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Donafell

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Everything posted by Donafell

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    outdated, will update one day
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    good luck
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    outdated will update one day
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  6. Mammoth Shadow Gear drop. POLL VERSION.

    a 1% map drop will basically make it as easy to get as major auto spell. Now, that's probably the intention here, but you probably need to meet moon man midway. He's stated that he intentionally kept mammoths out of reach due to endgame shenanigans. Now I don't fully agree with him here, but that's his state of mind. A suggestion he might accept would be ... a rare instance drop or a boss drop from forts or something.
  7. Supernovice in Fort Dungeons

    Hello one and all. I was testing out hyper novice the other day and realized something. A nice part of Hypernovice's new abilities is a 10% damage amplification (kinda like a mini raid) in Shield Chain Rush and Ground Gravitation. But, since the regular mobs in Fort are boss protocol (so as to make them resistant to status effects), this effect does not work despite the mobs being normal protocol with regards to receiving damage from players (you use normal def and mdef pierce). Which is kinda sad since hypernovices have enough problems with outputting damage in high-end content as it is.
  8. Sky Emperor Miracle Procs

    I'm surprised the vote is as split as it is. Would have thought that this QoL change would be warranted in at least the hardest content (fort). Everywhere else is meh since you dont die while farming, and you don't really die in purga anyway. However, since GA and purga are linked, the change should roll over as well (it's impossible to NOT die in GA if you are playing it as intended). It's the same deal as gene wooden warrior and sorc pets. Something that is a significant part of the class' power simply doesn't function as intended once we add in custom server content.
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    yes, just get more FCT. But they are still weak. I don't recommend them.
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    celine set should be the strongest option aside from going temporal circlet o/ I highly recommend temporal circlet though. At the time of writing this build, temporal spells were like 2m each. It has since gone down to 700k on a Friday.
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    Bragi gives 30% ACD to all party members. It's a Minstrel skill. Unfortunately, it's not possible to hit 86% ACD without a Kiel/Bragi. Or if it is possible, it involves giving up your Runaway Magic, so it's not worth it. I would not recommend this build for newer players. It's very high investment. High potential (the highest potential among all magic dps in the game right now), but high baseline investment required. o/
  14. Sorc Pets

    Suggestion: Sorc pets should get a QoL in custom content to make them more useable. They should be immune, just like regular pets (succubus, orc hero, gloom) Context: Currently, Sorc pets (aquafina, ventus, terra) carry a core part of the Sorc's power budget. Ventus gives -1 FCT (precious, since every Sorc ability has long FCT), Aqua gives a large Diamond Dust buff, Terra gives a large Earth Grave buff. Also, Psychic Wave's elemental endows are tied to the pet system. You can see a list of interesting applications here https://irowiki.org/wiki/Elemental_Spirit_System. Problem: In KRO, these pets function as per normal. Their fragility isn't a huge issue. In SMRO, this is not the case. To make up for the average player being far more powerful than the usual player in KRO, SMRO features challenging custom content like the Fortessa Themed Dungeons, Purgatory, and GA. From personal testing, Sorc pets cannot survive in these environments long enough to be useful. They die from the plethora of AoE effects that occur in these contents. Furthermore, Sorc is unable to resummon the pet until a lengthy cooldown runs its course, not to mention the materials required for each summon. Solution: A. make them immune, just like regular pets that simply exist and give their buffs. B. it would be perfect if summons didn't despawn even upon the Sorc's death (again, just like regular pets) <- exhibit B EDIT: 31/8/2021 Note to Lunar: Quite a few people have expressed their interest in extending this QoL to other summon classes (wooden warrior in particular, since without that leafy boi, CC damage ceases to exist). In fact, one could say that wooden warrior needs this EVEN MORE than Sorcs do. But I won't be amending this suggestion, since that would invalidate the poll.
  15. Option for no Madogear Sprite?

    What I do is use 1st job costume to avoid the mado
  16. Automatic

    I wish I could change my vote from no to yes. I think that this change is a welcome one. 1. Literally nobody I know enjoys running 17.2. I wouldn't wish that fate on newbies. 2. Instance parties these days do NOT run 17.2, meaning that new players' pretty much have to do the instances themselves to collect 900-1500 tickets (which is horribly slow) or buy from the alt-moguls 3. It will hurt the sale value of the auto armors of already established players. No doubt about this. Supply and Demand after all. But for the sake of the new player experience, this is alright. The current patch has raised the end-game bar by a wide margin. Most new players have an imposing chasm between them and endgame. 4. A lot of new players are doing boosters now 17.2 instances can go burn in a hole. I would much rather that new players dip into purga and stuff that challenges them rather than doing braindead stuff every single day. I have not done a single 17.2 daily for about 8 months now, and I am happier for it. The moguls have my money. New players however, do not have that sort of capital. Fun is the most important metric in a video game \o/, and the benefits of this change outweigh the cons.
  17. ExpanDEAD or not dead just yet?

    Might as well throw them a bone. At least Solar Burst will still be viable after this month. And it will also suck that we can't do seasonal boosters on rebel.
  18. The Donafellian Physical RG Guide

    Indeed. Temporal Circlets will be an option (especially if vanishing point gets buffed). Theoretically, the Lvl3 LUK Jewel should be able to make up for the 80% loss in Cannon Spear skill mod and the loss of 5 STR through the additional +21 crit, 63% crit damage, 6% atk. The damage of temporal circlets will be lower, but the added crit will make life much easier. Perhaps we can even completely abandon Inf Phree for contam wandy, which would make temporal circlets even more competitive. But... there's also the problem with enchanting. If Lunar doesn't provide a QoL for temporal circlets, enchanting will be hell.
  19. The Donafellian Physical RG Guide

    _The Donafellian Physical RG Guide__ I'm back! New clothes, new digs, but more importantly, new technology. You may have noticed that your RG tooltips look just a tad different. Well, I may or may not have jumped down into Lunar's hellhole (he named it Doucheland for some reason) and "convinced" him to make some changes (hey Lunar, hope you enjoy the feet pics!). Now, I can already see you all falling over yourselves in gratitude. Thank me later by rodexing me 2b. But first, some holiday photos! Lunar made an appearance outside the Central Moon Coin Bank wearing his signature red, brown, and black garb to address his barefoot subjects. I even sent back a postcard! Table of Contents: 1. Introduction My guide will cover the Physical RG side of the changes, namely, the changes to Cannon Spear, Overbrand, and Hesperius Lit. The bulk of my focus will be on Cannon Spear, since it holds the greatest potential out of all RG skills. 2. Overlit This is no longer the RG build I would recommend. The negotiated changes are minimal at best (a mere 250% skill modifier increase on overbrand), and hesperius lit got nothing. The removal of VCT from both skills doesn't really help you either, since you want instantcast anyway for your buffs, and it wasn't as though RG had any issues achieving INT + DEX*2 = 530 to begin with. You can tell from my tone that I am not excited about this build's potential in the slightest. This is a build that, for the major investment required to enable both overbrand (for AoE) AND hesperius lit (for single target), simply pales in comparison to the power which is Cannon Spear. Consider this part of the guide a mere formality. Anyway ... Overbrand is a two-step skill with several hoops to jump through. First, you MUST cast Moonslasher to get that juicy damage buff (and cast magnum break at the same time, why not?). Next, you have to conquer its ACD and FCT (0.5 seconds). After all that, your damage is gated severely by a 0.35 sec cooldown, meaning that we can only spam overbrand 3 times a second. Hesperius Lit is basically a single-target overbrand with a 0.2 second cooldown. Historically, it has tended to do around 50% more damage than an overbrand, something which has not changed. For the most part, you can ignore the stat scaling on these two skills, which is to say that spec'ing heavily into STR/DEX/VIT gear does not benefit you as much as raw ATK and other modifers. How much ACD? Overbrand has 1 second and Hesperius Lit has 0.5 seconds (down from 3 seconds previously). With the hide-bar tech, overbrand becomes spammable 4-5 times a second and hesperius lit seems to be able to hit 5-6 casts. Calculate your ACD accordingly according to your ping. From experience, 86% and over feels fine, but high ping sufferers may enjoy 100%. 2.1 Stats and Skills 2.2 Gear- 3. Finally A Good Idea Cannon Spear received the lion's share of damage RG's buffs. Cannon Spear is now officially the strongest damage build RG has available to it. It is far FAR cheaper than the Overlit alternative and has far greater potential. Suffice to say that there are a few key improvements. As you will see later, the build focuses on pumping as much STR as you can muster. The more the better, as the benefits don't seem to fall off in the slightest. 3.1 Build Theory 3.2 Stats and Skills 3.3 The Build 4. MVP and Rare Item Review 5. Changelog Donafell Stuff I don't know how to delete:
  20. The Donafellian Physical RG Guide

    vs 20% LR + 35% CS + 20 Shadow + 20 Formless I think that +15 patent aquatic with double race/element enchants will still outstrip this illusion spear (since we lack race and element modifiers while having an excess of Skill and Crit). Though 15 crit allows you to run non-inf phree Cannon Spear without having to give up Cannon Shadow armor for Critical Hit Shadow Armor. You will have to run abrasives, but you will gain 30% size damage from Contaminated Wanderer. I think that in this latter case, the new spear might be competitive and at a much cheaper price tag. Also, it's useable not just in pit (though I don't know why you would want to do that. Cannon Spear can be used to farm ... but there are better options). Tl;dr, if you have a good aquatic, this illusion spear will not be an upgrade. It might break even if you don't run Inf Phree though! What we are really waiting for is the next cannon Spear weapon that will probably reduce the skill's cooldown. This is since currently, 0.5 cannon spear cooldown is attained through Trial Diadem + Fortridge. Any new Cannon Spear weapon will immediately disqualify us from the 0.5 second cooldown since you won't be using Fortridge. But when will it come? Who the hell knows. Thanks for bringing this to my attention!
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