm still not getting a 70% boost in the avoid stat from side step + shadow meld + MT as you claim nor thr 70% dodge rate i was experiencing prior

Because it doesn't multiply on to the avoid stat.
Here's an example calculation:
Say a monster has 169 accuracy.
Say you're a DB with 6400 avoid. The Avoid +x% stat is applied prior to this. Evasion rate isn't applied here.

First you take the square root of its accuracy and subtract it from the square root of your avoid.
sqrt(6400) - sqrt(169) = 80 - 13 = 63%

That monster has a 63% miss chance. Now we multiply that miss chance by your Evasion Rate, which is 1.7x as a DB. 63% * 1.7 is 107.1%, at this point of the calculation, if the chance is greater than 100%, it would be reduced down to 100%, which means it would always miss before the patch, however, now that the cap on missing is 90% (effectively, they changed the last step of the calculation from rounding down to 100% to rounding down to 90%), since your miss rate is 107.1%, which is greater than 90%, your miss chance is reduced down to 90%, and you still get hit 10% of the time.

After this, if the monster is still able to hit you, whatever Dodge skill you have, which, again, Dual Blades don't have, is applied, leading to either a dodge or a hit.
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CarrionCrow Wrote:Balanced Fury throwing stars cannot be recharged in many of the shops they should be able to be recharged in, which is traditionally at potion and supply NPC stores.

As an example of NPC shops where you can recharge the basic Subis but not the BFConfused in;
Leafre general store.
Laku, the merchant of Monster Park
Brass, the supplier in Aswan.
The store NPC in the entrance area Three Doors in Temple of Time.

I think the problem is that every time a new shop gets released, or an old one gets changed, Nexon need to manually make the BFConfused rechargable. The problem is not new either, they hae fixed this several times in the past.

This has been a recurring theme for sure, but they haven't fixed or acknowledged the issue (from what I've seen at least) since it occurred around August of last year.
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They finally acknowledged that Kanna's Bellflower Barrier is broken!
[Image: 1363693303_49772-Rick-grimes-yeah-gif-VGBz.gif]

still no mention of Kasen unfortunately, but hell yeah, baby steps.
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Apparently this is still a problem, even after logging a ticket and posting in the thread on Nexon forums.

[Image: Qyor6er.jpg]
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But it isnt evasion rate its Dodge Chance.
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That's a typo.
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lulzace Wrote:But it isnt evasion rate its Dodge Chance.

4341006/name Mirrored Target
4341006/desc Permanently increases your Defense and Avoidability. Also turns your Mirror Image into a dummy that draws enemy attacks and absorbs damage. This skill can only be used when Mirror Image is active.\nRequired Skill: #cLv. 20 Mirror Image#\n#cMastery Book required to unlock Lv. 11#
4341006/h Active Effects - MP Cost: #mpCon, Dummy HP: #x, Dummy Duration: #time seconds, Damage Absorbed: #y%\nPassive Effects - Dodge Chance: #er%, Weapon DEF: +#pddR%, Magic DEF: +#mddR%

You mean this?

or maybe all of these?
[Image: 3sbkM.png]

GMS readouts are bad.
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At this point, you guys should stop helping lulzace, he's obviously not going to learn anything and you shouldn't care that he's being ignorant.
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I re-read the extractions and I am incorrect and I apologize for being so abrasive, but what I don't understand is that even the evasion rate thing seems off because I'm getting hit way more that that formula accounts for. Even understanding that it's only a probability I am literally getting hit by everything 150+, which is understandable for most bosses but I cannot train at all. And since it isn't the evasion rate then what is it?

And if Phant has had this 80% thing going on this whole time then why has that changed too? Or am I just extremely unlucky?
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