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Juhíşíş, sprajtí­í­ky :B Možno ich tu už niekto postol, tak ale keby nie...

 

Rune Knight:

Concept_Rune_Knight.jpg

 

Warlock:

Concept_Warlock.jpg

 

Ranger:

Concept_Ranger.jpg

 

Bishop:

Concept_Arc_Bishop.jpg

 

Guillotine Cross:

Concept_Guillotine_Cross.jpg

 

Mechanic:

Concept_Mechanic.jpg

 

Pozor, Gravity hovorí­ že sa jedná zatiaÂľ len o koncepty, takže je možné, že sa na nich do finálnej verzie eÄte ÄokoÂľvek zmení­. A v eAthene aj tak budíş až za milón rokov, no :D

 

Edit: Hopla, žeby som to postol do zlého topicu... pardon :D Vadí­ ak to tu nechám? :3

Edited by Thror
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  • 2 weeks later...
Guest Baalberith

Uff, pokiaÂľ sem prí­de táto zmena, tak sa nám budíş buildy zase pekne meniÂť, kto to má expiÂť? :pinch: ... vytknem pár najzávažnejÄí­ch zmien:

 

	* Acid Bomb is now influenced by the users physical attack power, the users magical attack power, and the VIT of the target.
* Acid Bomb damage is now reducable by a combination of both physical defense and magical defense of the target.
* The amount of SP transferable with Soul Exhale has changed. Now you cannot give a target more than 50% of their max SP with the skill.
* Assumptio has been completely changed. Assumptio now increases your physical and magical defense by 200% for the skill duration.
* However, skills that bypass your physical or magical defense will ignore the effects of assumptio.
* Magic Strings now only reduces the variable portion of skill casting time.
* The damage of Meteor Storm is increased.
* The damage of Lord of Vermillion is increased.
* The damage of Storm Gust is increased.
* The amount healed for has changed. Heal is now directly influenced by your magic attack power.
* The amount healed is no longer fixed, but is a range influenced by your stats and skill level.
* Modifiers that affected heal before will still work as they did.

 

Casting Time
- All skill casting is now composed of both a fixed cast time and a variable cast time.
- The fixed component of the cast time cannot be reduced.
- Dex, Int, and Level reduce the variable component of cast time, as well as certain skills and equipment.
- The duration of the fixed / variable cast times vary based on skill and occupation of the caster.

 

A eÄte nieÄo pre SinXov, WS a Äalčie full STR chary:

- Cards that influence your damage now only affect your weapon attack power.

 

say LOL...

 

Edit. Nejaké neoficiálne info z fóra...

SG... 5 sec. pevný delay + 10 sec. redukovatelny delay.

stat + skill reset možný.

VýpoÄet MATK ako:

- 1 int = +1.5 MATK

- 1 luk = +0.33 MATK

- 1 level = +0.25 MATK

- 1 dex = +0.2 MATK

 

A keÄ ste to doteraz nezabalili, tak tu máme eÄte toto. Hlavne ÄasÂť Character Leveling je zaují­mavá.

- Players are rewarded for fighting monsters of their own level, as well as those slightly harder.
- There are no penalties for fighting monsters which are up to 3 levels above or below your base level (7 level range).
- If you are between 4-9 levels below a monster, you recieve a bonus to your experience but a penalty to your damage.
- If you are 10 or more levels below a monster, you will be unable to damage the monster.
- If you are between 4-9 levels above a monster, you will recieve a penalty to experience gained from that monster.
- If you are 10 or more levels above a monster, you will be unable to receive experience.

Edited by Baalberith
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No ti v tom teda dÄlaj zas bordel a jestli professoři nedají­ charu ví­c jak půlku SP tak mám pocit, že pár jedincům spadne hřebí­nek.

 

No a tohle je teda totální­ hovadina, že už to tak musí­m ří­ct... "- If you are 10 or more levels below a monster, you will be unable to damage the monster."

aby si člověk s lvlem 99, který si chce nahuntit Pupa card, musel brát low lvl char to mi pří­jde, krapet nedomyÄlené.

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below=pod :) to znamena, ze s high lvl charom samozrejme trafis hocico, ale expy dostanes len z mobov co su do 8 levelov pod tebou

netrafis mobov, ktori su 10 levelov nad tebou

 

kazdopadne, cool, pokial sa to prida do eatheny tak nema zmysel expit niektore classy, kedze bude treba uplne uplne ine staty potom... takze si pockame co z toho vylezie :pinch:

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below=pod :)

Ah... to ví­m, ÄpatnÄ sem pochopil vÄtu a bral to jako dvojitý zápor :) . KaždopádnÄ kdyby se to pořádnÄ otestovalo tak by to mohlo být nakonec zají­mavé... jen teÄ ale neví­m, jestli má cenu využí­vat zvýÄených ratů :pinch: ... mnohdy je lepÄí­ nevÄdomost :) .

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to je ten ragnarok dvojka? :pinch:

 

edit: a ta zmÄna assu znamená, že asura a AD se nebudou dát bez ghostra přeží­t co?

Nie nutne, lebo ju redukuje def a mdef. Ale uvidime, co bude ked vzniknu str/int/dex creatori...

 

Dufam, ze to tak skoro/nikdy nepride, je to strasna p...

 

Jo, a tie informacie sa casom mozu menit, este to len idu testovat.

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Postavy to poku*vi, pretoze ked ten system nabehne, nebudes vediet, ako si mas efektivne rozdelit staty/skilly. A tak s vysokou pravdepodobnostou vznikne kopa blbin :pinch: Nehovoriac o tom, ze eathena bude este 3 roky hadat, ako to na oficiale maju a kazit uz existujuce buildy.

 

A pokazi to aj dost vela zbrani, napriklad tym ze bonusove karty na race/element/etc davaju bonus len k weapon atk.

Edited by morgoth
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Edit. Nejaké neoficiálne info z fóra...

SG... 5 sec. pevný delay + 10 sec. redukovatelny delay.

 

No ÄtÄstí­ že to je jen neoficiální­ :) paÄ kdyby tohle narvali opravdu do hry tak bych se na tu wiznu rovnou vikvak :)

Jinak redukovaní­ casting time u skillu které nemají­ pevný cast podle lvlu neni zas tak Äpatná vÄc :) I když by to u vÄech skillů nemuselo byt zrovna to spravny malinový :) No jak už bylo řeÄeno, necháme se překvapit co to tam ti nahoře vymyslej za boží­ dopuÄtÄní­ :mellow:

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