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limeox

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Everything posted by limeox

  1. How I see it, there are a few different problems that need to be addressed. First, point penalties for having a chest/guard etc taken. The only time that this mechanic is ever relevant is when both teams go to different objectives at the start, and all it then does is create bullshit scenarios. Usually both teams burn through 90% of the first objective and then sit around doing nothing waiting for the other team to get bored or fuck up and accidentally reset their objective. It's neither a fun nor a clever tactic, it's just all around miserable gameplay. Moreover, other than that, point penalties achieve nothing that point rewards couldn't do just as well. There's zero reason to keep them around. Yet, point rewards are important to have. While loot is doing well at incentivizing taking objectives, the point rewards encourage defending them on top of that. Without them, it's never beneficial to actually fight over non-neutral objectives, yet BGs are the most fun if objectives are fought over, heavily contested and one team either barely takes or defends it. None of which happens if the optimal strategy is to first mindlessly roll over your team's PvE content. Second, going AFK to win because your team has a point lead. Point penalties are one cause of that, but it occurs just naturally with points solely coming from kills - e.g. any remotely close NB where the winning team camps inside guards because the losing team is forced to make a move. Generally, it's absolutely fine that the winning team has an advantage over the losing team - after all their lead has to have come from somewhere, so that's deserved (unless it's coming from the point penalty mechanic, of course). What's not fine is when the losing team has no realistic chance of coming back because the winning team decides to effectively stop playing, either by hiding in spawn or in guards. The thing is, you can't really blame the winning team for doing so, because the game actively encourages doing just that. After all, there is no upside to risking a fair fight at that point - the game is won already and any action they take is risking a throw. So now there's this situation where one team has a guaranteed victory despite having control over 0% of the map, and the team controlling the entire map takes an assured loss. What? There needs to be something that punishes a team that voluntarily gives up control over the entire map. At the start that means that the other team can freely take objectives, but as soon as all are taken, there's often nothing that does that - other than in AK, where Urka drops another flag to serve as a tie-breaker. So, I think, there needs to be a way to essentially win by default once the other team goes AFK. Something that continuously grants points to the team controlling the map or parts of the map, such as constantly respawning (weak) guards in a central spot on the map. Not dead-center, but like Janus side tower guards, equally accessible and defensible for both teams without getting in the way of a standard head-on fight. Essentially, something that makes it easy to obtain points so that the "losing" team can easily pressure the "winning" team to come out to fight. I don't think large bosses work well in that scenario - judging from Siren and SA, both of which can spawn point-generating objectives well after the start. But it's way too easy for one team to judge whether their lead is sufficient even if the other team successfully takes it. Even Urka doesn't reliably achieve that, I've been in countless AKs where RG side decides to completely forfeit Urka because they sit on 4+ flags already. It seems that a (somewhat) consistent stream of points would be much more suitable. @GoddessSand You're talking a lot about how guards are massively easier to fight for some classes than other, too much to quote - but I'd agree. Essentially, all advantages that e.g. an SW gets out of their gear and skill build are completely irrelevant when fighting guards, yet all the drawbacks are there. And the reverse isn't true for PUs and such. High EVA/ACC stats (and CH equivalents) are useless because guards can't miss or be missed. At the same time, low ACC is not a penalty. High Crit-EVA doesn't matter because guards don't crit anyway. High Crit-Rate is irrelevant because they have no Crit-EVA to overcome, it's all about stacking raw damage and Crit-ATK. And of course hard defensive stats are king because monsters can't utilize pierce stats. However, this is more of an issue with PvE content in general - in other areas the reverse is true, e.g. tanks get slapped hard by Asmo while SW/SE/PU just evade it all no problem. I'm certainly not saying it's not an issue, just that it's a larger problem that needs to be properly addressed in its entirety. Well, I think that, anyway. tl;dr (bluf? never heard of that one) remove point penalties in general add ways to continuously generate points especially in the later stages of BGs to discourage going AFK
  2. Grafting of bikes is actually being looked into. That'd allow you to make 180 speed versions of sleipnirs and such.
  3. AFAIK randoms can only offer an increase to one stat. Multiple stats aren't possible (e.g. all resists), and neither are any fancy effects. If there are any new stats, the number of them should be kept low - the more randoms there are, the less likely it is that the ones you actually want turn up. So adding e.g. each individual resist is probably out of the question. The two most straightforward stats to add are % PvP CH-ATK (red) and CH-EVA (green), I think. Both have similar existing physical randoms or even counter-stats on randoms (CH-ACC). Movement Speed idk. The issue here is that the numbers have to be very low, so 2-3 max. So we potentially have 3 possible values which are evenly distributed, resulting in the maximum possible values with a high chance, unlike other randoms. Also difficult to put different numbers onto alpha/beta/gamma with such a restricted range. Healing - possibly, although rather flat healing so we can have different values for alpha/beta/gamma randoms. PvP Void/Resist - makes sense, I guess. Skill stones are limited to add a debuff to any target hit with some chance, AFAIK. So they wouldn't be able to buff the user instead.
  4. The new level cap brings new gear! With the raise to 65, you can obtain new weapons, knee guards, gloves, shoes, suits, trinkets and earrings. Accessories Trinkets and Earrings come in 5 variations, continuing the familiar accessory lines from previous level brackets. Warrior / Hero → Conqueror Ninja / Killer → Spy Sorceror / Ghost → Wizard Goddess / Tank → Goddess Imentet Hellblaze / Chemist → Hellfire Gear in general All other items come in 4 variations. These have, unlike in previous level brackets, distinct names: Epsilon, Eta, Theta and Iota. Epsilon and Theta gear can be crafted and have its rarity upgraded using Medal of Distinction. Iota and Eta gear can be crafted and have its rarity upgraded using Medal of Recognition. Epsilon and Iota are similar, but Iota has additional PvP stats. Theta and Eta are similar, but Eta has additional PvP stats. Which PvP stats gear can have depends on the type of gear. Physical gear has %PvP Attack, PvP Defense and %PvP Void. Chakra gear has %PvP Chakra Attack, PvP Chakra Defense and %PvP Chakra Defense (basically PvP Chakra Resistances). Knee guards and shoes don't have this distinction and have mixed PvP stats instead. Weapons Epsilon and Iota weapons are Physical damage weapons, having higher Physical Attack, Accuracy, Crit Attack and Def Pierce. Theta and Eta weapons are Chakra damage weapons, having Chakra Attack and higher Chakra Accuracy. Knee Guards Epsilon and Iota knee guards are defense focused, having higher HP, Defense, Void and DoT Reduction. Theta and Eta knee guards are evasion focused, having higher Evasion and Chakra Evasion. Gloves Epsilon and Iota weapons are Physical damage gloves, having higher Physical Attack and Void Pierce. Theta and Eta weapons are Chakra damage gloves, having Chakra Attack, SP and higher Chakra Accuracy. Shoes Epsilon and Iota shoes are defense focused, having higher Defense, Void and Crit Evasion. Theta and Eta shoes are evasion focused, having higher Evasion and Chakra Evasion. Suits Epsilon and Iota suits are Physical defense suits, having higher Defense, Void and Evasion. Theta and Eta suits are Chakra defense suits, having higher Chakra Resistances and Chakra Evasion.
  5. 1. No 2. No 3. They simply have enough CH-Eva to counter that
  6. Depends. Damage calculations run only once - when the first tick of damage hits. If the debuff expires before that, it won't have any effect. If it disappears after that, it will take full effect. Multiple damage hits are purely for animation, they're not evaluated separately. Note how for each such skill, all damage hits do exactly the same damage *, and they either all miss, all hit or all crit. Or if you get stunned halfway through the animation, the remaining damage still applies (especially noticeable on large WH AoEs or many mech skills). * actually the last hit will do slightly more or less due to rounding, e.g. an attack that does 100 damage in 3 hits will do 33/33/34 or 34/34/32.
  7. Chakra damage is unaffected by PvP-ATK and PvP Void (edit: and PvP Def). Frankly, nobody knows since that stat was only ever used in one occasion - for those PvP zone buffs that you would get if your faction was outnumbered. But they were removed at 39 or 44 cap. No one ever tested what it did. There are separate stats for PvP chakra damage, but they're not used or displayed anywhere.
  8. That's here, but doesn't answer the question. There were guides on the ASB forums and wiki, both of which were nuked. Some guides existed on the previous VGN forum as well, which may even be recoverable, but probably not worth the effort. Most dungeons are straightforward or plain brainless, and the ones that aren't are considered a waste of time anyway.
  9. It's +10%
  10. Linking to ASB is no problem. I had guides for all dungeons (not sure if Acheron was out at that time) on the old wiki... too bad it's dead and they're gone now, unless someone manages to dig them up from some archive. soon™
  11. This tool has received a serious upgrade. rather than one big list of all locations and loot sources, you'll now see a full-size overview screen and can navigate through categories, maps etc there is now a search function - lets you find anything easily each page has its own link, allowing you to share links to specific locations, monsters or items images and details for all maps and items, and most monsters now supports multiple spawn locations across multiple maps - if you can find a monster on more than one map, you'll see [<] and [>] buttons to cycle through them you can now select any timezone to adjust spawn times or BG times to your local time This is currently working for the newest versions of: IE, Edge, Chrome, Firefox and Opera. The link stays the same (here). If you still want to use the old version, it will stay over here, but may be removed at any point. It now roughly works like this: on every page, you'll have a history, a search bar and a time zone selector at the top below that, there's (usually) a section with 4 parts: a map with spawn locations (if applicable) an image of the monster or map you've selected details (currently usually name, level, type - HP for monster - rarity, trade-ability (?) for items) spawn type and times below that, the content highly depends on what you've selected: for maps, you'll first see monsters that spawn on this map, as well as other maps that can be accessed via portals - below that, there's a list of all items that can potentially drop here for monsters, you'll only see a list of items that this monster can drop for items, you'll see a list of categories that this item belongs to, and after that, a list of monsters and maps where this item can drop That's about it. Wew.
  12. That is actually an issue with the game. I've written about it over on the Stats guide: I have talked to @Vivi about that, and it seems that there's a bug. While a skill can have different Crit Rate and Crit Attack bonuses (and will display them as different in the skill description), when it comes to actually apply those bonuses, it will use the Crit Rate value for both Crit Rate and Crit Attack. This means that the in-game description is unreliable in this case and the simulator shows the actual values. Note though that this is only an issue for offensive skills - Crit Attack on buffs works perfectly fine. That bug is something that can't be fixed, but IIRC the current plan is to have the descriptions show the actual values in a later patch.
  13. Yep. Same for all the other values - the character window shows the flat ATK from level and gear, increased by %ATK.
  14. %ATK and %CH-ATK work identically, as do the respective values shown in the character window. Only the base ATK is multiplied by the skill's scaling, any bonus from %ATK/%CH-ATK is added as damage instead.
  15. "Base" in this case is the skill's base damage (your character's base ATK is included in Min/Max/CH ATK). It's not affected by %ATK - pretty sure it never was.
  16. Healing Rate or % Healing Rate. Most stats are ultimately some percentage. It doesn't matter though if you add up the flat values or the percentages. It's only important to remember when the game displays both versions in different locations (e.g. Accuracy on skills and gear is a percentage, while it's a flat value on jewels). There are only a few stats that have flat and percentage values that are actually different: Max HP/SP/CP Physical/Chakra Attack Healing Rate Aggro
  17. A pet doesn't give bonuses if it's not summoned. But it seems like you have a maxed HP passive (rank 15 at level 46), which gives 37.6%. 1940 * (100 + 37.6) / 100 = 2669
  18. No other items, no points in passive, no pet?
  19. That's interesting. I tested it and it seems that you can indeed run faster as Arkana. I somehow got to 200+ speed in mech as well, but the speed was still capped at 200. See here for a comparison. Depends, really. You can use this tool to compare (add your gear's HP stats on the left, and a hypothetical opponent's crit stats in the middle), however it does not take DoT damage into account (simply not possible), so you might consider just rolling with HP if the results are close enough to account for those.
  20. Spotting The distance at which you can see NPCs and other players on your screen ranges from 40 to 90 meters, depending on your graphics settings (specifically, the "Character" slider). Render Distance (meters) = 40 + 50 * (%Character Setting) / 100 You can see a target's info or select them by clicking on them when they are within 50 meters. Tabbing can target enemies within 40 meters, allies within 50. For enemies, this all goes out the window when they have any "Concealment" buff applied. The range at which they can be seen can under no circumstances exceed 50 meters. Furthermore, they are invisible to you unless you have "Detection" from any source. A higher Detection increases the range at which you can see concealed targets, while Concealment decreases it. Spotting Distance (meters) = Detection - Concealment If this value is 0 or less, you cannot see that target. If this value is 50 or higher, you will always see that target within 50 meters (even if the value is far higher). Movement Speed Movement Speed determines how fast you can cover ground by running. Each Arkana starts with 60 Movement Speed. Mechs and bikes are capped at 200 movement speed. Running Speed (meters per second) = Movement Speed / 10 If your movement speed is brought to 0 or less, you cannot use any skills that would move your Arkana, that is, any skill that teleports you to a nearby location or causes you to dash to a target. While on a bike, your movement speed is fixed to the bike's speed and cannot be increased or reduced by buffs. Only debuffs will affect the bike speed, so you can still be slowed. Bike Boosters and ambient speed effects (e.g. Turnpike ramps) are classified as debuffs, therefore their movement speed bonus still applies - this also means that they can be removed by cleanses however. Attack Speed Attack Speed increases the rate at which your skills cool down and speeds up your skills' animations, allowing you to output more skills in the same amount of time. Each Arkana has 100% base Attack Speed, and the only skill to increase that is Kali's Sincere Blessing. Reduced Cooldown = Cooldown * 100 / (%Attack Speed) Reduced Animation = Animation * 100 / (%Attack Speed) Attack Speed only takes effect at the moment a skill is used. Receiving an Attack Speed buff will not reduce the duration of any already active cooldown. Conversely, an Attack Speed buff will reduce the entire animation and cooldown of a skill, even if it's only active for a brief moment while the skill is used.
  21. Crit If damage hits, the dice are rolled once again to determine whether or not damage hits critically. Your chance to crit it affected by your "Crit Rate" and reduced by your target's Crit Evasion ("Crit EVA") - in essence, they work like Evasion and Accuracy. %Crit Rate = (sum of all "Crit Rate" stats) / 100 %Crit Evasion = (sum of all "Crit EVA" stats) / 100 %Crit Chance = %Crit Rate - %Crit Evasion Again, if this chance is 0% or less, you won't crit; for 100% and above, you will crit; and for anything in-between, you may crit according to that chance. Physical damage and chakra damage can crit independently. DoT never crits. If either damage type crits, a "Critical" overlay is shown in addition to the damage numbers. If the physical damage crits, this will also shake your screen. If you receive a crit yourself, you will not see such an overlay, but your screen will still shake if the attacker's physical damage crits on you. By default, crits will do 50% bonus damage, however this can be increased by Crit Attack ("Crit-ATK" or "Crit STR") or reduced by your target's Crit Avoidance ("Crit VOID" or "Crit DEF"). %Crit Attack = (sum of all "Crit ATK" stats) / 100 %Crit Avoidance = (sum of all "Crit VOID" stats) / 100 %Crit Damage = 150 + (%Crit Attack - %Crit Avoidance) Note that the resulting %Crit Damage can drop below 150% if your target's %Crit Avoidance is higher than your %Crit Attack; in that case, a crit will do less than 50% bonus damage. It is in fact possible that this damage drops below 100%, in which case a crit will do less damage than a normal, non-crit attack.
  22. Accuracy and Evasion The actual application of damage can miss, or be evaded. In that case, no damage of the evaded type is being done. There are 4 stats in play to decide whether or not damage is evaded, 2 each for physical and chakra damage: Evasion ("EVA"), Accuracy ("ACC"), Chakra Evasion ("CH-EVA") and Chakra Accuracy ("CH-ACC"). To make things a little more confusing, they are inconsistently referenced throughout the game - sometimes as percentages, sometimes as flat values. As always, a flat value of 100 simply corresponds to 1%. %Accuracy = 95 + sum of all "%ACC" values + (sum of all "ACC" values) / 100 %Chakra Accuracy = 80 + sum of all "%CH-ACC" values + (sum of all "CH-ACC" values) / 100 %Evasion = sum of all "%EVA" values + (sum of all "EVA" values) / 100 %Chakra Evasion = sum of all "%CH-EVA" values + (sum of all "CH-EVA" values) / 100 To determine whether physical damage hits or not, your target's Evasion is subtracted from your Accuracy. If the resulting value is 0% or less, you will miss. If it is 100% or more, it will hit. For anything in between, that value represents the chance that the physical damage will hit. The same applies to chakra damage. %Physical Hit Chance = %Accuracy - %Evasion %Chakra Hit Chance = %Chakra Accuracy - %Chakra Evasion Physical and chakra damage can hit or miss independently. In-game, a physical miss is shown as a "miss", while a chakra miss is shown as "resist" in place of the usual damage popup. Hitting or missing damage isn't only important for actually doing damage consistently, certain skill effects are directly tied to the damage: Pull effects are only applied if the physical damage hits Debuffs and CC are only applied if the chakra damage hits However, a few exceptions exist: NPCs from the other faction can not evade and will never miss Targets that cannot be pulled will always evade physical damage from pull skills Debuffs cannot be evaded if the applying skill does no chakra damage Skill stone effects are not tied to any damage type - they can apply on skills that do no damage and on skills that were evaded entirely
  23. Skill Damage There are two main types of damage in this game - physical damage and chakra damage. The latter is split up into 5 different types that roughly correspond to additional skill effects: Gravity does nothing or stuns/immobilizes Plasma applies a DoT effect Voltage disables, preventing the use of skills except for basic attacks Atomic slows or immobilizes Particle does more damage There are a few exceptions to this, but for most skills these rules apply. On any skill, you can see that skill's physical damage range in green, and the chakra damage range in purple (even if it doesn't do gravity damage). Almost all offensive skills will deal both damage types, even if the tooltip doesn't always state it. If no chakra damage or description is shown, it will do some basic gravity damage. There are only 4 exceptions to this: Medic's Atom Blast only does atomic damage Defender's and Whipper's main aggro skills only do physical damage The description states your minimum physical damage, maximum physical damage, minimum chakra damage and maximum chakra damage. These are all calculated independently, so I will only explain it for one of them, minimum physical damage. Calculating the other damage values works in the same way (substitute Min ATK with Max ATK, Min CH-ATK or Max CH-ATK). Your damage is primarily affected by your "Min ATK" and "%Min ATK". Your Arkana starts out with 0 Min ATK (1 Max ATK) and will gain 1 of each per level (you only start getting CH-ATK from level 20 on). Your %Min ATK is 0%. You can also get Min ATK from gear and buffs. You can simply add all of these together. Additionally, gear and buffs can increase your %Min ATK to increase your Min ATK even further. These are also simply added together. Now, you may think that it's as simple as increasing your Min ATK by the percentage you get from %Min ATK. You will indeed find that number in the game - in your character window: The first number under "ATK" shows the Total Min ATK you may be tempted to calculate: Total Min ATK = Min ATK * (100 + %Min ATK) / 100 However, this number is almost entirely useless and you will soon see why - it turns up in no damage calculation. For now, consider only two values - the sum of all your Min ATK and the sum of all your %Min ATK. You'll note that most skills will do very different amounts of damage. That is because each skill features its own specific values that are used to arrive at the final damage. These are a base damage and a scaling. Base damage is an amount of damage that is always being done, even if you were using no gear (and had no attack from levels). The scaling multiplies your attack. These two values are not shown in-game, however you can look them up in the simulator. To calculate your damage, it's easiest to think of your %Min ATK adding to the skill's own scaling. Those two together then multiply your Min ATK, and then the base damage is added onto it. You'll end up with Min Damage = (Min Base) + (Min ATK) * (%Min Scaling + %Min ATK) / 100 Note that you'll find it difficult to squeeze the Total Min ATK from earlier into this formula, which is the reason that the Total Min ATK shown in your character window is meaningless. Moreover, different builds can arrive at the same values shown in the character screen, but end up with different actual skill damage. If you tried re-arranging the formula, you would get one of: Min Damage = (Min Base) + (Min ATK) * (%Min Scaling - 100) / 100 + (Total Min ATK) Min Damage = (Min Base) + (Total Min ATK) * ((%Min Scaling - 100) / (100 + %Min ATK) + 100) / 100 Not only do they get unwieldy, but you will still need to manually calculate your Min ATK or your %Min ATK anyway, so you don't get any of the benefits you may have expected. So, simply don't bother. Ignore that value. Okay, I lied a tiny bit, there's one use case for the CH-ATK values in your character window. Skills that do not show any chakra damage (keeping in mind the aforementioned exceptions) do damage as if they had 0 base damage and a 100% scaling. Putting those values in will give you the same formula as the values in your character screen use. So you arrived with 2 values for each damage type - Min Damage and Max Damage. Whenever you actually use the skill, a random number from that interval is picked, and this is the damage that is actually being done. The physical and chakra damage are independent and appear to be uniformly distributed - each number in the interval has the same chance of being picked. DoT (damage over time) effects don't work like physical and chakra damage. The DoT on any given skill that applies it is fixed, there is no variation in damage. It also cannot be improved by any kind of gear or buff. Damage Reduction Of course, just calculating the damage that your skills do isn't the whole story. Your target will also have defensive stats to mitigate some of the damage you do. They work roughly similar for all damage types, but they involve different stats. Firstly, damage is reduced by Avoidance ("VOID") and Chakra Resistances ("Gravity", "Plasma", "Voltage", "Atomic", "Particle"). Avoidance only applies to physical damage, while Chakra Resistances only apply to the corresponding type of chakra damage. You will take full damage if you have 0%; at 100% you will take no damage. %VOID = (sum of all "VOID" stats from gear and buffs) / 100 %Chakra Resistance = (sum of all Chakra Resistance stats from gear and buffs) / 100 [calculated for each chakra type independently] Physical damage is further reduced by Defense ("DEF"), by simply subtracting the Defense value from the damage value. It has no effect on chakra damage. There is also "PvP DEF", which will decrease the physical damage taken from other players even further. DEF = Level - 1 + sum of all "DEF" stats from gear and buffs Reduced Physical Damage = (Physical Damage) * (100 - %VOID) / 100 - DEF Reduced Chakra Damage = (Chakra Damage) * (100 - %Chakra Resistance) / 100 In PvP, both types of damage are then divided by 3.5. In addition to that, your target's %PvP VOID is subtracted from your %PvP ATK to calculate a multiplier for the physical damage dealt. %PvP ATK = sum of all "%PvP ATK" stats from gear and buffs %PvP VOID = (sum of all "PvP VOID" stats from gear and buffs) / 100 Reduced PvP Physical Damage = (Reduced Physical Damage) / 3.5 * (100 + %PvP ATK - %PvP VOID) / 100 - PvP DEF Reduced PvP Chakra Damage = Reduced Chakra Damage / 3.5 It is worth mentioning that physical damage can never be 0 or negative, a skill will always do at least 1 physical damage (again with the exception of Medic's Atom Blast). This is not the case for chakra damage, it can indeed be 0. If 0 chakra damage is dealt, no damage or "resist" popup will appear. DoT effects are not affected by Plasma Resistance, even though they are shown in-game in the same color as plasma damage. Instead, there's a "DoT Reduction" stat that is similar to it. Also, in PvP, DoT effects are only reduced by half. %DoT Reduction = (sum of all "DoT Reduction" stats from gear and buffs) / 100 Reduced DoT = DoT * (100 - %DoT Redcution) / 100 Reduced PvP DoT = Reduced DoT / 2 Pierce - Damage Reduction Reduction You can negate some of your target's defensive stats with Pierce stats: "DEF Pierce" reduces DEF "VOID Pierce" reduces VOID and PvP VOID "CH Pierce" reduces all Chakra Resistances (but not DoT Reduction) %Pierce = (sum of all corresponding "Pierce" stats from gear and buffs) / 100 Reduced DEF = DEF * (100 - %DEF Pierce) / 100 Reduced %VOID = %VOID * (100 - %VOID Pierce) / 100 Reduced %Chakra Resistance = %Chakra Resistance * (100 - %CH Pierce) / 100
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