Posts by daninery

    Guard is very useless at this point in the game, I tested the DW (TANK the game), Crane (buff defense rate 104%), Sword (with and without the Scintillation buff), Plasma, Poko (All with Guard lvl 3).


    Apparently this with surroundings of 33% chance of block all the damage (this with 2SP in the skill). This makes the skill totally useless because it is dangerous to use the skill and give you a break guard that multiplies the damage by x2.5, which leaves you intrigued to take HitKill, and you still lose time without being able to do anything while Guard is working.


    So in all, you waste time trying to block with about 33% chance, with the possibility of taking HitKill because almost every damage skill contains Break Guard.

    At least if you are a Sword and have the buff, but nothing that prevents them from removing if buff with 4 basic attacks.

    I take it as you guys are DBZ fanboys who have no clue about MMORPGs and balance.


    1%atk per str, really.

    I already worked with RPG creations, I've played more than 23 RPGs that I remember, I care about this game with an exclusive balancing and not with the anime.

    And what I learned from the DBO TW HK.

    I know the roles of each character.


    Warrior • Magician • Thief / Rogue • Cleric / Priest

    Alchemist • Barbarian • Bard • Warlock • Knight • Death Knight (Anti-Paladin) • Druid • Wizard • Monk • Ninja • Paladin • Ranger / Ranger / Hunter • Shaman

    Basic RPG ideas.


    I do not know if the translation of the classes is the ideal for your language.

    But it is easily identifiable each class with their respective passive masters, passive, buffs and skill's.

    And the reason that Daneos felt the need to balance the DW and GC classes, and why SOUL STRENGT DEFENSE RATE GUARD TAUNT CONTER-ATTACK are broken which made these classes weak since they are clearly dependent on these attributes, these classes that I quoted they would not have any skill changes if those attributes were correct.


    in almost all RPGs I played GUARD system and a damage reducer

    and the attack can be clearly increased with the specific attributes.


    an example of simple offline RPG and famous (skyrim). skyrim portrays classes very well, although with the latest updates in it let you be a little of each class, the game's Guard system and a damage reducer and the damage attribute clearly increases the damage done. But in the DBO you can not be one of each or a hybrid, you become a specific class, where your corresponding area makes you the best (what is seen in every tree of skill).


    Fighter = would be based on stealth and critical attacks (as the game is not clearly furtive, with stealth attacks being represented by attacks by the back which makes Sword the stealthy slayer) and his great dodge ability, mainly portrayed by the skill's and tea


    Sword = almost always hits, high critical hit rate and with great blocking ability and counter attack.


    Crane = his idea and the poisons manipulator (it contains with due balaceamento of the present game the only passive master clearly ultil and strong).

    as clearly he has no skill that can be used in first contact to catch the enemy and move(stun,paralyze,confuse), he would be a class with excellent blocking (which is portrayed by the agile armor 104% defense rate).


    Turtle = the high damage magician in area (basically the thin black of the Final Fantasy). as the skill of the turtle super and giant kamehameha are specific for

    the critic, his passive master rises a lower amount of soul than the poko for the reason that the technician requests much more damage and optimal chance of critic.


    SK = he and the Warrior and the Death Knight (Anti-Paladin) an opposite version of the true TANK of the game DW, which is not clearly the tank but serves and can be used in this role, it is a tank with damage what leaves as his due weakness the chance to hit.


    DW = the best TANK of the game, the ladino with his basically impenetrable defense which pulls all the damage to him to the bait to the traps but does not have a good damage (and what is wrong in this due balance of the game).


    DENDE = and the obvious is that the priest the healer, the best cure of the game, and who should remain as the most hidden target not to be targeted.


    POKO = the poko (and what would be the intermediary between the white magician and black wizard of final fantasy the red magician and the sumoner) he possesses in his passive master and buffs great amount of soul because the spells that he knows are not of high ability demanded as the super kame and the giant kame, but he is very good with his basic magic so of the speed attack, and his invocados (elementals) would be of great help as a tank that draws the attention and another as an extra attack .


    Ultmate = and the bard to a more defensive side being able to remove debuffs to heal players and his passive master would do a proper damage that is the 70th of Strenght because his skills are not high damage techniques (which except for SPIN since he is a technique with a final disadvantage).


    Grand Chef = he pulls to the Bard side of attack, he has offensive character skills, has candy in RP area in buff area of DEX with hit rate, Soul 20 with Strenght 21 (and what is wrong in this due balancing about the game).


    Plasma = specific classes for curses, a good damage in area not the best (that is turtle, except for the transformation of pure majin that sacrifices all the skill's to become pure damage and slow) a good group control with the abilities of knockdown in area of confuse in area.


    Karma = for classes specifics for curses, good damage not thickly in area, but the best control both group and solo.

    This idea is easily seen as bad, from anyone with a little bit of knowledge.


    Doing such change, would grant Fighters and Swordsmen a bonus of atleast 70 crit rate (70 passive + 70+ base), thus, granting the crit rate cap (80) to both these classes, same for ultimate majins who have a 70str/sol passive, granting them cap crit of both physical and energy.


    And as for any Guard change... first of all you should know that Guard was hidden changed and gives a 25% chance to block anything thrown at you, if you were to spend just 2 SP into it... 2 SP and you will block 1/4 spells thrown at you.

    the idea of Guard and a damage reducer and not a chance on so many to undo.

    he powers his physical defense and energy defense during the guard's hold, based on the defense rate, giving 100% anti-crit and anti-knockdown, and the ability to counter attack by skill level.


    Taunt running on players (this idea is because SK has anti taunt and mobs do not have taunt)


    Soul = 1% energy atack

    Strengh = 1% physick atack


    for a good attack if a good defense.

    Fighter get 55% and on cap 70 93%, how a non tanker class will counter that and the same apply to sword, if he reduce your prop and hit you, with that up you will break even more the budokai to sk-m.a only.

    I have 4.5 fis def(I'm poko) now, a normal hit get half of my life and all the critical kills me. How balance that ?

    Defense rate, Guard, break guard and Taunt.
    it is not so much that this topic is a whole. if you read the topic, the part of the defense when you hold R, it was for you of poko with skill Guard (lvl 3), and your account lvl 70, would give 9800 more of physical defense and energy defense while using Guard. which would do damage worthy of HitKill, it becomes almost no harm.
    4500Physical+9800=14300 Physical Defense.

    Hello,


    making STR and SOL stronger will not have any good impact. People will continue using DEX and FOC. Because STR and SOL is stronger, players will just get unnecessary stronger. If we want to make STR and SOL useful, we will have to nerf DEX and FOC and buff STR and SOL.

    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.

    I really think that soul and str need a update but 1% base attack is a lot when you look to poko, now at 60 cap you can get 100soul with your suggestion thats means that poko will get 2x dmg

    Yes, that would be the right thing, so much so that it is not a fact that I also told the guard, because for a high damage if you have a good defense, in the game the idea of almost all the attack skills have RP, the guard that would be very useful.

    That is why STR and SOUL would have to be 1%, so much so that all passive masters are OP.
    And still has the DEX and FOCUS, which basically plays with the guy who sacrifices hit rate, to have damage if he does not hit, you could kill everything from HK, but if you do not hit it, that's not right.

    Todas as duas classes são uteis no momento desde que se esteja bem equipado. o storm strike no MAX e com o persdonagem usando CD e muito util por que voce pdoe matar com 1 skill se estiver bem forte ou 2, 3 se nao estiver muito forte mas usar RP de CD faz com que possa usar uma atras da outra. ja o Sword possui o Flash Slash e o burnig atack, o flash slash e da pra ser usado da mesma maneira que escrevi do Storm Strike e o burnig atack pode se usado pra juntar, mas ainda sim previro eu, so o flash slash pra misturar PVP com PVE.

    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.

    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.