Jump to content

Joebob

Adventurers
  • Posts

    50
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by Joebob

  1. I just tested Shadow Hunter. The 65% patk crit damage boost only applies from the rear. 67k damage to a mob from the front with Shadow Hunter and 83k damage without. When soloing, Shadow Reverse will be your first attack quite often because it is a short blink (assuming you use a kbm). Not great for soloing or parties. I agree that a spoiler will perform better than an adventurer since spoilers do more damage from all directions in PVE. However, I still disagree that a Ghost Hunter will always perform better than an adventurer. At least in my case. Per my calculations of the damage bonuses, an adventurer's damage will almost double a ghost hunter's from the front. Another thing to consider for ghost hunters is that they have three jumps: shadow chase, grim reaper possession (20s+ cooldown with 5 second double damage), and shadow reverse (short blink but still effective). The other classes only have shadow chase.
  2. I am a 116 Adventurer and I solo xp 95% of the time and would like to add my experience since I spend a lot of time optimizing my hunting. Approximately 50% of my solo mob kills are not after shadow chase due to its cooldown or if I am very close to the next mob. (Note, I am pretty much maxed out on cooldown reduction.) Those non-shadow chase stabs are not from the rear most of the time obviously because the mobs don't always spawn with their backs to me. (For that reason, I don't even use backstab in my macro when soloing. Reverse Mana resets the other stab cooldowns improving this. I don't think ghost hunters or spoilers get this stab reset ability.) With my current damage, the level 118 mobs at wastelands usually still die in one hit, front or back. However, it's close from the front. If I were a ghost hunter, the lesser front damage would ensure that I not 1-shot the mobs from the front. So, if conditions are right, an adventurer will kill faster. This may apply to spoilers too but I don't think they have the stab cooldown reset from reverse mana that adventurers have. I'm not sure how much of a difference that makes. Note, if I had Hyperlite's level of gear I would probably one shot these mobs from the front anyway and there is no higher level soloing zone. DV doesn't count, even Hyperlite can't hunt there efficiently. Therefore, ghost hunters are faster if you geared enough to 1-shot everything at the highest level. However, most people aren't so I think it's valid. TLDR - If you one shot everything from the front or back, ghost hunters are definitely the fastest killers. If you don't one shot everything from the front as a ghost hunter, adventurers or spoilers may be faster because not all stabs are from behind when soloing. In a party, ghost hunters should be the best regardless since most stabs should be from behind.
  3. Fav class : Treasure Hunter name : Joebob server : Chronos
  4. There is no issue here. Stabs aren't 100% land rate, even when hitting from behind. It's much higher from behind but not 100%. If you miss a stab, there's no damage and there's no message other than "You use (skill)." which is what is causing what everyone is experiencing.
  5. Something appears wrong with adena drops when someone with the Prestige Rune is in party but out of range. When Player A is not in party, Player A gets 36,947 adena average per kill When Player A in party with Player B and Player B is out of range, Player A gets 22,018 adena average per kill When Player A in party with Player B and Player B is in range, Player A gets 17,633 adena average per kill (Tested in Fields of Massacre. Both players have prestige rune and drop rune.) It appears that fix below created the reverse issue where if someone is in party but out of range, adena drops are reduced as if the other person in party does not have a prestige rune. This makes sense with the wording below but was this intended? I would have thought the intent was that if someone is in party and doesn't have a prestige/drop rune but is out of range, your drops are not negatively affected. Fixed an issue where the effects of the Drop Rate Rune and Prestige Rune would still apply to party members who were outside the normal range (more than 1000 in distance) from the NPC location. For example, last week, if two people were in party but one doesn't have a prestige rune then the adena drop would be reduced from 400% to (400% + 100%)/2 = 250%. Therefore, adena drops should be reduced to 62.5% of normal. This correlates with 36,947 adena being reduced to ~22,018 adena which is a reduction to 60% of normal. This is what appears to occur now regardless if the person out of range has a prestige rune.
  6. 1. California 2. No 3. Only this once at 9:41 AM PDT. Big 60 second lag spike where nothing happened. Experienced on all 3 clients. One client DCed. Another in party lagged too. 4. Swamp of screams not fighting (DCed), fighting in Ketra, fishing in Heine.
  7. Bay area, California No Only during the instances below but every time. Occurs when in town or out hunting in different zones: Opening Castilla box Lv. 5 takes 5 to 10 seconds (right clicked it a bunch of times and managed to disconnect myself I think). Completing clan quests takes 5 to 10 seconds (only sometimes, sometimes it's within a second). Clicking "Initialize" on homunculus took a few seconds.
  8. I saw the same thing once in crisis, it was a dagger user. He just stood there but whenever I clicked on him he would teleport to a different spot like he was killing in my spot but his position only updated for me if I clicked on him. Didn't affect my mobs though.
  9. Will the Blessed Angel jewelry augmenting be fixed as well? They have the same issue.
  10. Same with Blessed Angel jewelry. I cannot augment my Blessed Angel Necklace with an Accessory Augment Stone despite the tooltip saying "Can be augmented."
  11. I calculated the XP needed for 111 to 112 and 20.946 quad seems accurate. I don't know about the before though.
  12. I am 111 and I tested the XP rate before and after the update. I saw no difference. In fact, after the update I leveled about 3% slower. My tests are usually pretty consistent so I was quite surprised. I'll have to calculate the actual XP to get 100% xp.
  13. Edit: Looks like the focus enchant is also multiplicative according to the EU experiment post discussion and the increased NPC crit rate may be due to level difference to the NPC.
  14. Did you watch the whole Russian video? The second half is without all the +crit chance stuff. He only used +20 crit chance on the skill itself, a greater cancer agathion, and the crit chance talent. Crit rate was still pretty high. Maybe enchanting the skill for crit chance increases the base crit rate and is not multiplicative like items? Also, your screenshots are misleading. Your crit rate per the pictures is 8% but your crit rate in the video based on all of your attempts was 37%. You can't take screen shots of outlier data and use them to represent the real crit rate. The main difference between the second part of his video and your video is the +20 crit rate skill enchant which leads me to believe that the enchanting skills for crit rate makes a huge difference. This makes sense because your crit rate was 37% with POM while his is 70%-75% without POM. Try changing your enchant to crit rate on your +10 skill (the books to change the enchant is only like 5m or something) then try your test again.
  15. I just tested Barrage of Nails on a mobs in FOM. It did 25,000 critical damage per mob, much much less without critical damage. Then I tested blood stab right after on the same mob and did 350,000 damage which always crits. Barrage of Nails is not a good AOE skill. Our other AOE skill does about the same damage. Regarding enchanting Barrage of Nails for Hex, max pdef/mdef reduction is 50% which should already be done by the Iss in the group rendering the 5% hex effectively worthless. Spoilers are a different story from the other dagger classes. I am an adventurer so I have Istina Acid Swarm which I thought was cool too but again, pdef/mdef reduction is already capped at 50% rendering the damage increase benefit from it worthless assuming you have an Iss that attacks. The -50% attack speed is cool. However, I am 111 and it did not proc a single time any mobs when I tried it a few times at ketra/varka. I don't know if it lands more at a higher level but it is not enchantable. It's worthless anywhere else because it is a ground targeted skill and has a small ground range. Poison Swarm might be better for varka/ketra since it has patk reduction but it has to land to matter. Typically in groups I try to put crit wound on multiple targets so that other party member's damage is increased. I don't know if it works for skills though since the description just says patk crit damage and patk crit rate, not skill. If anyone knows, let me know!
  16. Not me.. I'm sure a good majority of non-archer/non-nuker DDs do not get invited to stacked archer varka/ketra parties. If I were a yul, I wouldn't want a constant single target DD who contributes very little to the group. I'm pretty sure the nerf was about balance, bringing archers closer to other classes. Even if I were invited to parties like this then I'm still glad for this patch. It brought me closer to being effective in a party because my damage did not compare to an equivalently geared archer. (I am an othell with only single target damage. My AOEs are worthless.)
  17. Ignore the hate. Please keep trying to fix the melee lag issue. They will appreciate it when it's finally fixed.
  18. The "one more thing coming" Juji mentions is referring to the free stuff that you get when you apply the completely free serial code LINEAGE26000DAYS to your account. See Juji's post: https://forums.lineage2.com/topic/19747-6000-day-celebration-pack-time-limited-code/?tab=comments#comment-133740
  19. Everyone should realize that posts like this are asking for major game design changes. Also, the game is generally built for the Korean servers, our input will have a limited impact to their design decisions. Even if they do decide to make big changes like these, don't expect them to happen anytime soon, certainly not two weeks after they ask for feedback. It may sound easy to update an existing zone to our level but that still takes development time from a team that probably isn't very big.
  20. The update fixes, in my opinion, the biggest issue with the previous update which is the nerf to hunting zones by increasing monster elemental resistances. This disproportionately hurt lower level players with less gear. I said as much in my feedback post and I think their solution solves that by balancing the damage reduction due to elements by providing the buff herb. The issues you guys are talking about are fundamental issues with Lineage 2, unrelated to the previous update. Thank you Hime, Juji, and NCWest for listening and making changes like this. Despite some vocal people who are still upset, some of us do see and appreciate that you are trying.
  21. I would like to preface this to say that I am level 109 and feel like the game has become easier for me. With that said, I can sympathize with players at lower levels or who have less gear than me. 1. Hunting Zones and Raid Bosses I think that the problem with this update is that it has become harder for people lower than 110 and easier for people at the higher end of the population. It is clearly demoralizing for lower level players to log in and kill noticeably slower than they were previously. At the same time, they see the patch notes that say higher level areas are being added. In one case (Swamp of Screams), the zone has actually become inaccessible for the players who previously could level there. I believe the changes to the lower level hunting zones should have been balanced. A couple of examples: a) If the level of the Swamp of Screams is increased, a new party hunting zone should be added for the same level bracket. b) If it was desired to make elemental attributes on weapons to matter at lower levels, monster elemental resistances can be increased but it should have been balanced by lowering their pdef and mdef accordingly. The changes of this patch widen the gap between the lower level players and higher level players. Updates need to do the opposite so that lower level players do not feel like it is impossible to catch up. To summarize, nerfing anything is always viewed as bad for the player. Lower level players feel like the game has been nerfed for them and buffed for to top 1%. This is why people are so upset.
×
×
  • Create New...