Posts by XxMostroxX

    Intro

    Each class has a unique role, so its ability will be unique. I will show you some possible changes.


    General Changes to All Classes

    • Gloves Attribute (new): 27% (Rare) or 33% (Legendary) Hit Rate. ( All Classes )
    • Jacket, Pants, Boots Attribute (new): Can have 10% Dodge Rate ( Total: 30% max )
    • All Classes have minimum 5% Dodge Rate (even if reduced by 100% Hit Rate).
    • Make Some Stun/Paralysis/Sleep/Confusion 100% Hit Rate and only Guard (R) can block them (Can't be dodged/failed)
    • %Hit Rate (new) has all the focus attributes same as %Dodge Rate (new) for dex whit the difference of probability


    Fighter

    Skills:

    • Fighting Mastery: 70 Strenght, 25% Dodge Rate

    Items:

    • Jacket, Pants, Boots Attribute (new): Can have 10% Dodge Rate ( Total: 30% max )

    Results:

    • 25% Dodge Rate is 1/4 chance to dodge instead use dex which make complex calculation.
    • Main role of fighter is dodging so % dodge can be increased by armours by 10% each.
    • Max 55% Dodge Rate (Cap 60% because can be extended by 5% Dragon Buff Dodge Rate)
    • Stun/Debuff/Paralisys/Confusion are failed by half of % dodge rate + default resistence (Except some see above)

    Swordman

    Skills:

    • Passive (new): 11 Properties Max
    • Glaring Slash: 20 Properties Max

    Items:

    • Gloves Attribute (new): 27% (Rare) or 33% (Legendary) Hit Rate. ( All Classes )

    Results:

    • Example: 55% Dodge Rate - 33% Hit Rate = 22% Dodge Rate Fighter)
    • Passive + Glaring Slash: 30 ~ Properties. Those 11 Passive need to reduce damage of fighter and other classes too

    Shadow Knight

    Skills:

    • LP Effectiveness Boost: Recover 10% LP from damage taken. ( instead 2013 LP )

    Items:

    • Nothing

    Results:

    • Main role of sk to resist many skills from any class and recover 10% LP from damage taken is a good this goal(cap 80%)


    Karma

    Skills:

    • Passive (new): 15% Speed Attack (cap 105%)
    • Critical Univeil: 45% Hit Rate + 24% E.Crit Rate

    Items:

    • Nothing

    Results:

    • Main role of Karma is to be fast with autoattack


    Ultimate

    Skills:

    • Spiritual Resistence: Increases status resistence by 300
    • Strength Up: 34 Con
    • Passive (new): 25% Energy Attack

    Items:

    • Nothing

    Results:

    • Main role of Buffer is his resistence

    Continue....

    28761 damage ( Super Hight Speed Needle ) hits 9 times

    28000/9 = 3 000 each hit by needle ~

    3 000 - 1 800 (60%LP) = 1200 (40%) DMG each hit

    15 000 - 1200 * 9 = 4 200 ~ remain LP

    so logically it recover me each hit and not all damage even if the calculation is the same but the problem is something wrong because i dont should die if recover each hit , maybe only because damage is more than my life ( 15949 < 28761 )

    LP% effect is bugged:

    15949 LP (60%LP)

    28761 damage ( Super Hight Speed Needle )

    1800 recovered each hit ~

    Dead


    Calculation:

    28761*0.40 = 11504 Effective Damage ( 40% )

    15949 - 11504 = 4445 Remain LP


    As you can see Im dead but that just because i can't recover those 4445 LP when im dead xD

    This logic mean i took all 28 761 damage and then i recover 60% and not before please correct this ( 15 949 LP < 28 761 DMG )

    What about Daily and Weekly Quests on the archivements or something like that?


    Example:


    Daily: kill 500 mobs from papaya (or others)

    Name: Assasin of mobs

    Reward: 1-2 stone (red/blue) + 0.1% stone drop


    Daily: kill 100 boss from papaya (or others)

    Name: Like a boss

    Reward: 1-2 stone (purple/green) + 0.1% stone drop


    Daily: Death 100 times

    Name: Die is not never enough

    Reward: 10.000 zeni + 0.05% stone drop


    Weekly: kill 3.000 mobs

    Name: Good Farmer

    Reward: 5 stones ( green/purple ) + 0.5% stone drop


    Weekly: Death 1000 times

    Name: Please die more

    Reward: 10 black stones + 20% LP buff item


    Monthly: kill 10.000 mobs

    Name: Legendary Farmer

    Reward: 5 white stones + 1 stone (purple/green) + 5% Dragon Ball drop item for 30 mins. or

    5 white stones + 1 stone (purple/green) + 1% Stone drop item for 30 mins.

    Super weird BUG: I was using my poko in UD6 and after some problem with chat and that message of comminity server my bro logged my poko exactly the same poko i was playing in another channel and write me "hey bro" that surprised me and we discovered this bug that it is possible play 2 same characters in different channels but i dont know how it is happened

    im agree with iceman specially now that regen lp ( not % ) doesn't work so after crane cast a 700 burn it can be considerated like a death versus a lot of classes except some with high LP that why even you leave platform until the end of debuff you have attack mode which obviously make regen lp useless

    Although I'm not sure what you mean with the item bug. According to me the player who was dead used the hot-key for looting items wich does work when you are dead.

    you misunderstood me.

    Example: (A) and (B) are players

    (A) and (B) are in a party

    (A) Dead

    (B) take item

    (A) received (not always ...Maybe there is a limit of distance where this happens from the dead player)