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#1 |
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The Oracle
![]() Join Date: Sep 2007
Posts: 4,182
Server: iRO Valkyrie
Guild: Valkyrie
Class: Knight
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Common Patch
- Corrected map flaws with some geffen fields, forest labyrinth, and the monastery. - The minimap for the monastery (abbey03) has been updated. - Corrected some text mistakes with the Kiel Hyre quest. - The quest 'For the Arunafeltz' will now apply to the quest window. - The blue cards being vendable to the NPC has been fixed. - Corrected a bug where when firewall is cast at your feet, it would appear diagonal. - Corrected some job change problems. Sakray Test Server - Fixed a bug related to the merchant skill discount and the rogue skill compulsion discount. - The new card options have been adjusted. - The old god item's options have been adjusted. - Rune Knight and Mechanic skill balancing. - Rune Knight - Dragon Breath: Required SP has increased. - Millennium Shield: Cooldown time decreased. Max carryable runes increased from 10 to 20. - Crush Strike: Cooldown time decreased. Max carryable runes increased from 10 to 20. - Refresh: Cooldown time decreased. Max carryable runes increased from 10 to 20. - Giant Growth: Max carryable runes increased from 10 to 20. - Stone Hard Skin: Max carryable runes increased from 10 to 20. - Vitality Activation: Max carryable runes increased from 2 to 20. - Storm Blast: Max carryable runes increased from 10 to 20. - Abundance: Duration decreased. Max carryable runes increased from 10 to 20. - Mechanic General Skills - Axe Training: Influences damage while using the MADO gear. Also increases damage and hit rate of maces. - Research Fire/Earth: Now affects you while using the MADO gear. - Axe Boomerang: Now usable while using the MADO gear. SP cost decreased. The damage now is increased according to the weapon weight and the user's base level. - Power Swing: Now usable while using the MADO gear. SP cost decreased. The damage is now increased according to the users STR, DEX, and base level. - Axe Tornado: Now usable while using the MADO gear. HP and SP cost decreased. When using Axe Tornado, deals increased damage if you are endowed with wind element. The damage is now increased by the users VIT and base level. - FAW Silver Sniper/Magic Decoy: Now usable while using the MADO gear. MADO gear skills - Boost Knuckle: SP cost decreased. Damage now increased by the users DEX and base level. - Pile Bunker: The attack power is increased. Damage now increased by the users STR and base level. - Vulcan Arm: The attack power is increased. Damage now increased by the users DEX and base level. - Flame Launcher: The attack power is increased and SP cost reduced. The casting time is no longer interrupted if you are hit. Damage is now influenced by the users base level. - Cold Slower: Attack power increased, SP cost reduced. The casting time is no longer interrupted if you are hit. Damage is now influenced by the users base level. - Arm Cannon: SP cost reduced. The casting time is no longer interrupted if you are hit. Damage is now influenced by the users base level. - Hovering: Movement speed increase option removed. - Front Side Slide: SP cost reduced. Can be used without hovering. - Back Side Slide: SP cost reduced. Can be used without hovering. - Self Destruction: Damage formula changed. The skill can't be interrupted if you are hit while casting. The following equipment reliant MADO gear skills have been changed so that you no longer require to have the item equipped, but simply need to have it in your inventory. * Flame Launcher - Flame Thrower * Acceleration - Acceleration Device * Self Destruction - Self Destruct Device * Shape Shift - Shape Shift * Emergency Cool - Cooling Device * Magnetic Field - Magnetic Field Generator * Neutral Barrier - Barrier Generator * Stealth Field - Optical Camouflage Generator * Repair - Repair Kit Last edited by Doddler; 09-01-2009 at 06:35 AM. |
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#2 |
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Marin
![]() Join Date: Nov 2008
Location: Around Prontera 135, 88
Posts: 261
Server: iRO Valkyrie
Guild: ~
Class: Paladin
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mechanics +.+, howd they edit the godlike items? D:
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on Valkyrie: Haute: Mage Reko: Vending Merchant chars: Haute,Chevalier d'Eon, Emichio,Pow~,Pew~,Reko,Nessa,Saigai Last edited by jaibuu; 09-01-2009 at 06:37 AM. |
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#3 |
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Drops
![]() Join Date: Mar 2009
Posts: 87
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Mechs finally given some adjustments, now let's see how it's going to be received.
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#4 |
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Poring Egg
Join Date: Jul 2009
Posts: 2
Server: bRO
Class: Minstrel
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And what about these new card options?
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#5 |
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Stapo
![]() Join Date: Jun 2009
Posts: 703
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Thanks a lot Doddler
Finally Mechanics get A LOT of improvements, I think the Mechanic Thread is going to be active with not much complains
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#6 |
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Drops
![]() Join Date: Dec 2008
Posts: 88
Server: bRO Odin
Class: Lord Knight
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It will be nice if they reduce the cast time to or make it ininteruptible.
Last edited by Opsus; 09-01-2009 at 07:10 AM. |
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#7 |
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Deviling
![]() Join Date: Sep 2007
Posts: 1,664
Server: ruRO Chaos
Class: High Priest
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Yay, it is time to make Mechanic and perform some more tests.
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#8 |
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Marin
![]() Join Date: Mar 2009
Location: Spain
Posts: 383
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Not exactly what I was expecting, let's see if our Mechanic users can verify if the changes are significant or not...
What about Blacksmith buffs, HSCR and Mammonite? Can be used while in Mado, too? That would be perfect.
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"If you can't be famous, be infamous." Last edited by Ibari; 09-01-2009 at 07:04 AM. |
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#9 |
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Drops
![]() Join Date: Dec 2008
Posts: 88
Server: bRO Odin
Class: Lord Knight
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#10 |
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Marin
![]() Join Date: Mar 2009
Location: Spain
Posts: 383
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The Mados have their carts hanging around there... so why not?
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"If you can't be famous, be infamous." |
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#11 |
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Stapo
![]() Join Date: Jun 2009
Posts: 703
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Because they should not have their cars while in MADO I think, but... eehhh... let's see what happens anyway
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THE BEST STORIES FINISH WITH THE BEST ENDINGS --> GOLDEN SUN ![]() RENEWAL COMPILATIONS: |
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#12 |
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Drops
![]() Join Date: Dec 2008
Posts: 88
Server: bRO Odin
Class: Lord Knight
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#13 | |
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Moderator
![]() Join Date: Sep 2007
Location: Thailand
Posts: 2,979
Server: tRO F2P
Class: Paladin
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While Mechanics DO need buffs, most of the changes simply just doesn't make any sense at all.
Quote:
Giving MADOs the ability to use axe skills however, does not make any sense at all. But I guess it's a choice they had to do because almost no one was using MADOs. But I really think that instead of allowing usage of axe skills in the MADO, they've should have just buffed the MADO's offensive skills, so we would have 2 main types of Mechanics. Buffing Mechanics is a good thing. They really needed the buffs. But Gravity really did a poor job IMO. They also didn't solve the problem of needing to get a new MADO every time you die which is the main reason people don't use them.
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![]() RO2 Closed Beta has begun! Read all about it in the Ragnarok Online 2 Discussion forums. Last edited by Frost; 09-01-2009 at 10:56 AM. |
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#14 |
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Marin
![]() Join Date: Jul 2008
Posts: 439
Server: bRO Thor
Guild: Guerreiros do Emperium
Class: Priest
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Also, new limit to carriable runes, and less cooldown. I wanna see RKs whining now XD.
Hmm... how much buffed were the skills? Maybe a MADO riding, high STR/DEX/VIT mechanic will be a comon sight? Maybe Pile Bunker actualy does high damage now? Only time will tell... And heck, gotta level my RG ASAP!
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Yeah, I am brazilian and play bRO. Sue me. And, sorry if I ever sounded ofensive. I didn't mean it. Seriously. |
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#15 |
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Drops
![]() Join Date: Mar 2008
Posts: 51
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nice update, finally they they looked on mechanics
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#16 |
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The Oracle
![]() Join Date: Sep 2007
Posts: 4,182
Server: iRO Valkyrie
Guild: Valkyrie
Class: Knight
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I'm a bit disappointed with the decision to simply upgrade the old god items. It would have been better if they had simply created a new series of god items.
The rune knight rune limit is quite nice. Vitality Activation in particular was a big one, because even with zero runes, constantly when you're trying to create runes it would fail because you can't receive 3 at a time. The magic gear buffs seem pretty cool, but they didn't fix the requirement to get a new gear when you die so the jury is still out on usefulness. And unlike what Frost suggested, I think there'll still be two distinct builds of mechanics. Until you can use cart ram and smith buffs from the gear, players will still chose to play basic build as well. |
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#17 |
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Marin
![]() Join Date: Mar 2009
Location: Spain
Posts: 383
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I think it's ridiculous to have the armor and the cart at the same time but not being able to use any cart-related skills. They could change the skill "Mado Licence" to add more weight to the character and disable the use of carts.
And of course don't lose the Armor when you die ._.U
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"If you can't be famous, be infamous." |
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#18 |
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Stapo
![]() Join Date: Jul 2009
Location: Brisbane, Australia
Posts: 574
Server: iRO Valkyrie
Class: Stalker
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I think Axe skills on the Mado makes perfect sense. I don't see why a giant mech couldn't carry an axe.
What are the specifics on the God items?
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#19 | |
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Moderator
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Quote:
I'm ok with creating new goditems, however they shoudnt be better than current goditems and shouldnt take the same equipslots as current goditems. We're still missing goditems for headgear and shield slot and maybe goditem weapons that thiefs, archers, acos or mages can equip. By the way : I wonder if they mean only the 4 oldschool-goditems meg, sleip, bris and mjol with "old goditems" or if they also mean bryn and asprika (more max hp for bryn would be nice, +3k hp is not alot with the huge baseHP 3rd classes have. pecopeco armor or glorious armor will be better for almost all classes).
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IRo Iris
Last edited by Atum; 09-01-2009 at 09:25 AM. |
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#20 |
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Marin
![]() Join Date: Sep 2007
Posts: 285
Server: bRO Odin
Guild: Ordem do Dragão
Class: High Priest
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Portuguese Traslation:
Patch kRO 02/09/2009 - Correções nos RKs e Mecanics. ~~~~~~~~~~~~~~~~~~~~~~~~~~ Nice patch! Let's see if the mecanics will be something more than an WS...
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