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Everything posted by dugtrio
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seems like only a certain part of the map has the issue when attacking towards horntail red square = has the issue blue square = has no issue
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maybe im wrong about this but, wouldnt that make it so that every attack/potion would be delayed sometimes? currently if i would attack while facing the other way of HT prehead there was no issue at all, its only when facing it and attacking it
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when attacking the horntail's left head(first prehead) directly my attacks would feel delayed/slow. its hard to explain but every 3rd attack or so my character would feel stuck(while holding down savage blow, every 3rd cast it would get stuck and the 4th cast would be delayed by like half a second) potions while attacking feel delayed the same way aswell the other melee classes noticed the issue aswell while the ranged did not as much i noticed that if i basic attacked there was no issue at all or if i was attacking to the opposite side of him there was no issue aswell.
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yea i know that they still take burn damage, i ment that they become unfrozen making them able to move again edit: currently freeze > burn = mobs still unable to move
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actually i just noticed even in that video every time he would use a flamethrower on cornian/dreamy ghosts they would unfreeze aswell
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here video from december 2008 ( a month after pirate release) cornian taking fire DOT damage at 1:00 , dreamy ghosts taking fire DOT damage at 4:30 for the goby video idk maybe its a later patch that makes frozen mobs thaw out when flamethrower is used on them
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the text "gaviota is disappearing" and "octopus is disappearing" only happens on character death while they are up sometimes summoning gaviota while it is still up would cause the first one to stay up permanently, the permanent one would just appear to me while others cannot see it. it would appear as it is dealing damage but it doesnt actually, it just agros mobs. this bug only happened to me while being in channel 1, it seemed to relate to the same issue with mobs sometimes appearing alive client side after being killed. octopus has the same issue
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Flamethrower - mobs that are immune to poison cannot be under burn status from flamethrower. (dreamy ghosts, cornian etc...) Wings - wings can be used on ropes without choosing any direction, after you do this and jump normally off the rope it counts as a wings jump Grenade - other players cant see the grenade, they can only see the explosion when it hits the ground
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when using ice splitter / flamethrower combo on gobys they sink down according to this video the gobys shouldnt sink down when ice splitter / flamethrower combo is used on them
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its already like that, the description is not updated by nexon as of this patch
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limit the amount of these messages per second these messages clutter the chat box while grinding with mounts make it 1 message per second atleast
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seems like nightshadows should drop 700-1000 mesos cant see in this video but looks like above 1000 for most bags cant really tell but looks like its below 1000 , maybe 600-800 can definitely see some meso bags above 1000 there i dont see a point for these mobs to not drop mesos, even tho bbb doesnt say they do, it also doesnt say they dont. getting the badges is hard enough as it is and i dont think it would be an issue if they dropped mesos
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considering you can only obtain goblin cape once and ruining it isnt out of the ordinary, the current pap cape is just fine. one issue i have with the pap cape is the 1-2 stats u get from it dont really do anything compared to the defense boost u get with pianus cape, which is why u see so many ppl using the pianus cape instead of the pap cape.
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this idea is cool on paper, but in reality since holy arrow hits only one mob, this will most likely be used against single target because it would be better to just spam SR against a group of mobs disregarding if theyre holy weak or not. making this holy arrow hit multiple mobs sounds really broken, unless holy arrow does really low dmg so i dont see much use out of it except bosses/single target scenarios , but thats what priests lack anyways so its something nice to add for them. one thing that worries me about this is 2nd job, it sounds really strong for a 2nd job skill. is it possible to add this only when u reach 3rd job or max one of the 3rd job skills? what if you would doom and then holy arrow to make them holy weak, would they keep that holy weakness when they go out of doom?
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correct me if im wrong , but this just means mages would go lukless, but wearing mage armor, it still wont be beneficial to add luk, because the extra magic u get from all the gear and u can still use a lama staff. lets say theres no luk requirement on mage equips, the luk u would get from all the equips is around 25( not including scrolls, including lv100 oa, lvl 90 boots, lvl 90 gloves and zhelm) , which gets us to 29 base luk , then we would have to add 61 ap to luk instead of int to wear a magicodar, and on average , comparing that to maple lama staff, u lose around 14 magic. the only scrolls that would benefit this build compared to lukless is luk scrolls (because gloves for magic benefits both builds equally ), luk shield and a customly added helm for luk, which even then its either the same strength as lukless or a tiny bit better. changing the formula of magic would obviously be the best way to fix it, but it hard to figure out whats the best way to change it. in my opinion adding some slots to mage gear to equalize the slots being added for other classes is an easier change, and is way more obvious that its better to go luk build at later levels
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with increased slot count on high level gloves/boots , mages dont get any sort of benefit out of this increasing slots for their high lvl overalls and weapons would benefit mages and would encourage them to go low luk instead of lukless lvl 78/88 overall = 1 extra slot lvl 98 overall = 2 extra slots lvl 80/90 wand/staff = 1 extra slot lvl 100 wand/staff = 2 extra slots
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with the new changes to the party xp , its safe to say that party play with more than 3 players is gonna exist more than it did before. from what i noticed while partying in 4-6man parties , some maps cant fit more than 4 since the spawn would be too low to fit more ppl in it , and when u did add more active party members to that map it still lowered some of the people's xp even with the party xp changes. since you would share the map with more people , the individual whos clearing the less mobbed area wouldnt get any benefit out of partying with more people. what i suggest is when there is a party with more than 4 active players in it , increasing the maximum amount of mobs in the map by 2 per active player above 4 4 man party = 0 extra mob 5 man party = 2 extra mobs 6 man party = 4 extra mobs
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nerf leafre edit: add gay marriage
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Unfortunately thats not the case for every class. Especially melee classes. Ive tested multiple times with different people . with different methods(bombing/not bombing or luring/single target) on tespia at lvl 180 with crazy gear. It was still worse than gobies. And the cost of grinding there makes it alone not worth unless its like close to double the xp of gobies or something which would be impossible to reach without 4th job anyways Edit: leafre was clearly made with 4th job in mind . if arnah wants to keep this server as 3rd job . he has to tweak this new content for it to fit to the 3rd job environment
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while i agree with you with everything before and past this sentence, i would like to add that % hp pots would only benefit melee classes that have a larger hp pool, if we take cb for example it would make close to no difference in meso costs while grinding in deep leafre mobs. what cb lacks in leafre is just damage while using band of thieves , it doesnt do as near as other mobbing skills and u can really feel it in leafre with the high defense/hp of the mobs. and theres not really a map the fits meso explosion as well as gobys is in leafre, making it kind of a useless skill in leafre i think theres a few things that need to be changed in leafre to help the melee classes out, if its adding %hp pots, new scroll options or mob hp reduction.
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what if u use a summon bag to kill a low lvl mob every 2 minutes, would u get leech xp from other mobs? or you would have to solo kill a specific mob inorder to get that specific's mob leech xp?
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even if ppl do what u are suggesting which is adding ap into hp instead of main stat inorder to survive HT to get a pendant, its not gonna be worth it , the AP u get from the pendant is +7 all stat, if egged its +22 all stat, so u can get +44 AP value, since its all stat, and most classes can use up to 2 stats, and to get enough hp as a non warrior class u would need 5.8k before hb to survive one of the head's attacks, and touch from wings cuz ppl are gonna fall off since we dont have stance or shadow shifter or smokescreen . inorder to get those 5.8k points of hp as a lvl 180 hermit ur gonna need to reset 67-68 points which is less that the value of a pendant, and u cant even reset them back from hp after since the devs removed that option to disable washing. (on avrg a 180 hermit would have 4,320 hp , if every point is 20-24 hp, to get 5.8k ud need another 1,480 hp, which equals to around 67-68 resets on avrg) even at 200 ur gonna need 47-48 resets to get 5.8k hp. delete this topic please , thanks edit: horntail was never supposed to be beaten with 3rd job players
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is it possible to log soloing bosses? if so can make fastest solo pap/pianus/zak a statistic