Posts by Sieth

    Confusion is broken, period. Not karma's skills.
    Confusion in the current state only forces the person to keep doing what it was doing when it got confused.
    Example: You're running in circles in tatami and someone confuses you. You will forcedly keep running in circles until the confusion ends.
    The way it worked in KR/TW was that the person that got confused would randomly attack (ONLY AUTO ATTACK) a random enemy.
    If you're autoattacking the karma when she confuses you, you won't get stunned, you'll keep autoattacking until the confusion ends.
    In KR/TW you could NOT control your character when you were confused.
    The skill that prevents you from using skills is called Silence, has nothing to do with confusion and that one is working perfectly. I can tell because Karmas also have a Silence and I own a Karma.

    People got used to oneshot everything the game have to offer with crap gear, now that they actually need gear to do good damage they're complaining.....
    My advice to you all is to gitgud

    isnt a bug ... The skill dont use the glove

    Might not use the glove as the damage modifier but it SHOULD benefit from the glove stat, which in this case would be 27% extra critical damage.
    Regardless, if you check carefully there's a slight increase in both tests:


    - Using the Super Kame with both weapons you did 27500-28500 crit damage, without the wand you did 24000-25000 crit damage while the non crit damage remained exactly the same. Meaning a 3-4k extra damage
    - Using the Giant Kame with both weapons you did 31500-32800 crit damage, without the gloves you did 27500-28200 crit damage while the non crit damage remained exactly the same. Meaning a 4-5k extra damage

    That's actually really odd. I did the exact same thing to keep a name for my brother and he could use it no problem.
    This might sound silly but did you check if you spelled it right? Capital letters might have something to do with it. Maybe just try again after he's done deleting it

    Just wanted to point out this from the lastest update:


    -Decrease paralyze, terror, confuse, stone, candy and DOT duration equipment effect is now properly working

    Haven't played around or tested with equipment or accessories that reduce duration of debuffs like those but I JUST tested that using my own Karma's buff, Joking Matter, which reduces bleed duration by 54% when maxed. It doesn't work, the bleed lasts exactly the same with and without the buff.

    From a personal experience I'd say Karma Majin is a class that fills each of those roles perfectly. They're top tier in PvP, top tier in end game pve content (Not implemented yet) and pretty good at farming on their own with Kid Buu.
    The other class that could fit you is the Turtle. They're amazing at farming, UDs, TMQ and pretty solid in PvP with their 1 hit potential but VERY reliant on their gear

    The damage you were getting before the update was from the gloves + sub weapon combined. Now the damage is properly calculated from either of those sources for each particular skill.
    The weapon a skill uses will be mentioned in the skill description. For example in your case, the super kame is calculated from the gloves, the giant kame is calculated from the sub weapon.
    There's also the fact that skills were IGNORING defenses when calculating the damage, no more. Now defenses are actually working and aren't only for show.

    But Karma can be hybrid PVP/PVE group and solo farming too? I tried to create a hybrid build, but it lacked many things.


    Never have I stated that Karmas are good at being both PVE and PVP.Karmas if made strictly for Group PvP are very decent at PvE (Like SK decent)
    Karmas who are made for PvE don't rock PvP either.
    But honestly, doesn't matter how you play it, I used to play Karmas with a Group PvP and 1v1 PvP and it worked fine for both! (Confusion for the win)


    Would you mind sharing the build? I was thinking of doing a Turtle initially, but the amount of turtles currently will probably make the class being very expensive to equip. So I'm torn between doing a Plasma or a Karma. As I see that Karma is more requested in PVE party, I wanted a class that could decently farm and participate in PVP/PVE party as well as be decent in 1vs1 as you said.


    1- I don't actually have the build (I used it in TW server) But I will remake it in the future according to some of the newer stat changes.2- Turtles annoy a lot of people but that is because they are mostly bugged (Do more damage than regular)
    3- Karmas have better Party abilities than Plasmas that is certain.
    4- I was always told that Karmas are the best PvE Class in DBO... I disagree because Dark Warriors are a thing! The margin isn't big between the two, however.


    Just to show a few on this thread. You have some serious reading and comprehension issues, my friend. Can't see a more fitting answer than the one I gave.
    A small advice for the future: Don't try to outsmart someone that's 10 times smarter then ya. Will save you a lot of public embarrasment

    If in old dbo, drops of any mob, why can not here drop?

    Mmm what? You couldn't get legendary drops from the regular mobs of papaya. Make sure to check your sources before you dislike a comment for telling you the harsh truth

    And why did you expect to get legendaries from regular mobs on the fields of papaya? That's not gonna happen, ever.
    The only places where you're likely to get a legendary drop is from TMQ/UD

    - Karmas are REQUIRED for very high end PvE content, such as Kraken, cell and high floors of CC dungeon. Those bosses have over 2.5 million hp, summon tons of add, do a lot of nasty debuffs, do a lot of damage and you want to kill them asap or else your group is busted. The only way you can possibly farm them is by having a speed party.


    - Karmas are absolutely broken in 1v1 PvP, they can literally make fun of you for 2 minutes without you being able to do nothing in return. They're also great in 5v5 PvP because of their AoE confusion.


    - Since they're a wonder majin sub class, they have access to the strongest SPAMMABLE AoE move in the game: Genocide Blast. 8 metres AoE with 802 + 387% damage at a 2 seconds base cooldown (you can lower that with titles, buffs or earrings, but it's not really needed since the attack has a quick animation and by the time you're back on your feet you can cast it again).


    -Homing Storm should remain at only lv1 since it gets the KD at that level and you only need it for that, every other SP you put on it is a waste of resources. Same reason why you only get Mask Light up to lv2. Using rp for Knock Down prevents you from critting with that skill ( Currently bugged, you can crit even if you used rp for a Knock Down empowerment)


    -They're cheap to gear since they only need the upgrade their gloves, both autoattacks and KB Genocide Blast benefit only from the gloves (Currently bugged, you get increased attack from both weapons, will surely get fixed soon).


    -Their only downside is that they need 2 sets of weapons, one with speed % and the other with crit damage %. One for regular Karma, the other for Kid Buu. You can get away with only one set of Speed weapons lv70 craft at +8 on both since you're getting your damage buffed by the sub weapon even when using Kid Buu autoattacks and Genocide Blasts, but on normal (non bugged/glitched/exploited) conditions you won't be able to do that.

    You need to do 3 quests for each of the 3 NPCs the Namek sends you to. The red circles won't leave until you've completed the entire flight quest. If you don't have any quest mark on that npc go to the other NPC and fullfil his tasks.
    After you've done that with all 3 npcs it should mark the whole quest as completed and you will get the flight ability reward from the namek in Korin. Hope this helps


    PS: Before you call something a BUG, make sure you know how a quest is SUPPOSED to work. Otherwise you're just spreading missinformation

    If defenses aren't working properly it's kinda silly to expect that success/resistance rates would work as intended. Give it some time, I'm sure Daneos is aware of this and putting the work to address them.
    I do appreciate you taking the time to test it and provide us with your results, though.

    Even if the sub weapon adds to your total energy/physical attack power, that doesn't mean they're affecting how much damage you do with auto-attacks or gloves based attacks.
    Feel free to test it yourself:


    - Cast a non sub weapon skill on someone, record how much damage it did.
    - Take out the sub weapon and do the exact same attack on the same person, record how much damage it did.


    Both attacks should have done the same ammount of damage, provided none of them was a crit, in which case you should re-do the test until both hits are non critical hits. The reverse is also true for sub-weapon based attacks