Personally, I believe the option depends on your location. Generally in the lv. 55 cap maps I go for mob grinding because of the low EXP you get in the quests. Of course, there's also the option of doing both: killing any and all mobs while working on a quest. Also a good way to earn extra pocket change.
Posts by BlazingBarrager
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Where is SSJ with purple? I said Golden to ssj, purple to Pure Majin, man :D.
When you dash and charge, the color depends on the level of your gear hence why I said "purple aura." Flying just stays blue period.
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Yea u got a strong point here, I did this when DBO was on Taiwan, and a notice a huge unbalance for classes.
The first most important unbalance on the game is in the Base Stats.The first huge unbalance is this one
1 DEX = 5 dodge (everything else)
1 FOC = 10 Hit (everything else)This is 1 of the main reasons why Humans are made of glass
I don’t Remember the Dodge rate equation for the game but I have being trying to figure it out and I manage to get some possible equation but still don’t know for sure
This is a must change to achieve Balanced classes, yet, still don’t know how other classes will handle it, it means that will need some tests.
Now. The implications about changing base stats are HUGE, and it may take to much test time to reconfigure all classes.I had a Small Draft for Base Stats, but is not finished. Let me show u the draft for base stats I came up whit.
(this is not the original base stats, its a reconfiguration i made)1 STR = 3 Physical Damage, 0.2 Physical Critical Hit rate, 1 success rate
1 CON = 67 LP, 1.5 Physical Defense, 1.5 Energy Defense, 0.5 LP Regen, 0.1 Defense Rate, 0.1 Block Rate, 1.5 Status Resistance Rate
1 DEX = 10 Dodge Rate, 0.05 Attack Speed, 0.1 Movement Speed.
1 FOC = 10 Hit Rate, 0.1 Physical Critical Hit Rate, 0.1 Energy Critical Hit Rate.
1 SOL = 3 Energy Damage, 0.2 Energy Critical Hit rate, 1 success rate.
1 EN = 21 EP, 0.5 EP Regen, 1.5 Status Resistance Rate1.- U can see here that DEX and Focus are Balanced, now 10hit vs 10dodge. This is Balance.
2.- Now Con gives u Physical and Energy defense, so when u equip CON u really get more resistances instead of only LP, this way any class can have a genuine CON gear that will be very useful.
3.- Energy now give u status resistance rate making those classes whit tons of EP more resistance to all type debuffs and stuns, giving them that little edge for pvp.
4.- DEX now give u attack speed and movement speed perfect to reduce the distance to ur target on a fight.
5.- Now STR and SOL gives u critical rate, enabling to do Max Damage out put for any class.Pls try to study it and let me know if u find any stat might be better than the others.
If u use Max gear and do the math u will realize that most of the classes will be better balance.
This Draft doesn’t consider Skills tree only gear, If we get better balanced stats, balancing skill trees will be far much easier.THX and I will be looking forward to ur Thoughts
This. This is something needs editing. Having people on utilize CON, FOC, and DEX on their gear because of the stats the influence makes having ENG, SOL, and STR pointless. If I want to stack SOL to gain a massive amount of potential damage, I should be able to do so.
However, I feel CON influences too much. Physical and Special defense should be left to gear and Status Resistance can easily reach broken levels with certain classes.
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@2up
Yes i would love this back but...Red for kaioken
Golden to SSJ transform
Purple to Pure Majin
Green to Great namek
(Dash/Flying/Charge)All normal state like in video.
As long as the gear itself doesn't influence it. SSJ with purple aura? Pass. Plus side is that all these colors are already coded into the game so a bit of coding modification could make this possible.
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IMHO it would be a good idea unlimited resets for all the pre-open beta time period cuz the main focus of this stage its to test and find bugs. It would help to have the abilitity to reset whenever to test all abilities and posible conbinations to find all bugs. Again JUST FOR PRE OPEN BETA.
Well considering Brown Books, like everything else, aren't bound atm you can easily use those to replace skills and report bugs.
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Small question, but should/when MC is implemented in Pre-Beta will we get a way to reset SP?
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How about instead of changing the aura color to match gear you make it set to where each race has their own color that isn't influenced by gear:
Blue for Humans (yellow as Super Saiyan)
Purple for Namekians (considering video games have Piccolo with this color for aura and CaC Namekians in Xenoverse)
Pink for Majins -
Sooooo yeah apparently like scouters you can disable dogis so that only your armor shows. Another derp moment on my part. Nonetheless, I'd like to see these kinds of armors appear ingame that you can farm or craft at endgame. Same reason as before.
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I disagree Blazing, I have seen MANY SKs easily dominate equally geared opponents without needing Bold Strike. SK have one of the most "utilities" of any class is a prob I think. They are tanks without fairly high dmg, life steal, curse, 2 stuns, def debuff, strongest bleed in game, fear, anti crit etc.
As I said, I'd like pro SK users to voice their opinions on the matter as well as I've never touched SKs and don't plan on doing so (going for Dark Warrior instead).
hi, i ask that, if turtle has def buffs with no reduce def stat, then ma "spirited roar" buff also no effect negative def stat or add deff stat, suchs as en deffense. What do you think this? ma has "move speed" base char, when he buff something, they lose move, dash potencial againns ranged char, but they not need receive negative deff effect also themselfes...
or i think ma close range att. 1 target skills could give self buffs also some sec duration, att stats or def stats.
and i think turtle if receive 18 crit at turtle mastery + focus passive skills also add 17focus= 3 en crit+170 hit rate= 8 SP=21 en crit+170hit rate, i think very op agains swor and fighter.
sword now receive 18 phis crit+10en crit+640hit rate from 11 SP
fighter 6 SP only 9 phics crit and some random resistance rate and 270 dodge rate with no have ranged skills and debuffs.
If turtle receive last 18 crit than fighter also receive last many more "dexterity" from Fighting mastery i think, about 80-100 with 6 SP. Not only dodge rate with 4 sp. Or dex also give 10 dodge not only 5. because not sense the fighting mastery now the crit only, but if turle receive 21 crit with 8 sp, 9 phics crit fighter with 6 sp no sense.and would be good ide if char page write more effects not only hp, def, crit, hit, dodge, write also global resistance, global succes rate, specific status resistance: stun res., paralyse res, confusion res...etc.
The difference between the Turtle Defense buffs and MA's Spirit Roar/Prepared for Roar is essentially the fact that the latter is a major attack boost that lasts 20 minutes while the former has only 1 minute of activation and drops your other defense stat by double of what you gain. If anything, the defense drop from the Turtle drops either need to match the boost or lower it by half the amount. As for MAs, the defense drop they experience from Spirited Roar/Prepared to Roar is outclassed by the attack boost you get, especially since said boost is percentage base. We need to remember that Humans are Glass Cannons (or in the case of Fighters Fragile Speedsters) and as such they are meant to be more offensive than Namekians and Majins.
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Honestly, the only thing I can think of for SKs that needs balancing is Bold Strike. The thing that made that skill so OP was the fact that its bleed damage was percentage based, which allowed players that managed to get their Sub to high upgrade levels to deal serious damage even with anti-bleed. Hell I find it stupid that you had to have anti-bleed gear (among other things) just for SKs not to mention the fact that no other DoT skill in the game is percentage base. If anything, you'd see something like that on a Crane (though that would be just as broken). As such, I think simply making it a set number instead of a percentage would be a good idea, but to make up for it the DoT effect could be higher than its original value.
But anyway any pro Shadow Knights wishing to express their thoughts please do so. I made this thread to cover all classes and have input from pros at using them.
Hi Blazing, this is what I could found about the Swordman Energy skills.
In order to make them useable whit out increasing the amount of SP I simple change places for them so it will be at the top of the skill tree. this will save u 2 SP, so u can maxed them whit a little improvement on the Focused Kame.Skill tree will look like the image I post
and will be adding to the kame the next atribiute:
Swordsman:
Focused Kamehameha, Max lvl:
Energy:550 (Damage Increased when critical hit is succesfull)
Energy:258% (Damage Increased when critical hit is succesfull)Let me know ur thoughts
Eh...I don't think that's a good idea switching the skills around since Burning Attack, as far as I know, uses your Sub-Weapon for damage calculation (correct me if I'm wrong). Truth be told, the original lining of the skills actually fits well with the physical skills...at least when it comes to (Focused) Gravity Break. Also Focused Kame is more or less a waste since Concentrated Kame at 1 SP has KD and doesn't take 2 seconds to fire.
I just need my crane lost in time skill back. We DOMINATED PVP when we had that smh. Then they took it from us cause we was too OP lol.
Lost in Time was absolutely broken as a Stun skill because of its range. Seriously no class should have a stun that reaches 35m (or was it 25m). Now I'm not saying it can't come back, but if it does it definitely needs to have its range nerfed.
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Try to move the item from the backpack slot into the trash can from the quest log (L key).
If that does not work, accept a TMQ quest and relog.Yeah moving it to the trash can worked.
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Bug with Cleanaair quest item. Doesn't get removed after quest completion.
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In-game or in lore? With Great Namek, lore basically goes that the user doesn't suffer a speed loss despite the increase in size like the Saiyan's Oozaru (Great Ape) form. But yeah Great Namek and Pure Majin don't suffer an after-effect (or as I call it the "Kaio-Ken effect)" like Kaio-Ken (where your health is dangerously low) and SSJ (where you're vulnerable for 15 seconds).
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Dont you mean Goku and Teen Gohan?
Yeah. This is what happens when you do a lot of posting in the morning when you just get up. :b
ok my bad, i think you made a mistake when you referred to ssj 2/3 to that hypermuscled transformation, the first thing that came to my mind was the Broly-alike Trunks.
Yeah Broli's Legendary Super Saiyan is basically a broken version of Super Saiyan Grade 3 with horrible, green hair.
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Updated my Suggestion with little extra bits and such with adding each form's weak points when compared to the other transformations.
afaik the thing you named Ssj 2/3 with those increased muscles is stronger than full ssj, it is an intermediate level between ssj and ssj2. But that ascended ssj was useless because, although it gave a lot of power to the user, ir reduced the speed by a lot.
No Ultra Super Saiyan (aka Grade 3) was the one that basically granted no speed boost. Grade 2 (Ascended SSJ as you call it) wasn't bulky enough to hinder the user, which gave them a speed boost in addition to the increased power. Still had that increased ki drain due to it wasting a lot of ki just to maintain the form though. However, Grade 3 had just as much raw power as SSJ2 not to mention those bulky muscles made a good defense against attacks (Future Trunks didn't really suffer a lot of damage when compared to Vegeta while in this state). Basically, if you took a Super Saiyan 2 and a Super Saiyan Grade 3 and have them do arm wrestling, Grade 3 would win because of its brute strength.
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i don't like the idea for majins being a bad dammager, they are not as tanky as a namekian, so they need that dammage, it was fine in the old dbo how pure majins were. fun for pvm :p
Yeah I had second thoughts about this so I agree with ya. Will update the suggestion later.
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I'm hoping that the Energy buffs in MAs (Prepared to Roar and Fortitude, which do the same thing as Spirited Roar and Might) get their SP raised to match the physical buffs. Something I like about Swordsman is that their Energy attacks are, more or less, like their physical attacks. Gravity Break and Focused Gravity Break work like Sword Slash/Multiple Sword Slashes in that they deal 1.5x more damage when they hit from behind. While Multiple Sword Slashes have a slightly higher base power than Focused Gravity Break, the latter having 10m range and a slightly shorter animation is cool in its own.
I think Swordsman are one of the few (if not only) classes capable of pulling off a Hybrid build provided you build it right. That's just my opinion though.
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Can we get Namek and Majin experts to put their thoughts into balancing that isn't "buff Dark Warriors and Grand Chefs?"
hi, i pref martail artists but i not understand some things:
Why does it get (about 2x) more sp point their skills agains turtle?
Why no have "get closer" skills (or 1 skill with low cd time) when all pvp match begins about 40 meters range?
Why no have debuffs?
Why no have health and armors?
Why no have energy skills?
Why no have basic att range?
Why no have crit rate, dammage, armor penetration, movement speed?
Why can the all 35 meter range characters use their skills also at close combat, when close range skills not can use distance and all battle begins about 40 meters range?Fighter basically means= Tank+Assasin hibrid.
When he receive base deffend abbilities, hp+armor and more targets phisical close range att. skills, they have worse "get closer" abilities suchs as movement speed, this is fighter at dbo.
When he receive base deffend abbilities, hp+armor and one targets phisical close range att. skills, they have better "get closer" skills, this is swordsman at dbo.Can ask for this, give more basic deffence the ma and they have better "get closer" skill suchs as "quick attack"(better range or more less cd time).
Or can ask for this, all debuffs max range have maximum 25 meters, dammage range 35 or 45 meters.
Because ma now not have debuffs, hp and get closer skills(because they not can close the opponent not even 35 meters, and if they yet, dash also "slow down" because very high slow effects debuffs and stuns.)
Or can ask for this, when ma not can use skills, only 0 at 10 meters skills range, Ranged cast have also only from 15 to 35 meters range skills.thx.
my personal pref higher hp+armor and worse debuff range about max 25 to all chars.
I'm sure a Fighter expert could explain this.
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Figured I'd put this here, but if you remember the Cell arc in the original series it showcased various stages of the original Super Saiyan form that I could consider to be similar to my suggestion. To elaborate...
Vegeta/Future Trunks used SSJ Grades 2/3, which is a forced increase in power output of the original form that came with buffed muscles.
Goku/Trunks used Full-Power SSJ, which is mental and physical mastery of the form.
So in a sense the series has already did something similar to my idea. :>
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I dont undestand why karma, turtle and plasma have passive/buff that increase dex...
Plasma buff is more used for the CD reduction effect, but the extra DEX isn't bad either (means you can dodge better XD ). As for Karma and Turtles (plus Cranes as of the lv.70 cap), it's probably there to help with their low dodge rate. I actually like having the passive on my Turtle since it stacks with SSJ's buffs.