Gracia : Patch note [English]

Gracia : Patch note [English]

Messagede Ptitlaby le Ven Mai 02, 2008 9:50 am

SOURCE : http://www.l2guru.com/forum/showthread.php?t=104635
_________________________________________________________________________

The Chaotic Throne: The 2nd Throne / GRACIA – part 1 Patch Notes Translation

You are not allowed to use this translation in any commercial uses.
Source: http://lineage2.gametsg.com/index.ph...articleid=4416

Please also refer to Diego’s thread for more information.
http://www.l2guru.com/forum/showthread.php?t=103274



Vitality System
    Vitality System allows players to gain extra exp when hunting.
    When players go off line / enter safe zone / killed RAID/BOSS, they will receive Vitality Points (VP)
    When vp is cumulated, players will be able to level up their Vitality Levels.
    When players are hunting normal mobs, vp will be used in exchange for higher exp.
    Players’ total vp/ vitality level can be viewed from the status bar
    There are a total of 4 levels of vitality levels, at level 4 players will get 4 times the exp, at level 3, 3 times the exp.
    VP is exhausted based on exp gain, not based on hunting time.
    When players are in a safe zone for approx 8 – 9 hours, they will gain 1 vitality level. (Unfortunately a lot of us will exhaust our CPU/RAM thanks for this feature.)
    After killing a RAID / BOSS, the system will notify the players how many vp they have earned.
    During the PTS, there was a testing of killing 4 (not sure what mob), gaining 1 vitality level.
    Vitality Level 0 --> 1, exp will increase by 50%
    Vitality Level 1 --> 2, exp will increase by 33%
    Vitality Level 2 --> 3, exp will increase by 25%
    Vitality Level 3 --> 4, exp will increase by 20%
    In other words, from level 0 --> 4, the exp will be 3 times the original

General Battle System
(Diego’s translation)
    Song and Dance buffs now have their own buff bar.
    Player and Monster melee range increased slightly.
    Target location and the relationship with the attacker now affects damage bonus.
    Long range physical attacks now have a distance differential to damage.
    The poison and the bleeding damage has been increased.

(Addition)
    Songs and Dances buff bar has a total of 12 slots.
    Increase the effectiveness in the gap in between of Accuracy and Evasion (Daggers will find their evasion being way more effective than before)
    Each character’s def to debuff will effect debuff duration.

Skills
(As much as I love to translate all of the names, I won’t be able to do so as most of you know that already. I will just translate what each skill does instead. However if you know the skill name, please let me know I shall add it here. Thanks)

Knight Class
    Knight Class will have a new root skill (someone please fill in the name for me), level 43
    After switching to this new root skill, increases bonus dmg to 2-hand sword and dual sword
    After switching to this new root skill, will be able to use new attack skills
    Total of 3 levels, levels the amount of skills can be used might be affected by level

    When using 2-handed sword, area atk to nearby enemies, shield block ineffective to this skill
    Can be used with the root skill mentioned above


    When using dual sword, area atk to nearby enemies, shield block ineffective to this skill.
    Can be used with the root skill mentioned above

    When using dual sword, double attack to target, shield block ineffective to this skill
    Can be used with the root skill mentioned above.

Healers
    Healers will get a new skill (level 44) which will allow them to use magic attack skills.
    Healers: EE/SE/Bishop (Prophet not included)
    3 levels to this root skill (similar to the knight class root skill)

    Divine Punishment (assuming this might be the skill name)
    Holy based attack, power 57
    Can be used under the root skill mentioned above

    Surrender to Holy: lowers target def to holy atks, also increases target’s dark resist
    Can be used under the root skill mentioned above

    Holy Curse: prevents target getting healed at the same time target will continuously reducing hp.
    Can be used under the root skill mentioned above

    Holy Storm: Holy based area atk, power 90
    Can be used under the root skill mentioned above


Skills to be learned after clicking twice
AW: Evasion Counter (LV 74) – when evades, probability of putting target into shock status
PW: Evasion Chance (LV 74) – when evades, probability of increasing critical chance
TH: Evasion Speed (Level 74) – when evades, probability of increasing attack speed
All 3 dagger: Shadow Staff (level 72) – cancels area opponents’ targets
Normal Type Skills
(Learn from skill masters)

(Names copied from Diego's translation)
Warsmith:
Repair Golem (L40) – summon Repair Golem
Power Golem Might (L43) – Increases golem p.atk + atk speed
Golem Armor Plating (L40) – increases golem def and max hp capacity
Golem Sharpen Edges (L49) – increases sword type of weapons p.atk & critical chance, 10 minutes party buff. (only 1 type of the 3 weapon buffs can exist at once)
Golem Spikes (L49) – increases hammer type weapon p.atk, 10 minutes party buff (only 1 type of the 3 weapon buffs can exist at once)
Golem Bow String (L49) – increases bow type distance + p.atk, 10 minutes party buff (only 1 type of the 3 weapon buffs can exist at once)
Strengthen Heavy Armor (L46) – increases heavy army p.def, 10 minutes party buff (only 1 type of the 3 armor buffs can exist at once)
Strengthen Light Armor (L46) – increases light armor p.def + evasion, 10 minutes party buff (only 1 type of the 3 armor buffs can exist at once)
Strengthen Robe Power (L46) – increases MP regen rate, 10 minutes party buff (only 1 type of the 3 armor buffs can exist at once)
Summon Merchant Golem (L62) – uses 5 D crystals, will not follow the WS running around, will just stay at one spot, will be selling normal ss, etc.

Prophet: Mana Steal – when atk, probability of regen mp.

SE: Bless of Blood (LV 40)

Kamael All: (lvl 43) – increases hp/mp/cp regen rate

Berserker:
(lv 52) – heals self hp completely, uses 5 souls
(lv 55) – increases party hp capacity + hp regen rate, uses 10 souls
Soulbreaker
(lv 62) – lowers area opponents’ moving speed, uses 5 souls
Arbalester
(lv 68) – stops opponent from using skills, uses 1 dark seed (that name is probably wrong)
(lv 64) – when opponent activates the trap, within a certain period of time with probability of cancelling opponents’ targets
Soulbreaker & Inspector:
(lv 58) – instant stops pain (invincible), but after the effect is gone, will be out of strength
(lv 40) – increases casting speed, lowers cooldown time
Existing Skills added to Existing Classes
WS: Fatal Strike
BH: Fatal Strike
AW: ??
Phanton Summoner: Death Spike, Summon Cursed Bone, Poisonous Curse
EE: Party Greater Heal
BH: Crystalization

Changes to Existing Skills
(Diego’s Translation)
Shield mastery: Increase the effectiveness of shield pdef and if wearing heavy armor also increases main pdef while using a shield.
Armor Mastery (Warrior & Kamael): MP regeneration increased.
Soul collection: Kamaels now can hold 40 souls.
Protection of Rune,Alignment,Elements: increased defensive properties for both passive and active effects.
Cleanse: Raid curse can no longer be removed.

(Addition)
Bleed: added effect  lowers moving speed
Light Armor Mastery  added effect: increased mp regen rate
Summon Blue Eye Unicorn  limited amount of target when casting area atk
Cure Poison: casting speed decreased
Cure Bleed: casting speed decreased
Wild Magic: increase magic critical chance by 10 times, however decreased in critical dmg (from 4x to 3x)
Siren’s Dance: increased magic critical chance, however decreased in critical dmg (as above)
Fighters/Archers Will: increased p.atk critical + skill critical rate
Aggression: increase effectiveness
Soul Cry: skill mp usage reduced by 50%
Dance of Alignment & Song of Elements: added m.def & elemental def effect
Blade Rush: cancelled the penalty of reduced evasion
Dodge: increased skill time from 10 seconds to 15 seconds
(Thank God! That was a pain looking at 3 different sites for the right names. Phew!)

MP Consumption of the following skills have increased: (Diego’s Translation)
Silent Move, Guard stanace, Soul Guard, Shield Fortress, Parry stance, Riposte Stance, War Frenzy, Strike Back, and others.

(Addition)
Accuracy, Vicious Stance, Fortitude, Hard March


Changes to all Physical Attack Skills
Dmg to all physical attack skills have increased
All physical attack skills mp usage decreased
All physical attack skills contain overhit
(Diego’s translation, I think this covered it)

Changes to casting time.
Scroll of Escape, Cure Poison and Cure bleeding are now reduced in time.

MP Consumption of the following toggles are increased:
Soul Cry, Silent Move, Guard stanace, Soul Guard, Shield Fortress, Parry stance, Riposte Stance, War Frenzy, Strike Back, and others.

(Diego’s Translation)
Changes to magic damage
Magic damage now applies a random variance between minimum and maximum damage.
Depending on the type of weapon the damage variance of spells changes.

Changes to Kamael Spirit Consumption
Skills that use charged souls to enhance the skill have been changed.

Changes to Magic Dmg
Magic critical rate will increase to 10 times
Magic critical dmg will go down from 4 times to 3 times
magical critic rate caped to +20% when buffed (Thanks to NerZ for clarification)


Monsters

(Diego’s Translation)
Monsters below level 75 (Excluding Festial of Darkness and Seven Sign Dungeons) will now use soul shots and spirit shots to power their skills. They will also use new ranged defense skills at a certain probability to help avoid being kited around by players.
Item/XP/SP rewards from monsters using SS/SpS and ranged defense skills were increased.
All raid boss rewards were significantly increased.
Raid bosses once again drop many normal items in addition to life crystals.
Spell books that are normally buyable in NPC shops wont drop from monsters any more.
The loot table of all old monsters has been adjusted to include new items and item parts.
(I think that basically covered everything that's there.)

Hunting Grounds
__________________________________________________ _________________________
| ----------- | Instant Dungeon 1 | Instant Dungeon 2 | Instant Dungeon 3|
--------------------------------------------------------------------------
|NPC To enter | Guard Leader | Guard Leader |Cyber Cafes |
---------------------------------------------------------------------------
|Cyber Cafe(C) | --- N/A --- | ---N/A--- |Cyber Cafe |
------------------------------------------------------------------------
|CC Points | --- N/A --- | --- N/A --- | 3000 points |
------------------------------------------------------------------------
|Players | 2-6 people | 2-6 people | singular |
------------------------------------------------------------------------
|Dungeon Type | With Raid | With Raid | normal |
------------------------------------------------------------------------
|Dungeon Time |30 minutes | 30 minutes | 30 minutes |
------------------------------------------------------------------------
|Entry Limits | once per day | Once per day | Once per day |
-----------------------------------------------------------------------

(Sorry for the crappy table?)
Added 3 new instant dungeons (I don't know the names in English, so I'll just name it 1/2/3)
    The Instant Dungeon 3 is a cyber café related dungeon. You can only enter this dungeon from the cyber café. (I doubt that this will apply to NA server)
    All 3 new instant dungeons, access limit is 1 time per day, the time resets at 6:30 PM
    Other than the cyber café instant dungeon, the other dungeons can be accessed through NPC in towns
    Each town belongs to a different instant dungeon level

Instant Dungeon 1
Gludio: 20-35
Dion: 20-40
Heine: 30-50
Schuttgard: 45-75
Rune: 55-80

Instant Dungeon 2
Gludio: 18-31
Dion: 28-41
Heine: 38-51
Oren: 48-61
Shuttgard: 58-71
Rune: 68-78

Kruma Tower
Increase mob drop rewards
Added an area boss
Players over level 56 will not be able to enter

Monster Related
Instant Dungeons mobs will be sent back "home" if they are too far from where they were before.
Some hunting areas will consist the same feature as above

Hunting Ground Renovations
Sileno's Camp, Outlaw Forest, Beast Farm will have new looks


Items

Price related
Crafting Adjustments

    Crafted items now have a chance to making more then one item, they also have a chance of making a rare version of that item (altered stats and properties).
    Rare items can be damaged through use but that damage can be repaired at the blacksmith.
    (Addition)
    After repairing the item, it will contain some kind of special effect (e.g. haste). The name of the item will be shown as "Rare - name - Grade" instead of the normal "name - grade".
    Rare items can be attributed, SA'ed, augmented and enchanted.
    These rare item special effects will be shown in the personal skill section.
    (Diego's Translation)
Misc Stores and Smiths
    Shadow A-Grade equipment can be bought from stores in town but cannot be augmented, strengthened or SA'd.
    Items in all stores have had their prices reduced.
    Stores that sell Normal C grade equipment now have Normal B grade items available for purchase.
    B grade equipment and lower that is bought will be exchangeable via the blacksmith in town.
    Some shops started selling Mirage headdress
Jewellery Augmentation
    Earrings, necklaces, rings can now have special augmentations applied to them.

    (Addition)
    However jewellery uses a different type of life orbs, these life orbs can be exchanged with the normal type of life orbs
    Some of the augmented effects are: increase attacks, increase def, increase attribute attacks and def and so on
    So far, Queen Ant's ring is not able to augment (perhaps boss jewellery is not yet augmentable?)
    (Diego's Translation)
New herbs
    New buff herbs drop in hunting zones and the duration has been increased to 5 minutes.
    The new buffs from herbs eg. Vampire Herbs, big head herb

PVP
(Diego's Translation)

PvP Reputation Points
Nobless characters who participate in fortress or castle sieges, Underground Colloseum (Fantasy Isle), Olympiad, Festival of Darkness will gain PvP Reputation points, this value can be exchanged for items and effects:
(Minor Correction: not nobles class, it's everyone that's above lv 40)
    PvP Weapon and Armor modifications.
    Siege Items
    Clan reputation
    Removing PK count.

Siegefield changes
    Registered attackers/defenders do not lose XP on death anymore due to PvP point system.
    Repeated dying does not give death penalty but their combat ability will decline for the siege. (correction: for a period of time)
    Using a scroll of courage on a siege field will now perform a ressurection effect upon death.

PVP - Flagged Time
    Flagged time will be increased to 120 seconds, at which the last 20 seconds they will beign to flash.


Guild

Increased clan points received with the following activities:
    Activity CT2.1 Present
    Victory of Siege War +1500, +1000
    Continuous ownership of castles: +750, +500
    Lost in castle siege: -3000, -2000
    Successfully taken clan halls from NPC: +500, +300
    Continuous ownership of clan halls: +250, +150
    Victory in fortress wars: +200, +100
    During fortress siege, destroying the bombs of the fortresses: +30, +15
    Scored #1 in Ceremony of Darkness: +200, +100

    When failed in defending clan hals, max points lost is 1000
    Increase the amount of Knight Badge, Oath of Blood and etc when in exchanging for clan points
    Increased academy clan points reward: level 16 - Level 40 (including class change) 630 points; from level 39 and up, the minimum is 190 points.

Attributes
    (Diego's Translation)
    Defensive attribute applied to armor now gives +6 points per enchant and has a new max of L4 and 60 points.
    Attribute stone success rate on armor was increased.
    Different attribute can be used to increase defense of certain debuffs.
    Previously enchanted armor will have its attribute corrected to the new system.
Pets / Summons (Diego's Translation)
    New Weapons and Armor for Pets
    Jewelery for pets has been added to increase mdef.
    When a Pet dies the time it takes for the pet to disappear was increased to 24 hours (real time).
    (Addition)
    Decreased the battle status of wolves

Added Summon Skills
    Queen of Kat: Blessed Body Effect, Blessed Soul Effect, Haste Effect
    Unicorn Seraphim: Acumen Effect, Clarity Effect,, Empower Effect, Wild Magic effect
    Shadow Knight: Death Whisper Effect, Focus Effect, Guidance Effect
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Re: Gracia : Patch note [English]

Messagede Ptitlaby le Ven Mai 02, 2008 9:50 am

Bcp de buffs pour les nains, possibilites de epx ET vendre, et la cristallisation pour les BH

what else ? xD
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Re: Gracia : Patch note [English]

Messagede Khalida le Ven Mai 02, 2008 10:53 am

Au passage on parlait de Téléportation pour les Daggers et dans ce Patch Note rien ne ressort bref c'est déjà oublié ? m_20
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Re: Gracia : Patch note [English]

Messagede Swel le Ven Mai 02, 2008 11:08 am

Summon Blue Eye Unicorn  limited amount of target when casting area atk

Et encore un nerf youhooooooo...
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Re: Gracia : Patch note [English]

Messagede Ptitlaby le Ven Mai 02, 2008 11:45 am

Mince ca j'ai zappe pas cool swel >.>

Sinon c'est le patch note de CT2.1 , c'est a dire Gracia PArt 1 , il restera part 2 et part 3

A voir donc ^^
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Re: Gracia : Patch note [English]

Messagede killerdetroll le Ven Mai 02, 2008 12:11 pm

- La skill evade du dagger DE semble un peu abusé.

+ Le téléport oublié mais c'est pas plus mal vu les dmg des daggers HL epics actuels, c'est pas plus mal.

+ Le cap du Mcrit et le passage à x3 dmg : très bien.

+ Le vitality system : une bonne chose pour les gens comme moi qui sont toujours pas sous walker :p

+ Le B grade en magasin et donc la diminution du prix globale des cristaux C-B-A => très bonne chose

+ Diminution des dmg des archers selon la distance : excellent

- Augmentation des dmg des melees : n'importe quoi

- bonjour le warsmith summoner en mieux

+ pvp réputation

+ les mobs utilisent des SS ça va être fun sur les critiques

+ bleed/poison enfin utile ?

- la barre de dance/song : j'ai beau aimé être archi buff, sur les privé un mec avec full full buff et full dance c'est n'importe quoi, on va tomber encore plus dans l'abus total.

+/- greater group heal pour le EE : comment dire au SE qu'il sux encore plus ...

En gros j'attend tout ça avec impatience, ça m'a l'air sympa tout ça et p-e que joué un melee sera un poil moins frustrant !!!
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Re: Gracia : Patch note [English]

Messagede Davidius le Ven Mai 02, 2008 12:17 pm

killerdetroll a écrit:+ Le vitality system : une bonne chose pour les gens comme moi qui sont toujours pas sous walker :p

When players are in a safe zone for approx 8 – 9 hours, they will gain 1 vitality level. (Unfortunately a lot of us will exhaust our CPU/RAM thanks for this feature.)

Ouais mais bon... m_20
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Re: Gracia : Patch note [English]

Messagede Swel le Ven Mai 02, 2008 12:45 pm

killerdetroll a écrit:+ Le B grade en magasin et donc la diminution du prix globale des cristaux C-B-A => très bonne chose

NC se débrouille pour faire des prix qui ne changent pas ( malgré eux ). 15% de taxes à Giran, les armes C en shops donnent des cry à 3.120 adenas ^^
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Re: Gracia : Patch note [English]

Messagede killerdetroll le Ven Mai 02, 2008 1:08 pm

Oui mais les crystaux A à 31k + sont juste une abbération, avec des duals kesh, meme tax à fond on se fera des cristaux pour en gros 20k max.

30% de réduction = bonheur

Couplé avec le vitality system, ça va faire bien baissé le prix des %, non parce que la sur mon 77 pour faire 1%, je dois vendre un organe (les organes de mon perso, pas les miens, je n'ebay pas :p)
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Re: Gracia : Patch note [English]

Messagede Ptitlaby le Ven Mai 02, 2008 1:36 pm

Le vitality system serait niquel pour moi qui ne peut jouer que le week end xD
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Re: Gracia : Patch note [English]

Messagede Dr.Necrophia le Ven Mai 02, 2008 2:32 pm

On peut m'expliquer un peux le system la sais moin tu joue plus tu recup d'xp enfin j'ai pas tout saisie désoler .
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Re: Gracia : Patch note [English]

Messagede Ptitlaby le Ven Mai 02, 2008 2:54 pm

en tres gros, quand tu es en ville, que tu reussi un RB ou que tu joue pas pendant longtemps, tu gagne des Vitality Points

Au bout d'un moments ces points te font lvl u^p ton niveau de Vitality et tu gagnera ++ d'xp >.>
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Re: Gracia : Patch note [English]

Messagede Dr.Necrophia le Ven Mai 02, 2008 3:06 pm

A sa va alors avec le nombre de rb que je fait je suis tranquille ^^
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Re: Gracia : Patch note [English]

Messagede Tilienna le Ven Mai 02, 2008 5:53 pm

Acutellement oui, le prix des cry C reste a peu pres le meme.

Mais a CT2, le prix moyen des objet en shop baisse, par exemple un arme D a 1,6M ( taxe 5% ) passe a 1,2M

Pareil pour le C, ca fait passer les cry C a ... 2300a ( toujours avec un taxe de 5% ). Certes le prix baissera pas de moitié, mais c'est déjà ça :p

top C a 5,4M au lieu de 17/18M acutellement sur Teon... lol

un full set avadon heavy pour 4M de cry C et B ( en comptant les B au prix fort actuel )

du B a 11,5 voir 12M environ: keshanberk, kris etc. Dire qu'un Kris est vendu plus de 40M en ce moment.

Des dual low a pour ... bof 25/26M. Allez comptons large, 27M, ca fait 1464 cry A => ca fait le cry A pour 18,5k ... Comme dis plus haut: au pire, ca fait meme pas 20k ( je ne me souviens plus precisement ce qu'il faut pour les assembler, gemstone peut etre? )

autre exemple: avadon boots: 69 cry B, sera au luxury pour 35 cryB et 104 cry C.

104x2500 + 35x13000 = 715000. 715000 / 69 = 10362a le cry B. ( en comptant un peu plus large ^^ )

Rien qu'en payant le prix fort, ca fait passer les cry B a 10k ( 13 sur Teon actuellement )
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Re: Gracia : Patch note [English]

Messagede Raist le Ven Mai 02, 2008 6:56 pm

Khalida a écrit:Au passage on parlait de Téléportation pour les Daggers et dans ce Patch Note rien ne ressort bref c'est déjà oublié ? m_20


Un problème de traduction, peut-être. Vu que c'était lvl 72, je pense que c'est la skill Shadow Staff (qui d'ailleurs me laisse grandement songeur : un cancel de zone ? zone d'effet centré sur une cible où zone d'effet autour de soit ? Puis j'ai du mal à saisir l'intérêt d'un cancel de type de AoE pour un dagger ... Mais ça en fait toujours un de plus).
Et franchement, qu'il ne l'implémente pas est une bonne chose. On a bien eu suffisamment de boost comme ça. Que NC Soft regarde le reste et qu'il nous oublie.

Par contre, je vois que le Counter Evasion des AW à changer, et je dirais qu'il est pas mal en l'état. Je suis pas contre, car sur le principe, si ça se déclenche sur une évasion réussie, je pense que celà s'applique sur des dégâts physiques, hors skill (fort problablement). Hors, vu que la grande majorité des range/mêlées physiques ont une skill qui stun et qu'on est particulièrement vulnérable à cet état, c'est pas plus mal pour nous. Même si en PvP, je pense que celà ne changera pas grandement la donne. Je doute que la proba du déclenchement de l'effet soit élevé. Sinon ce buff deviendrait de facto meilleur que Counterattack (skill la plus gag qui soit, mais ça fait économiser 80kk de SP). D'ailleurs le boost de la skill n'apparaît plus ... Ca aurait été oublié ? Dommage.
Pour ma part, ce sera très utile en PvE pour stun un mob qui nous stun (vengeance :p).

Sinon les infos sur le Vitality system sont pas mal, on sait à quoi s'attendre et le fonctionnement, et je le trouve assez juste (fait que le bonus s'applique sur l'xp gagné durant cet effet et non un temps passé).
Pour les crystaux, ça va faire dégringoler le prix des crystaux B et A, et c'est pas plus mal.

Reste que le prise en compte de la distance pour les dégâts (mêlée/range) reste assez flou.
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