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Achievement Thread
DeanNim Wrote:why did you opt for buff duration instead of some form of attack boost on your inner ability ?

To add on, IA is like the only other source of buff duration, others being mech card and lolMonsterLife. So IMO it's that, or att speed, MAYBE crit if you need it.

Boss dmg is so overrated.
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[COLOR="#0000FF"]and also stats / attack from IA doesn't stack with potential, so it isn't that useful.

(If I remember correctly.)[/COLOR]
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holycow Wrote:[COLOR="#0000FF"]and also stats / attack from IA doesn't stack with potential, so it isn't that useful.

(If I remember correctly.)[/COLOR]

That is correct. Tests were done once Azwan came out, and it'd be very easy to reverify.
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Stats do not get affected by potential, but attack does. That's what I've been told by friends, but I can't test without having attack on my IA...
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Went to practice hard magnus today, managed to get to the last minute with 15+ lives and it was almost dead.
With a little more practice I might be able to solo, but I will be going with a binder just to make my life easier. Excellent

[Image: nUjFy1A.jpg]
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tecul1 Wrote:To add on, IA is like the only other source of buff duration, others being mech card and lolMonsterLife.

And empathy.
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[Image: ae46690d32.jpg]

achievement: Poverty
and all my AP is now back to where it's supposed to be.

i'm thinking of raising my MP up even further though....
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[COLOR="#0000FF"]Is this even an achievement?

lv 1 - meister smithing in 23 hours Big Grin 2/3 meister achieved !

[Image: meistersmithing.png]


edit: does anyone know how does the reduction of exp work?
do you have to craft at least once everyday to stop the reduction of exp? and is it counting from 12am or 24 hours from the time you craft? :f6:[/COLOR]
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holycow Wrote:edit: does anyone know how does the reduction of exp work?
do you have to craft at least once everyday to stop the reduction of exp? and is it counting from 12am or 24 hours from the time you craft? :f6:

From when you craft. It's really annoying in the beginning, but after you craft a lottttt of cubes you can go weeks/months without crafting anything. I have ~2m exp on my meister smithing mule and that'd take a couple months to run out.
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Marksman Bryan Wrote:From when you craft. It's really annoying in the beginning, but after you craft a lottttt of cubes you can go weeks/months without crafting anything. I have ~2m exp on my meister smithing mule and that'd take a couple months to run out.

Asiasoft took out our cubes and flames.......
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holycow Wrote:Asiasoft took out our cubes and flames.......

Craftman: You have to craft every 24h but if you dont, you will lose around 300 exp per hour till you craft another item
Meister: You have to craft every 18h but if you dont, you will lose around 400 per hour till you craft another item.

Its not worth keeping anything but accessory crafting, alchemy is okey too but smithing is USELESS unless you want to craft meister weapons.
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[Image: 2660c1acfa.jpg]

75.7m on magnus outside of the blue zone, lol. That means I could do 750m+ if there was no damage cap @_@

..and that'd be 1,500,000,000 damage per snipe on bosses like zakum or in dojo.
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Marksman Bryan Wrote:[Image: 2660c1acfa.jpg]

75.7m on magnus outside of the blue zone, lol. That means I could do 750m+ if there was no damage cap @_@

..and that'd be 1,500,000,000 damage per snipe on bosses like zakum or in dojo.

The main reason Snipe's cap should be raised. Only 400m with the hyper skill is dumb.
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PirateIzzy Wrote:The main reason Snipe's cap should be raised. Only 400m with the hyper skill is dumb.

If this was one of his highest hits, his lowest would be something like 40m. Im pretty sure most marksmans would rather have the toggle skill or mastery be minimal critical dmg increase of raising cap, since their dmg is very unstable.
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Even Wrote:If this was one of his highest hits, his lowest would be something like 40m. Im pretty sure most marksmans would rather have the toggle skill or mastery be minimal critical dmg increase of raising cap, since their dmg is very unstable.

The thing is, they could hit upwards of 450m (500m with +1 hyper, 550m with Epic Adventure) pre RED if incredibly funded, but now Snipe is capped at 300m, 400m with the hyper. It's a huge drop in damage for the funded.
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PirateIzzy Wrote:The thing is, they could hit upwards of 450m (500m with +1 hyper, 550m with Epic Adventure) pre RED if incredibly funded, but now Snipe is capped at 300m, 400m with the hyper. It's a huge drop in damage for the funded.

Not really, back then they had terrible mobility and survivability. Now its much better, I dont think anyone would want to go back to pre red flash jump as a bowman, that thing was horrible, not to mention their status resistance & pierce needing charge time. They could also not jump with Snipe pre red, so all in all I dont think theres any dmg decrease at all for the very funded.
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Even Wrote:Not really, back then they had terrible mobility and survivability. Now its much better, I dont think anyone would want to go back to pre red flash jump as a bowman, that thing was horrible, not to mention their status resistance & pierce needing charge time. They could also not jump with Snipe pre red, so all in all I dont think theres any dmg decrease at all for the very funded.

It wouldn't hurt to bump it to 500m though.
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PirateIzzy Wrote:It wouldn't hurt to bump it to 500m though.

Giving them a cap increase in my eyes is stupid, making their dmg more stable is not. If you are willing to give marksmans cap a 100m cap increase, then I demand my 1+ hit back on fuzzy lob (dont care if they nerf the % dmg to the same level as it is now or if they have to use a hyper skill up for it) & a proper lvl 200 hyper. Marksman has better attack speed than Xenon, so giving them a cap increase but not giving Xenon anything would be unfair when those two are pretty close in terms of ultility/dps.

But if you are willing to just buff classes due to someone reaching the limit, then you might aswell nerf everything by 90% (including boss hp etc) but keep the cap at 50m so nobody will ever reach it(unless MEE arrives)
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Even Wrote:Giving them a cap increase in my eyes is stupid, making their dmg more stable is not. If you are willing to give marksmans cap a 100m cap increase, then I demand my 1+ hit back on fuzzy lob (dont care if they nerf the % dmg to the same level as it is now or if they have to use a hyper skill up for it) & a proper lvl 200 hyper. Marksman has better attack speed than Xenon, so giving them a cap increase but not giving Xenon anything would be unfair when those two are pretty close in terms of ultility/dps.

But if you are willing to just buff classes due to someone reaching the limit, then you might aswell nerf everything by 90% (including boss hp etc) but keep the cap at 50m so nobody will ever reach it(unless MEE arrives)

Making MM's damage more stable is definitely fine with me, provided that they did increase the cap. And for Xenon, I'd be fine with those changes if they weren't more OP than MMs. Though it feels unfair that they don't get For Liberty.

Of course, I don't think we'll be getting MEEs.
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Even Wrote:Giving them a cap increase in my eyes is stupid, making their dmg more stable is not. If you are willing to give marksmans cap a 100m cap increase, then I demand my 1+ hit back on fuzzy lob (dont care if they nerf the % dmg to the same level as it is now or if they have to use a hyper skill up for it) & a proper lvl 200 hyper. Marksman has better attack speed than Xenon, so giving them a cap increase but not giving Xenon anything would be unfair when those two are pretty close in terms of ultility/dps.

But if you are willing to just buff classes due to someone reaching the limit, then you might aswell nerf everything by 90% (including boss hp etc) but keep the cap at 50m so nobody will ever reach it(unless MEE arrives)

Xenon's have blade dance, which can be higher dps if you keep funding. Marksmen don't have anything comparable to snipe.

As it is now, capping Xenon's do 425 per snipe - 467.5 with hyper.

No, it would not be stupid to give marksmen a damage cap increase.
Damage stability would be a priority for any marksmen that I know of except me.

What do you mean by a "proper" level 200 hyper for xenon? I think it's pretty silly to bring that up in the same post you talk about marksmen. Do you know when my hyper skill is useful? never. and it looks pineappleing lame.
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