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Thread: Dev Tracker: Discussion     submit to reddit submit to twitter

  1. #1841
    Impossiblu
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    Because when the update starts it will be the 18th in japan

  2. #1842
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    Lakshmi
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    SE has never been very successful when it comes to converting dates. The update is going to be 2-4AM on February 18th for JPs, which means it starts at noon EST on the 17th for us.

  3. #1843
    Cerberus
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    Thanks! its just that i simply cant wait for the monstrosity adjustments

  4. #1844
    Pro's Pet
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    I approve the non-implementation of a new th knife, it would be limiting.

  5. #1845
    Salvage Bans
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    Quote Originally Posted by Byrthnoth View Post
    SE has never been very successful when it comes to converting dates. The update is going to be 2-4AM on February 18th for JPs, which means it starts at noon EST on the 17th for us.
    So... the update is in a few hours? Puurty neat.

  6. #1846
    Ridill
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    So according to the dev note translations it's too hard for them to do magic accuracy because it usings skill and int/mnd... but it's easy to do acc because it totally doesn't use skill and dex <.<. And the magic attack wut? It uses neither just throw out my MAB. Saying you need base stats in that is like saying you need weapon base dmg and str to figure out att

  7. #1847
    E. Body
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    They're saying it's hard to make a unified magic accuracy stat, which is true because even if they somehow did that it'd be a totally useless number.

  8. #1848
    Relic Horn
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    Accuracy uses skill and dex, yes, but only the skill and dex that the player has. Magic accuracy uses int and mnd of the opponent, in addition to the player's, in its calculation, so your magic accuracy stat would change depending on what you're casting on.

    I'm looking forward to the pet attack and accuracy stats being able to give us new info into game mechanics.

  9. #1849
    Smells like Onions
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    I'm no expert but isn't macc different for brd too since chr is a factor. This likely further complicates things for an accurate macc stat. Maybe I'm wrong though...

  10. #1850

    Sweaty Dick Punching Enthusiast

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    I like that SE has actually come out on record and said "lolTH doesn't matter".

  11. #1851
    Blue Magic is Best Magic
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    Wish they would have given an amount though? I don't even use TK anymore, but I wish they would have had a TH ring that only activates if you don't have TH weapon equipped. That would kill the TK right there.

  12. #1852
    Relic Weapons
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    Quote Originally Posted by Anoat View Post
    I like that SE has actually come out on record and said "lolTH doesn't matter".
    LOL it does seem that way... I just understood it as "Don't waste time gearing up to get TH10 or TH12 on first hit"

  13. #1853
    Melee Summoner
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    Quote Originally Posted by Anoat View Post
    I like that SE has actually come out on record and said "lolTH doesn't matter".
    It's not so much that TH doesn't matter, but that there comes a point where adding more does nothing. I.E. If you get TH 10 you are done. Getting TH 11 adds no benefit.

    (I do not know what level of TH is the max. I just chose a number as an example.)

  14. #1854
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    It's pretty much confirming that what limited testing has implied for forever is more or less correct, that TH past III (II?) is something like +1% of the original drop rate. Obviously if you have like +10 in TH gear bringing a THF along is still a decent increase because all it takes is putting it on and hitting it once, but standing there and hitting something for 25 minutes for 1 level is a waste of fucking time.

  15. #1855
    Ridill
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    Quote Originally Posted by Fwahm View Post
    Accuracy uses skill and dex, yes, but only the skill and dex that the player has. Magic accuracy uses int and mnd of the opponent, in addition to the player's, in its calculation, so your magic accuracy stat would change depending on what you're casting on.
    By that logic your accuracy also depends on the mobs agi too though. Anyways de don't really know that for certain. It's just the way players made a formula for it. For all we know macc/meva is done more or less the same as acc/eva

  16. #1856
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    Like I said, it has more to do with the fact that there's like 12 different magic skills in the game, they would need to display a different magic accuracy stat for every magic type, as well as splitting enfeebling into MND and INT, etc, which is why they said the unified magic accuracy stat would be difficult (more like impossible) to do. That's why they're considering only adding that stat that displayed the sum total from your armor and weapons but I'd honestly not mind just having a really long list detailing every magic type.

  17. #1857
    Relic Shield
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    The other possible issue is that they have to separate magic accuracy by which skill is being used. Divine, Enfeebling, Elemental, Dark etc. They need to be listed/calculated individually for the text that comes up.

    Edit: See post above!

  18. #1858
    Relic Horn
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    Hit rate depends on your foe's AGI (as part of the foe's evasion), but accuracy itself doesn't.

    Hit rate and magic hit rate work differently in changes to hit rate is linear with accuracy and foe evasion, while magic hit rate has a few different phases of rate of change that depend on how much MND/INT/CHR your foe has, and what your magic hit rate currently is.

    Adding 1 DEX will always increase your hit rate by 0.375% (assuming you're not capped or undercapped), but adding 1 MND can increase your hit rate by 1%, 0.5%, or 0.25%, depending on your current hit rate and dMND is. Similarly, adding 1 magic accuracy can increase your hit rate by 1% or 0.5% depending on what your magic hit rate is.

    Adding a listed magic accuracy stat would be near useless in the current game for several reasons:

    1: The effect on your magic accuracy that MND/INT/CHR has depends on your foe, so having a listing of a stat that depends on what you're fighting doesn't make much sense.
    2: Different spells have different natural magic accuracy bonuses and penalties (such as Flash having a huge bonus, and higher tier nukes being more accurate), so even a ballpark number would be of minimal use without knowing all these.
    3: Mobs have different amounts of magic evasion for different elements and for different enfeebles, so even if you knew your ballpark magic accuracy stat and base magic accuracy of each spell, you'd still have to test each element/enfeeble individually to get magic evasion rates of a foe.

  19. #1859
    Old Merits
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    Ideally, I'd like SE to just let us target a mob, and give a spell to check. like, /checkparam sleep <t> on a mob, and it runs the numbers for that target, and spits em in log.

    while we're at it... let checkparam tell us mob stats in general. <,< lvl, def, vit, agi, eva..... /dreams

  20. #1860
    Relic Weapons
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    Quote Originally Posted by Martel View Post
    Ideally, I'd like SE to just let us target a mob, and give a spell to check. like, /checkparam sleep <t> on a mob, and it runs the numbers for that target, and spits em in log.

    while we're at it... let checkparam tell us mob stats in general. <,< lvl, def, vit, agi, eva..... /dreams
    ^THIS

    I'd love to see stat information on mobs... that would be great.

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