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Mechanic_of_Pain

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Posts posted by Mechanic_of_Pain

  1. Is this for real??

    divine-pride.net Item - Cancer Ring (divine-pride.net)

     

    Vit + 5
    Attack Speed + 5%
    ―――――――――――――
    MaxSP + 100
    ―――――――――――――
    Increases physical damage by 5%.
    ―――――――――――――

    Reduces casting time of Axe Boomerang by 1.5 seconds.
    ―――――――――――――
    Has a chance to gain 2-Carat Diamond and 3-Carat Diamond when killing monsters.
    ―――――――――――――
    When equipped by Mechanic
    Attack Speed + 5%, increases physical damage by 5%, increases Axe Tornado and Axe Boomerang damage by 50%.
    ―――――――――――――
    Can be sold to NPC
    Can be placed in the Kafra Storage

    ―――――――――――――
    Class: Accessory
    Location: -
    Attribute: - Slots: 0
    Def : 0 Mdef : 0
    Refined: Yes Destroyed: No
    Weight: 10
    Required Level: 1
    Jobs: All

     

    I remember the last time I played it was -1.5s CD? I haven't played for a long time now. Why change it?

  2. On 7/29/2020 at 11:11 AM, Hades said:

    @Mechanic_of_Pain that's not ABR but yeah the ABR does move. 

    Axe tornado damage increase after Axe stomp is disappointing

    The new meister skills are generally disappointing. Madogear skills are not at all emphasized. It would be better if there is a great variation among ABRs. For example, battle ABR can use skills, such as axe tornado and boomerang, and dual cannon and mother net ABRs can use offensive and supportive mado skills, respectively. That was what I was hoping for.

  3. On 12/30/2018 at 3:29 AM, Hades said:

    Hybrid Mecha are the thing in kro. Everyone is switching to this built. 

    The person in this video is just using the pile bunker s. The new pile bunker will amplify the damage way more. 

    Level 10 PS with half the delay really is something. It's like HSCR all over again ?

  4. And  i would like to point out too, this may be too old a topic, but for a 3rd job skill, Axe mastery and Research Fire and Earth are like first job skills. Hopefully, they'd adjust it, like for Axe master each level adds +3% axe damage/ +5 hit per level then halves those for maces. It just literally adds 50 to final attack haha. For RFE make it +5% more damage and resistance. Again, this is just my opinion. For a third job skill, their effects are foolish. Anyway, is kRO going to adjust/add/change skills just like they did with Archbishops?

  5. Yes, ac was spammable but other skills of mechanics literally suck. Boost knuckle and ice launcher are the next two useful offensive skills; however, significantly weaker than AC. Mado mech's other offensive skills either have low damage (vulcan arm, flame launcher) or sucks due to long CD (SD) or both (pile bunker). Mado mechs just don't have enough variation. Compared with AS, which is an easy 50-70 k at low-levels with low-mid tier gears, AC is good at 20-30 k at low-levels and low-mid tier gears. Users must be very rich in-game to unleash the full potential of AC, that's why it sucks since the new weapon for AC just adds 15% to its damage, and maybe a maximum of 45% (+18). Unless they can make vulcan arm replace normal attacks (bind with normal attack). For such a high caliber weapon, it only adds a few damage to AC. Compared with other weapons, the primary offensive skills of other jobs were powered-up, whereas for mado mechs, meh. No love from RO :( Mado mech is a dying breed 

  6. I have, to be perfectly fair, that's pretty OP, with the new weapon, 0 CD AT is very overpowered. As you've said before, Maxi spanner is the most viable weapon among those three new weapons. However, made mechanics almost one-dimensional, with the reduction size damage reduction from the weapon, AT mechs can now survive bio5, who needs a shield anyway! yey! But everything else is way less interesting compared with other jobs too. I just don't see the point, gravity made two separate skill sets for mechanics but they're making the other less interesting.

  7. Engine Pilebunker [2]
    Can't be destroyed, increases Vulcan Arm damage by 10%.
    Increases attack speed (reduces delay after attack by 1%) per refine rate.
    If refine rate is 9 or higher, increases Arm Cannon and Knuckle Boost damage by 15%.
    If refine rate is 11 or higher, increases Vulcan Arm damage by additional 15%.
    Class : Mace
    Attack : 450
    Weight : 320
    Weapon Level : 4
    Required Level : 170
    Usable Jobs : Mechanic

     

    Why does it have to be VULCAN ARM. Why does it have to be ASPD not ATTACK or LONG-RANGED ATTACK? The genetic weapon counterpart was all about powering cart cannon, but this?

    Golden Wrench [2]
    Can't be destroyed, Atk + 5%.
    Atk + 4 per refine rate.
    If refine rate is 9 or higher, increases Power Swing and Axe Boomerang damage by 20%.
    If refine rate is 11 or higher, increases Power Swing and Axe Boomerang damage by additional 15%.
    Class : Axe
    Attack : 220
    Weight : 550
    Weapon Level : 4
    Required Level : 170
    Usable Jobs : Mechanic


    And what would make this weapon better than the Illusion war axe? both are one-handed but Illusion war axe gives higher damage increase than this. If there is axe boom cooldown reduction then this weapon would really be better. However, this weapon is just a remake of Illusion war axe :\

     

  8. Mechanic recently received skill changes in kRO. Arm cannon now has increased area with increase in level, and maximum level is now at level 5. Blacksmith buffs can now be used while in MADO. However, arm cannon also received a relatively important downgrade, addition of cooldown with the skill. 0.15 s at skill level 1 and 0.65 s at skill level 5.

     

    I think these changes are good, but still not balanced. Other jobs' damage can easily reach 1M+. What can be the item changes that we need to improve MADO or axe mech?

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