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nanaboo last won the day on August 17

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  1. At least they should add with a priority list as a way to balance classes out. I'll laugh my arse off if the first gear batch will benefit knights even more and the items for the weaker classes are left out.
  2. Right now they're not receiving the weapon attack from stat bonus from DEX (+0.5% per DEX), instead it's set to scale with STR. According to web sources, this is the calculation (which is confirmed by breaking down the values in-game): Now, when I wield a bow everything looks fine: StatBonus = 80 * (89+18) / 200 = 42.8 Weapon Attack = floor(80 (weapon base attack) + 42.8 (stat bonus) + 18 (refine bonus for a +6 LV2 weapon)) = 140 Wielding an instrument: StatBonus = 142 * (89+18) / 200 = 75.97 Weapon Attack if working correctly = floor(142 (weapon base attack) + 75.97 (stat bonus) + 0 (no refine)) = 217 Weapon Attack currently = floor(142 (weapon base attack) + 2 (stat bonus scaling with STR (142 * 3 / 200)) + 0 (no refine)) = 144 The same is happening to dancers armed with whips.
  3. nanaboo

    Shadow Leap

    As you can see in this gif, ninja's Shadow Leap is described as if it'll ignore obstacles between the caster and the target location.
  4. Guys, c'mon. Check the thread's date to see whether its content has already been fixed or not before reviving it.
  5. Sage's endow skills (Flame Launcher, Frost Weapon, Lightning Loader & Seismic Weapon) display a wrong duration in their tooltip, whereas it says at LV5 it'll last for 30 minutes, but in reality it's 50 minutes.
  6. Steel goes for 10K+ and sells quite fast, I think.
  7. I think the deal is how much they heal as base (and you can get merchant discount down to 3800).
  8. Due to blue syrups being sold @ the adventurer's inn.
  9. Keeping it short: Merchant's Crazy Uproar and Sage's endowing skills (tested only Seismic Weapon) are affecting all party members in their respective map, not just within "their screen/area".
  10. Idea description: Customize the leveling rewards a bit more. At least for higher levels, where the rewards are fall off in use, add to the reward list cosmetic tickets. Why is it good? Because from LV90-99 there is not much reason to level up, considering the effort x benefit. And as there is no way to actually get costume dye/special hairstyles tickets, it would be nice to add them as high level rewards, would even work as a way to visually distinguish high leveled people from lower ones. How urgent is this rate 1-10: 7 as there is not much to do after LV90. Will it affect our economy? No. Will it affect any of our core systems? Nope. If we deny it, what might happen? This question doesn't apply to this suggestion. If we accept it, who does it benefit the most? People above LV90. You promise that this idea is for the better of the server in whole: Yes. Other inputs: More character customization; more median points @ RMS. :3
  11. Idea description: Implement the same inventory feature which allows players to set some items as favorites and group them together regardless of which tab they previously belonged to. Why is it good? Because the warehouse/storage in this game can't be rearranged and can get pretty messy. Even though there is the search function (and group alphabetically) it would be much better to have a separate tab for your most usually withdrawn stuff. How urgent is this rate 1-10: Since it's a quality of life suggestion, not much. Will it affect our economy? No. Will it affect any of our core systems? No. If we accept it, who does it benefit the most? No specific group or individuals. You promise that this idea is for the better of the server in whole: Yes.
  12. That's BS. The most affected classes from the lack of autoloot are the ranged single-target ones, 'cause they would have their loot scattered all around. At least when mobbing you get the whole thing clustered in a single spot and can loot it all with 3 clicks. I've played Knight, Crusader & Blacksmith, where I would AOE 90% of the time, and never had trouble with looting or thieves. I would only support such thing (a way to loot quicker and long-range) if it was a chat command to pick-up all stuff around yourself/on your screen, but not full auto. Something like @pickall so the user would have to put it in a macro and press every time they killed a monster. Either that or changing pets' A.I to pick-up loot. This way, at least, they would have to keep their stamina bar up and not go 100% AFK.
  13. Idea description: Implement a NPC that exchanges headgears into costume hats, matching their looks. Why is it good? Because it's hard enough to farm fashionable headgears that pose low-to-no combat value, so you can't always wear them. Most of them are too rare/expensive to try upgrade or just doesn't have any card slot. Also, the headgear costume ticket is too troublesome to obtain (which is OK, since it'll enable a HUGE list of costume hats to chose from, even the ones that aren't obtainable as regular headgears). How urgent is this rate 1-10: 7, this can be a differential from other RO servers. (For people like me, 9.5) Will it affect our economy? Probably. Good looking hats will receive more value. Will it affect any of our core systems? No. It's purely visual. If we deny it, what might happen? Reptilians will come to surface and hold Hades hostage. If we accept it, who does it benefit the most? People who care about how their character look like, and metaslaves who will have a new market option to explore. You promise that this idea is for the better of the server in whole: I promise. Even though I'm one that would make a lot of use of it, it's going to benefit anyone, regardless of their level and class. Other inputs: This could also work as a gold sink if you add (moderately) high values as tax for each conversion.
  14. Zombies are not resetting after the event ends, which means they'll remain in that map until it's happening again - possibly accumulating a huge mass and making the event unplayable.
  15. At least you can store the tokens.
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