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Stapo
Join Date: Jun 2009
Posts: 709
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Re: Royal Guard Discussion
Easy, all the info recopilated until today, based on LordGeorge, RoyalSpear, Yoyo, and myself I think...
Skill Simulator
(Made by Suna) http://suna.ehoh.net/iskill3/rgd.html
Trample
Spoiler Alert:
MAX Lv : 3
Prereq : Royal Guard Basic Skill
Type : Active / Special
Desc : Tramples an area 5 x 5 around you, destroying all traps. Traps that are explosive type activate normally.
[Level 1] : Success Rate 50%
[Level 2] : Success Rate 75%
[Level 3] : Success Rate 100%
SP Cost = 30 - 45 – 60
Cast Time = Instant PBAoE
Delay = 1~second aproximately
Effect = It make the whole screen rumble XD, awesome jajajaja, really nice
Use = Useless...
Why? Simply because most Ranger / Hunter Traps have an activation AoE of 5x5
So when you are in range to use it in a 5x5 AoE is useless, coz you activated the trap only by staying in range
Better explanation
If you are close to the Activation AoE of a Trap you active it... if it's 5x5 and you enter that range you activate it...
And Trample activates all traps in a 5x5 AoE... so you must be in the same range in which the traps activate in order to use this skills to activate it lol
Could be useful against Ankle Snare, but for Cluster Bomb, Claymore, etc not...

Prestige
Spoiler Alert:
MAX Lv : 5
Prereq : Trample 3
Type : Active / Self Buff
Desc : Adds a chance to evade magic damage, and increases physical defense. The user's stats increases the evasion chance, and the user's learned level of defending aura increases the defense boost. When successfully evading magic you completely negate all damage.
[Level 1] : Duration 30 s
[Level 2] : Duration 45 s
[Level 3] : Duration 60 s
[Level 4] : Duration 75 s
[Level 5] : Duration 90 s
SP Cost = 70 + ( 5 x Skill Level )
Cast Time = 3~seconds INTERRUPTIBLE
Cooldown = Still not sure, but like 30 seconds, not Aftercast Delay
Now showed as buff on side screen
Magic Evasion = Blocks Single Target Spell as well AoE Spells, if it evades the first hit of the magic skill will negate completely the left hits of it
The Magic Evade Formula IS: [ (INT + LUK) / 7 ] + 5 %
It was hard to figure because RO's RNG SUX AS HELL, but it is quite exact, thanks a lot to LordGeorge and Clogon for the time discovering it with tedious and long tests
DEF Added Formula IS:
Prestige Normal Bonus + Base Level Bonus + Aura Defender Bonus
Prestige Normal Bonus = (5 x Skill Level)
Base Level Bonus = [ (Base Level - 100) % 4 ]
Aura Defender Bonus = [ (Base Level % 2) x (Aura Defender Level % 5)]
You can see in the Formula only bonuses based on Skill Levels and Base Level, not in Equip, because the Equip does not affect the Prestige DEF Bonuses
Damn, it took me a while to figure the bonuses because two of them are Level based, thanks to Heimdall for posting those Screenshots, I used them in complement to my own character to calculate all n_nUUU

Force of Vanguard
Spoiler Alert:
MAX Lv : 5
Prereq : Royal Guard Basic Skill
Type : Active / Self Buff
Desc : While the skill is active when you take physical damage you increase your rage counter. The rage counters can be used for the skill Rage Burst Attack. When you use the skill, Force of Vanguard cancels. While the skill is active it consumes SP over time.
[Level 1] : 10% chance to get rage counter when taking damage / Max rage counters: 7
[Level 2] : 12% chance to get rage counter when taking damage / Max rage counters: 9
[Level 3] : 14% chance to get rage counter when taking damage / Max rage counters: 11
[Level 4] : 16% chance to get rage counter when taking damage / Max rage counters: 13
[Level 5] : 18% chance to get rage counter when taking damage / Max rage counters: 15
SP Cost (at begining) = 30 SP Regardless of Skill Level
SP Cost (being active) = [24 – (4 x Skill Level)] every 10 seconds
Cast Time: 1,5 seconds~ INTERRUPTABLE
It looks like all new Shura skills, where a blue aura appears under you and expands with 4 silouetes of yourself...
When taking damage it summons "Spirit Spheres" , meh, the Rage Counters are the same as Shuras Spheres, and looks like 5 shinnier spheres only
Rage Counters DO NOT add damage like Spirit Spheres, so they should not be the same...
Force of Vanguard when activating:
The "Rage Counters"...
Rage Burst Attack
Spoiler Alert:
MAX Lv : 1
Prereq : Force of Vanguard 1
Type : Active / Attack
Desc : Uses all rage counters from Force of Vanguard to deal large damage to a single target. The damage is increased by the number of spirit spheres you have.
SP Cost = 50 SP
Cast = Instant
Delay = 3 seconds... and not the "re use delay" , the full delay
Damage is 100%*Rage Counter
Previously I did not take into account Status Def so it made the skill mod bigger than it acutally was but I retested with Clogon and this time included Status def and it is indeed 100%*Rage Counter for a maximum of 1500% ATK
When I get the maximum of Spheres I use Rage Burst Damage, that DOES NOT CANCEL Force of Vanguard Skill... only wastes all the Rage Counters... to end Force of Vanguard your SP must reach 0 or you must reuse the skill
There seems to be an issue when teleporting because you CAN'T see your Rage Counters... they are still there but you can't see them after teleporting, so if you use Rage Burst Attack the skill uses all the power of your spheres, and then they start appearing again if you still have FoV activated
Other useful thing is that after having the max amount of Raging Counters you can turn off the Force of Vanguard, and still use Raging Burst Attack to waste them, you don't need to have FoV active in order to use RBA, you must only have the Rage Counters
The damage is influenced by WEAPON ATK. If you don't have any Rage Counters and try to use RBD the skill FAILS
Mmmhh the animation of Rage Burst Attack is similar to Vital Stryke of Lord Knight
IMHO it is just usefull for builds without melee attacks like this, for example Martyr build, or Grand Cross build, oh maybe Spear Build too, I forgot they don't have any other skills than Holy Cross
Anyway for Shield Build it is really useless , again IMHO, nothing more
Rage Burst Attack
Moon Slasher
Spoiler Alert:
MAX Lv : 5
Prereq : Spear Quicken 5
Type : Active / Damage
Desc : Deals damage to all enemies in a 3 cell radius around you, which forces the enemies hit to sit. When used against monsters it stops them from moving for 1~3 seconds. Over Brand skill level increases the damage dealt.
[Level 1] : Attack 50% / Success Rate 40%
[Level 2] : Attack 100% / Success Rate 48%
[Level 3] : Attack 150% / Success Rate 56%
[Level 4] : Attack 200% / Success Rate 64%
[Level 5] : Attack 250% / Success Rate 72%
SP Cost = 16 + (4 x Skill Level)
Cast Time = 1~ Second (Interruptable???)
Delay = 1~ Second
Cooldown = 7 - ( 1 x Skill Level )
PBAoE = 7x7
Spin around yourself and then hit all targets withing range
Cannon Spear
Pinpoint Attack
Over Brand
Spoiler Alert:
MAX Lv : 5
Prereq : Moon Slasher 3 / Pinpoint Attack 1
Type : Active / Damage
Desc : Spear exclusive skill. Draw's a cross which deals area damage with a range of up to 6 cells and width of 6 cells. Enemies that receive damage are knocked back. If those knocked back are pushed into a wall, they take additional damage. The level of spear quicken learned increases damage.
[Level 1] : Attack Damage 100% / Brandish Damage 100%
[Level 2] : Attack Damage 200% / Brandish Damage 200%
[Level 3] : Attack Damage 300% / Brandish Damage 300%
[Level 4] : Attack Damage 400% / Brandish Damage 400%
[Level 5] : Attack Damage 500% / Brandish Damage 500%
SP Cost = 20 + (2 x Skill Level)
Cast Time = 1~ second
Aftercarst = 0,5~ seconds
Skill Type = Ground Target AoE 6x6
Damage = Normal Damage + Knockbak Wall Bonus + Spear Quicken Bonus
It seems that Spear Quicken adds (10*Spear Quicken Level)% , then the final formula could be somthing like
(100 x Skill Level)% + (100 x Skill Level)% + (10 x Spear Quicken Level)%
NORMAL DAMAGE + KNOCKBACK BONUS + SPEAR QUICKEN BONUS
So, if the skill hits without Knockbak, the damage will be 600%~ , similar to Brandish Spear damage, but if the mob knockbak with a wall, the damage is double... about 1100~ similar to a full Bowling Bash
PD: Still I have not the SP cost of the skill, and I am not sure if the Spear Quicken Bonus is exactly that, plus if it is only aplied for the normal damage or both (normal damage and knockback damage)
Banding
Spoiler Alert:
MAX Lv : 5
Prereq : Pinpoint Attack 3 / Rage Burst Attack 1
Type : Active / Self Buff
Desc : When Royal guards in party have Banding activated, if you are close enough together, your attack increases, defense increases, and share HP. While the skill is active it continually uses SP, and re-using the skill cancels it. The number of party members increases the effectiveness of the skill.
[Level 1] :+20 atk, +6 def per RG in banding
[Level 2] :+30 atk, +7 def per RG in banding
[Level 3] :+40 atk, +8 def per RG in banding
[Level 4] :+50 atk, +9 def per RG in banding
[Level 5] :+60 atk, +10 def per RG in banding
*Ii will last until SP depletes, either you die or you use it again
*It seems you most be side by side with the other royal so you can obtain the effects ( the bonuses last about 5 sec when you move away from the others)
*You share HP with those in Banding!!!
This last point is difficult to explain ... if we've got 2 royals in Banding, one with 50k of MAX HP and the other with 10k of MAX HP
If the one with 10 k loses any quantity of HP ( that doesn't kill him) about 1 second later the royal with the most HP will replenish his partner's HP fully ( he loses the same quantity he replenished)... meaning that while the royal with the most "MAX HP" has more hp than the "MAX HP" of the other LG, the weakest one will always be replenished instantly, until they both have the same quantity of HP approximately ... and from this point forward who ever receives damage both will be distributing the HP among themselves ( it's not exact , it's kind of like 4523 hp one and 4734 the other)
But if one of them is killed instantly, there will not be HP to share, so you can still kill them with a really strong attack to stop their Banding, but it must be a 1 HIT KO, or kill both at same time
It is like the Royal Guards' HP in Banding become LIQUID, comparing it to water in equilibrium... like in this picture
So, if any of them loses HP (one side loses water) the liquid from the other side will flow to fill it until they reach the same amount on both sides
Effective range 7x7 cells:
Every time that a royal guard (in banding too) of your party enters or leave your 7x7 banding range you will see the banding skill animation...
and now if you start casting Ray of Genesis and the other RG move out your banding range it does nothing T_T
Piety
Spoiler Alert:
MAX Lv : 5
Prereq : Resistant Souls 3
Type : Attack / Buff
Desc : Endows a target party members armor and that of nearby party members with holy element. Consumes 2 holy water. Can be used on yourself.
[Level 1] : Duration 60 s
[Level 2] : Duration 80 s
[Level 3] : Duration 100 s
[Level 4] : Duration 120 s
[Level 5] : Duration 140 s
SP Cost = 35 + (5 x Skill Level)
Cast Time = Seems to be [ 4 - (0,5 x Skill Level) ]
No Delay, No Cooldown
AoE = 3x3 based on Target
Ray Of Genesis
Spoiler Alert:
MAX Lv : 5
Prereq : Grand Cross 10
Type : Active / Damage
Desc : Calls down the wraith of god's messenger from the sky. Deals holy element damage to all targets in a 5 cell radius. Requires two royal guards in banding. The damage is increased by the number of banding royal guards. When used on undead or demon monsters, has a 50% chance of blinding.
[Level 1] : Attack Physical 400% + Magical 100% / HP 5% Cost
[Level 2] : Attack Physical 500% + Magical 200% / HP 10% Cost
[Level 3] : Attack Physical 600% + Magical 300% / HP 15% Cost
[Level 4] : Attack Physical 700% + Magical 400% / HP 20% Cost
[Level 5] : Attack Physical 800% + Magical 500% / HP 25% Cost
It is a Ground-Target AoE, has an interruptable cast time and does 7 hits (range aprox 9x9... not confirmed)
Hesperus Lit
Inspiration
Spoiler Alert:
Prerequisites: Shield Spell LV 3, Ray of Genesis LV 5, Piety LV 5
Type: Active / Self Buff
Description: When you use Inspiration, your accuracy rate (not true), stats, attack power and Max HP increase. While the skill is active, your HP and SP continually decrease, and you will receive some of the damage you deal back. If your SP reaches 0 the skill will automatically cancel, and if your HP reaches 0, you die. Using the skill costs 1% of your experience, and you cannot prevent the experience loss. While this skill is active, you cannot use Banding or Prestige.
Level 1: all stats +8, +50 atk, +hp, duration 30 segs
Level 2: all stats +9, +80 atk, +hp, duration 45 segs
Level 3: all stats +10, +110 atk, +hp, duration 60 segs
Level 4: all stats +11, +140 atk, +hp, duration 75 segs
Level 5: all stats +12, +170 atk, +hp, duration 90 segs
* Can be used with 0% exp
* You will receive 5% of the damage you deal back
* Reuse delay: 7 mins
* Hp bonus unknown for now
- Screens with lvl 5 Inspiration:
- No extra hp equip and 1 vit
- With variant and 1 vit
- No extra hp and 60 vit
- With variants and 60 vit
- No extra hp and 120 vit
- With variants and 120 vit
Reflect Damage
Devotion
Spoiler Alert:
Devotion lasts until the Paladin DIES; it is not canceled even if the Paly has less than 1/4 HP
Quote:
Originally Posted by Neece
Devotion is nice. Auto Guard and Defending Aura both are shared with devo'ed targets, but Shield Reflect is not. Reflect damage is curious. It does reflect the damage the Devo'ed target gets, BUT on a 7x7 PAoE of the RG.
X = empty cell (also Reflect Damage AoE)
G = Royal Guard
W = wizzard in redemption (just because we tested it with my wizzie)
A = attacker
XXXXXXXWA
XXXXXXX
XXXGXXX
XXXXXXX
XXXXXXX
On this setup, the wizzie will get hit by the attacker. She will have a 30% chance to block the attack (Auto Guard) and -80% on ranged damage (Defending Aura). BUT the attacker will take no reflected damage (Shield Reflect isn't shared, is outside Reflect Damage AoE).
Now, on another setup:
XXXXXXAW
XXXXXXX
XXXGXXX
XXXXXXX
XXXXXXX
Now the attacker is INSIDE the Reflect Damage AoE. Whenever he damages the wizzie (poor wizzie, she is being bulied by the evil attacker!), he will take 40% of the damage, for it works with devo'ed damage. We didn't test it, but it's safe to say that any enemy inside the RG PAoE of 7x7 will take the devo'ed damage. So yep, they are big tankers indeed XD.
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Banishing Point
Spoiler Alert:
MAX Lv : 10
Prereq : Spear Quicken 5
Type : Active / Damage
Desc : Spear exclusive skill. A ranged attack with 7 cell range. Level increases hit rate of the skill. The level of bash you know increases the damage..
[Level 1] : Attack 130%
[Level 2] : Attack 160%
[Level 3] : Attack 190%
[Level 4] : Attack 220%
[Level 5] : Attack 250%
[Level 6] : Attack 280%
[Level 7] : Attack 310%
[Level 8] : Attack 340%
[Level 9] : Attack 370%
[Level 10] : Attack 400%
SP Cost: 30 SP Regardless of Skill Level
Cast Time = Instant
No delay, No cooldown (or 0,5 cooldown, or less, with my lag I can't be sure but I could spam it without fail mesages one after another)
Really Nice HIGHLY SPAMEABLE !!!
Banishing point seems bugged... because at lvl 10 hits aprox 330%, and with bash lvl 10 hits 400%, so you need bash lvl 10 to have the normal power of the skill
Screenshot n_n

Exceed Break
Spoiler Alert:
MAX Lv : 5
Prereq : Banishing Point 3
Type : Active / Self Buff
Desc : Collects your strength, so your next attack deals large damage. The user's stats influence the damage done. If you receive a short range physical attack the skill cancels. The skill doesn't influence skill damage. While active your movement speed is slowed.
[Level 1] : Attack 150% / Movement Speed 50% Decrease
[Level 2] : Attack 300% / Movement Speed 40% Decrease
[Level 3] : Attack 450% / Movement Speed 30% Decrease
[Level 4] : Attack 600% / Movement Speed 20% Decrease
[Level 5] : Attack 750% / Movement Speed 10% Decrease
SP Cost = 10 + (4 x Skill Level)
Casting Time = Like 2,5 seconds on level 1, less on lower levels it seems... INTERRUPTABLE
Delay = Like 3 seconds... total Delay with animation after activating it...
Lasting = 1 Attack
Awesome, if you receive a short range physical attack while casting the skill, the cast is canceled (Does not stop casting upon receiving other damages?). Your movespeed is reduced while casting the spell. Movespeed returns to normal after casting. And it is counted as a single and normal attack, so it can be critical
At more STR the damage is SLIGHTY increased (at least in the last tests), and seems to be
100% + 750% + Bonus%
OK, I tested both, Martyr and Exceed and this is what happend, Martyr has priority OVER Exceed Break and they stack but EB do not affect MR
No matter if you use first EB or MR, when you cast both of them your next 5 hits will be MR and the hit number 6 will be EB
Martyr
Spoiler Alert:
NO, it is not influenced by damage modifier of size cards T_T , and not for WEAPON ATK either =(
YES, it ignores Thara reductions!, and even when it doesn't take element bonus it ignores Raydric also!!
Like always, if the Martyr hits are blocked, you lose the HP used on it and the lasting hit, but if it is evade (only posible with Perfect Dodge) you only MISS and nothing happens, you don't lose either your HP used on it or the lasting hit of Martyr
OK, I tested both, Martyr and Exceed and this is what happend, Martyr has priority OVER Exceed Break and they stack but EB do not affect MR
No matter if you use first EB or MR, when you cast both of them your next 5 hits will be MR and the hit number 6 will be EB
Shield Press
Spoiler Alert:
MAX Lv : 5
Prereq : Shield Charge 3
Type : Active / Damage
Desc : Shield exclusive skill. Strikes a single target with a shield and stuns the target. The damage is influenced by shield weight and refine, and the user's status.
[Level 1] : Stun Chance 70%
[Level 2] : Stun Chance 75%
[Level 3] : Stun Chance 80%
[Level 4] : Stun Chance 85%
[Level 5] : Stun Chance 90%
SP Cost = 8 + 2*Skill Level
Cast Time = Instant , no delay, 2 seconds cooldown
Range = 1 Cell
This is the damage, it is less without weapon or/and a worse shieldi... so Weapon ATK is counted on the formula for Damage
Level 5 Damage with Cross Shield + 4 and Thin Blade (screenhot)

Earth Drive
Spoiler Alert:
MAX Lv : 5
Prereq : Reflect Damage 3
Type : Active / Damage
Desc : Brandishes your shield, dealing earth element damage to enemies in an area. Enemies which take damage have their defense and attack speed lowered by 25%. Skill level incraeses the duration of the attack speed and defense reduction. Damage is influenced by your shield weight.
[Level 1] : Damage 200% / Effect Time 3 s
[Level 2] : Damage 300% / Effect Time 6 s
[Level 3] : Damage 400% / Effect Time 9 s
[Level 4] : Damage 500% / Effect Time 12 s
[Level 5] : Damage 600% / Effect Time 15 s
SP Cost = It seems to be 44 + 8*Skill Level
Cast Time = Quick lol , 1 second~ on level 2 (seems to be the same for all levels... and INTERRUPTIBLE)
Delay = 1 Second Delay but (8 - Skill level) seconds cooldown/reuse delay >_<
BPAoE = 3x3... (only use it and the skill will trigger being you the center of it)
There a is chanse to broke your Shield while using the skill, actually it seems to be about 5% or less
Skill multi hit, it makes 5 quick hits that show the total damage at the end and it can remove many ground targeted spells like Magnetic Earth, Warp Portal, etc
Then, the bad things...
Earth Element Forced
3 Seconds Reuse Delay or more
3x3 AoE, very small
Low Damage % (600% in level 5)
Can Broke The Shield
So, the good things...
1 Second Delay only
25% ASPD Reduction to enemies
25% DEF Reduction to enemies
It can remove Ground Targeted Skills
Shield Spell
Spoiler Alert:
MAX Lv : 3
Prereq : Shield Press 3 / Earth Drive 2
Type : Active / Special
Desc : Shield exclusive skill. Evokes magic specific abilities based on your shield defense, magic defense, and refine rate.
[Level 1] : Evokes magic based on shield defense
[Level 2] : Evokes magic based on shield magic defense
[Level 3] : Evokes magic based on shield upgrade level
SP Cost: 50 SP Regardless of Skill Level
Cast Time: 1 second ~
Delay: 1 second
Cooldown: 2 seconds
Casts random special skills depending on the skill lvl used and the properties of your shield.
Each skill lvl is different and all skills are casted on you or around you (if has aoe)
- lvl 1 Spell Shield confirmed skills:
• Attack buff that increases EquipATK by ShieldDEF (Again, doesn't count upgrades).
• 7x7 Aoe damage that uses weapon element (Varies with Shield DEF--> 900~1700% atk) and knockback
• Reflect buff that I'd say reflects about (ShieldDEF/2)% of physical melee damage (Not factoring upgrades)
• Unknown success rate...
- lvl 2 Spell Shield confirmed skills:
• Magnificant
• 7x7 AoE damage (varies with shield mag def--> ????~1000% mag atk)
• 7x7 AoE mute (100% chance (need more testing), duration and range still unknown)
• Success rate increases with a shield with high mag def (aprox 100% success with a shield with 5 mag def)
- lvl 3 Spell Shield confirmed skills:
• Self buff that increases EquipDEF by about 10,5 times the shield upgrade rate.
• Self heal (fixed amount--> "11+refine"% of your MAX HP)
• Success rate increase with each refine (+0 = skill fail)
All of the buffs except Magnificat last about ~5 minutes or so (No buff icon or any indication) and get cancelled when you use Shield Spell again. Even if it casts an offensive skill, the previous effect still gets cancelled.
Screens:
- Shield Spell lvl 1 effects:
Spoiler Alert:
first screen with Mirror Shield (40 def), second with Cross Shield (130 def)
- Shield Spell lvl 2 effects with +0 mirror shield (5 mag def)
Important: with mirror shield the skill worked 100% (any of the 3 effect activates) and with thorny (mag def 2) sometimes do nothing
- Shield Spell lvl 3 with +1,+2,+3 and +4 cross shield (my max hp 16.487)

+1: 12% of 16487 hp
+2: 13% of 16487 hp
+3: 14% of 16487 hp
+4: 15% of 16487 hp
*** I noticed this... more refine lvl, more chance to heal (+1: missed like 7 times, and +4 miss few times)
Cavalier Mastery
Aura Defending
Shield Chain
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Last edited by Shinusagi; 10-12-2009 at 02:13 AM.
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