Administrators nikos32 Posted March 5 Administrators Report Posted March 5 New feature: User Information This new option is accessible from the mini menu (right-click on a character) and allows you to view the target character’s items, stats, and quest information. Fixed an issue where the level 45 mage AoE skills' ground effect was duplicated under every target when Skill Effects (FX) was set to Low or Medium in the Options Editor. You need to go to Options and click 'Save' for the fix to take effect. Removed the (official) character animation from the Pink Rice Cakes and Green Rice Cakes. It's recommended to go to Options and click 'Save' to ensure your skills' configuration is up to date. Cakes and potions can be used simultaneously. Corrected several typos in the Quest (Q button) UI. The distance from which you can interact with NPCs has been doubled. Reworked NPC interaction restrictions to better support legitimate players, especially for Item Repair and Inn Hostess storage. Fixed an issue where '<selfname>' in NPC quest text was not replaced with the player character's name. Fixed an issue where the Ladder Truck transformation (for Elmorad) would be lost when using the skill to open the ladder. The February 8 fix only affected Karus' Ladder Truck. We apologize for the oversight. Characters with full inventory are no longer eligible to obtain runes. Reduced the cooldown of the Rogue class's Wild Advent explore skill from 5 minutes to 1 minute. Dead characters can now be kicked from the Last Nation Standing event. Event signup UI now opens unminimized at the start of each new signup period. Minimized UI no longer carries over between signup periods. Corrected the max. durability of Valkyrie, Bahamut, Gryphon, Dragon Flight, Mythril, and Trial armours for Warrior, Rogue, and Priest classes. The Chaotic Troll King and Chaotic Orc Bandit Leader now have a 30% chance to drop the Blood Shard Token. Blood Shard Token can be exchanged for 15 Blood Shards at NPC Miraselth in Moradon. Blood Shard Token can be stored in the Inn Hostess, cannot be traded, and is not lost in PvP. The Laonbelisk in Monster Nests (MS) now has a 20% chance to drop Oth Rune. The CR Farm rewards pool now includes 3–5 Silver Ore and 1 Silver Ingot. Stun rates in PvP have been reworked. The official stun rate formula previously used the target's Intelligence stat, meaning the higher the target's Intelligence, the higher their chance of being stunned. This caused support classes (which generally have high Intelligence) to be stunned more often than intended. The formula now correctly uses the attacker's Intelligence instead. As a result, support mages will have a higher chance to stun compared to low-Intelligence "paper" mages. The official stun duration was previously fixed at 3 seconds for all stun skills and classes, allowing consecutive successful stuns to keep a character effectively locked indefinitely. The 3-second duration is now the maximum, and stun time will scale based on consecutive and frequent successful stuns. If you are stunned while already stunned, or shortly after a previous stun, the duration will be reduced. The attacker's main offensive attribute (e.g. DEX for Rogues, MP for Mages, etc.) now also contributes *slightly* to stun duration. The higher this stat, the greater the potential stun duration (capped at 3 seconds). When stunned, a message will now appear in your information chat. If you believe stun rates are too high or something is not working correctly, please provide screenshots or video with your report. Additionally, stun rates have been reduced by 33% overall. The damage of level 42 Staff skills has been reduced by 50%. The damage of level 72 Staff skills has been reduced by 8%. The attack range of Staff skills has been reduced. Staff skill range now depends solely on the staff's attack range. Character HP when transformed into the Ladder Truck has been increased from 10,000 to the official value of 30,000. Added a silver-colored overhead line for Clan Assistants. The line for Clan Leaders has been updated to a gold color. The target bar now displays party members' names in yellow. The F/G/L/P resistance stats of Valkyrie, Bahamut, Gryphon, Dragon Flight, Mythril, Ron, and Trial armours may be reduced by the next maintenance. The planned changes are as follows (subject to change): Warrior armours -> +12 resistance (remains as is) Rogue armours -> +8 resistance Mage paper armours -> +3 resistance Mage support armours -> +5 resistance Priest bp armours -> +5 resistance Priest support armours -> +7 resistance 5 1 1 2 Quote
CelineDion Posted March 5 Report Posted March 5 @nikos32good changes, now take care of event table as promised 1 Quote
MetRik Posted March 5 Report Posted March 5 (edited) 56 minutes ago, nikos32 said: The F/G/L/P resistance stats of Valkyrie, Bahamut, Gryphon, Dragon Flight, Mythril, Ron, and Trial armours may be reduced by the next maintenance. The planned changes are as follows (subject to change): Warrior armours -> +12 resistance (remains as is) Rogue armours -> +8 resistance Mage paper armours -> +3 resistance Mage support armours -> +5 resistance Priest bp armours -> +5 resistance Priest support armours -> +7 resistance ??? So nothing change about runed valkyries, and maybe they will get nerfed? Or they will get buff soon, but maybe they will get nerf after that? Edited March 5 by MetRik Quote
Hermdigi Posted March 5 Report Posted March 5 Thanks for the work and improvements Nikos - much appreciated to have you back and updating - Change BiFrost Monument time - Update Event list <3 1 Quote
Administrators nikos32 Posted March 5 Author Administrators Report Posted March 5 1 hour ago, MetRik said: ??? So nothing change about runed valkyries, and maybe they will get nerfed? Or they will get buff soon, but maybe they will get nerf after that? I haven't received any actual feedback on this yet, and I haven't started looking into it myself. Once I have more information, I'll provide an update. 1 hour ago, TrusttheprosesS said: So the rune didnt giv any +stat xcept ac? Correct. Quote
Yebaka Posted March 5 Report Posted March 5 The damage of level 42 Staff skills has been reduced by 50%. Why not 8%? 50% is too much in my opinion. The official stun rate formula previously used the target's Intelligence stat, meaning the higher the target's Intelligence, the higher their chance of being stunned. This caused support classes (which generally have high Intelligence) to be stunned more often than intended. The formula now correctly uses the attacker's Intelligence instead. As a result, support mages will have a higher chance to stun compared to low-Intelligence "paper" mages. Ok i wonder how I'm supposed to convert the armor to the mage int armor now. I hope this will be fixed and the mage will be able to convert to int.? Quote
Hermdigi Posted March 5 Report Posted March 5 @nikos32 Found an issue I use Shift + C to clear my screen from time to time (messages etc) If you do that, the mini window (User info) pops back up of the person you were looking at even from an hour ago. I have to close that window after doing shift+c. 1 Quote
Administrators nikos32 Posted March 5 Author Administrators Report Posted March 5 28 minutes ago, Yebaka said: Why not 8%? 50% is too much in my opinion. because its damage was incorrectly almost the same as the level 72 staff skills. 28 minutes ago, Yebaka said: Ok i wonder how I'm supposed to convert the armor to the mage int armor now. I hope this will be fixed and the mage will be able to convert to int.? I don't quite understand what you mean. Quote
Yebaka Posted March 5 Report Posted March 5 4 minutes ago, nikos32 said: I don't quite understand what you mean. The thing is that before the patch the stun worked the same on int and paper so I decided that I will play a paper mage now it doesn't make sense if the stun is to depend on intelligence so how can I change armor to int mage now? Quote
FermuriaN Posted March 5 Report Posted March 5 4 minutes ago, Yebaka said: El problema es que antes del parche el aturdimiento funcionaba igual en int y papel, así que decidí que ahora jugaré con un mago de papel. No tiene sentido que el aturdimiento dependa de la inteligencia. Entonces, ¿cómo puedo cambiar la armadura a mago de int ahora? sell set valkiri +7 1 Quote
Yebaka Posted March 5 Report Posted March 5 22 minutes ago, FermuriaN said: sell set valkiri +7 hehehe bro i have +8 and 14 rune. Quote
elProfessor Posted March 5 Report Posted March 5 what @Yebaka says its correct in case a mage wants to change to int mage he cannot change his armor since its Ron's armor at this point its not convertable which it has to be because if someone decides to change to a int mage they need to sell their armor and buy a valk armor and start all over again which it doesnt makes sense Quote
Traiteur Posted March 5 Report Posted March 5 51 minutes ago, FermuriaN said: sell set valkiri +7 sell +6 rare set, cheap 2 Quote
MetRik Posted March 5 Report Posted March 5 4 minutes ago, Traiteur said: rare im not sure about this. Quote
MetRik Posted March 5 Report Posted March 5 16 minutes ago, elProfessor said: what @Yebaka says its correct in case a mage wants to change to int mage he cannot change his armor since its Ron's armor at this point its not convertable which it has to be because if someone decides to change to a int mage they need to sell their armor and buy a valk armor and start all over again which it doesnt makes sense we need package system like selfnames, that way multi char players cannot swap again and again, but normal players use what they need Quote
MetRik Posted March 5 Report Posted March 5 3 hours ago, nikos32 said: The CR Farm rewards pool now includes 3–5 Silver Ore and 1 Silver Ingot I dont understand the reason of this change. It seems a nerf for CR farming. Who needs silver ore-ingot Quote
Yebaka Posted March 5 Report Posted March 5 40 minutes ago, MetRik said: we need package system like selfnames, that way multi char players cannot swap again and again, but normal players use what they need Just introduce the ability to change new mage armor from int to MP and MP int, the same for priests. I'm not talking about changing mage armor to Assas armor or something else. 1 Quote
slowfingers Posted March 5 Report Posted March 5 thanks for great changes but in my opinion u missed few things mages are not even using 57-54-51-35 skill to target one person.they using 18 level skill because 18 level skill is stronger than those skills.it has quick animation and decent damage with poison.only one 18 skill hits 600 damage to my int priest.at csw mages not even spamming 33 aeo skill to defend castle gates they spamming 18 skill ice staff skill.when ice staff slows you,ur char starts to running in slow motion as u walk slow when ur leg cutted.but actual result of ice staff in original game u only walk like u dont have swift,not extra slow effect like leg cutted.also i never saw a ice staff makes 700+ damage anywhere but 83 cap usko.nova and meteor damages are okay but i think other skills are quite strong.if we gotta deal with 83 cap mage damages then warriors should get aeo skills,archers get blow arrow,rogues get blinding skill.and that wouldn't be myko anymore i've never seen the mage class played this much more than any other class on any server.and this is not even early days of server.other day one full mage party was raiding spots in empty colony zone.at flag pks i see 2 mage party from human side,2 mage party from orc side.one and maaaaaaybe two melee party from each side.i mean it's not even make any sense.populations' %50 is mage and there are four classes in this game.anyway thanks for update Quote
hgfvcf Posted March 5 Report Posted March 5 I think the stat bonusses on new armor sets wich were reversed werent that bad i guess. Quote
Administrators nikos32 Posted March 5 Author Administrators Report Posted March 5 5 hours ago, Yebaka said: The thing is that before the patch the stun worked the same on int and paper so I decided that I will play a paper mage now it doesn't make sense if the stun is to depend on intelligence so how can I change armor to int mage now? That was a fix to an official v1298 issue though, it has nothing to do with the actual stun rates. So I don't see how that affects your initial decision to play a paper mage. Like you said, both paper and support had the same stun rate, so your choice ultimately comes down to whether you wanted to go damage or support. 5 hours ago, elProfessor said: what @Yebaka says its correct in case a mage wants to change to int mage he cannot change his armor since its Ron's armor at this point its not convertable which it has to be because if someone decides to change to a int mage they need to sell their armor and buy a valk armor and start all over again which it doesnt makes sense Wouldn't it be the same as if he had made a crimson or complete armour set, and then changed his mind to go with the linen set? 4 hours ago, MetRik said: I dont understand the reason of this change. It seems a nerf for CR farming. Who needs silver ore-ingot People farm shells to upgrade them to +7/+8, then melt them down into silver ore to make ingots, which are used to craft items like the Valkyrie or Observer necklace. Considering that the other two types of ingots can be obtained in events besides farming Booro, the CR Farm event seemed like the right place for silver ingots, since it needed a bit of freshness. It's way easier to obtain them via CR Farm rather than upgrading shells all way up to +7/+8. 1 hour ago, slowfingers said: mages are not even using 57-54-51-35 skill to target one person.they using 18 level skill because 18 level skill is stronger than those skills.it has quick animation and decent damage with poison.only one 18 skill hits 600 damage to my int priest.at csw mages not even spamming 33 aeo skill to defend castle gates they spamming 18 skill I didn't understand what you meant about the poison part. But getting to the point, I find it strange that someone would use a skill like Ignition when a priest is alone instead of their staff skill, or an AoE skill when there are, let's say, 5 enemies around. You're the second person to mention the level 18 skills, so I have no idea what it’s really about. 1 hour ago, slowfingers said: ice staff skill.when ice staff slows you,ur char starts to running in slow motion as u walk slow when ur leg cutted.but actual result of ice staff in original game u only walk like u dont have swift,not extra slow effect like leg cutted.also i never saw a ice staff makes 700+ damage anywhere but 83 cap usko.nova and meteor damages are okay but i think other skills are quite strong.if we gotta deal with 83 cap mage damages then warriors should get aeo skills,archers get blow arrow,rogues get blinding skill.and that wouldn't be myko anymore This is incorrect. To be official-accurate, you were supposed to be slowed by 66%, but here you only get slowed by 46%. I can't recall if we changed that because of complaints, but either way, it’s not more than in the official. Quite the opposite, actually. 700+ damage to what class? How much does the fire deal? With their attack range reduced, they already take a risk when using their staffs, just like any other melee using their weapons. This is the 3rd month I've been paying attention to the monthly rankings, and the numbers I'm seeing are nowhere close to those you would normally see on other servers, where you usually see mages and rogues(archers) dominating. I don't remember and I don't have the past statistics anymore, but mages made up only about 30–33% of the overall monthly rankings in January and February. I'm not saying that's very low, but it's definitely not as many mages as you would normally expect on a KO server. But judging just from the current month's ranking, the only class that seems to need some love is Rogues: Warriors: 53 (26.5%) Rogues: 36 (18%) Mages: 54 (27%) Priests: 57 (28.5%) Quote
elProfessor Posted March 6 Report Posted March 6 Mage is a squishy class, if a melee party catches a mage party with torment its almost impossible to survive,because in avarage the damage dealt is around 1500(+)(-) so 5 warriors in a meele party attacking the same target? I think you can do the maths. So after the nerf on the damage ,which I also dont like because a mage now has no chance to play solo, or try to vs someone because the staff skill is so low,which I can live with that and I can accept it, we go to the second nerf which is the range in all the years I have been playing KO I have never seen anything like that. The range right now its like playing an assasin , warriors have more range than a mage , and as you said above on the topic its a risk to use staff because you have to be so close to the melees , yes those melees that hit a mage 1.5k damage.Range was totally fine as it had always been here and in every other server available. If for some reason this could actually work , it would be by decreasing the resistances on the melees or increase the nova damage more.That would bring us to the actual point of mages try to play from range as much as possible and melees have to aproach them smart enough or flank them to kill them if the melees catch the mages they kill them but if the mages use nova on them before they get catched the melees should also die. Let me give an example of a mage party fighting a melee party: A mage party is getting chased by a melee party, the melee party is like 20 steps behind , if the mages wants to attack the meeles they will have to stop and do the animation which means the melee party will be able to reach closer Option 1: The mages use 45 ice or lightning aoe skill to try to slow or stun them (if nobody gets stunned or slowed it means they get even closer ) Option 2:The mages use 60(supernova) which has a longer range to be able to keep the distance but the enemy priest will be able to heal it since the damage dealt is around 800-900 x 7 mages=5600k--6.300k dmg (a fully geared warrior has around 8.5k--9.5k HP) so the enemy priest used 10k heal on this nova and every melee is full hp Option 3: The mages use 45 (Inferno) after the first nova or 70(Meteor) in this case there are a couple possible scenarios such as : the meele party dies if the heals are not well timed (some melee parties play with 2 healers so calculate 2 10k heals) or in the other scenario they will be already inside the mage party since the mages will have to stop to use 2 full animations If the melee party has an assasin this means the assasin will reach the mages and all the warriors will descent on him and be inside the mage party.. The way a mage party can outplay this is by beeing aware of the assasin around, from the light feet animation and since the rest of the meelee party is behind mages can use 1 nova on them and second nova on themselves perfectly timed so the novas drop at the same time the warriors will descent on the assasin but mages can also get canceled so they will eventually use staff which right now has a crazy short range and low damage. I am ok on the damage nerf but this range thing can actually drive me insane. I hope you reconsider about this @nikos32 1 Quote
MrCalaMiTY Posted March 6 Report Posted March 6 10 hours ago, nikos32 said: the only class that seems to need some love is Rogues Quote
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