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KRO : Jobs improvement project


Sigma

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On 10/1/2019 at 9:19 PM, Sigma said:

6. Hell Plant

- Changes the skill logic. The skill will be cast immediately.

- The skill will deal melee physical damage to surrounding enemies in 5x5 cells around the user as interval over time for certain duration.

- Damage formula : (500 x skill level)%Atk. Duration : (30 + (30 x skill level)) seconds.

- Bonus damage from user's Int and Summon Flora skill level : Int x Summon Flora skill level

is this still forced neutral?

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On 1/12/2020 at 11:31 AM, Sephylon said:

question about rolling cutter, how long does the rotation counter last?

I don't know. quite hard for testing. 🤔

 

19 hours ago, Alice said:

Thank you very much for your work @Sigma

Is Hell Plant still ignore def, resistance like before, and how long does it last ?

No. The skill will work similar to other normal skills.

3 minutes on level 5.

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  • 4 weeks later...
  • 2 weeks later...

I really hope they balance ranger:

1. Enable warg cliffing like falcon. Especially useful on woe. I don't think it will be overpowered because every class can strike you with skill from far away anyway.

2. Remove keen nose stupid delay. 3 seconds more than enough for enemy to recloak. Auto warg bite is not reliable, one mistake and you die. Detect is better. Range is more important than aoe when it come to detect hidden enemy.

3. Camouflage warg and remove "Camouflage !!" text like cloaking. Others can easily spot that big wolf make camouflage pointless except for atk bonus.

Aoe warg strike is debatable. Single target is better on mvp so mobs don't chase you. But aoe blitz beat has some use like disturb pack of precast high wizards on woe te. But future patch then make blitz beat single target.

I just like the pew pew pew sound. I just love falcon more than warg. With flying galapagos can make blitz beat damage sub par with warg strike. The only downside of falcon is lack of warg bite. Which on some scenario can substitute with electric shocker.

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On 11/18/2019 at 6:32 PM, Sigma said:

2. Reverberation

- Changes skill logic from ground setup skill to target skill. Deals damage on target enemy and nearby enemies. Requires target to cast.

- Fixed casting time is 0.5 seconds on every level.

- Increases area of effect. Area of effect : 5x5 (level 1~3) / 7x7 (level 4~5)

- Changes damage type from (physical + magical) damage to magical damage. New damage formula : (700 + (300 x skill level))%Matk.

- Removes Neck Protection Candy consumption. The skill will consume 10 ea of equipped arrow instead.

- Damage property will depend on property of equipped arrow.


If the performer use status arrow (stun, cursed, silence, blind arrow), will it inflict the status to the enemy? 

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Recent gx improvement still broken. It has to be:

1. Weapon blocking. It should be enemy that stop, not us. In real life logic when we catch enemy sword, they can't move. And raise the chance to 30%.

2. Weapon crush should be passive, everytime weapon blocking trigger has a chance to divest enemy weapon. Similar to rk stone skin.

3. Poisonous smoke oblivion curse (it is stupid skill that designed to counter caster class can be resisted with their high int). Should rework like dota's rikimaru smoke, enemy is unable to cast skill inside them. And make cast instant and increase aoe to 7x7. This will make gx more competitive on fight.

4. Cross ripper slasher should not depend on rolling cutter. The delay even not enough to strike agi up rg before they reach melee range with you. But never mind. I think the new cross impact with 7 tile range will be the new cross ripper slasher.

New stronger counter slash still useless. Anything that depend on chance to trigger is useless on pvp: weapon blocking, combo sura, taekwon's skills, etc. It is not reliable. By the time you wait for it to trigger, enemy already barrage you with skills to dead.

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@Sigma Can you delete previous post? This on is more accurate.


Recent gx improvement still broken. It has to be:

1. Weapon blocking. Make it work like parry (no stop) and raise the chance to 30%.

2. Weapon crush should be passive, everytime weapon blocking trigger has a chance to divest enemy weapon. Similar to rk stone skin.

3. Poisonous smoke oblivion curse (it is stupid skill that designed to counter caster class can be resisted with their high int). Should rework like dota's rikimaru smoke, enemy is unable to cast skill inside them. And make cast instant and increase aoe to 7x7. This will make gx more competitive on fight.

Skills that have to use other skill (cross ripper slasher, weapon crush, counter slash) or have chance to trigger (weapon blocking, sura combo, taekwon's skills) is useless. It is not reliable. By the time you wait for it to trigger or the delay between skill, enemy already barrage you with skills to dead.

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Homunculus Improvement that mentioned in previous dev note will be updated in Sakray tomorrow (4/3/2020).

Details

- Consumes 1 Seed of Life to summon vaporized Homunculus with Call Homunculus (If you don't have Homunculus. Still require Embryo to create it)

- Homunculus duration is added when summoning Homunculus with Call Homunculus or Homunculus Resurrection. When Homunculus duration ends. Homunculus will be vaporized automatically. Homuculus duration is 1800 seconds.

- Adds 600 seconds cooldown to Vaporize.

- Adds 80 seconds cooldown to Homunculus resurrection.

- Manually clicking to order homunculus to attack is removed. Homunculus will perform action as A.I. setting.

- Player can craft "Homunculus Supplement" via Prepare Potion skill.

- Using Homunculus Supplement will increase intimacy of Homunculus.

- Requires Potion Creation Guide and learning Bioethics skill to craft Homunculus Supplement. Recipe : Seed of Life 1 ea + Yellow Herb 1 ea + Empty Bottle 1 ea.

Source : http://ro.gnjoy.com/news/notice/View.asp?BBSMode=10001&seq=7232&curpage=1

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  • 2 weeks later...

Hi @Sigma, how long fixed cast time of Ignition Break after the update ? I remembered that i saw a kRO RK video that building on pure IB and his gears were over 100% vct but still had a small fct while spamming it.

Edited by Haro
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On 3/3/2019 at 1:31 AM, Sigma said:

 

880683615_JjbN(2nd)_j.thumb.png.9f84ce00bd5aa9cb4fe5baa0d2537f49.png1755134003_JjbN(2nd)_.thumb.png.df7e47e019a8ec2e2feb2ae235807729.png

- Mechanic -

Mechanic improvement focus on Magogear improvement which increases flexibility and convenience of usage

1. Increases movement speed while Madogear is equiped, depends on level of Madogear license. On level 5. Movement speed is equal to knight with Pecopeco.

2. Madogear will receive natural HP recovery like normal state.

3. Increases weight limit by 1500 while Madogear is equiped.

4UXCZBPPRE9UCUHPFYLI.png

4. Mado MCs usually face the hard time when they died, especially in instance, because of they will lost their Madogear. So [Emergency Madogear] is added. Can be bought at Magic Gear Master with 1m zeny.

23277.png

When using Emergency Madogear. Madogear will be equipped instantly. Only mechanic who learn Magogear License can use it. Has 3 minutes reuse time. Weight 300.

5. Now Madogear can use Teleport.

063856_ndrUJUXM.png

6. Madogear can receive partial chemical protection skills from alchemist classes, instead of full chemical protection only.

7. Adds overheat counter. So player can watch out to prevent overheat occurs.

063844_wRRmXTLg.png

8. Adds higher quality Cooling Devices to increases effectiveness of Cooldown. Magic Gear Master will offer you to upgrade Cooling Device.

: Cooling Device + 2m zeny > Advance Cooling Device.

: Advance Cooling Device + 4m zeny > Special Cooling Device.

- Cooling Device reduce overheat counter by 45 when using Cooldown.

- Advance Cooling Device reduce overheat counter by 75 when using Cooldown.

- Special Cooling Device reduce overheat counter by 105 when using Cooldown.

(Overheat counter naturally decreases by 1 per second)

 

Madogear characteristic adjustment.

Madogear will be adjusted as following list

1. Madogear won't receive healing from any recovery skills other than Repair.

2. Madogear movement speed can't be increased or decreased by anymeans other than Acceleration. (That means Madogear will immune to all slow debuffs, includes curse status)

3. Madogear will immune to stripping accessory.

 

Adds available skills for Madogear.
--> Vending, Item Appraisal, Change Cart, Change Cart 2, Cart Revolution, Mammonite, Crazy Uproar, Cart Boost, Repair Weapon, Shattering Strike, Upgrade Weapon, Hammer Fall, Adrenaline Rush, Advanced Adrenaline Rush, Weapon Perfection, Power Maximize, Power Thrust, Maximum Power Thrust, High Speed Cart Ram, Lava Flow.

 

source :

http://ro.gnjoy.com/news/devnote/View.asp?category=3&seq=3652742&curpage=1

http://ro.gnjoy.com/news/update/View.asp?seq=204&curpage=1

http://ro.gnjoy.com/news/notice/View.asp?BBSMode=10001&seq=7033

 

Hi sigma, thanks for all this info.

Any info about arm cannon delay? It used to have 2s delay on level 3... I've seen something about 0,65s cooldown on level 5 nowadays, but before this change, how was the delay?

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4 hours ago, Samurai said:

Hi sigma, thanks for all this info.

Any info about arm cannon delay? It used to have 2s delay on level 3... I've seen something about 0,65s cooldown on level 5 nowadays, but before this change, how was the delay?

Delay after skill is 1 second on every level.

Cooldown increases depend on skill level.

level 1 : 0.15 seconds

level 2 : 0.2 seconds

level 3 : 0.3 seconds

level 4 : 0.45 seconds

level 5 : 0.65 seconds

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