Posts by daninery

    I am a former RPG player and have also played DBOTW. and wanted to talk about taunt used on the player and the guard's defense rating. as before it worked because I miss this defense in the game, I have played with all classes. and I remember the game as it was.

    The effect of the Taunt on enemy players forced him to attack and debuff only those who sent him taunt making him the only enemy target available during the taunt, and the area attacks picks up whoever is in the area of the attack next to the taunt.Exp: SK uses taunt in a turtle, turtle only to debuff and attack only SK, he sends a Super kamehameha in SK, but also hits SK's ally near SK, and Skill's SelfTarget as waken Defense or Paralysis works normally.

    The Guard with the defense rate worked in the right way, when you held R on the keyboard and triggered the guard temporarily for the guard to gain the defese rate added to his physical defense and his defense of energy. In the Question of debuffs resistence rate increased during the guard.

    Numeric values of the ability, according to lvl

    lvl 1: defense rate (1x) added to the defenses of energy and physical and 30% anti-debuff chance,100% anti critical and anti-knockdown, chance of counterattack 25%(skills only). Except the skil of Sword Scintillation that when active buff I have 100% counter attack.


    lvl 2: defense rate (1,5x) added to the defenses of energy and physical and the 50% anti-debuff chance ,100% anti critical and anti-knockdown, chance of counterattack 40%(skills only). Except the skil of Sword Scintillation that when active buff I have 100% counter attack.


    lvl 3: defense rate (2x) added to the defenses of energy and physical and 70% anti-debuff chance ,100% anti critical and anti-knockdown, chance of counterattack 50%(skills only). Except the Sword Scintillation skil that when active buff I have 100% counter attack.



    The change of resistance rate of x1.5 x2.0 x2.5 for anti-debuff 30% 50% 70%.

    by reason that some classes do not contain a due resistance rate to multiply as turtle, and Ultimate would have absurd levels of resistance rate.


    And this would give the use of Warrior's skill (since he and the TANK of the GAME) Draconic Resistance and Draconic Defense increasing the chance of 90% anti-debuff and 70% counter attack.


    The skill of the DW Block rate increased the right and defense rate Dragon's pledge.


    Exp: character contains 2000 of physical and energy defenses and 1000 of defense rate 1000 of resistence rate, when the guard (in lvl3) and when it is activated it is added to the calculation the physical defense and energy will be added the defense rate X2 by reason of skill will be lvl 3 and the resistor rate will increase during the guard in (X2,5) during active guard has a chance to counter attack and 50% except the Sword skill and 100% during the Scintillation buff.



    Totalizing during the guard he would have 4000 of physical defense and energy and 2500 of resistance rate

    with lvl 3 guard

    2000 (physical defense and energy)

    1000 (defense rate) (x2)

    1000 (resistence rate) (x2.5)


    Defense rate is multiplied and added to physical defense and energy and the resistence rate is multiplied during the guard and containing the chance of counter attack.



    Another suggestion is that, if so, that according to class the rate of defense


    naturally increases in lvl as an example:


    lvl = X


    Class = Y


    Natural Denfese rate without equipment = Z


    X * Y = Z


    human magic = (50 per level) natural ability at level 70 = 70 * 50 = 3500


    human physical = (60 per level) natural ability at level 70 = 70 * 60 = 4200


    magical majin = (60 per level) natural ability at level 70 = 70 * 60 = 4200


    Namek magic = (70 per level) natural ability to level 70 = 70 * 70 = 4900


    physical majin = (80 per level) natural ability at level 70 = 70 * 80 = 5600


    Physical Namek = (90 per level) Natural ability at level 70 = 70 * 90 = 6300


    Being that it would be useful to break the Guard that increases in 2.5x the damage of the attack because when defended the defense increases a lot.


    Daneos , just reply. Until now, there is no point in making the TLQ of guard, unless it is a Sword. this idea was put together by people who played DBOTW, and several other RPGs. The Taunt employee in players. since the mob (NPC) does not have Taunt, and SK has anti-Taunt. Does not make any sense.


    and with a defense so I also thought that it would have much more logic than the soul and the Strenght increased 1% energy attack and physical attack respectively.

    1 Soul = 1% energy base attack

    1 Strenght = 1% physical attack base


    because this would be the logic of the player to sacrifice all equipment so that

    to equip only Strenght our Soul can give a Hitkill, example the fighter.


    So much so that it would be very logical if you spend skill points that are potentially useless which are those that increases Soul and Strenght, like the poko skill that Soul 35, but it takes too long for it to be used again in duel PVP's to buff a friend as a turtle. and the passive Master of the Fighter and Sowrd of 70 of Strenght that would increase 70% of the damage since they are the biggest DPS of the game.


    which means that you do not need to change any skill in the game.




    must also relieve the enemy defense.


    example of damage with defense,


    fighter lvl 70


    stick = 300 physic attack [+0]


    70 (passive master) +34 (armor) +34 (pants) +68 (2 earings) + {1 or 2 strength for lvl} 70 or 140 I will consider the higher for the calculation.

    (I'm not taking the other buff's from other classes)


    (the glove and focus by which fighter and half blind too).


    approximately 346 of Strenght.


    300 * (3.46 + 1) * (0,3 [spirited skill Roar] +1) = 1700


    1700 for physic attack for skill stick


    super high speed needle 626% phisic atack stick.


    1700 * (6.26 [super super speed speed needle])


    10642 damage aflingindo if the enemy defense is 0


    now supposing that a SK has no hold of the R, 5000 physical defense.


    10642 (total damage)

    5000 (physical defense)


    how would the defense calculation


    10642 + 5000 = 15642


    15642 = 100%

    10642 = 68%

    5000 = 32%


    then 10642 * 0.68 is taken (reason why the attack is greater in proportion and 68%)


    then the damage taken and 7236 without crit, with crit base of the special skill and x2 = 14472, and if with max extra crit and 50% would become x3 = 21708.


    remembering that and without holding the R, now with (R) lvl 3 holding a warrior using my list lvl 70


    ([defense rate] 6300) * (2 [Guard lvl 3] = 12600


    12600 added in physical defense and energy defense.


    12600 + 5000 = 17600 total physical defense


    10642 (skill damage)

    17600 (total defense)


    10642 + 17600 = 28242


    28242 = 100%

    10642 = 37%

    17600 = 63%


    then 10642 * 0.37 is drawn (reason why the attack is greater in proportion and 37%)


    3937 damage taken by the skill, remembering that the Guard skill would give 100% anti-crit then not crit.


    if he uses the Break Guard, he cancels it, interrupts the use for next skill's, and he deals damage of 3937 * 2.5 = 9842 or if the calculation is 250% more than it could be 3937 * 3.5 = 13779. which I can not remember if it is one or the other (if and 2.5 or 3.5).

    just remembering that if you hit the fighter dies easy



    by the reason of the guard and Dodge correct. have a high damage and the right one for classes that die with practically a hit. A much fairer dodge (as an example). And the guard still reducing the damage taken, great chance of anti-debuff, total anti-crit and anti-knockdown.

    the dodge rate is pretty easy to fix.


    int hit rate = 5000; (who is hitting)

    int dodge rate = 5000; (who is caught)

    int Total Sum = dodge + hit rate // is 100%

    float ChanceHitRateValue = hit rate * 100 / SumTotal;


    and then runs a random number from 0 to 100 and compares if if less than the number of ChanceHitRateValue it hits, if greater than ChanceHitRateValue it misses the target.


    Example:

    1000 (dodge who picks up) +1000 (hit who hits) = 2000

    of the total 2000 we look at the chance of how much and to dodge

    how many percent say the hit on the total 50%

    then a random number of 0 to 100 is asked if less than 50 hits, if greater misses.


    2000 (dodge who picks up) +1000 (hit who hits) = 3000

    of the total 3000 we look at the chance of how much and to dodge

    how many percent say the hit on the total 66%

    then a random number of 0 to 100 is asked if less than 66 hits, if greater misses.


    1000 (dodge who picks up) +2000 (hit who hits) = 3000

    of the total 3000 we look at the chance of how much and to dodge

    how many percent say the hit on the total 33%

    then a random number of 0 to 100 is requested if less than 33 hits, if greater misses.

    the economic problem and the balance of the game are linked, the bots have done away with the game economy. there is no anti-bot system. no more bau of silver, gold, platinum. which came with ticket + 12 and automatic pot. the game of the original does not have a quick sale button for ordinary normal items, and hard to do zeni when it is weak because it has not balanced in the game.


    translate bug


    Guard,Defense Rate,Counter attack, Taunt, Break guard, Soul and Strenght

    the economic problem and balance of the game are linked, the bots have ended the economy of the game. there is no anti-bot system. no more bau of silver, gold, platinum. which came with ticket + 12 and auto pot. the game from the original does not have a quick sale button of common normal items, and difficult to make when it is weak because the balance is bad.

    translate bug

    Guys it sucks, everyone overprice. So i've been playing on 4 characters for 1 month. Only farm. Did it with spinner(ultimate majin), with dw, swordsman and crane. I got 70kk in 1 fuc*ing month. Its stupid. I got 70kk by selling all my gear and stones i got. Its just hard, maybe i dont have luck but try like this pvp wise. Mister casher 1 click full +15, 1kkk zenis and you farming for months to get +5... go try win. No amount of skill can help you lol. Its unfair yea and people say nobody forces you to buy stuff for that expensive. You cant do half of stuff in game if you dont have good shit or party wich i dont like since its scam in one way. Thats how I see it.


    I bet that only cashers would be mad at this change since it would only affect them. They cant win otherwise cuz they dont know how to.

    solve these problems Guard,Defense Rate,Counter attack, Taunt, Break guard, Soul and Strenght the game is unbalanced

    No, just no, you cant have it that high 0.2% would be fine 1% with 70 strenght passives... are you nuts? Fighters could have up to 130% phy crit..

    must also relieve the enemy defense.


    example of damage with defense,


    fighter lvl 70


    stick = 300 physic attack [+0]


    70 (passive master) +34 (armor) +34 (pants) +68 (2 earings) + {1 or 2 strength for lvl} 70 or 140 I will consider the higher for the calculation.

    (I'm not taking the other buff's from other classes)


    (the glove and focus by which fighter and half blind too).


    approximately 346 of Strenght.


    300 * (3.46 + 1) * (0,3 [spirited skill Roar] +1) = 1700


    1700 for physic attack for skill stick


    super high speed needle 626% phisic atack stick.


    1700 * (6.26 [super super speed speed needle])


    10642 damage aflingindo if the enemy defense is 0


    now supposing that a SK has no hold of the R, 5000 physical defense.


    10642 (total damage)

    5000 (physical defense)


    how would the defense calculation


    10642 + 5000 = 15642


    15642 = 100%

    10642 = 68%

    5000 = 32%


    then 10642 * 0.68 is taken (reason why the attack is greater in proportion and 68%)


    then the damage taken and 7236 without crit, with crit base of the special skill and x2 = 14472, and if with max extra crit and 50% would become x3 = 21708.


    remembering that and without holding the R, now with (R) lvl 3 holding a warrior using my list lvl 70


    ([defense rate] 6300) * (2 [Guard lvl 3] = 12600


    12600 added in physical defense and energy defense.


    12600 + 5000 = 17600 total physical defense


    10642 (skill damage)

    17600 (total defense)


    10642 + 17600 = 28242


    28242 = 100%

    10642 = 37%

    17600 = 63%


    then 10642 * 0.37 is drawn (reason why the attack is greater in proportion and 37%)


    3937 damage taken by the skill, remembering that the Guard skill would give 100% anti-crit then not crit.


    if he uses the Break Guard, he cancels it, interrupts the use for next skill's, and he deals damage of 3937 * 2.5 = 9842 or if the calculation is 250% more than it could be 3937 * 3.5 = 13779. which I can not remember if it is one or the other (if and 2.5 or 3.5).

    just remembering that if you hit the fighter dies easy

    Detalhes

    No, just no, you cant have it that high 0.2% would be fine 1% with 70 strenght passives... are you nuts? Fighters could have up to 130% phy crit...

    by the reason of the guard and Dodge correct. have a high damage and the right one for classes that die with practically a hit. A much fairer dodge (as an example). And the guard still reducing the damage taken, great chance of anti-debuff, total anti-crit and anti-knockdown.

    the dodge rate is pretty easy to fix.


    int hit rate = 5000; (who is hitting)

    int dodge rate = 5000; (who is caught)

    int Total Sum = dodge + hit rate // is 100%

    float ChanceHitRateValue = hit rate * 100 / SumTotal;


    and then runs a random number from 0 to 100 and compares if if less than the number of ChanceHitRateValue it hits, if greater than ChanceHitRateValue it misses the target.


    Example:

    1000 (dodge who picks up) +1000 (hit who hits) = 2000

    of the total 2000 we look at the chance of how much and to dodge

    how many percent say the hit on the total 50%

    then a random number of 0 to 100 is asked if less than 50 hits, if greater misses.


    2000 (dodge who picks up) +1000 (hit who hits) = 3000

    of the total 3000 we look at the chance of how much and to dodge

    how many percent say the hit on the total 66%

    then a random number of 0 to 100 is asked if less than 66 hits, if greater misses.


    1000 (dodge who picks up) +2000 (hit who hits) = 3000

    of the total 3000 we look at the chance of how much and to dodge

    how many percent say the hit on the total 33%

    then a random number of 0 to 100 is requested if less than 33 hits, if greater misses.

    It would be even easier if he asked people who have up to some programming knowledge worthy codes by on the server for balance. I have already passed codes for, Guard, Defense rate, Resistance rate, Soul, Strength, Hit rate, Dogdge rate.

    And he did not even give an opinion or a like to show that he read.

    If you fix the bosses, in the guard, Soul and Strenght , the dodge and hit rate. No one would complain about the game.

    Guard,Defense Rate,Counter attack, Taunt, Break guard, Soul and Strenght

    the dodge rate is pretty easy to fix.


    int hit rate = get hit rate; (who is hitting)

    int dodge rate = get dodge rate; (who is caught)

    int Total Sum = dodge + hit rate // is 100%

    float ChanceHitRateValue = hit rate * 100 / SumTotal;


    and then rotates a random number from 1 to 100 and compares if if less than the number of ChanceHitRateValue it hits, if greater than ChanceHitRateValue it misses the target.


    EX:

    (500 hit rate

    1000 dodge rate

    33% chance to hit, 66% dodge)


    (1000 hit rate

    1000 dodge rate

    50% chance to hit and dodge)


    2000 hit rate

    1000 dodge rate

    66% chance to hit, 33% dodge)

    help me guys. so everyone knows how to enjoy and share the post so the idea is accepted.
    [PL]Daneos if you already read this post, at least your opinion, please just want to help to arrange the game, because until the moment the game is only with a system of attack of the skills, and the defense is dependent and weak of the equipment, which makes the pvp of this game as a comparison of equipment and not player skills (knowing how to play) with little luck. and defense is broken because for example some guys who try to make CCDG with me stay near my tank and being them humans and majins, take hit kill. And the reason for bosses executes skill with cast time was for them to use the guard to reduce the damage and to have high chance of avoiding to take debuff, avoiding the Hit Kill.

    I saw it right, a class that only plays with one skill.

    those classes that are depending basically on a single skill, and that are not usually feeling very much the problem, since even weak ones on the shelf are still strong enough to kill the mobs and tanks (when the weapons from +8 to + 15), and then not usually does not matter with the balance with the tank and classes that do not clearly possess good damage.

    Do you even know the game ? what are these random numbers you are throwing around my friend... if you want to have such ridiculous numbers then make your own server...

    for you are writing this, I suppose your class is one skill (fighter) style. The skills changed by daneos had this condition because they did not

    to Guard, and that for the DW class as the best Tank was to be the most dependent on the Guard. Grand Chef for the reason that Soul and Strength are having basically no effect.


    think about a game where DW would be a great tank with the guard the way I said

    the class with little defense like turtle would have how to survive the fighter to SK that are skill's that give HitKill. and classes like poko that have no skill that are strong, but would have a great force in their basic magic (which is not the act of the Poko passive master) and speed since the staff with atack speed 1400 was the fastest of the gloves and staff.

    Do you even know the game ? what are these random numbers you are throwing around my friend... if you want to have such ridiculous numbers then make your own server...

    Can not you imagine a server where, can you trust your ability?


    of all RPG's I've played depends not only on their items, but on their ability, DragonNEST example their defense system and manual dodge and normal defense of clothing. during the dodge you gain 0.5sec immortality. It's a great game.

    The change of resistance rate of x1.5 x2.0 x2.5 for anti-debuff 30% 50% 70%.

    by reason that some classes do not contain a due resistance rate to multiply as turtle, and Ultimate would have absurd levels of resistance rate.


    And this would give the use of Warrior's skill (since he and the TANK of the GAME) Draconic Resistance and Draconic Defense increasing the chance of 90% anti-debuff and 70% counter attack. Remembering that DW was not meant to have good damage. and the SK was only to have a strong skill of only Target, but still with the guard the skill the good damage of the sk would be very reduced if defended with Guard.

    How can you say "33%chance to block anything for 2SP" is bad ...


    It is overpowered... Simply learn to play.

    you lose time standing still, to have around 33% chance with guard at max, and if you did not defend died, the guard was pre useful because almost all damage skill has Break Guard. and the Sword is the only one whose intention is to use Guard, Nor the DW Tank of the game who gains the lvl skill's Guard before the other classes does not use (lvl 9,12,16), and this reason Daneos Felt of changing skill's of DW and GC (which was bad since it gave heavy damage to TANK, and passive to Grand Chef worse than passive master of the fighter.)


    And if you read the first post you notice that it would have the guard for all classes.