[1.2.330] A gift most beautiful
#81
Should I be loling at the 2nd Job Archer arguement?
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#82
Do your own homework before you get tongue-lashed for saying that others haven't done theirs.

Hadriel
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#83
OrangeGuy Wrote:Should I be loling at the 2nd Job Archer arguement?

Frankly, I'm a bit confused my self.
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#84
So Fiel, how's sniffing around in the client coming? Find any useful formulas yet?
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#85
Hanabira.Kage Wrote:
Kinda off topic but...

Well, I figured I should start making builds for Resistance just for fun (as I said before, I love making skill builds). I'm stuck at Battlemage II, because 2nd Job normally only gives 121 SP...but you need 140 SP to max everything in 2nd Job for Battlemages. Seems to be wayyyy too much missing SP. Do the Resistance classes get any SP from quests? Oh, and does the Battlemage get more SP than usual for the 2nd Job Advancement like it does for the 1st?

This post made me think of something I'd like to see in MapleStory. More skills for Explorers. Like, 70-80 SP worth more per job. I hate how they're streamlining all the skillbooks so that you're only missing a couple points to max out an entire skillbook and the only decisions you're making are like "SHOULD I MAX PICKPOCKET OR LEAVE IT AT 19?" I want to see some variety in final builds, not just in getting there. Most of the skills I'd want to see added would be active skills. Some classes definitely need more attacks. Other classes could just use some more attack options. Provide an alternative to Hurricane for BMs for example, like an attack that is usable in midair and uses 4 arrows at the speed of a Gunslinger's Double Shot, but doesn't do as much damage. Flesh out skill trees a bit so that building your character is still an easy process and people don't accidentally max out two skills when they should have picked one or the other.
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#86
Dusk Wrote:This post made me think of something I'd like to see in MapleStory. More skills for Explorers. Like, 70-80 SP worth more per job. I hate how they're streamlining all the skillbooks so that you're only missing a couple points to max out an entire skillbook and the only decisions you're making are like "SHOULD I MAX PICKPOCKET OR LEAVE IT AT 19?" I want to see some variety in final builds, not just in getting there. Most of the skills I'd want to see added would be active skills. Some classes definitely need more attacks. Other classes could just use some more attack options. Provide an alternative to Hurricane for BMs for example, like an attack that is usable in midair and uses 4 arrows at the speed of a Gunslinger's Double Shot, but doesn't do as much damage. Flesh out skill trees a bit so that building your character is still an easy process and people don't accidentally max out two skills when they should have picked one or the other.

Part of this is a balancing issue, but another is development. It takes a considerable amount of time to design and implement multiple sets of skills for multiple characters, especially in a sense that they would be choices as opposed to options.

For example, the Gunslinger: in second job, they have 140 worth of skill points in their book. If we were to add more skills to flesh out the design, what would they be, and how would they compete with current skills? A new single target skill to compete with Double Shot? Would it be easily replaced by Burst Fire? Or a lower damage higher mob count attack to compete with Invisible Shot? Would that be easily replaceable in third? Would it be balanced enough that people would still want to choose Invisible Shot? How about compared to other jobs and their existing abilities? Would these new skills be able to compete against things like Lucky Sevens or Iron Arrow? Should they be able to compete, or are we overstepping boundaries and eliminating roles?

It's a great idea and obviously a wonderful thing to have but there's a lot of deeper complications involved. It's definitely one of the best things I liked about games like Diablo II, where there were multitudes of builds for each character class, each able to compete on the higher tier in PvM and PvP to a lesser extent.
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#87
Balancing is another thing entirely, but adding new skills isn't very difficult in itself. All it takes is an animation and a formula or two. They could easily implement such a thing in little more than the time it takes to do a typical balancing patch.
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#88
Dusk Wrote:Balancing is another thing entirely, but adding new skills isn't very difficult in itself. All it takes is an animation and a formula or two. They could easily implement such a thing in little more than the time it takes to do a typical balancing patch.

I always thought of a "role" system was more in order each with their own payoffs. Keep a central theme to each core class but mix it up from there. It'd be nice to see a class that reduced/enabled elemental dmg to classes that would stack with what we already have but make it diver enough that multiple routes could be taken
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#89
Arroz Wrote:It'd be nice to see a class that reduced/enabled elemental dmg to classes that would stack with what we already have but make it diver enough that multiple routes could be taken

Well, they could do that with paladins if they chose to.

I always wanted for them to make a class that utilized def (def scrolls have a use?!)
or one that uses hp to attack (blood mage OSmile
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#90
Abysseon Wrote:Well, they could do that with paladins if they chose to.

I always wanted for them to make a class that utilized def (def scrolls have a use?!)
or one that uses hp to attack (blood mage OSmile

indeed, elemental reset could simply be changed to eg: ice/lightning reset or fire/poison reset. but that would piss off other jobs and make you NOT wanted even more.. lol

eg: aran in pt? lets change the boss to fire weak ice strong...

of course, they can also come up with more elemental stuff for other jobs as well if they were to do this. eg: elemental pots. (unlike paladin charges, bestow no extra dmg, merely the bonuses for hitting elemental weak/strong mobs accordingly)


~~~
I believe formulas are server sided.
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#91
Damage is client sided. Accuracy is client sided. Avoid is client sided. The list goes on.

How do you think so many hacks worked?
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#92
Hazzy Wrote:So Fiel, how's sniffing around in the client coming? Find any useful formulas yet?

Anything I find I will post [thread=29597]here[/thread]

Damage is partly client sided. The server and the client both work on random number permutations that stay in asynchronous mode so the client and server can both calculate the same numbers at the same time. So yes, the client calculates the numbers, but the server does as well. Client shows damage, server applies damage.
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#93
Fiel Wrote:Nexon Korea, I love you guys. I really, really do. You made my day, my week, my month!

I download the patch which is 20 MB, so I'm all excited for Mechanic and posting those skill tables. But alas... it didn't seem that many WZ files were updated that much. But then I saw this:

 unce unce unce

Niiiiiiiiiiiiiiice shiny toy. Hello new calculations.
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#94
I want those files D:
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#95
I'm wondering whether all the unpacked files are in the current kmst release. So if I download the full kmst client now, will I have access to all these stuffs?

Just want to make sure before I spend hours on the download.
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#96
Have you tracked down whether the accuracy formula is actually,

max(min(1-[monster level - player level] * 0.05, 1), 0)


That is one of those results that just seems weird to me.
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#97
It's difficult to track accuracy and evasion formulas. There are four different functions --> ACC for char attacks mob, ACC for mob attacks char, EVA for char attacks mob, EVA for mob attacks char.
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#98
What's the difference between #1 and #3? Chance that a character hits vs chance that mob evades? O_o
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#99
Ideally, they are inverse functions.
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Fiel Ask Spadow to help you out with sniffing around the files? just a suggestion..
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