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Found 47 results

  1. So, the idea is to: reset whole server's reputation to 1kk (cuz of trade limit), normalise the reputation we get from raiding,kills in fc,won ICs etc increase the amout of reputation needed to optain existing rep icons (like make green eltie range 5 000 000-10 000 000 rep and so on) invent the top1,2,3 reputation ranks icons and the other ones and invent the special ''speakers'' of top1,2,3 reputation rank holders.
  2. Mage 93(+27), Archmage+14 Greetings I have such a problem.with a friend we tried damage to the danders. I had Archmage + 14 and he Tide Lord +13. He gave 23k damage and I 12k At the same time we had the same eq r7 + 8. And he told me there was a problem in the shell, with SL, etc .. And since he did not have time to explain it to me so I want to ask people here whether they would not be willing to advise me and write what to do to increase the damage. I watched YouTube and various forums, etc .. But I need to know if 100 elements are needed on PvE archmage and if it somehow increases the damage when I am currently in element 85. Then whether the fairy 80% is able to increase the damage compared to 50%. If the jewelry can also increase damage and what should I get. I just bought a skin for a weapon that helped little bit. And the last thing I can do here to earn a larger amount of money I spent about 9 hours a day on the game last week and I didn't earn much to see that people have more characters for IC and raids, which is more money but still doesn't make sense where people with c30 they have SP + 15 and EQ r7 + 10. I'll be glad if you can advise me and write what to do
  3. Good I come to leave some files so that you can leave your game in Spanish (Completely) All objects, missions, monsters will go from English to Spanish. (Objects, monsters and other things exclusive to the VGN server will also be translated) You just have to put the files in the NotaleData folder. Vendetta Gaming Network \ NosTale Vendetta \ NostaleData I will leave here the download link: https://mega.nz/#F!eAskHTzS!6HDtIUTUPCwLTLuDDDrBuQ Once that is done, and you want to return to the original language, just open the luncher and click on Verify Remember that the official language will still be in English. The Server Language will remain English. Later I will try to leave for the other languages.
  4. I really hope I don't sound like an idiot but are add-ins of additional skill bars possible? Due to having 8 SPs now per char/class I feel like 2 skill bars can feel really limited and the skills become all over the place. Thus I'd like to suggest perhaps a new Nosmall item to add in that function? Or just consider adding it in, in general? Im not sure if that's possible but it'd be really nice.
  5. We have not heard from the official server about changes in SP for a long time. So again I suggest some changes, I have taken information from the feedbacks forum that players, GF never answered them, and try to balance what I could with the requests of the players (Logics at least). Here I leave the changes of Archer SP,s. Remember that what is not mentioned is not changed. Skill 1: Hawk Eye. Original: Change: Attack Range: Itself or 4 cell ---> Itself Target: Select One ---> Itself and NosMates. Remove: Attack power increases at long range as the distance to the enemy increases. Remove: There`s 15% chance of the critical damage received being reduced by 15%. Add: Chance of inflicting critical hits is increased by 10% Add: Long-range attacks increases (Player Level *3) Skill 2 Head Shot Change: Attack Range: 11 cell ----> 13 cell Skill 4 Flashbang Attack Range: 11 cell ----> 13 cell Skill 5: Triple Arrow Original: Change: Attack Range: 8 cell ----> 10 cell Add: There is 20% chance of causing Leg Sweeper. Skill 7: Screw Bolt Attack Range: 11 cell ----> 13 cell Skill 10: Thunderstorm Original: Attack Range: 11 cell ---> 13 cell Change: Target: Around Enemy in 3 cell ---> 4 cell Assassin: Skill 4: Chain Hook Throw Original: Change: Add: There is a 100% Chance of causing, Sinister Shadow. Skill 5: Tumble. Original: Change: There is a 80% chance of causing, Drain attack power ----> 100% chance. Skill 9: Deadly Strike. Original: Change: Add: There is a 30% chance of causing short Blackout. Skill 10: Bomb Original: Change: There is a 80% chance of causing Drain attack power ----> 10% chance. Destroyer Fire shotgun (Basic) Attack Range: 8 cell ----> 10 cell Skill 1: Rapid shot Original: Change: Attack Range: 8 cell ----> 10 cell. Casting time: 0,2 sec ---> 0.1 sec. Skill 2: Lucky Wideshot Original: Change: Attack Range: 6 cell ----> 10 cell. Casting time: 0,4 sec ----> 0,0 sec. Skill 3 : Booster On Original: Change: Cool time: 120,0 seconds ----> 30,0 seconds. Booster On (buff) : Duration: 5.0 seconds ---> 15.0 seconds Movement speed is increased by 10 ----> Movement speed is increased by 5. Add: Side effect: after 0,2 seconds. Add: The hit rate of attacks increased 198(Player Level *2) Add: Long range attack has increased 198( Player Level *2) Skill 4: Bomber Bomb: Add: There is a 60% chance of causing [Burn] (When it explodes into the enemy.) Skill 5: Poison Gas Shell Original: Change: Attack Range: 6 cell ----> 12 cell. Casting time: 0,5 sec ---> 0,2 sec. Cool time: 60,0 seconds ---> 50,0 seconds. Skill 6: Burst Shot Original: Change: Attack Range: 8 cell ---> 10 cell. Casting time: 0,5 sec ---> 0,1 sec. Cool time: 23,0 seconds ---> 15,0 seconds. Skill 8: Boom Shot Original: Change: Attack Range: 8 cell ----> 10 cell. Casting time: 0,5 sec ---> 0,1 sec. Cool time: 35,0 seconds ---> 20,0 seconds. Skill 9: Fire Mine Mine: Add: See the invisible(Mines detect invisible players). There is a 15% chance of causing [Slight Paralysis] (When it explodes into the enemy.) Skill 10: Hell Drop Original: Change: Attack Range: 8 cell ---> 10 cell. Target: Around Enemy in 2 cell --- 4 cell. Casting time: 1,2 sec ---> 0,5 sec. Cool time: 120,0 seconds -----> 90,0 seconds. Wild Keeper Basic: Boomerang Blast Original: Change: Attack Range: 6 Cell ----> 8 Cell Skill 1: Snake Rush Original: Change: Attack Range: 6 Cell ---> 8 cell Skill 2: Beast Claw Original: Change: Attack Range : 6 cell ---> 8 cell Skill 4: Elemental Shinig Original: Change: Target: Around Driends in 2 cell ---> 5 cell Light resistance is increased by 30 -----> All resistance is increased by 20. Skill 10: Forest Pwer Original: Attack Range; 6 cell ---> 10 Fire Cannoneer Basic: Cannon Fire Original: Change: Attack Range: 11 cell ---> 12 cell Casting time: 0.3 sec ----> 0.1 Skill 1: Staggered Fire. Original: Change: Attack Range: 11 cell ---> 12 cell Skill 3: Cannon Shot. Original: Change: Attack Range: 10 cell ---> 13 cell Cool time: 40.0 seconds ---> 30.0 seconds Skill 6: Hellfire ORiginal: Change: Attack Range: 11 cell ---> 12 cell. Skill 7: Signal Rocket Original: Change: Attack Range: 11 cell ---> 12 cell Skill 8: Rocket Riding Original: Change: Teleports you within a radius of 8 fields ---> Teleports you within a radius of 10 fields Scout Skill 5: Vital Energy. Original: Change: Vital Energy (Buff): Defence against 7.000 critical damage.-----> 10.000 critical damage. Remove: Chance of inflicting critical hits is increased by 9%(Player Level/10) Add: Chance of inflicting critical hits is increased by 10%. Remove: Increases damage from critical hits by 9%(Player Level/10) Add: Increases damage from critical hits by 20%. Demon Hunter Skill 6: Berserk Spirit Original: Cool time: 300.0 seconds -----> 110.0 seconds Weak Berserk Spirit Duration: 300.0 seconds -----> 20.0 seconds Berserk Spirit Duration: 150.0 seconds -----> 30.0 seconds Avenging Angel Skill 7: Magical Fetters Original: Change: Flame: Cool time : 12.0 seconds ---> 6.0 seconds Ice: Cool time: 12.0 seconds ----> 7.0 seconds. Halo: Defence power in PvP is increased by 16%(Player Level/6) ---> Defence power in PvP is increased by 19%(Player Level/5) Darkness: Cool time : 1.5 seconds ---> 3.5 seconds Duration: 2.0 seconds ----> 4.0 seconds Magic Spell: sorry the buff in spanish (Traslate) Original: The cool time is decreased by 18%(Player Level/5). Light energy power is increased by 15(Player Level/6). Movement Speed increased by 3. Change: Add: Defence power increased in PvP 10%.
  6. We have not heard from the official server about changes in SP for a long time. So again I suggest some changes, I have taken information from the feedbacks forum that players, GF never answered them, and try to balance what I could with the requests of the players (Logics at least). Here I leave the changes of swordman SP,s. Remember that what is not mentioned is not changed. Warrior: Skill 2: Iron skin Original: Change Duration: 30.0 seconds ----> 60.0 seconds. Ranged damage is decreased by 65% ---> 50% Add: Magic damage is decreased by 10%. Skill 6: Intimidate Original: Change: Target: Around Enemy in 4 cell ----> 5 cell Cool time: 120.0 seconds ---> 30.0 seconds Remove: There is a 100% chance of causing Run Away Add: There is a 70% chance of causing Serius Fear. skil 8: Fury Original: Change: Target: Around Friends in 5 cell ----> Itself and NosMates. Cool time: 70.0 seconds ---> 50.0 seconds Consumption MP: 220 ---> 100 Morale Increase: Morale stat is increased by 99(Player Level *1) -----> Morale stat is increased by 10. Add: Melee Attack power increased by 198(Player Level*2). Add: The hit rate increased by 198(Player Level*2) Add: The Dodger increased by 297(Player Level*3) Sprint: Add: There is a 100% probability to remove bad effects of level 3 or lower. Ninja Skill 6: Light Speed Attack Original: Change: Attack Range : 5 cell ---> 10 cell Skill 8: Lethal Blow Original: Cool time: 100.0 seconds ---> 15.0 seconds Remove: There is a 70% chance of causing Cut- Add: Chance of inflicting critical hits is increased by 30%. Add: There is a 35% chance that 15% of the remaining MP is lost. Skill 9: Sharp Edge Original: change: Add: Increases hit rate by 297(Player Level*3). Crusader Skill 1: Holy Bolt Original: Change: Target : select one ---> Around Enemy in 2 cell. Magic light Effect (Change) It will happen to enter against any element (Currently it only works with enemies of element of darkness) Skill 2: Triple Bolt Original: Change: Attack Range: 7 cell ----> 9 cell Add: There is a 30% chance of causing Rigidity. Skill 8: Prayer of Defence Original: Change: Duration: 180.0 seconds ----> 300.0 seconds Skill 9: Prayer of offence Origianl: Change: Duration: 180.0 seconds ----> 300.0 seconds Berseker Skill 2: Big Swing Original: Target: Aroud Enemy in 3 cell ---> 4 cell Skill 3: Berseker Original: Change: Side effect: after 40.0 seconds -------> after 30.0 seconds Skill 4: Sonic Rush Original: Change: Attack Range: 8 cell ----> 10 cell Skill 6: Frenzied Attack Original: Change: Target: Around enemy in 2 cell ----> 4 cell. Skill 9: Life and Death Orginal: Change: Duration: 20.0 seconds -----> 30.0 seconds Remove: The lower your HP, the stronger the effect. Remove: Every 2 seconds, HP is reduced by (Player Level*4) Add: The hit rate increased by 396(Player Level*4). Skill 10: Split Tornado Original: Change: Target: Around Enemy in 4 cell ---> 6 cell Cool time: 120.0 seconds ---> 90.0 seconds Gladiator: Skill 2: Lightning Surge Original: Change: Cool time: 20.0 seconds ---> 15.0 seconds. Skill 3: Shield Attack. Original Change: Cool time: 50.0 seconds ---> 10.0 seconds There is 90% chance of causing Knockdown ---- > 10%. Skill 7: Iron Roll Original: Change: Cool time: 100.0 seconds ----> 20.0 seconds Skill 8: Engorgement Original: Change: Engorgement: Remove: Light resistance is increased by (Player Level/9) Remove: Water resistance is increased by (Player Level/9) Add: Attack Level is increased by 1 Add: Chance of inflicting critical hits is increased by 10% Victory Cry: Add: The hit rate increased by (Player Level*2) Skill 9: Declaration of war. Original: Change: Cool time: 100.0 seconds ----> 50.0 seconds Loser`s Sigh: Add, The ability to dodge attacks melee has decreased by 250. Skill 10: Execution Original: Change: Cool time: 140.0 seconds ---> 100.0 seconds. Battle Monk Skill 7: Meditation Original: Change: Spirit of Enlightenment: Movement speed is increased by 2 -----> 1 Add: Melee attack is increased by 99(Player Level*1) Add: All defence powers are increased by 99(Player Level*1) Side effect: after 1.0 seconds Increases PvP attack power by 9(Player Level/10)% ----> Increases PvP attack power by 10%. Defence Power in PvP is increased by 9(Player Level/10)% ------> Defence Power in PvP is increased by 10%. Spirit of Temperance: All defence powers are increased by 99(Player Level*1) -----> All defence Power are increased by (Player Level*2) All elemental resistance is increased by 15 ----> All elemental resistance is increased by 20. Side effect: after 1.0 seconds Defence Power in PvP is increased by 16%(Player Level/6) ----> Defence Power in PvP is increased by 20%. Spiritual Strength: Melee attack is increased by 99(Player Level*1) -----> Melee attack is increased by (Player Level*2) Side effect: after 1.0 seconds Remove: Melee attack is increased by 75. Icreases PvP attack power by 19%(Player Level/5) -----> Icreases PvP attack power by 20% Add: Movement Speed is increased by 2 Death Reaper: Skill 5: Original: Infinite Armour Change: Duration: 60.0 seconds ----> 150.0 seconds Add: Defence level is increased by 1. Skill 6: Spirit Catcher Original: Change: Attack Range: 4 cell ----> 6 cell. There is a 50% chance of causing Spirit Absorption ----> 80%. Spirit Absorption: Every 2 seconds: MP is reduced by 297(Player Level*3) ----> Every 2 seconds: Restores 99(Player Level*1) MP. Skill 8: Shadow of Death Original: Target: Around Enemy in 13 cell ----> 6 cell Add: There is a 100% Chance of causing Short Blackout. Mark of Death: Movement speed is decreased by 1 ----> Movement speed is decreased by 3. Add: The ability to dodge attacks melee has decreased by 396(Player Level*4). Renegade: Skill 5: Sanctuary Original: Change: Sanctuary (debuff): Duration: 15.0 seconds ---> 5.0 seconds. Remove: Light element is decreased by 10. Remove: The effectiveness of recovery items is decreased by 49%(Player Level/2). Add: Light resistance is decreased by 15. Add: Shadow resistance is decreased by 10. Skill 8: Reignition Original: Change: Duration: 120.0 second ----> 150.0 seconds Dark Dash: Duration: 3.0 seconds ---> 10.0 seconds. Movement speed is increased by 11(Player Level/9) ----> Movement speed is increased by 5.
  7. Rin04

    Client bug

    I tried to start my Vendetta Client but when I pressed play no nostal window was started so I tried to start the patcher but it always stays in the same place. (at "Checking file Nostale.exe)
  8. Nostale's patcher won't download the remaining 1gb or less, and I have tried almost everything such as disabling both firefall and window defender, adding onto exclusion, removing my antivirus, repatching, reinstalling, copying the main data file from the official launcher, verified the file like 3 times, and waiting for 3 hours plus. Nothing works. I have also tried downloading eden of eternal and guess what, the same thing happen again. It won't install the last gb.
  9. Hi guys. For some reason I always got teleported out of the individual arena (to the village) as soon as I enter it. Anybody know how to fix this? I tried to reinstall the game and exclude the whole folder from Windows Defender but it's still the same.
  10. As A new player, I can say that the tutorial quest was enough for me as a new player to begin understanding this game, but if we want a better mmorpg experience, we have to sometimes rely on informative wiki pages.
  11. Hello guys, as you noticed, they deleted noxp channel. So I'd like to offer to GMs if they could give gillions to NPC Bash (I think, that is the main thing affected by deleting the channel). Because when they deleted the channel, they increased the price of gillions like twice. It made ppl "REALLY" unhappy I think and it would be nice, if you could buy it for 5k each as it was before. Beause now, by fc**** deleting the noxp channel you increasing the price of gillions like twice and you affected the new ppl, that wants to upgrade their items just to be strong enough to lvl up as same as the ppl upgrading their items to do late game. (I mean a6) Sure it isn't seen well now, but after event I think you'll see much more ppl blaming it. So it would be nice to solve it now before it will get worse. ☺
  12. Hello everyone, Hope you all had a good Christmas break. The other day while thinking some plans to make some cash, I have well hypothesized that a good way would've been making slade raid seals as they sell pretty good on the NB. I checked online the materials in order to create the TS and noticed that slade claws were among them. Because of the high price of this material at the NB, I decided to try to grind it myself. On the wiki, I have seen that you can drop these items from Catsy and Spearmen who can be found in Shanera. However, after some time killing them, I had to give up. Not even one. Any suggestion or advice where to drop this item? Thank you all in advance, Middonight
  13. Mainly to adress the Yerti bug, but also wanted to touch upon the Fafnir Bug 1. "Fafnir Bug" Item Drops cause Camera to lock in place until an invisible Item Drop is removed from the ground. You also can't pick them up by pressing X, effectively untargetable. General Information: The Fafnir Bug was introduced in the Patch that the Fafnir Raid came to the game, and thus coined this term. As far as I am aware there is no plans to fix this bug anytime soon. Temporary solutions: Use Special Pet Food to make your pet pick up the items for you that you can't target, or ask people to loot items off of the ground. 2. Yerti Bug / Blank Screen During the Yertirand Raid when he uses his Lightning it can cause some users to get a blank screen permanently. General Information: It's likely an OpenCL or CUDA bug, since it seems to affect mostly Nvidia users. OpenCL is a language and feature to Nvidia cards as well as CUDA to "read" commands to render 3D. AMD for example does not have CUDA. Temporary solutions: You can try tapping Shift+Enter a lot until the problem fixes itself by switching between screen modes or go for a semi permanent solution by switching over to Integrated Graphics. For Nvidia Users you can do this in your Nvidia Control Panel as described in the picture. !!! I do not recommend this, your CPU is faster at calculating smaller chunks e.g 16 tiles of 16px but the GPU is better at calculating fat single chunks of Graphics like one 2024px tile.
  14. Hey, got an idea to make some costume with no 5%attack or 5%defence but a costume with 5-10% more ice flowers chance. 1. it could be a better chance to find them (or that they will more likely be spawned around you) or: 2. when you pick up 1 ice flower you can have a chance to pick up more at once. (so with 1 ice flower picked up you got a chance to pick up more) Thank you 4 your time, maffie101
  15. This explanation works only for NORMAL Lv. and maybe Hero lv. I can't be sure that this system works for Job lv. too(I thought not) With this I wanted broadly to give an explanation and eliminate some legends in our lives on the operations of the experience. The operation of the experience obtained depends on the difference in level between you and the monster. More higher is the difference, less exp do you get(but not if you are low level than the monster). This is how works: /!\ In some maps like nosville, this difference can change! 1)If the difference from you and the mob is <=5 lv. of difference, you get 100% EXP from the mob. 2) If the lv.difference is 6 you get the 50% EXP from the mob. 3) If the lv.difference is 7 you get 45% EXP from the mob. 4) If the lv.difference is 8 you get 35% EXP from the mob 5) If the lv.difference is 9 you get 25% EXP from the mob 6) If the lv.difference is 10 you get 15% EXP from the mob 7) If the lv.difference is 11 you get 5% EXP from the mob. After this lv. you get always the 5% This difference in anycase depends from the maps! In fact in nosville until you are <=10 lv. of difference you get the 100% in anycase, if you are over than this, the EXP that you get starting to downgrade with the same scheme. Now one question: -If i have the pets and partners with me, they take part of my EXP? It will seem strange to you, but the partners and the pet instead of reducing the experience obtained, instead give you more experience. So bringing the partners reduces the time needed to level up. The percentages of increase at the moment I do not know yet. -Decathlon and in group how the EXP is divided? Let's Start to say that if you are in a group, and the players are in the same maps, you get a bonus exp. In a group of 2 people you get +15% EXP from the mobs, if you are in a group of 3 players, you get a +30% EXP from the mobs. But if you are in a group of 3 but in the maps there are only 2 players, the game considers you like in a group of 2 players. The only buff that works in different maps is the Marriage's buff. After this, the game divided the EXP in this way: ExpPG = [(ExpMob + BonusGroup) - % of Difference lv.] * (LivPG / LivGroup) The experience gained is weighted based on the total level of the characters in the group. So if you are an higher lv. you get the most of the experience, if you are the lower lv. you get the lowest part of the experience. So to progress slowly level(but improve in anycase your job lv.), If You are lv.15 and you group 2 players lv.98(or maybe 99, i can't be sure that they get exp, maybe they are blocked to get exp) that must to be in your map. With this system you get only the 15/211 of the total EXP, that represent the 0.07109004739% of the Mob's exp. I'll Make an Example: Lv.15 with 2 Lv.99. The Lv.15 kills 1 plant of pii lv.8.(*20 is the Exp improved of Nostale vgn) low Pii give Lv.Mob*120*20 EXP=8*120*20 [(19200 + 30%) - 55%] * (15/213) [24960 - 55%] * (0.07042253521) 11232 * 0.07042253521 = 790.985915493 = 790 EXP. The 2 lv. 99 get: [24960 - 95%] * 0.46478873239 = 580.056338028 = 580 EXP for each one. Now im going to write the EXP of each mob(not for all mobs) when you kill they alone in the right range: /!\ All Exp must to be improved *20 here. Act 1: Chicken lv.1 = 120 Small Dander lv.1 = 120 Dander lv. 2 = 240 Small Seedle lv. 3 = 360 Big Sander lv. 4 = 480 Seedle lv. 5 = 600 Big Seedle lv.6 = 720 Happy sheep lv. 7 = 840 Small Plant of pii and small pii lv. 8 = 960 Happy hamster lv. 9 = 1080 Pii and Plant of Pii lv.10 = 1200 Sheep lv.11 = 1320 Hamster lv.12 = 1440 Big Plant of Pii and Big Pii lv. 13 = 1560 Poisoned Small Dander lv.14 = 1680 Small Fire Seedle lv.15 = 1800 Happy Miner lv. 18 = 1080 Small Expy Miner lv. 19 = 1330 -------------------------------------------- Lod: Lod Skeleton lv. 75 = 45.250 ------------------------------------------------- Act 5.2 Magmaro lv.88 = 71.000 Giant of Fire lv. 95 = 107.000 ----------------------------------------------- Act 6. Lancer lv.93 = 12.510 EXP points Guardian = 12.160 EXP points Mysticaron = 16.440 Exp Points Act 6.2 Swordman lv. 96 = 36.720 Exp points Every type of mobs have differents basic exp that give in based on his lv.(this for the first mobs! The new mobs like Magmaro,Lod skeleton etc... Are totally random) The mobs like the Dander(so Chicken and the others before the underline) have a base exp of 120. So lv.mob*120. The Miner's mobs have 3 different base exp. Happy miner exp*60. Small Expy Miner exp*70. The third one i don't remember(some information are now lost) For the Skeleton of the LoD and for all the mobs of the LoD, the EXP before and after the Horn is different! Skeleton Before Horn: 45.250 EXPSkeleton After Horn: 135.750 EXP135.750/45.250=33=200% After the first encounter with the Horn the EXP in the LoD is improved by 200%. The last question is: If im afk in a group and the others do damage and kills the mobs, i get the same EXP or i lose a part of the EXP? It will seem strange to you, but outside the land of the dead, it is indifferent if you participate or not to produce damage in your group, you will always get the same experience. So there isn't a difference if you are afk or no, different is for the LoD system. I don't know how many you lost in the LoD of Death(information again are lost), but you lose a part of EXP if you don't do damage. Now im going to put some range(or perfect number where i know) of necessary experience for each lv.(everytime you get a new lv. the points return to 0) Normal Experience Point: Level 1-> 2: 200 experience points. Level 2-> 3: 560 experience points. Level 3-> 4: 1200 experience points. Level 4-> 5: 2200 experience points. Level 5-> 6: 3640 experience points. Level 6-> 7: 8400 experience points. Level 7-> 8: 12.240 experience points. Level 8-> 9: 17.100 experience points. Level 9-> 10: 23.100 experience points. Level 10-> 11: 30.360 experience points. Level 11-> 12: 39,000 experience points. Level 12-> 13: 49.140 experience points. Level 13-> 14: 60.900 experience points. Level 14-> 15: 74.400 experience points. Level 15-> 16: 105.120 experience points. Level 16-> 17: 139.800 experience points. Level 17-> 18: 178.680 experience points. Level 18-> 19: 222,000 experience points. Level 19-> 20: 270,000 experience points. Level 20-> 21: 322.920 experience points. Level 21-> 22: 381,000 experience points. Level 22-> 23: 444.480 experience points. Level 23-> 24: 513.600 experience points. Level 24-> 25: 588.600 experience points. Level 25-> 26: 669,720 experience points. Level 26-> 27: 757,200 experience points. Level 27-> 28: 851.280 experience points. Level 28-> 29: 952,200 experience points. Level 29-> 30: 1,060,200 experience points. Level 30-> 31: 1.175.520 experience points. Level 31-> 32: 1,298,400 experience points. Level 32-> 33: 1,429,080 experience points. Level 33-> 34: 1,567,800 experience points. Level 34-> 35: 1.714.800 experience points. Level 35-> 36: 1,870,320 experience points. Level 36-> 37: 2.034.600 experience points. Level 37-> 38: 2.207.880 experience points. Level 38-> 39: 2.390.400 experience points. Level 39-> 40: 2.582.400 experience points. Level 40-> 41: 3.221.180 experience points. Level 41-> 42: 3,891,500 experience points. Level 42-> 43: 4,594,120 experience points. Level 43-> 44: 5.329.800 experience points. Level 44-> 45: 6.099.300 experience points. Level 45-> 46: 6,903,380 experience points. Level 46-> 47: 7.742.800 experience points. Level 47-> 48: 8.618.320 experience points. Level 48-> 49: 9.530.700 experience points. Level 49-> 50: 10.480.700 experience points. Level 50-> 51: 11.469.080 experience points. Level 51-> 52: 12.496.600 experience points. Level 52-> 53: 13.564.020 experience points. Level 53-> 54: 14.672.100 experience points. Level 54-> 55: 15,821,600 experience points. Level 55-> 56: 17,013,280 experience points. Level 56-> 57: 18.247.900 experience points. Level 57-> 58: 19.526.220 experience points. Level 58-> 59: 20.849.000 experience points. Level 59-> 60: 22.217.000 experience points. Level 60-> 61: 27.426.400 experience points. Level 61-> 62: 32,808,000 experience points. Level 62-> 63: 38,364,600 experience points. Level 63-> 64: 44.099.000 experience points. Level 64-> 65: 50.014.000 experience points. Level 65-> 66: 56.112.400 experience points. Level 66-> 67: 62.397.000 experience points. Level 67-> 68: 68.870.600 experience points. Level 68-> 69: 75.536.000 experience points. Level 69-> 70: 82,396,000 experience points. Level 70-> 71: 89.453.400 experience points. Level 71-> 72: 96.711.000 experience points. Level 72-> 73: 104,171,600 experience points. Level 73-> 74: 111.838.000 experience points. Level 74-> 75: 119.713.000 experience points. Level 75-> 76: 127.799.400 experience points. Level 76-> 77: 136,100,000 experience points. Level 77-> 78: 144.617.600 experience points. Level 78-> 79: 153.355.000 experience points. Level 79-> 80: 162.315.000 experience points. Level 80-> 81: 195.120.000 experience points. Level 81-> 82: 228,740,000 experience points. Level 82-> 83: 263.185.000 experience points. Level 83-> 84: 326.689.000 experience points. Level 84-> 85: 391.714.000 experience points. Level 85-> 86: 487,862,000 experience points. Level 86-> 87: 586,259,000 experience points. Level 87-> 88: 686.931.000 experience points. Level 88-> 89: 789,204,000 experience points. What you should find as a number, since I did it with 89 to 90 talents: Level 89-> 90: 895,204,000 Experience Points. What is found through the formula found: Level 89-> 90: 895,204,000 experience points. Level 90-> 91: 1,002,857,000 experience points Level 91-> 92: 1,112,889,000 experience points. Level 92-> 93: 1,225,326,000 experience points. Level 93-> 94: 1,340,194,000 experience points. Level 94-> 95: 1.457.519.000 experience points. Level 95-> 96: 1,557,327,000 experience points. Level 96-> 97: 1,699,644,000 experience points. Level 97-> 98: 1,824,496,000 experience points. Level 98-> 99: 1.991.113.000 experience points. Hypothetical level 99-> 100: 2,161,113,000 experience points Total Experience Points Required from LV.1 to LV.99: 20,125,410,040 experience points. Formula Experience Level Normal: Base Point: 200 Liv.2 -> 6: Experience Level Previous + (Level to which I have to get to the square * x) x = 40 Liv.6 -> 7: (Experience Level Previous * 1.5) + (Level to which I must get to the square * x) x = 60 Liv.7 -> 15: Experience Level Previous + (Level to which I have to get to the square * x) x = 60 Liv.15 -> 40: Experience Level Previous + (Level to which I have to get to the square * x) x = 120 Liv.40 -> 60: Experience Level Previous + (Level to which I have to get to the square * x) x = 380 Liv.60 -> 80: Experience Level Previous + (Level to which I have to get to the square * x) x = 1400 Liv.80 -> 83: Experience Level Previous + (Level to which I have to get to the square * x) x = 5000 Liv.83 -> 85: Experience Level Previous + (Level to which I have to get to the square * x) x = 9000 Liv.85 -> 98: Experience Level Previous + (Level to which I have to get to the square * x) x = 13000 Liv.98 -> 99: Experience Level Previous + (Liv. To which I must get to the square * x) x = 17000 Practical Example: From 41 I have to go to 42. Experience of the previous level: 40-> 41 = 3.221.180 experience points. Liv. which I must get = 42 x = 380. 3,221,180 + ([42 * 42] * 380) = 3.221.180 + (1764 * 380) = 3.221.180 + 670.320 = 3.891.500 The necessary experience from 41 to 42, in fact: Level 40-> 41: 3.221.180 experience points. Level 41-> 42: 3,891,500 experience points. Level 42-> 43: 4,594,120 experience points. HERO EXPERIENCE: Act 6 Lancer lv.93 = 375 Hero Exp Guardian = 364 Hero Exp Mysticaron = 493 Hero Exp Bacoom lv.97 = 1.055 Hero Exp Act 6.2 Swordman lv. 96 = 1.101 Hero Exp Experience necessary for each lv. Lv.1->2: 949.550 Hero EXP Points. Lv.12->13: 2.839.100 Hero EXP Points. Now im going to write the HP of a good part of mobs: Mob - Act 1 Lv. HP Chicken 1 156 Small Dander 1 156 Flying Eye 1 56 Hopping Chick 1 156 Grim Chick 1 156 Dander 2 175 Weak Seedle 3 195 Strong Dander 4 216 Seedle 5 238 Weak Vampy 6 261 Strong Seedle 6 261 Happy Sheep 7 285 Soft Pod 8 310 Happy Hamster 9 336 Brutal Vampy 10 363 Pod Peas 10 363 Sheep 11 391 Hamster 12 420 Vampy 13 546 Hard Pod 13 450 Weak Toxi Dander 14 481 Light Fire Seedle 15 513 Angry Hamster 15 513 Disabled Pedestrian 16 841 Tired Pedestrian 16 546 Little Foxy 16 546 Happy Mandra 17 580 Little Elf 18 615 Miner 18 846 Hypotetical Dander 18 615 Toxi Dander 18 615 Pedestrian 19 651 Fire Seedle 19 651 Weak Expy Miner 19 931 Chicken(Chicken's Seal) 20 688 Angry Chicken 20 988 Weak Fire Vampy 20 688 Mandra 20 688 Little Steel Hamster 21 726 Angry Sheep 21 726 Strong Vampy 21 726 Strong Toxi Dander 21 726 Boing 22 765 Heavy Seedle 22 765 Fox 22 765 Miner 22 1.113 Little Red Jelly 23 805 Expy Miner 23 1.210 Fire Vampy 24 846 Tired Aries 24 846 Tired Miner Boss 24 1.260 Strong Fox 25 888 Angry Mandra 26 930 Weak Toxi Hamster 27 975 Little Wild Bacon 27 975 Little Mouflon 28 1.020 Dusi-Fox 29 1.066 Wild Bacon 29 1.066 Mouflon 30 1.113 Toxi Hamster 30 1.113 Nervous Dusi-Fox 31 1.161 Weak Grassy Mandra 31 1.161 Pious of Wild Peas 32 1.210 Large Mouflon 32 1.210 Expy Strong Miner 32 1.938 Leader Miner 33 2.065 Invisible Jelly 34 2.311 Weak Dark Jelly 34 2.311 Weak Red Jelly 34 2.311 Weak Pink Jelly 34 4.311 Strong Leader Miner 34 2.130 Sword Koaren 34 2.130 Fire Slade 35 7.005 Strong Fire Vampy 35 1.363 Aries 35 1.363 Archer Koaren 35 2.263 Butterfly of Flames 35 1.363 Aquatic Grasshopper 35 1.363 Dark Scorpion 35 1.363 Weak Midge 35 1.363 Grassy Mandra 36 1.416 Enchanted Sword 36 1.416 Koaren Lancer 36 2.631 Enchanted Arch 37 1.764 Nervous Aries 37 1.764 Star of the Haunted Morning 38 1.830 Ginseng Seedling 38 4.330 Strong Grassy Mandra 38 1.830 Koaren Elitè Sword 38 3.049 Koaren Elitè Archer 39 3.223 Koaren Elitè Lancer 40 3.612 Obscure Garg 40 6.965 Boing Morning Star 40 2.215 Light Animated Tree 40 2.465 Apprentice Kenko Sword 41 3.494 Weak Pink Jelly 41 2.035 Mole 41 2.035 Dark Animated Tree 41 2.535 Cold Animated Tree 42 2.606 Apprentice Kenko Lancer 42 3.585 Weak Evil Vampy 42 2.106 Hot Animated Tree 43 2.678 Apprentice Kenko Predator 43 3.774 Steel Hamster 43 2.178 Rumbler 43 2.178 Tired Red Jelly 43 2.178 Angry Morning Mimic Star 44 2.251 Boing Morning Star 44 2.601 Kenko Sword 44 3.870 Brutal Seedle 45 2.325 Crazy Dander 45 2.325 Lancer Kenko 45 4.065 Elf 45 2.325 Oto-Fox 45 2.325 King Rumbler 45 3.125 Kenko Predator 46 4.165 Evil Vampy 46 2.401 Giant Mandra 46 6.401 Big Steel Hamster 47 2.478 Stone Tired Pawn 47 2.478 Strong Evil Vampy 47 2.478 Brutal Chicken 48 2.556 Happy Horn Elf 48 2.556 Elitè Kenko Sword 48 4.471 Nervous Spiny Pawn 49 2.635 Elitè Kenko Lancer 49 4.681 Angry Oto-Fox 49 2.635 Strong Elf 50 2.715 Flame 50 2.715 Elitè Kenko Predator 50 4.788 Nervous Red Jelly 51 2.797 Angry Flame 51 2.797 Horn Elf 52 3.600 Warepard 53 6.703 Small Imp 53 3.705 Dark Jelly 53 3.705 Angry Horn Elf 54 3.811 Imp 54 3.811 Stone Pawn 54 3.811 Garg 54 3.811 Nervous Stone Pawn 55 3.919 Strong Garg 56 4.029 Strong Imp 56 4.029 Crazy Garg 57 4.140 Mob - Act 2 Lv HP Mountain Turtle 58 4.252 Mob - Act 5.2 Lv. HP Dog 88 188.175 Magmaro 89 199.825 Valaket 90 248.166 Ghost 92 233.624 Creature 92 258.530 Chain 93 276.305 Priest 93 224.898 Phoenix 94 334.503 Giant of Flame 95 381.209 Mob - Act 6.1 Lv. HP Lancer 93 60.895 Bacoom 94 181.704 Rement 95 111.665 Tallion 96 132.053 Ismatte 97 122.445 Mob - Act 6.1 Lv. HP Guardian 88 69.260 Knight 90 90.145 Mysticaron 92 131.540 Rozhanik 95 172.887 Ester 96 143.927 Zelot 96 193.927 Lazekiel 97 124.303 Mob - Act 6.2 Lv. HP Archer 95 122.094 Sword 96 132.491 Magician 97 117.890 Monsters Category 1(i wrote the mobs that are in this category): -Mandra -Fox -Vampire -Pawn(no stone) -Chicken -Dander -Seedle -Fire/Flames -Mole -Tower of the Magician Mobs(No plants of ginseng) -Jelly -Elf/Imp -Mimic -Garg(No Obscure) -Turtle HP Scheme: Level 1 and HP Base: 156. From 1 to 36: (HP BASE (156) + 19 + 20 + 21 + ... + 53) From 36 to 37: (Hp BASE of Level 36 (1416) +54) * x x = 1.2 = + 20% From 37 to 51: (Hp of Level 37 (1764) + 55 + 56 + 57 + ... 68) From 51 to 52: (Hp BASE of level 51 (2400) + 69) * x x = 1.5 = + 50% From 52 to ??? (Hp of level 52 (3600) + 70 + 71 + 72 + .... ???) Where HP BASE is written, we mean HP without increases of * x of the previus lvls. If there is not the word Base, the number of HPs changed from it is followed. Monsters Category 2(i wrote the mobs that are in this category): -Miners -Koaren -Kenko From 1 to ???(maybe 99): They Alternate this two scheme: 1)(x+3)/22)x*2+3 Little Differences: 1) - The Warrior Koaren (the one with the spear) has always + 300 HP increase HP compared to all other mobs in its category, consider it a kind of buff for him. So an alleged warrior lv.1 would have: HP in his category at lv.1 + 300 2) - Koaren Elitè, compared to basic Koaren have an increase of 20% (* 1.2) on HP HP in this category: HP under 12: L.1 121 HP L.2 138 HP +17 ([x + 3] / 2) x = 31 L.3 175 HP +37 (17 * 2 + 3) L.4 195 HP +20 ([37 + 3] / 2) L.5 238 HP +43 (20 * 2 + 3) L.6 261 HP +23 ([43 + 3] / 2) L.7 310 HP +49 (23 * 2 + 3) L.8 336 HP +26 ([49 + 3] / 2) L.9 391 HP +55 (26 * 2 + 3) L.10 420 +29 ([55 + 3] / 2) L.11 481 HP +61 (29 * 2 + 3) Mob that exist in game: L.12 513 HP ("Happy" TS) +32 ([61 + 3] / 2) Hp of alleged mob if they existed: L.13 580 HP +67 (32 * 2 + 3) L.14 615 HP +35 ([67 + 3] / 2) Mob that exist in game: L.15 688 HP ("Expy Weak" TS) +73 (35 * 2 + 3) Hp of alleged mob if they existed: L.16 = 726 HP +38 L.17 = 805 HP +79 (38 * 2 +3) Mob that exist in game: L.18 846 HP ("Happy") +41 ([79 + 3] / 2) L.19 931 HP ("Expy Weak") +85 (41 * 2 + 3) L.20 975 HP (TS) +44 ([85 + 3] / 2) L.21 1066 HP ("Expy" TS) +91 (44 * 2 + 3) L.22 1113 HP +47 ([91 + 3] / 2) L.23 1210 HP ("Impressive" TS) +97 (47 * 2 + 3) L.23 1210 HP ("Expy") +97 (47 * 2 + 3) L.24 1260 HP ("Miner Boss Tired") +50 ([97 + 3] / 2) Hp of alleged mob if they existed: L.25 1363 HP +103 (50 * 2 + 3) ---> Existing: Koaren L.25 1363 HP ("Apprentice Swordsman" TS) L.26 1416 HP +53 ([103 + 3] / 2) ---> Existing: Koaren L.26 1416 HP ("Archer Apprentice" TS) L.27 1525 HP +109 (53 * 2 + 3) L.28 1581 HP +56 ([109 + 3] / 2) L.29 1696 HP +115 (56 * 2 + 3) ---> it differs the Koaren: L.29 1996 HP ("Apprentice Lanciere" TS) differs of +300 HP L.30 1755 HP +59 ([115 + 3] / 2) L.31 1876 HP +121 (59 * 2 + 3) Mob that exist in game: L.32 1938 HP ("Expy Forte") +62 ([121 + 3] / 2) L.33 2065 HP ("Head") +127 (62 * 2 + 3) L.34 2130 HP ("Miner Boss Strong") +65 ([127 + 3] / 2) ---> Equal: Koaren L.34 2130 HP ("Swordsman") Mobs after L.34 which may exist as not: L.35 2263 HP +133 (65 * 2 + 3) ---> Existing: Koaren L.35 2263 HP ("Archer") L.36 2331 HP +68 ([133 + 3/2]) ---> It differs: Koaren L.36 2631 HP ("Lancer") of + 300HP L.37 2470 HP +139 (68 * 2 + 3) L.38 2541 HP +71 ([139 + 3] / 2) ---> Equal to: Kenko L.38 2541 HP ("Lancer's Apprentice" TS) Kenko L.38 2541 HP ("Swordsman Apprentice" TS) Kenko L.38 2541 HP ("Predator Predator" TS) It differs from: Koaren L.38 3049 HP ("Swordsman Elitè") of +508 HP Solution: [Hp of 37 + (139 + 3) / 2] * 1.2 = [2470 + 142/2] * 1.2 = [2470 + 71] * 1.2 = 2541 * 1.2 = 3049.2 = 3049 HP L.39 L.40 Special Mob Category 1: -Trunk - Jerico's stake. Trunk: HP of Lv.1 of the Mob Category 1 + 30000 HP category Jerico Pole: HP of Lv.1 of the Mob Category 1 + 10000 HP category HP Mobs in Cuby Raid: Mobs Lv. HP Cuby(MiniBoss) 1 106.579 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 Angry Chicken 20 5.928 Angry Sheep 21 4.356 22 Small Red Jelly 23 805 24 25 26 Weak Wild Plant Of Pii 27 5.850 28 Wild Pii 29 1.066 Dusi-Fox 29 6.396 Toxi Hamster 30 6.678 31 Big Muflon 32 7.260 33 34 35 36 Nervous Aries 37 10.584 38 39 Mother Cuby(BOSS) 40 1.000.000 Obscure Garg 40 41.790 Pink Jelly 41 12.210 42 Steel Hamster 43 13.068 44 Gold Fox 45 13.951 46 Strong Seel Hamster 47 14.868 48 49 50 51 52 53 Angry Hive 56 24.174 I've Tested with 2-5-7-10-12-15 Players, the HP of the Mobs don't change. It's Just a legend that they improve with the numbers of players, the improve of Mobs's HP in Cuby Raid is *6 from outside. But this is only for the mobs that are already in the Raid when you join. For the mobs evocated by levers or that spawn after, they doesn't get any bonus, the number of HP is equal to the number of HP outside of the Raid.
  16. (Incomplete) Hello, I just wanted to summarize movement speed in a thread with an efficient word count and easy to look at. Base Movement Speed It is believed that base Movement Speed Values are as follows: Mage: 11 Swordsman: 12 Archer: 13 Percentage modifiers are applied after SP and Item increases from my tests. Falsify or confirm if you have the time. Movement Speed Enhancing Items Items that grant movement speed which I can't provide Images for: Otofox Costume +1 Shadow Stone +3% Shadow ??? +7% Shadow Gem +10% Dracula Costume +1 (Chance for Buff: +1) Movement Speed Bonuses from Specialist cards Chicken Costume +2 Jajamaru +1 Assassin +1 Fire Cannoneer +2 Demon Hunter +1 Avenging Angel +2 Volcano +2 Tide Lord +2 Seer +1 Archmage +1 Blade +1 Renegade +1 Swordsman is missing, I can't get the information Movement Speed Enhancing Buffs (lesser/replaced < greater/replaces) Several Wing effects +1 Haste +2 < Windrunner +2 < Wolf Spirit +2 < Booster On +10 Sprint +5 Berserker +2, Side effect +4 after 40 seconds Spirit Guard +4 Magma Armor +2 Ambush Preparation 1 +1 < Ambush Preparation 2 +2 Strong Berserk Spirit +2 Armor of Darkness +3 Memorial +4 Magical Fetters +1 Magic Spell +3 (missing Swordsman buffs) High movement speed scenarios Archer 13 Concierge Uniform +2 Avenging Angel SP +2 Fernon Shoes +2 Shadow Gem +10% Wings +1 Magical Fetters +1 _______________ 22.9 Movement speed Swordsman 12 Concierge Uniform +2 Fernon Shoes +2 Shadow Gem +10% Wings +1 Berserker +6 ______________ 24.6 Movement speed Mage 11 Concierge Uniform +2 Fernon Shoes +2 Seer SP +1 Shadow Gem +10% Wings +1 Armor of Darkness +3 ______________ 21.6 Movement speed
  17. It would be a lot better and quieter, if it's possibly to make fair teams. For example do : C25-C44 and C45-50 This would be a good appeal for People to raise their C-Level , to play with the People in the High-Level Area. Some Feedback here would be awesome Your Anima
  18. I dont know if was the right section for this answer. About the answer: It's possibile donate in the nostale server as paysafe card? This is buecause i dont have a paypal card but i wanna donate for some vgn coins.
  19. Hello my fellows, I am really excited about the rbb and I am really happy about the new remake. The Vendetta Team did a really good job. But I have one thing, I would like to get changed: the Matchmaking. I waited with this thread after the release from the ranked website to see, how the matchmaking works. And the resolution wasn't as good as I hoped it would be. I got ranked in Gold with 1100 points (atm the third place on this server). Thats quite good. But why do I get matched with the second worst placed player on this server (Stalker) + a low silver player against 3 gold players? Shouldn't it be that u get matched against a Team with nearly the same points? Like: I've got 1100 points + Stalker 159 points + 500 points silver player = 1759 points Team. On other Team the 3 players has to get combined 1700~1800 points. Not like 2100. Just think u will get Diamond, with 2800 points. And u get 2 bronze players in your team with each 200 points, so ur team has 3200 points. U can't win against 3 players with 1050+ points alone with 2 players wich cant even get up to silver. So it would be good, if u get in your team/as enemy team players that has +-1 rank difference. Like: Gold players get only matched with silver/gold/platin players, platin players only with gold/platin/diamond players and so on. Would be great if the matchmaking could get changed like this. So u wont need as much luck as now for upranking. If u get 2 bronzes against 3 gold, u can't win. No one can win like this. Thanks for reading this and thanks to all of you, who helped at this huge update. Best regarts, Your soulless boy.
  20. This is mainly a question to Bash, so the rest may even not answer. So the question is, is the trophy set to player lvl > Monster lvl or player lvl >= Monster lvl. Thanks in advance.
  21. I have not seen any publication about the new class in NosTale Vendetta, do not the administrators plan to integrate it into the game? and if so, when more or less?
  22. Hello again, I have a problem and is that I'm stuck with one material, as you may have seen on the tags it's a problem with the dowsing rod, I'm trying to get 15 hard shells but everytime I use them it doesn't work. I search for a place where I get the "->" but I follow it until it becomes a "?" again and I get stuck, I have searched on the internet about this bug and I have changed the region from my country to United Kingdom as they told me to do, but it didn't change a thing. I need this SP for LOD and ACT6 so I can level up get more money and change my equipment, please help.
  23. Hello, I don't know if someone made another topic about this, I just signed in and created this. I just wanted to know about LOD times in every channel, so I can go with my family, we are always wondering when LOD starts, I hope you could help me.
  24. I thought of this suggestion to create both new effects (since the Shell go back to Act 4), and to entice players to create more than one type of equipment and to update the shell(because many Debuff of the new Sps aren't blocked by Shell, except from Global Debuff). I don't know if this suggestion is possible. /!\ if there are some difference by translation, it's normal, i don't know all the correct translation of the effects Weapon Shell: Improve Fire/Water/Light/Dark Element. They work like "Improve Damage" of the Shell, but only for one element, i think it's better delete this 4 effect and make the effect "Improve Global Element" an C-B-A effect(because it works like Improve Damage) The New S effect is: "Improve Elemental Damage by x%". This effect should works like Debuff Seer: Et = (E + Eeff + Eskill + Br1 + Br2 + Br3 + Br4 + Br5) * (1 + Debuff Seer1) * (1 + Debuff Seer2) * (1 + New S effect) So if we have a 5000 elemental damage and S effect 20% it become: 5000+20%=6000. I think a good % for this effect would be 16-20% like S % Damage(for hero equipments). This would be a good effect for FC. So now we have 2 effects for 2 different situation: 1) % Damage to PvP 1v1(Arena) and Pve too. 2) Improve Elemental Damage by x% to FC and Pve too. And Old and Usless effect: S-Damage to Large Monster->This will be deleted for a new S effect. New S effect: "Reduce Enemy's Defence from Debuff by x%" This effect should work in this way:(the number are just example) If the enemy have 30% Global Debuff Defence+Mask 10% and we have 20% Reduce Defence from Debuff: 1) 30+10%-20%=(30+10%)-20%=33-20%=26% Defence from Debuff 2) 30%+10%-20%=40%-20%=20% 3) 30%+10%-20%=40%-20%=32% I make 3 example, because im not sure at 100% how works this system, i think it should be work like the 3rd example. So now we have 4 Usefull S effect: % Damage->Good against monster and 1v1 % Element->Good against monster and many players at the same time Overall SL->Good in everyplace Reduce Defence From Debuff-> Good against 1v1 or maybe many players that have big defence from debuffs.(if you think there are a better S effect, explain it. Im not perfect) Now if you remember i deleted The Improve Fire/Water/Light/Dark Element. So we have others 3 C-B-A effects that we can use: 1) C-B-A effect: Improve Hit-Rate and Concentration of Weapons(i don't know if is possible that this effect works for magician and sword and archers at the same time or make some bugs, in case of bug, is possible to make 2 separate effects) 2) New B-A effect: Reduce Enemy's Critic Defence The second effect works on the opponents. If the emeny have 140% of defence from Critic Damage this reduce this %. Ex.140-20=120%. Atm i don't have a 3rd effect, if someone know a good 3rd effect please explain it. This effects: Damage to Plants Damage to enemy Damage to undead Damage to animal Damage to devil(wrong translation of Damage to low-society of monster) Are cancelled and we make a new C-B-A or C-B or B-A effect: "Damage to all monsters by x%". This can help the poor players and not so powerfull players to do more damage and be more indipendent. and with S effect "Damage %" or "Elemental %" the biggest players do a lot of damage. Armor Shell: Here not to create a huge number of effects, I tried as far as possible (even with criterion where I managed) to merge some defenses or reductions between them. Let's start with Merge. Improve Defence from Stun Debuff and Various Stun Debuff->Merged Improve Defence from Paralysis and Cramps Debuff->Merged Melee/Ranged/Magic Defense->Merged(they work like Improve Damage or Improve Elemental Damage, i don't know why this are separated if in the weapons are not separate the difference type of attacks) Improve Defence From Blinded Debuff->Merged with new Effect: Improve defence From Debuff that reduce your rek of items.(ok not the best merged, but i don't know other way, if you have a better ideas, explain it.) Now we have other 5 new effects that we can use: 1)Improve Defence From Burn's Debuff 2)Improve Defence From cruses's debuff 3)Improve Defence From Forced Movment(All extra effects that put you far from your opponent) 4)C effect: Improve Critical Resistances(to counter the new effects and a little bit the "Improve Critic Damage") 5) Improve Dodge(To counter the effect "Improve Hit-Rate" At this moment, the new SP have some debuffs that can't be counter from specific shell, now they are.(but if there are some debuffs of the old SP that aren't counter, obv they are). I hope I have not forgotten anyone, in case write here. Posseduto - NosTale Wiki (group cruses) Pozione del Diavolo - NosTale Wiki (group cruses) Requiem - NosTale Wiki (group cruses) Colata di lava - NosTale Wiki (group burns) Gas vulcanico velenoso - NosTale Wiki (group poisoning ) Colata di lava imponente - NosTale Wiki (group burns) Palude di lava - NosTale Wiki (group burns) Colata di lava ardente - NosTale Wiki (group burns) Prima onda shock - NosTale Wiki (group shock) Shock Esplosivo - NosTale Wiki (group shock) Capitombolo - NosTale Wiki cramps and paralysis Scottatura - NosTale Wiki (group burns) Esplosione dell'onda shock grandiosa - NosTale Wiki (group shock) Esplosione dell'onda - NosTale Wiki (group shock) Bruciatura Infernale - NosTale Wiki (group burns) Knock Down - NosTale Wiki (stun group) Sospiro del perdente - NosTale Wiki (group shock) Piccola Cascata - NosTale Wiki cramps and paralysis Piccolo elettroshock - NosTale Wiki (gruppo shock) Elettroshock - NosTale Wiki (gruppo shock) Il Canto delle sirene - NosTale Wiki (group cruses) Cascata Grande - NosTale Wiki cramps and paralysis Pressione dell'acqua - NosTale Wiki (stun group) Grosso elettroshock - NosTale Wiki (gruppo shock) Debuff Tide lord that take 100% MP(idk name)(groupshock) Veleno Mandra leggero - NosTale Wiki (group poisoning ) Veleno Mandra - NosTale Wiki (group poisoning ) Nuvola_di_vapore (blinded) Nel mirino del tiratore - NosTale Wiki (weakening armor) Veleno Mandra forte - NosTale Wiki (group poisoning ) Veleno_Mandra_Letale (group poisoning ) Narcosi Mandra - NosTale Wiki ((stun group) Mancanza di energia - NosTale Wiki (stun group) Ferita interna grado 1 - NosTale Wiki (group low bleeding) Ferita interna grado 2( bleeding and low bleeding) Ferita interna grado 3 - NosTale Wiki (bleeding and low bleding) obv the bleedings join in "defence from all bleeding too" Forte trauma - NosTale Wiki (shock) Grossa mancanza di energia - NosTale Wiki (weakening armor) Trauma - NosTale Wiki (shock) Trauma critico - NosTale Wiki (shock) Un trauma inchiodante - NosTale Wiki (shock) Mancanza di energia critica - NosTale Wiki (weakening armor) Pandemonio - NosTale Wiki (group cruses) Energia oscura debole - NosTale Wiki (group cruses) Energia oscura - NosTale Wiki (group cruses) Mani della maledizione - NosTale Wiki (group cruses) Illusione - NosTale Wiki (group cruses) Revoca del tempo potente - NosTale Wiki (group cruses) Trasformatore di lame - NosTale Wiki (debuff item rek+blinded) Ferita da sparo - NosTale Wiki (bleeding or low bleeding+ obv all bleeding) Posseduto Potente - NosTale Wiki (group cruses) Disperazione - NosTale Wiki (shock or weakening armor) Ferita in un punto sensibile - NosTale Wiki (bleeding and low bleeding+all bleeding) Interruzione movimento leggero - NosTale Wiki (paralysis+cramps or reduce forced movement) Segno di morte - NosTale Wiki (group cruses) Arma di Difesa della Rottura - NosTale Wiki (weakening armor) Sentenza della dannazione - NosTale Wiki (cruses or stun group) Sentenza - NosTale Wiki (weakening armor) Santuario - NosTale Wiki (debuff rek item+blinded) Lesione della Vista - NosTale Wiki (blinded) Pestilenza (group cruses) Impossibilitato a muoversi - NosTale Wiki (cramps and paralysis) Scossa elettrica - NosTale Wiki (shock) Recisione in corsa - NosTale Wiki (cramps and paralysis) Luce Magica - NosTale Wiki (cruses) Orrore Lieve - NosTale Wiki ( shock or weakening armor) Polvere di luce - NosTale Wiki (blinded) Orrore - NosTale Wiki ( shock or weakening armor) Sorry if the name are from Wiki italian, but i don't know all the correct name and would be a lot of work to resarch all. I hope that the idea is clear. With this system, maybe the players can create different armor for different SP. So a "Counter Sp Armor". I didn't change the S effect of the Armor, because more or less they are all good(except maybe % Rek Hp from Damage). If you have an idea to change Rek Hp From Damage explain it. Now there are some extras(but it's like a new suggestion, the main suggestion is the change of some effects) to make a little bit more usefull the Half Shell and the other Shell that are not PvP or Perfect. And i try to give more importance the low rarity from r1 to r6. Legend: C letter = Special effect from Special Shell B letter = Pve Effect s = pvp effect Idea: Half Shell r1:C->C r2:CC->CB R3:CB->CCB R4:CBB->CCBA R5:CBA->CCBBA R6:CBAA->CCBBAA R7:CCBBAA->CBAAS Complete Shell: R1:C R2:CC->CB r3:CB->CBB R4:CBB->CBBA R5:CBA->CBBAA R6:CBAA->CBAAS R7:CBAAS->CBAASs Special Shell: R1:CC R2:CCC->CBC R3:CBB->CCBB R4:CBBB->CBBBA R5:CBAA->CCCBBBA R6:CBAAA->CCBBBAAS R7:CBAASA->CCBBBAASs Pvp Shell: R1:Cc R2:CCc->CBc R3:CB--b->CBc--b R4:CBBb--b->CBBcb--b R5:CBAa--b->CBASa--b R6:CBAAaa--b->CBASsa--b R7:CBAASssaa--b Perfect Shell: R1:C--Cc R2:CC--Cc->CCB--Cc R3:CCB--Bb->CCB--Bbc R4:CCBB--Bbb->CCBBA--Bbb R5:CCBBA-Aab->CCBBAS--Aab R6:CCBBAA--Aaab->CBBAASs--Aab r7:CCBBAAS--Assa->CCBBAASs--Asa I hope that you like this suggestion and if you have better ideas or you are not agree, explain it ^^
  25. I suggest to make a personal slot for the item like carpet, Marco Pollo etc... We have a personal space for costumes and special cards, but there isn't for this type of equipments. For the players that collect their, can be a problem in Main inventory