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Changes for equips
#1
Okay, thought you guys should know about these changes:

Shield Earrings... just look:
  • Price => from 200000 to 250000
  • Accuracy => from 1 to 3
  • Magical Defense => from 80 to 100
  • Level-requirement => from 100 to 120
  • Untradeable after equipped => 1
  • MP => 30

Okay, that may not be as interesting as the following. You see, Shield Earrings got some experience-data too:
Percent chance for minimum bonus => 90%

HPLUKINTDEXSTR
Max201111
Min50000

The weirdest thing however, is that there's usually some skill you're able to gain at levelup to level 5/6. Seems like this has been included, but no skill is mentioned (?)

Horntail Necklace, Zakum Helmet and Horus' Eye are now "Scissorable".
However, Mark of Naricain is not. They have become untradeable though, just as they said.

And, hm, some of the timeless weapons got changed.
Timeless Carabella, Timeless Axe, Timeless Flame, Timeless Claymore, Timeless Battle Axe, Timeless Maul and Timeless Knuckle got an increase in weapon attack by 2. That is, all these weapons have now 7 more attack than a regular/average Dragon version of the same weapon- They also got their exp-data implemented, but no changes from the ordinary kms-stuff.


It seems like, for me, that they're changing stuff in order to make the classes more balanced. This is just a guess however, since only Heroes, Paladins and Buccaneers can take advantage of the Timeless boost.

Also, if anyone has a pair of Shield Earrings, mind checking if it's possible to level them up and gain str/dex/luk/int on them? I'm sure I'm not the only one interested in this.

 Minor changes here
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#2
I didn't know they could actually make changes to the stats on equips. What happens to the existing ones?

Quote:Moon Bloom Hair Pin:
... is no longer a cash-shop item.
It is now a hat which gives
3 Jump, 5 Speed, 3 Magic Attack and 3 Weapon Attack.
Though, it's untradeable, time-limited and unsellable.
*Is wearing a CS Moon Bloom Hair Pin* What?!
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#3
I'm pretty sure changes like these are not retroactive. However, it might change the hue of the item equipped change (Grey, White, Gold, etc.)
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#4
Dusk Wrote:I didn't know they could actually make changes to the stats on equips. What happens to the existing ones?


*Is wearing a CS Moon Bloom Hair Pin* What?!
Some effects are global for items. That is, one-of-a-kind, "Scissorable", untradeable, price etc. changes whenever this is changed in the data.

Stats, such as STR, watt etc. aren't changed from what I'm aware of.
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#5
So does this mean it is feasible for them to go back and say, change the defense values on equips, tweak the magic on LUK staves, and all that jazz should they eventually come to their senses?
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#6
Changes aren't that great. Don't really see how any of it matters. Goggleemoticon


The only thing I really noticed, is how the Maple Red Bandanna is untradable and unsellable. This could mean they are going to have a event/quest to obtain a untradeable bandanna this year. Probably because everyone is trying to sell the 06 dannas for 500mil~
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#7
Dusk Wrote:So does this mean it is feasible for them to go back and say, change the defense values on equips, tweak the magic on LUK staves, and all that jazz should they eventually come to their senses?

That..... would be very lovely. They can finally make defense worth using, or amp up +HP boosts. Shine
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#8
Devil's Sunrise Wrote:Moon Bloom Hair Pin:
... is no longer a cash-shop item.
It is now a hat which gives
3 Jump, 5 Speed, 3 Magic Attack and 3 Weapon Attack.
Though, it's untradeable, time-limited and unsellable.
Does this mean everyone's going to abandon the popular Zhelm for this hat, much like how HTPs were replaced by Naricains?
Woops didn't notice that. Dx
Devil's Sunrise Wrote:Metal wand is now only equippable by magicians, lol.
Weren't they ALWAYS only equipable by mages? I thought only the wooden wand was common class.
Dusk Wrote:So does this mean it is feasible for them to go back and say, change the defense values on equips, tweak the magic on LUK staves, and all that jazz should they eventually come to their senses?
Yes. In one of the versions, everyone's Zhelm got a LV 999 requirement. Forgot which one. This included existing Zhelms, rendering them unwearable.
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#9
Harrisonized Wrote:Does this mean everyone's going to abandon the popular Zhelm for this hat, much like how HTPs were replaced by Naricains?

It's time-limited, so it's not very likely.
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#10
A few are interesting, but most are just unused.
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#11
If they were really balancing anything, they would have raised the Timeless axes about 15 attack higher than the swords, and the Blunt weapons about 10 attack higher than the swords.
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#12
Glad to see that the Altair Earrings are no longer a cash shop item. I wonder if they're going to take out the other PQ items.

Quote:Muey Thai String (What the heck is this...?):
"Scissorable"

It's a pendant... or hat? obtained through Thailand quests.
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#13
It's a hat and it comes from the Perion gach machine in GMS. Maybe some of the other gach machines too I dunno.
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#14
Dusk Wrote:So does this mean it is feasible for them to go back and say, change the defense values on equips, tweak the magic on LUK staves, and all that jazz should they eventually come to their senses?

Yes and No; An object is represented by two sets of data IndexData, and InstanceData.

The index data is what the mob is defined as for a baseline - ie what the wz and the server both agree is basic definition of the object.

The instance data tracks exceptions to this, and is saved with the individual item itself.

Certain portions of the object don't exist in instance data because they can never be changed, they just always point back to the IndexData. Some examples of that are the objects level, the objects vnum (id), the objects name, which classes can use it, and the required stats to wield it.

Effects however are stored inthe InstanceData, so it's added luck, int, dex, str, wattack, mattack, etc, all those variables, are saved per item.

When they make a change to the index it only adjusts the portions of an item that are index dependent, anything else remains as it was last saved unless they also do a global update of the database to change the values.

If they change the class or level requirements, or cost, of an item, those are Index level attributes and they instantly effect every object that exists. If they change the default str on an object from 4 to 8, it only effects new objects, and everyone who already had one now has an inferior object unless they also update the database to compensate all existing objects of that vnum with a +4 boost to be "fair" or are already saving all instance level enhancements as a +/- modifier to baseline.
It's not having what you want - It's wanting what you've got.
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#15
so the current shield earrings in our data are allready lvlupable and are changed to the way you described now regardless of scrolling etc.. Hurt

interesting
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#16
KatanaKiwi Wrote:so the current shield earrings in our data are allready lvlupable and are changed to the way you described now regardless of scrolling etc.. Hurt

interesting

They're static variables/constants, so yeah, they can't be manipulated by scrolls. The only issue is the earring level and experience. I don't know what happens there, that's why I'm asking for someone with shield earrings to tell, heh.
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#17
Kirov Wrote:It's a hat and it comes from the Perion gach machine in GMS. Maybe some of the other gach machines too I dunno.

Yeah, I'm not that up-to-date on Nexon's stupid changes. I wonder if we'll ever get the World Tour areas...
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#18
Devil's Sunrise Wrote:Okay, thought you guys should know about these changes:

Shield Earrings... just look:
  • Price => from 200000 to 250000
  • Accuracy => from 1 to 3
  • Magical Defense => from 80 to 100
  • Level-requirement => from 100 to 120
  • Untradeable after equipped => 1
  • MP => 30

Okay, that may not be as interesting as the following. You see, Shield Earrings got some experience-data too:
Percent chance for minimum bonus => 90%

HPLUKINTDEXSTR
Max201111
Min50000

The weirdest thing however, is that there's usually some skill you're able to gain at levelup to level 5/6. Seems like this has been included, but no skill is mentioned (?)

Horntail Necklace, Zakum Helmet and Horus' Eye are now "Scissorable".
However, Mark of Naricain is not. They have become untradeable though, just as they said.

And, hm, some of the timeless weapons got changed.
Timeless Carabella, Timeless Axe, Timeless Flame, Timeless Claymore, Timeless Battle Axe, Timeless Maul and Timeless Knuckle got an increase in weapon attack by 2. That is, all these weapons have now 7 more attack than a regular/average Dragon version of the same weapon- They also got their exp-data implemented, but no changes from the ordinary kms-stuff.


It seems like, for me, that they're changing stuff in order to make the classes more balanced. This is just a guess however, since only Heroes, Paladins and Buccaneers can take advantage of the Timeless boost.

Also, if anyone has a pair of Shield Earrings, mind checking if it's possible to level them up and gain str/dex/luk/int on them? I'm sure I'm not the only one interested in this.

 Minor changes here

As for the timeless weaps changing, we also were given "GMS" weapons, which seem to be a non-experience based version of the Reverse weapons from other versions.
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#19
MasPan Wrote:As for the timeless weaps changing, we also were given "GMS" weapons, which seem to be a non-experience based version of the Reverse weapons from other versions.

i noticed this also, but so far it is only one weapon that has been given this prefix, so we will have to wait to see if they change any others.

On a side note, anyone know where to get a red arzuna lvl 100 archer overall? 7 dex base is sexy Heart
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#20
Sn1perJohnE Wrote:i noticed this also, but so far it is only one weapon that has been given this prefix, so we will have to wait to see if they change any others.

On a side note, anyone know where to get a red arzuna lvl 100 archer overall? 7 dex base is sexy Heart

The Oracle of Oblivion and Lilinoh are the only two creatures who drop them according to monster book (Untranslated GMS section).
They can be made within Maker for the price of 20 Mid A crystals, 10 red powders, maker level 2, and 168k. Stimulator optional.
It's not having what you want - It's wanting what you've got.
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