Jump to content
Important Info
  • Register now to gain full access!
  • Full Info about Phoenix: HERE
  • Full Info about Inception: HERE
  • OSGM Competition: HERE
  • Big Guide for Newbies: HERE
  • ADMIN

    Administrators
    • Posts

      3,931
    • Joined

    • Last visited

    • Days Won

      642

    Everything posted by ADMIN

    1. DS is designed to be a KS fight, not an "everyone has its guaranteed safe-afk spot for 20 minutes". Its original iteration from Webzen didn't had any single "spot", everyone was ks-ing each other for the same amount of monsters. We did balanced it so there's both KS & personal spots. Nothing else will be changed there, it's a fight and an event in the end.
    2. ADMIN

      PVPQ Repel

      I may add a simulated PK level for that, we'll see on the next patches.
    3. ADMIN

      Old Box

      It's intended to be like that, else we could simply allow them on vault / web warehouse.
    4. ADMIN

      Guild war

      Your suggestion sounds good, but I'm not personally up for it, at least not in the close future.
    5. ADMIN

      SD Replenish

      It is not technically possible to restore the SD. But should be clear that you should always have some small sd pots on you if you want to fight with 100% sd, especially that you control when you start the challenge.
    6. Rejected, newbies interested into *total fair* catch-up mechanic should wait & follow Wormhole. We already do more than we should, for newbies, from all points of views (starting from exp boosts, restrictive pvp, non-pvp events, fairness gaps and so on). Again, follow model next time.
    7. Please follow the model, next time Gion won't accept topics that doesn't follow the model, even if the suggestion is fine or not. You got 35 credits.
    8. The following changes are up from now: [UPDATED] Now there's no longer a pause between Imperial Event rounds or the first minute standby of the event. Note: This means that once you enter you can directly start the event (without waiting 1 minute) as well as after each gate the timer starts directly and you can continue the event without waiting the extra minute. [UPDATED] Now the Imperial Event will be *officially* over ONLY when you kill all monsters (not only the boss monster from last round). Note: This is available for the records only, rewards are still given when the bosses does die. [UPDATED] Maximum time per round on Imperial Event reduced from 10 minutes to 7 minutes. [UPDATED] Medics HP & Bosses HP from Imperial Event slightly buffed. [FIXED] Liliputans from Imperial not correctly despawning from the Event. [UPDATED] Now if you start the event before the day is over (like at 23:5x+) and finish it after the new day has started, the record will be registered for the previous day not for the day you finished it.
    9. Hello, you need to download the manual patch (24 November) and paste it over the client. Link:
    10. Patch is now live! Let us know if you find anything wrong after it.
    11. Release date: 24.11.2020 at 17:30 - There will be a small server restart. Congrats to OneWar, Snook and Venom for finishing the Stage 2.1! News: People that progressed through Stage 2.1 can use /stagereward to get their reward based on the progress, after the Patch is up! Make sure to update the client via Launcher / Manual patch after it will be up. Changelog: [UPDATED] You can now continue to reset up to 20 resets. [UPDATED] EXP for Stage 2.1 (15rr) is now removed. 15th reset does have the same exp table like 14th reset. [UPDATED] 3rd Newbies EXP boost added: 0rr: 500% EXP (constant level 1-350). 1rr: 500% EXP (constant level 1-360). 2rr: 500% EXP (constant level 1-370). 3rr: 500% EXP (constant level 1-380). 4rr: 500% EXP (constant level 1-390). 5rr: 500% EXP (constant level 1-400). 6rr: 400% EXP (constant level 1-400). 7rr: 400% EXP (constant level 1-400). 8rr: 300% EXP (constant level 1-400). 9rr: 300% EXP (constant level 1-400). 10rr: +200% EXP 11rr: +200% EXP 12rr: +150% EXP 13rr: +100% EXP. [UPDATED] Released Sign of Dimensions in drop (mobs level 90+) - for Doppelganger. Note: We're going to release Doppelganger Event either tonight at 00:00 or tomorrow, we are a bit late with it. [UPDATED] Droprate of Jewel of Bless, Jewel of Soul & Jewel of Life slightly nerfed across all maps, keeping the tier drops the same. [UPDATED] Illusion of Kundun has been buffed. It will also drop any ancient tier now. [UPDATED] Released GGDs. [ADDED] Banned Build at CS will now also be shown on website -> Castle Siege. Note: Maximum time to ban a build on Sunday reduced from 16:45 to 16:00. [FIXED] Some of the items that got their level modified in previous patches (like kundun / kb / etc.) were still having the initial level on client-side, showing wrong CM rates when being used. [FIXED] Change Race to correctly return the ML Points. [UPDATED] Vote now requires at least 4 resets. [UPDATED] Selling items on Market now requires at least 3 resets. [UPDATED] Now you can sell characters on Character Market that have at least 8 resets. [UPDATED] Now you can no longer sell Small Wings/Capes on Market. [UPDATED] Now you can no longer get a Target on Mercenary Quest that is already being targetted for Quest by another mercenar. [UPDATED] Now Event Entries will reset at 00:00 instead of 22:59. [UPDATED] Now after each CS Erohim will be buffed in terms of DEF & HP (no matter who is winning). [UPDATED] Now Reset Fruits will reset 600 points per fruit instead of 210. [UPDATED] Reset Fruits have been removed from Old Boxes 1 & 2. [ADDED] Character Lock System V2: Now it will also prevent the locked character to move items (from vault, character equipment / inventory / store, etc.) Now after you use /lock for the first time it will work like this: The permissions will no longer be disabled when you use /lock, basically nothing will happen in that moment. This means that you won't have to use /unlock every time you relog char / move from (to) gens-maps, etc. Now, every time you LEAVE ACCOUNT (select server, x game, dcfriend, etc.) there will be an auto-lock on your account, as long as the /lock was used at least one time. The password from the auto-lock is the same password you used last time for the /lock. After your account is logged off, the next time you (or someone else) does enter it, it will firstly have to /unlock the account in order to further use it (no matter if you/he change server, relog, etc.). This improvements are meant to help with the following things: Improve the quality of life for those that use /lock (so they have to /unlock the character only when they leave account instead of every time they warp to other servers, etc.) Provide high level of security for your account (so people that disconnect you & want to steal your things they must first pass the /unlock password). Note: From now on, if you choose to use this system (which is highly recommended for those that share their account/pass with others) you will have 95% security to your in-game things. The only things that can't be protected with /lock are the items from main-vault (which can be accessed / moved / stealed from website). Everything else (extra wares, equipment, store, inventories, etc.) are protected. So in order to bring it to 100% make sure to not store VERY IMPORTANT items on your main-vault (ware 0), while using the new /lock. Note2: All the existing locks have been removed. If you choose to use this new system you have to use /lock again. Note3: IMPORTANT! MAKE SURE TO NOTE YOUR /LOCK PASSWORD EVERY TIME YOU SET/CHANGE IT! IT WILL ALWAYS AUTO-LOCK WITH THE LAST PASSWORD USED ON THE /LOCK! [ADDED] Live Stream notice during CS. Note: If there will be a Live Stream ongoing during CS it will be announced (with link) every time Teams Score / TOP3 Killers / TOP3 Stampers is announced globally. Note2: If there is no Live Stream ongoing it will also announce that Live Stream is OFF, on the same moments. + Other small fixes / adjustments / improvements. The following changes will be up tonight at 00:00 (so it won't affect the current day ranks) - except of statues reward which will be up from now. [UPDATED] Now there's no longer a pause between Imperial Event rounds or the first minute standby of the event. Note: This means that once you enter you can directly start the event (without waiting 1 minute) as well as after each gate the timer starts directly and you can continue the event without waiting the extra minute. [UPDATED] Now the Imperial Event will be *officially* over ONLY when you kill all monsters (not only the boss monster from last round). [UPDATED] Maximum time per round on Imperial Event reduced from 10 minutes to 7 minutes. [UPDATED] Medics HP & Bosses HP from Imperial Event slightly buffed. [UPDATED] Now statues from Imperial Event have a chance to drop Jewel of Chaos as well. Dynamic Characters Balance tweaks Based on the Council's feedback for 10-15rr & our own view related to chars, this are the following tweaks for Stage 2.1: In order to reduce the "gap" between high level chars and lower level chars into events / challenges, all characters except RF (that will gain Level*5 ASR Level*3 DSR) will now gain Level*0.5 PvP ASR & DSR. The difference will be made in terms of AGI, which was also tweaked across all chars. DL: [UPDATED] Nerfed Chaotic damage by 45%. [UPDATED] Buffed PvM damage by 6%. [UPDATED] Buffed Fire Scream damage by 10%. Note: We've been witnesses to DL domination since 5rr. His time is over for now and we may touch him again later on. The biggest problem on DL was that usually chaotic was bugged so we've made the balance around Fire Scream. Apparently chaotic is working up to 80% of its potential (probably the balance-load of double servers helped) so this was the main reason of such insane damage. Note2: What we want from DL is to have 2 type of gameplay on PvP, the higher-risk higher-reward that's based on Fire Scream (getting closer for full dps) and a weaker but safer option with Chaotic when kiting / waiting SD to be burnt and then switching to Fire Scream as finisher. After this changes, Chaotic is just a bit worse than FS, in terms of DPS (Damage*hits per second). SUM: [UPDATED] Increased damage taken from rest of classes on PvP by 5%. Note: We're keeping the small part left of the damage buff she received but we're increasing the damage she takes, to preserve the glass-cannon identity that we want for her. BK: [UPDATED] Reduced damage taken from rest of classes on PvP by 6%. Note: BK currently needs a bit of help to stay alive in PvP, we may remove this buff later on. AE: [UPDATED] Nerfed PvP damage done to BK, RF & MG by 8%. [UPDATED] Buffed PvP damage done to SM, DL, SUM by 10%. Note: The highest DPS that AE can put on PvP depends on her close-range position, so we're nerfing the cases where she basically don't need to do anything to profit from the max dps (vs melees) and buffing the cases where she actually needs to position herself to profit from max dps (vs ranges). RF: RF is currently over performing but it is as we wanted him to be, until at least next stage when we'll start looking at him. It is his time to shine.
    12. ADMIN

      Class Ballance.

      Those that depend on macros to play BK will never play it at its full potential, and if you as player can't pass a macro level on combo you shouldn't play BK at all. What is actually a macro? It is a registered sequence of keys pressed either by keyboard or mouse, or both, that goes on an repeat loop, based on the speed and etc. you initially set. Why it sucks compared to *good* player skills? If you get "stucked" (which always happens on PvP, the moment your character stops from attacking by having a "hurt" animation) your macro will continue its sequence and combo will fail (as you are stucked, can't get out those skills) -> combo fails. If player skill is involved -> player does stop the combo sequence during the stuck moment and continue after it -> Combo succeeds. If you get stunned (by BK mace ML, sleep, ice arrow, etc.) your macro sequence will continue but your skills won't -> combo fails. If player skill is involved you can control it, either restart it if you don't have time or finish the remaining skills -> Combo succeeds. If you get "pushed" by either other skills (earthquake, lightning, other bk/mg weapon skills) or even by your own weapon skill (cyclone/etc.) - your character will move a bit before continuing the actions you put him to do - your macro sequence will continue but your skills won't -> combo fails. If player skill is involved, you can control it, same story. If you miss the cyclone skill (purely "MISS", due to ASR/DSR PvP) - your macro sequence will continue but combo won't work as 1st skill missed. If player skill is involved then you do another cyclone until you don't miss so your combo can work. And so on, just the most important aspects where macro sucks, which are in most of cases. The only actual use for such macro where it does help is on PvM or stationary targets that doesn't attack back. Especially for him, but for anyone that thinks he can beat good (even if rusty) BK skills with a "macro", and only with a macro. I don't neglect people's actual real skill on BK, as I know very few BKs, but for sure I know that any decent BK can beat a macro and I'm personally up to prove it anytime, and I'm sure Gion is up as well, not sure if Legion wants / have the time but he's another good BK I trust on the job.
    13. ADMIN

      Class Ballance.

      I invite you to create any macro you want and then choose a duel with either me, gion or legion on same build / items / and so on as you choose (2 chars cloned). If you lose you're out from this community if you win I give you 5000 credits. Normal duel first to reach 10 points. Let me know if you agree so we can set it up and stream it as well, if you don't then just never post anything as you're talking more than playing.
    14. ADMIN

      Class Ballance.

      I don't mind free chat topics, but the idea of having all chars same on resistance / damage is wrong. Classes must look like following (for PvP): Melee: SMG: Medium to play at full potential, High burst damage, Low resistance. VRF: Easy to play at full potential, Medium damage, Medium resistance. ABK: Hard to play at full potential, Medium-High burst damage, Medium-High resistance. Range: SM: Medium to play at full potential, Medium damage, High resistance. AE: Easy-Medium to play at full potential, Medium damage, Low-Medium resistance. DL: Easy to play at full potential, Medium-High damage, Medium-High resistance. SUM: Easy to play at full potential (normal PvP), Hard to play at full potential (Duel, CS): High burst damage, Low resistance. No PvP / Low-PvP, untouched builds: EMG ARF ERF Then the difference between some "more similar" chars are in terms of other utilities (CS impact / roles, different events impact, buffs, etc.) and PvM / Hunt power. Our tweaks will always keep this details in mind, as the final result.
    15. I'll have a look at it this days and come back with a reply.
    16. ^ this is how a feedback should look like, when you're starting such topics, not some random rants that you are beaten by x or y (so nerf them) or that your character needs a "buff" because why not, it's free to ask for - be sure that they are ignored. So, take notes from this guy. About DL - It is indeed true that DL still overperforms in PvP at the current stage even after the latest nerfs from previous stage and for sure will be looked into again on the next stage patch. About BK - if people can't do 2-3 combos in a row, the character is a waste. If people can do 2-3 combos in a row (which sadly very few of current BK players can do it) they are ... hard to win against. BK is a character where mistakes can't happen (outside of bad rng of the combo hit-rate) if you want to get its full potential, even 1 missed combo can cost you your death. It is indeed the hardest character to play, gear & level, but it pays off a lot if you can master it, especially on team vs team events where buffs transforms it in a monster, hard to kill and hard to stay in its range. About VRF - It is the easiest to play melee character from the game, that does have DPS, gap closer & ice chance on a single skill (chain drive), compared to SMG which does use 3 different skills (cyclone - gap closer, ice skill - ice, fireslash - DPS) or BK that has to master its combo skills. Apart from this reason that it is too easy to play, he's biggest weakness for PvP is that he is fully depended on having cape level 3 (which is a huge upgrade from the level 2 cape, compared to rest of classes). More than that, he's the only melee that scales into mid-late game due to skill damage % on chain instead of the pure, constant damage of SMG/BK.
    17. Uhm, that's a new thing to hear, putting up ALTS with w2/w3, exc sets, weapons, rings & so on versus REAL newbies with non-exc medal items means being threat in the same way, okie. Nickname doesn't matter, there's only one guy from Iasi with your way of "typing", MU connection & some IT knowledge, the same old ego that people who got to see it ran away. Not even mentioning the "corruption" level. So yea, hate is never "for free", don't get me wrong. Wish you the best.
    18. This is what a flex means, trying to shine with easy piece of codes that you don't have any idea if they are compatible with our emulator or not. Why Gion said that? Simple, we don't have direct source code access (which none of the respectable emulators does offer, lul), so we're limited enough to our lua extension. And, if you would even read what Gion referred to is the possibility to "make sure" that such feature would not be abused by alts / different connections from same person, but hei, why to read when we can just throw some random code and prove what we're made of. Unless you want to impress some other people from here go for it & continue, you may get some fans. If you do it for "us", you can stop and better focus on your "projects", if they still exist.
    19. Weird flex, mister Fr33. We know what things to do and how to do them here, but thanks for the "lua lesson". ONTOPIC: This is a hard server in the end, even though newbies does receive a lot of boosts, they must still work for what they achieve in game. After few resets goldens are easy anyway except of GGD's and BoK+5 which require way more resets to compete for them. In the end there's wormhole for newbies that want a "fair catch-up" mechanic in terms of goldens/bosses, etc.
    20. I'll clear this for you as I'm the only one that can respond to such "appeal". So, basically, what you did expected to happen after you fu**d 2 innocent people on soccer is to simply get 3 days ban on your SECONDARY char, ah? The ban is on "ALL CHARS", which means, all the chars you personally control, and if there was only one char to be banned, that would be your MAIN character of course, not your ALT. The difference between trying to join with multiple chars on IP vs not presenting at soccer after check-in is that on 1st case you could also get BAN on accounts/characters that are not even yours but you accessed them (like friends and so on). The 2nd is only for your PERSONAL characters, MAIN & ALTS. Better blame yourself for wasting others time instead of acting like an innocent here. Topic closed, you got your "appeal".
    21. Patch is now live! Let us know if you find anything wrong after it.
    22. Release date: 10.11.2020 at 19:45 - No server restart needed, only mobs restart. Changelog: [UPDATED] Now Warns given by players in IT are anonymously & silent - when you give Warn in IT it will no longer show to everyone who warned who and neither will notice the one warned. [UPDATED] Suspicious Scrap of Paper (Imperial Event) droprate slightly raised. [UPDATED] OSGM Events will now show the messages on all sub-servers instead of only on Server 1. [UPDATED] Staying inside BWQ will now first try to move you in 5x5 range of her, only if it doesn't find valid coords it will move you to safe-zone. Note: Messages added as well. [ADDED] Imperial Guardian Weekly Championship. There will be daily awards for best records on the event-clear. In order to be eligible for daily records you need to finish the event IN AN UNIQUE FULL PARTY - which means you need to have 5 different classes in your party. Every day from week will have its own record for that party / character that finished it. Only the best record is registered on each day, which means a character that does the event 2/3 times per day will have only 1 record registered (the best one) with the best party. You don't have to do it with same parties. Record is individual. At the end of each day (23:59) TOP10 best records will earn points (this means, every character with the same - best record as others will be registered on each position, TOP1, TOP2, etc. there can be 1-5 chars with same record at each position): TOP1 = 6 points TOP2 = 5 Points TOP3 = 4 Points TOP4 = 3 Points TOP5 = 2 Points TOP6-10 = 1 Point. At the end of the week (Sunday at 23:59) all records are reset and there will be TOP3 rewards for TOP1~5 people with the most points (counting multiple people with same points at the same rank). Points are also reset at the end of the week. Rewards: TOP1: HoF Badge + 3x TOCA & 20x Jewel of Harmony. TOP2: 2x TOCA & 15x Jewel of Harmony. TOP3: 1x TOCA & 10x Jewel of Harmony. Note: Because we were a bit late with this new system, we'll have it on "BETA" until this Sunday's night. Rewards will start from this Monday. [UPDATED] Now Medics from Imperial does have the highest HP from the encounter (except of the bosses), instead of the lowest. Note: Make sure to isolate & focus them properly. [FIXED] Gens Points for online time not being given back after the character left Mercenary Squad. [UPDATED] Now you can no longer use /challenge while both Colloseums for Challenges are occupied. Note: It will ask you to try again in few seconds and you'll be able to enter your own challenge when any of the 2 colloseums are empty. [UPDATED] Maximum time to use /challenge raised from 5 minutes to 8 minutes. [UPDATED] Now you can no longer move to other maps during IT, you are able to move again only after you relog your character. [UPDATED] Now you will gain the Seal of Sustenance after entering IT, preventing you to gain exp until you relog your character. Note: This should help (not guaranteed) in preserving your previous real level experience gained. [UPDATED] Market History will now show the items in a sorted way, using the buy time. + Other small fixes / adjustments / improvements.
    23. Mana Shield: Max Rate: 30%. Formula: 1(%) + (ENE/689)(%) - Capped at around 20k ENE or lower with ML. Duration: 60(seconds) + (ENE/80)(seconds). This is the formula for Mana Shield. What is showing in game is irrelevant.
    24. Great CS, congrats to all participants, again. Can't wait to watch the next one.
    25. Hello, Exp boost is working correctly. Why you see the difference is because there are 2 types of experience tables across the resets. There's the linear exp (which is same exp rate for level 10-400), that's up to 4rr since the last boost. And there's dynamic upside exp (which all the resets except first 4 does currently have) that works in the following written way: While at 0 resets and level 340, for example, you have 400% exp, at 6 resets and level 340 you currently reach up to ~238% exp that increases further up to level 400. The difference is that you start with way lower rate for level 1-300 that does increase, compared to constant same rate of exp.
    ×
    ×
    • Create New...

    Important Information

    By using this site, you agree to our Terms of Use and Privacy Policy. We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.