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Charlie Loves U

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Charlie Loves U last won the day on December 12 2018

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  1. Title says it all. kRO recently did an update where I'm pretty sure(could be remembering wrong) they buffed ME along with a bunch of other abilities. i know those were mostly done for renewal, but ME is kind of lack luster in revo with its insanely long cast time. Would be nice to see the ability buffed so it can have a viable niche. they did other changes like make it dmg everything but deal double vs demon/undead as well, but not sure if that's necessary. could be fun as well though. Either way, the cast time is absolutely absurd. needs reducing to be viable over a wizard in niche places.
  2. This is an ability that monks/champs used to level previously solo, but is now total trash tier in renewal mechanics (at least in revo). current formula is: [ATK + (Target_Hard_DEF ÷ 2)] × Base_Damage and the old one was: https://irowiki.org/classic/Occult_Impaction (something i do not understand in the slightest /wah) the attack at max rank is 950% so it appears the change that lowered its damage is the way it works vs defense. would be nice for monks/champs to have a way to solo level outside of mvping too. they could kill mvps and level with occult impaction inbetween like in classic.
  3. So with the addition of the new daily bounty this opens us up for a good opportunity to encourage people to come together at higher stakes places more regularly. My idea is to implement new bounty boards for places that may already be good exp/desireable or unique, but are less farmed due to the effort they require to set up a party to do. By giving them a bounty board it further encourages people to group up and take these down more regularly. And because its harder content, they can't be abused alone so it really encourages people to group up and play together. Guilds/Randoms would group up more often to take these down. Due to the lack of high end gear on this server, I've found that people really only do the hard content when its spotlighted. To have something that makes them always worth it (besides drops) We could do mobs for: Thanatos Tower (Dame of Sentinel, Mistress of Shelter, Lady Solace, Baron of Retribution, Owl Barons, etc.) Bio 3 (Cecil Damon, Eremes Guile, Etc.) Odin Temple (Frus, Skeggiold, Skogul) Rachel Sanctuary (Agav, Echio, Hodremlin, etc.) Abyss Lake (Gold/Blue Acidus) Ice Dungeon (Ice Titans) The problem with the server right now is people do not farm or level unless something is really really good. Juperos is pretty much the meta for parties and the only place I see people go outside of spotlights and thats because it has good bounty boards. We could use some more high end bounty boards for higher tier leveling.
  4. All classes welcome! Wizard mains especially welcome Kupo Club is a guild with a primary focus on playing together in parties and in WoE. We accept anyone of all skill levels and from anywhere so long as you join are willing to join our discord. We are also interested primarily in active players who enjoy getting out there in parties and doing stuff with other people. We are doing and plan to continue to do a lot of high level content as well as do parties at good spotlights together to level/acquire gear. I also plan on focusing on taking down MVP's as a group occasionally so whether you like PVM, PVP, or MVPing you will generally have something to do with us ^.^ . If think we might be the kind of guild you are looking for then join our discord and PM me "charlieluvsu" or simply post that you are interested in joining in general discussion. discord.me/kupoclub NOTE: you do not have to download discord to use it, but it is recommended as it will make your life easier. discord also has a phone app if u dont wanna use the pc version.
  5. So I tested Gatling Fever with a guildy in pvp and vs the izlude eggs as well as vs enemies. I will post the results of his damage vs me in pvp below. The problem with Gatling Fever right now is for some unknown reason it is reducing damage when used by about 11-12% ish. It makes zero sense that it does this as its supposed to give 100 ATK. Whether that attack is intended to be mastery attack (hidden) or straight attack (visible) is actually uknown but its definitely NOT supposed to reduce your damage while being used. We tested his damage on auto attacks without either Gatling Fever or Madness Canceller, with gatling fever only, madness canceller only, and both on at the same time. the results are here: No Buffs (besides AGI + Bless) ------------------------------------------------ 288 280 279 276 282 276 276 275 274 281 287 283 282 Average = 280dmg (rounded slightly up) Gatling Fever only (with AGI + Bless) -------------------------------------------------- 251 247 241 250 243 256 240 249 244 244 252 254 250 Average = 248 dmg (rounded slightly up) Net Loss/Gain = - 11-12% Madness Canceller only (with agi+bless) ----------------------------------------------------------- 336 340 343 334 344 326 325 340 336 326 335 336 338 Average = 337 dmg (rounded) Net Loss/Gain = + 20% Both Buffs together (with agi + bless) ---------------------------------------------------------- 300 307 293 308 304 312 314 308 301 307 313 302 296 Average = 305 dmg (rounded) Net Loss/Gain = +9% (-11% from madness canceller alone) All in all its very obvious that gatling fever is in some way broken and we should look into getting it fixed. I know there aren't many people playing it, but an ability being bugged is still an ability that is bugged.
  6. Currently the server is represented in all of its changes by staff. And sure that staff also plays on the server, but I can't help but feel it doesn't represent how everyone feels at all times. I suggest we implement community reps for disucssion about server balance regularly and so staff can no exactly how the player base feels about state the server and any issues they may have. Then staff can identify how to solve those problems or maybe identify new ones easier. I personally recommend having 1 rep from each guild in the discussions so everyone gets heard as most people are in a guild. I also recommend there is 1 community voted rep who will represent all the solo players who do not play in guilds. that way everyones voice is heard. I know people can use the forums, discord ,etc. but its not the same as being able to have a full back and forth discussion where you can actively defend and promote your points.
  7. With Valk Helm quest now in the game and these headgear quests also in the game, I think it would benefit the server long term to have Umbala Dungeon put back in an instanced form. http://ratemyserver.net/quest_db.php?qid=10006&type=10000 (headgear quests) People need to farm Logs and Wooden Golem Card for these and Wooden Golems were much more plentiful before the removal of Umbala Dungeon. While it does fall in line with the actual updates from kRO and renewal, I feel deviating from that to give people a desirable place to farm again would be good long term. And to be clear by instanced i mean giving players the option to go to Umbala dungeon by maybe something like clicking an npc outside the ygg tree. that way players who want to go straight to the tree (and also niflheim) can go straight there still rather than being forced to go through Umbala dungeon. I've seen other servers do this and I don't see any reason why it would be a bad thing.
  8. Idea here is each player/character can go to Eden, talk to an npc and get their daily mob worth a set amount of exp for the HP group/level they are at. Regardless of mob it could be worth the same exp so as to be fair. The mob would be unique to that player, sort of like a PERSONAL spotlight. Because the exp is the same from the bounty reward the only difference is the base exp earned while killing the mobs themselves. Could be a larger amount of kills required to get the big chunk in exp like 150-200 instead of the usual 100. Renewal does something like this to an extent in gramps in that they have a place you can go, kill a huge amount of mobs, and get a large chunk of exp and then it goes on cooldown. For this set up my idea is to give people a daily turn in, that is unique. this encourages people to go to different places rather than camp spotlights only. Spotlights are fun, but it results in the market being oversaturated and players only going there for the time they exist. They would be less of an issue in my eyes if people had more reason to spread out. And since this is a daily turn in, I feel it benefits hardcore/casual players alike. It also is another reason to login daily. I'm not sure if this would need to replace current spotlights, but I think both can co exist. One drawback I can foresee is this encourages solo leveling for a short time. If the staff is against this idea overall, the alternative way of doing it I can suggest is to have the OPTION (so solo players can still benefit) to have a party leader get the daily mobs for an entire party and a group of people can do it together all at once. There would be no other benefit to doing it other than the speed at which the group can do it. You could also make it party based only which forces people to play together to get the daily benefit, but I feel giving them both options is the safer route to make players potentially feel better about it. The general theme I chose with all of my suggestions is to aim at benefiting players with limited time, while not taking away from the most efficient way of leveling (consistent parties either moving or static in one place)
  9. Make bounty boards give significantly more exp in ratio (currently 50%), but have cooldowns. Very straightforward here. This would help players with less time get a good burst of exp in their limited window, but prevent abuse since they have a cooldown built in. How long that cooldown would need to be is beyond me. Would it need to be for every board? Or just that specific mob? That is up for staff to debate as I can't quite figure it out myself. The latter would encourage people to level in different places and travel more rather than just camping the same mob over and over as they can do different boards for large chunks of exp. The travel time alone would make it weaker than doing a good static party with a guild so I don't see it replacing that. It also would be more fun to be not stuck in the same place forever, which is one of the drawbacks of pre re leveling. In renewal they implement the penalty system, but that feels awful. This set up would encourage more diversity in leveling spots for smaller parties/groups/solo players.
  10. Idea here is to make MVPing a semi viable way of leveling. If you solely MVP it should still be slower than leveling in a good party, but as you can see with Kiel, Randgris, Bio Labs MVPs(2/3) MVPs worth a lot of exp are fun to do and are worth the time to put in. There's loot, there's a challenge, and the exp reward means if you die it doesn't feel so bad. That said, even with increased rates, MVPs are overall not a way to level. Some of the more intense ones provide a nice chunk like the aforementioned ones and some that come later in the progression, but the older ones even the ones that pose a big risk are simply not worth it exp wise. My suggestion is to just buff them all to make them give good chunks of exp for appropriate levels. Even weaker MVPs like Phree/GTB could get moderate buffs to be worth a few hundred K and other mvps like dracula/baphomet can give a couple mil with the super hard ones giving 10m + or better. (some of them already do). It could encourage low level parties to group up and take on a weaker mvp for the sake of getting everyone some exp or a solo player to camp some mvps who doesn't necessarily have the time to grind mobs over and over. You see this change in renewal where MVPs are primarily a way of leveling for newer players, and they give HUGE amounts of exp. Its a very fun experience and is honestly way more fun to level for some people this way I've noticed than just grinding mobs.
  11. yay i won! I'll definitely take one o the shiba I suggested if i get to pick any of them!
  12. I would say its kind of impractical for PVP/WoE personally as you will deal more damage to yourself then you will to the enemy with all the reductions players get. its main strength is AOE farming specific types of mobs weak to holy like Undead/Shadow type. As for lower than 1.5 seconds I cannot tell you exactly but I recall having a pretty decent cast time without investing a ton of dex into it on the last revo server I played on. Considering the build gets a lot of int its likely you'll get some dex for early leveling as well and that helps with cast time. I can't promise the exact cast time but if you are worried about it being slow as molasses i wouldn't worry about it. In Revo its much easier to get good cast times without investing in a boat load of dex. especially if you invest in int. (int gives cast time in renewal mechanics) You will not be able to achieve instant cast but you don't need it.
  13. 1.) MATK buff should just be a straight buff, not sure how much it affects it. i believe the formula is about equal, but STR/ATK seems to be slightly more favored than INT/MATK probably because of the 0.5% weapon attack in renewal stats for STR. 2.) it should behave the same? remember grand cross is NOT buffed by card % dmg so it doesnt matter what type of cards (say archer skeleton on a bow) would do. A bow would probably be bad due to its lower attack and less than ideal size mods. (even tho they are decent compared to say a dagger) 3.) Grand Cross is about the same as it was in classic, but because everything else is better now, its kind of fallen behind its holy cross counterpart. While its not the ideal build, it can still be a fun situational build if you are built specifically for it. and it can still do good damage. 4.) they've talked about it in length before the server launch and i think it was about 70/30 that it should not be buffed. its weaker, but it doesn't necessarily need a buff to be viable. I think people should remember that not everything has to be "meta" to be viable. If you go all out and specifically build for most abilities that aren't total garbage (and grand cross isnt) it will do work.
  14. bungee jump works for sure, you need to go to the top right cell of the water over and over once you fall into it on this server. on other servers or official ones you either die/drown immediately, die/drown after a few attempts at top right cell, immediately get to nif, get to nif after a few attempts at top right cell, or just get ported right back to Umbala a little to the side of the water and have to bungee jump again. On here its much easier, you just jump and try top right cell over and over and over. you can't die, and you get unlimited attempts. It should say stuff like "KYAAAAAAHH. UHHHHHHH" and things like that over and over until you get in. but you will eventually get in. You should also just lose health every time you step on that cell. either half or all of your health down to 1. kind of like a coma. but just keep trying.
  15. for the second one, im pretty sure its confirmed or likely we are getting a convert headgear > costume npc which would make goggles exist through that means. so any headgear that exists in game wouldn't need a costume since you could just convert it.
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