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mooMOOMooMoomoo-KT

Daeva
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Posts posted by mooMOOMooMoomoo-KT


  1. The new cubic category is called STR_CUBIC_CATEGORY_EresukigalATK_Info. There are two types:

    • Cubic_Stat_EresukigalATK_01 (core_limit_attribute and core_limit_attribute_value  - this is a different property than other cubics, which use core_stat_name and core_stat_value)
      • Bronze: IDF7_Ere_atk 30/60/100/160/250
      • Silver: IDF7_Ere_atk 20/40/80/150
      • Gold: IDF7_Ere_atk 20/50/100
    • Cubic_Stat_EresukigalDEF_01 (core_exclusive_attribute)
      • Bronze
        • Level 1 (IDF7_Ere3_step1): damage_reduce_normal 1%, damage_reduce_skill 1%
        • Level 2 (IDF7_Ere3_step2): damage_reduce_normal 2%, damage_reduce_skill 2%
        • Level 3 (IDF7_Ere3_step3): damage_reduce_normal 4%, damage_reduce_skill 4%
        • Level 4 (IDF7_Ere3_step4): damage_reduce_normal 8%, damage_reduce_skill 8%
        • Level 5 (IDF7_Ere3_step5): damage_reduce_normal 15%, damage_reduce_skill 15%
      • Silver
        • Level 1 (IDF7_Ere1_step1): damage_reduce_normal 1%, damage_reduce_skill 1%
        • Level 2 (IDF7_Ere2_step2): damage_reduce_normal 2%, damage_reduce_skill 2%
        • Level 3 (IDF7_Ere2_step3): damage_reduce_normal 5%, damage_reduce_skill 5%
        • Level 4 (IDF7_Ere2_step4): damage_reduce_normal 10%, damage_reduce_skill 10%
      • Gold
        • Level 1 (IDF7_Ere1_step1): damage_reduce_normal 1%, damage_reduce_skill 1%
        • Level 2 (IDF7_Ere1_step2): damage_reduce_normal 2%, damage_reduce_skill 2%
        • Level 3 (IDF7_Ere1_step3): damage_reduce_normal 5%, damage_reduce_skill 5%

  2. Some major nerfs for Chanter skills in 6.5 / 6.75:

    • Recovery Spell and Daevanion versions are no longer affected by shards (shards gives +15% heal effects)
      • Rejuvenating Spell cooldown 10s -> 12s
      • Cleansing Recover Spell and Rejuvenating Spell might even be unaffected by Healing Boost? (Can't confirm from data mining)
    • Overwhelming Judgment and Dizzying Smash damage reduced to 2/3 of 6.2 values
    • Blessing of Wind duration halved (cooldown 3m -> 2m)

  3. 1 hour ago, Sutoir-DN said:

    Unfortunately, we all know that AION is the company's least profitable property (as per Q4 2018 numbers) except in Korea, whose audience is the main driver of game development anyway.  So it would be something of a fool's errand to get them to "understand what is happening here."  We're barely a proverbial blip on their radars.

     

    Well duh, AION in non-Korean regions have to suffer through the 6.2 version through these periods of time.


  4. My chanter got the Genesis Crystal PvP Boots up to Ultimate. The Wings are now at +14, although failed 3 ultimate stones from that point so far, the much bigger part missing is 300+ Fighting Spirit fragments and a few million AP.

    My Spiritmaster is lacking AP to promote the +15 PvP Weapon. So meanwhile, since AP gain process is so slow, ended up +15ing PvE Bloodsworn Weapon and Chest armor instead.


  5. 100 genesis crystals:

    • 2x camps (60 * 2 = 120)
    • 8x monster hunting quests (13 * 8 = 104)
    • 10x PvP quests (10 * 10 = 100)

    480k AP:

    • Lose 3 PvP instances (182,000 * 3 = 546,000)
    • Win 1 and lose 1 PvP instances (182,000 + 364,000 = 546,000)
    • Win 2 PvP instances (364,000 * 2 = 728,000)
    • Play 2 sieges at 50% win rate assuming lowest reward on win (320,000 + 200,000 = 520,000)
    • Play 22 matches of Arena of Discipline at 50% Win Rate (((40,000 + 4,000) / 2) * 22 = 484,000)

  6. Number of fragments extracted depends on which item slot the item goes to.

    • Weapons: 3x
    • Armor:
      • Head: 2x
      • Chest: 2x
      • Pants: 1.5x
      • Shoes, Shoulders, Gloves: 1x
    • Accessories
      • Necklace: 2x
      • Earrings: 1.5x
      • Ring, Belt: 1x
    • Wings: 3x
    • Plumes, Bracelets: 2.5x

    I got around 70-ish fragments from extracting an ultimate failure chest piece (2x). So rings should be around 35 fragments (1x)


  7. If you are trying to gear up then you are only eligible to do quick entry runs, and do not expect to win any PvP instances at all.

    Dredgion + Idgel Dome + Evergale Canyon (9 losses per week): 182,000 * 9 = 1,638,000 AP per week

    Arena of Discipline (10 losses per week): 4,000 * 10 = 40,000 AP per week

    Sieges (average 2 wins at lowest rank, and 2 losses per week): 320,000 * 2 + 200,000 * 2 = 1,040,000 per week

    Total: 2,718,000 per week, not including AP lost from dying against enemy players in open world.

     


  8. According to https://www.reddit.com/r/Guildwars2/comments/auv0gr/an_overview_of_the_layoffs_and_events_today_at/ , the layoff is mainly due to lack of progress on two of Arenanet's unannounced titles. One of them is a mobile title.

    2 hours ago, Phantom-EK said:

    Makes me wonder if they are trying to pull out of the west.  They just did total game over hall patches for both Guild Wars 2 and Wildstar and within a year shut down both games.  Just like Aion they had a surge in population followed by empty servers. Clearly just trying to make a buck before getting out!

    What does entertain me is all of these entitled brats telling NC to do this this and this if they want to be successful.... 

    Guild Wars 2 is shutting down?

    Is Arenanet an subsidiary of NCWest? or NCSoft HQ (Korea)?


  9. Oh I forgot to mention, "Perpetual Truth" is the NA name of the proc skill CH_RapidThrust_Custom_A_sys_Cri.

    In EU English, both the base skill and proc skill are named "Chain Decapitation".


  10. Melee Crush / Chain Decapitation has 100% chance of inflicting Snare. When it crits, it procs skill CH_RapidThrust_Custom_A_sys_Cri on a critical hit. In 6.2, it inflicts Snare on the target for 3 seconds. In 6.5, it inflicts Stun for 0.5 seconds.

    It will be fixed in 6.5.

    Here's the data of the provoke_after_critical skill in our current 6.2:

    <skill_base_client>
        <id>9300</id>
        <name>CH_RapidThrust_Custom_A_sys_Cri</name>
        <desc>STR_CH_RapidThrust_Custom_A_sys_Cri</desc>
        <desc_abnormal>STR_CH_RapidThrust_Custom_A_sys_Cri_Abnormal</desc_abnormal>
        <type>Magical</type>
        <sub_type>Debuff</sub_type>
        <skill_category>SKILLCTG_NONE</skill_category>
        <skillicon_name>CH_RapidThrust_Custom_A</skillicon_name>
        <activation_attribute>Provoked</activation_attribute>
        <dispel_category>DebuffPhy</dispel_category>
        <target_slot>debuff</target_slot>
        <target_stop>0</target_stop>
        <hostile_type>None</hostile_type>
        <delay_type>0</delay_type>
        <delay_time>0</delay_time>
        <first_target>Target</first_target>
        <first_target_valid_distance>1</first_target_valid_distance>
        <target_range>OnlyOne</target_range>
        <target_species_restriction>All</target_species_restriction>
        <target_relation_restriction>Enemy</target_relation_restriction>
        <obstacle>4</obstacle>
        <add_wpn_range>0</add_wpn_range>
        <casting_delay>0</casting_delay>
        <auto_attack>maintain</auto_attack>
        <status_fx>sts_snare.snare.sts_hit</status_fx>
        <status_fx_bone>Foot</status_fx_bone>
        <status_fx_slot>1</status_fx_slot>
        <effect1_type>Snare</effect1_type>
        <effect1_noresist>0</effect1_noresist>
        <effect1_remain1>0</effect1_remain1>
        <effect1_remain2>3000</effect1_remain2>
        <effect1_effectid>20007</effect1_effectid>
        <effect1_target_type>Target_Only</effect1_target_type>
        <effect1_reserved1>0</effect1_reserved1>
        <effect1_reserved2>99</effect1_reserved2>
        <effect1_reserved6>1</effect1_reserved6>
        <effect1_reserved10>Fire</effect1_reserved10>
        <effect1_reserved11>100</effect1_reserved11>
        <effect1_acc_mod2>500</effect1_acc_mod2>
        <effect1_critical_prob_mod2>100</effect1_critical_prob_mod2>
      </skill_base_client>

    And in 6.5 Taiwan:

      <skill_base_client>
        <id>9300</id>
        <name>CH_RapidThrust_Custom_A_sys_Cri</name>
        <desc>STR_CH_RapidThrust_Custom_A_sys_Cri</desc>
        <desc_abnormal>STR_PR_SonicEruption_Custom_A_Abnormal</desc_abnormal>
        <type>Magical</type>
        <sub_type>Debuff</sub_type>
        <skill_category>SKILLCTG_NONE</skill_category>
        <skillicon_name>CH_RapidThrust_Custom_A</skillicon_name>
        <activation_attribute>Provoked</activation_attribute>
        <dispel_category>DebuffPhy</dispel_category>
        <target_slot>debuff</target_slot>
        <target_stop>0</target_stop>
        <hostile_type>None</hostile_type>
        <delay_type>0</delay_type>
        <delay_time>0</delay_time>
        <first_target>Target</first_target>
        <first_target_valid_distance>1</first_target_valid_distance>
        <target_range>OnlyOne</target_range>
        <target_species_restriction>All</target_species_restriction>
        <target_relation_restriction>Enemy</target_relation_restriction>
        <obstacle>4</obstacle>
        <add_wpn_range>0</add_wpn_range>
        <casting_delay>0</casting_delay>
        <auto_attack>maintain</auto_attack>
        <status_fx>sts_snare.snare.sts_hit</status_fx>
        <status_fx_bone>Foot</status_fx_bone>
        <status_fx_slot>1</status_fx_slot>
        <effect1_type>Stun</effect1_type>
        <effect1_noresist>0</effect1_noresist>
        <effect1_remain1>0</effect1_remain1>
        <effect1_remain2>500</effect1_remain2>
        <effect1_effectid>20000</effect1_effectid>
        <effect1_target_type>Target_Only</effect1_target_type>
        <effect1_reserved10>Fire</effect1_reserved10>
        <effect1_reserved11>100</effect1_reserved11>
        <effect1_reserved16>1</effect1_reserved16>
        <effect1_acc_mod2>500</effect1_acc_mod2>
        <effect1_critical_prob_mod2>100</effect1_critical_prob_mod2>
        <effect1_hop_type>SkillLv</effect1_hop_type>
      </skill_base_client>

     


  11. Your effective Physical Attack stat in PvE = Physical Attack + PvE Attack

    Your effective Physical Attack stat in PvP = Physical Attack + PvP Attack

    Your effective Magical Attack stat in PvE = Magical Attack + PvE Attack

    Your effective Magical Attack stat in PvP = Magical Attack + PvP Attack

    Your effective Physical Defense stat in PvE = Physical Defense + PvE Defense

    Your effective Physical Defense stat in PvP = Physical Defense + PvP Defense

    Your effective Magical Defense stat in PvE = Magical Defense + PvE Defense

    Your effective Magical Defense stat in PvP = Magical Defense + PvP Defense


  12. Broker fees are based on a percentage of your asking prices

    • Listing fee: 2.2% of asking price * (Prices * (Tax + 100%))
    • Commission on successful sale: 11% of asking price * (Prices * (Tax + 100%))

  13. For the regional sales breakdown, it counts all games together, including mobile games (Taiwan Lineage M is Royalty). It doesn't say how much revenue Aion made for each individual region. Aion EU (Gameforge) and RU (Innova) should belong to "Royalty" since they are not operated by an NCSoft subsidiary.

    Korea also launched 6.5 with the improved enchantment rates much earlier than other regions. In Q4 2018, all non-Korean Aion services had to suffer with atrocious 6.2 enchantment rates (28% ancient-ancient chance from +9 onwards, average 373 ancient stones for +10 - > +15) that caused massive loss of players.

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