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Posts posted by mooMOOMooMoomoo-KT

  1. Ah ok. I never got in hold of a single ultimate stone before. This behavior is also not mentioned in the in-game description of ultimate stones. I never even knew about that until the moment I datamined the enhantment success rate from Taiwan 6.5 game data. This is not mentioned on English powerbook either.

    (And there was a bug in my previous script used for generating the spreadsheet table data, which read enchantment_penalty_type from the wrong records - Original 6.2 enchantment success rates, applies to Gameforge, ultimate odds fixed)

  2. 6.5 enchantment success rates, and average number of stones needed to go from +10 to +15

    While digging through the enchantment success rate data of the Taiwan game files, I have discovered that failed enchantment attempts with ultimate stones appear to no longer reduce the enchantment level of gears ("0"). Can anyone confirm? (ancient and legendary stones remain "-1" for +1 to +9 and "10" for +10 to +14)


    • 0: enchantment level stays the same (ultimate stones have this set to 0 for all levels and gear grade)
    • -1: enchantment level drops by 1
    • 10: enchantment level is set to 10

    And does this apply to our NA 6.2 enchantment rate improvement too?

  3. Aetherforging Gear Craft Proc Rate Research

    So far I can only conclude that proc rate for ancients is in the ballpark of 20%-ish.

    Sample size is too small for Legendary to draw any conclusions. I left them at Legendary masterwork and equipped them on my main chanter.

    My boot is legendary PvP Genesis Crystal. Waiting for NCWest to buff up the enchantment rate (if NCSoft approves the request of getting 6.5 enchantment rates before the arrival of 6.5 update)


  4. Level 76+ player characters gets new passive skills that gives:

    • PvE Attack (old stat) +100%
    • PvE Defense (old stat) +100%
    • PvP Attack (old stat) +100%
    • PvP Defense (old stat) +100%
    • Godstone Suppression +35%

    Spiritmaster pets don't get these buffs. This effectively makes them deal half damage and receive double damage against level 76+ targets.

    Test target:

    Level 1 Cygnea Training Dummy

    • 0 Magical Defense

    Level 80 Spiritmaster

    • Total Magic Attack: 11268 (Magic Attack: 9805+1132, PvE Attack: 331)
      • Weaken Spirit Lv 7 (1968 Power): 48876 damage
        • 1968 * (115 / 100 + (11268 - 0) / 1000) * (1 + 1.00 - 0.00)
      • Element Smash Lv 2 (2094 Power): 52006 damage
        • 2094 * (115 / 100 + (11268 - 0) / 1000) * (1 + 1.00 - 0.00)

    Level 80 Water Spirit

    • Total Magic Attack: 13547 (10864+2683)
      • Command: Water Disturbance (2091 Power): 30417 damage
        • 2091 * (100 / 100 + (13547- 0) / 1000) * (1 + 0.00 - 0.00)
      • Command: Water Detonation Claw (2601 power): 37836 damage
        • 2601 * (100 / 100 + (13547- 0) / 1000) * (1 + 0.00 - 0.00)
      • Command: Hydro Spike (3273 Power): 47612 damage
        • 3273 * (100 / 100 + (13547- 0) / 1000) * (1 + 0.00 - 0.00)

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  5. 1 hour ago, XOliviaX-DN said:

    When Illusion was enchanting that does look like 5% BUT why is it 5%?  By the chart it should be at least 25% no?

    Using ancient on +9 or higher legendary or ultimate gear have a 5% (1 in 20) success rate, and this will continue to be the same for 6.5 and 7.0.

    There is major variance in RNG, you can have long stretches of failures and then a bunch of successes nearly back to back. Or even get that piece of gear to +12.

    With the scarcity of legendary stones, don't use legendary stones when the gear is exactly +10. Then use legendary stones from +11 onwards.

    It takes average of 373 ancient stones, OR 51 legendary stones, OR 26 ULTIMATE stones, to +15 ancient gear from +10. lol.

  6. On 12/12/2018 at 0:28 PM, Cyan said:

    To be extra clear, we're going to be getting the enchantment rates from the 6.5 patch and put into our current version before 6.5 comes out for our region. Along side of this we're also going to be introducing ways in order to get more enchantment stones than possible currently (mostly PvP as PvE is a bit easier to come by comparatively).

    This request is very likely going to be rejected by HQ.

  7. Contaminated Underpath / Hell Pass

    Single Fire Cannon / Rapid Fire Cannon (1 Bright Aether) - Successive Shooting / Repeated Shot

    • 14000 fixed damage
    • 30m range
    • Fires once every 3 seconds approximately
    • Single target

    Area Antiaircraft Gun / Artillery (2 Bright Aether) - Bombing / Bombardment

    • 25000 fixed damage
    • 20m range
    • Fires once every 7 seconds approximately
    • Fireball (circle) AOE with 4m radius, hits up to 5 enemies

    Single Shot Aethercannon / Powerful Aether Cannon (2 Bright Aether) - Electric Shock

    • 44000 fixed damage
    • 20m range
    • Fires once every 4 seconds approximately
    • Single target

  8. Didn't NA received a customized setting where it is impossible to receive a contract with lower rarity than the ones being combined, even when only 2 or 3 copies are used? (Added NA information in the above spreadsheet as a separate tab)

    Let's compare the string STR_MSG_TRANSFORMATION_COMPOSE_USER_INFO between NA and EU:


    You can only combine transformations of the same grade.
    Using more transformations increases the chance of promotion.Up to 100 transformations are shown below for each grade.


    1. You can fuse two or more transformations with the same level.
    2. If four or more transformations are fused, you don't receive a transformation with a lower level.3. The list shows up to 100 transformations.

  9. Try use this spreadsheet to pick skills for your rotation

    I don't main a SM, but maybe consider keeping these skills on cooldown as much as possible?

    Keep Erosion up and keep spamming Inescapable Choke / Vacuum Chain Explosion Lv 200 if you have it?

    If not, then the following?

    • Weaken Spirit Lv 7 -> Element Smash / Elemental Smash Lv 2
    • Soul Surge / Soul Theft Lv 200 / Soul Torrent Lv 1
    • All of your pet attacks


  10. 20 hours ago, Lucimon-DN said:

    What about Blessing of Wind and Pledge of Earth those are not functioning properly a person with no gear deals more damage then they should because the skill literally deals x2 the amount of listed damage regardless if a weapon or any armor is equipped at all.....

    Physical attack and magical attack have no influence on those skills anymore....

    and incase there is a tied in bug those two skills are acting like the "damage godstones now" (Which only deal x2 dmg instead of having magic boost influence)  they simply deal x2 the dmg listed on their description and can no longer be influenced by gear / weapons...



    Pledge of Earth is affected by Magical Attack, not Physical Attack.

    Test against "Training Dummy" in Cygnea (no physical/magical defense) - Note: This is not the "Test Dummy" with weird damage calculation codes!

    Pledge of Earth has 660 damage.

    Chanter has 105 knowledge, 11431 physical attack, 68 magical attack, and 1249 PvE attack. Level 76+ characters have +100% PvE/PvP Attack/Defense (old stat).

    Damage = 660 * (105/100 + (68 + 1249 - 0) / 1000) * 2 = 3124

    But every monster in end game have significant amount of magic defense that renders every chanter's effective (Magic Attack + PvE/PvP Attack) to zero. For example, Kairom, Ancient Kibrium Elite Grade 3 miniboss, has about 8725 magical defense.

  11. The biggest problem is that currently the gear enchantment rate is absolutely horrible. Of course mega geared people like you will absolutely stomp them because people are having extreme difficulty even trying to enchant a single piece of ancient gear to legendary!

    373 ancient stones on average to +15 an ancient piece, and then 64 legendary stones on average to +15 a legendary piece. Repeat 15-16 times for the rest of the equipment pieces.


  12. Regarding Element Smash / Elemental Smash Lv 2:

    It makes an additional packet of magical damage (782 base damage, or 899 tooltip damage) when used against the races Gchief_Dragon, Drakan, Lizardman, naga (Balaurs). The separated damage packet allows that damage bonus to be affected by Magical Attack. This bonus effect is not in the in-game skill description.