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Everything posted by San0
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well. if you are making a train on 50 mobs its normal someone will resist a skill, as you can see i had no troubles with it same as beatdeath has no problms with it.
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Pets speed got slightly increased, it will apply on next restart:kat the cat114 - 120 kai the cat165 - 180 feline queen144 - 160 boxer the unicorn140 - 160 merrow the unicorn165 - 180 seraphim140 - 160 soulless165 - 180 nightshade153 - 160 (speed stats were acquired from Russian classic screenshots with exception for the buffer pets. the ones not on the list were not changed due the fact they already had corrected speed stat) This changes makes so the "pet and mob dance" doesnt happen so often and also allows the pet to get to the mob way before the player so it can get agro first, or attack the mob in case player has to run away to kite allowing pet to get agro back. some changes will be made on skills who cancel the target of the pet. example: if you use trick on pet, since it cancels target, the pet runs back to its owner, altho skills like stun shot and switch, which also cancel target, do not cause pet to run back to the owner, allowing the pet to keep running after the target he had before to attack it even if target doest exist anymore.The increase on pet speed improved a bit the pet behaviour on PVE altho its still not enough to make it be significant on PVP there fore something will be done about this, most likely passing by working out with pet attack range but this requires a bit more information from the scripters and Manton, such as, how is the range set up now? How is the range set up now comparing to other chronicles where pets were more effective? and after this questions are answered, consider what negative effect can come out of a increase on the range, and how much is enough for pet to become effective without making it more agile or stronger then it should be.There was also on some reports from people who were complaining about the pet come back instead of following the target after some range. On this, at least till further decisions, nothing will be changed, range is big enough for your pet to be effective. TLDR: pet speed slightly increased on next restart. Pet range to be investigated and if necessary adjusted to a perfect value. Some skill which cancel target will make pet actualy loose target and run back to owner as it happen with trick. nothing will change on the range your pet can go away from you chasing a target.
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ty for the boys who showed up. nice chat. except for rizos trying to convince me that i should nerff everyone and buff phantom ranger!!!! shots fired!!!
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logging on test server now to mess around with some pets. fee free to join. Discord channel link : https://discord.gg/w4knTNe ill be on testings channel.
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how lvl 6 on 61 monster. i remember you howl lvl 6 is like lvl 58 skill so if you try to use it on mobs much higher then this level theres a higher chance it will be resisted.
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all fine with the skill unless as beat says it might be some particular lvl of the skill. what level of skill you have?
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Just to remind you guys about this. Tonight... 21:00CEST... stuffs and things... we play with cats and horses and weird looking demonish looking creatures, and undeads and zombies and mechanic artificial shenanigans.
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draqla left us long time ago. personal stuffs.
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i think that quest is not even suposed to be there. either way, i believe thats related to the territory wars that don't exist (yet oO?) prolly that char/clan was at some point gludio castel owner and thats why the quest shows as started cuz its suposed to start automaticly. but since territory wars dont exist i think u can just ignore it. i dunno if territory wars will exist in future, but if quest is there either ncsoft left it there for a reason or they just forgot to remove it.
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on drop and function theres no diference, just ones u get from monsters and others from npc. i believe u might need more.
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Thank you for everything boys and girls! <3
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yes they will be mostly from RBs.
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as i said before, SA will not be based on the weapon but based on the rune used. you can even go acumen on a bop if you want to.
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- Some adjustments were made on the following monsters: Hames Orc Footman Hames Orc Sniper Cursed Guardian Hames Orc Shaman Hames Orc Prefect - Some little tweaks on Mental Shield and Resist Shock buff effect. Resist chances slightly decreased. - Beginning of Classical Squash Event. NOTE: Client update required in order to see event npcs and items.
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i've been tricked... i saw fightclub shop and i came here hoping to buy some beer and cigars.. you know... man stuff... afterall u just selling cloths and trinkets and things and stuffs...
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and tomorrow during half of the day we gonna be reading tickets of ppl complaining about enchant bug and other half of the day reading tickets about ppl saying how sry they are that they broke their weapon cuz they saw some trick on forum and now they gonna quit server cuz of no weapon.
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duals will not need to be +4 to have SA.
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the synergy of VR with reflect is quite random. dont forget VR was working on chance so whatever would happen with VR would also happen without VR and you would still die from reflect if u had to... and as fact to add to this almost never both on ru classic or other classic you see archers or mages with VR, its pointless and its taking a buff slot.
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if you are not mage party its the best prophecy imo.
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Closer from the second one. crit chances are general not only from behind i believe values wont be so high and i think it gives speed instead of life steal. accuracy 3 evasion 3 physical crit chance 10 % physical crit power 15 % speed 10 % and debuff resist 10 % i believe this is the correct values of this version for powind.
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I have a PLAN!!! Edit: my plan failed... non of the clan who have clan all are completely dead, some of the ppl still plays and leaders still log in so not much we can do about it since we cant just remove it from ppl if they still use it.
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1st - its not a bug its how it works on classic, same as god system. it reflects not only melee attacks as it did pre god, but it also reflects damage from skill, archer skills, nukes, etc. 2nd - it has already been submited to be fixed but theres more stuff needing fix also, stuff cant just be insta fixed out of nowhere.
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It was pulled to our attention that reflect damage effect atm might not be pleasant for a big group of players. As so we decided to come up with this poll to help us decide if we should leave it this way or change it to how it used to work before on melee normal hits only. NOTE: This changes would apply only to normal reflect damage buffs/song. skills that add special reflect proprieties will not be changed considering its the skill itself adding the extra reflecting proprieties. Poll will stay open till October 5th.
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Powater more magic oriented. Powind more mellee oriented.