Posts by Emeryne

    But yes, no word for updates in KR since 8.2 (the additional updates). A future balance update announced some weeks ago though.

    Class balancing has been done on April 6th in Korea. Area of effect that have an HP absorption effect got modified.

    Actually, and specifically for the megaphone, there is no client modification involved.

    What the DPS meter is doing is modifying the parameters used to start the client, which is quite different. They don't need to touch any file provided by GF/NCsoft for that, nor to use any hack.

    Le fait est qu'il y a beaucoup moins de monde qui farment, et que les mobs sont mieux comptés par le système.


    Résultat des courses, heureusement que le loot n'est plus actif, ça permet vraiment à ceux qui n'avaient pas pu finir de le faire, sans se dire qu'ils perdent du temps sur des mobs qui, comme à Dumaha pour 50% d'entre eux, ne loot de toute façon rien, event ou pas.

    EU - 1 ultimate transformation (Kaisinel) within 6 months (one-off)
    RU - 1 ultimate transformation (selection) EVERY 6 months

    Somewhow other publishers find a way and provide rewarding events at the same time.

    You could probably add:
    NA - 1 ultimate transformation (selection) every 4-6 months (via fusion events)

    They had it 3 times in the last year, and they still intend to do it in the future.

    They moved their servers to AWS last year in October. The servers are now in Virginia, and they have better ping and stability overall (even from US).

    That doesn't eliminate the technical problem. That just means that this problem doesn't affect NCsoft NA.


    Let's make a guess, NCsoft changed the login mechanism. The new mechanism is not compatible with the in-game login system still being used by GF, in-game mechanism which is not used by NC-NA for years now.


    That's a technical problem, which has an impact on the client, a potential impact on the servers, and may imply the creation of a new launcher for which NCsoft may not be mandated to give GF.


    That's just one idea among others...


    One way or another, all technical problems are a question of money.

    Actually, it is personal info, at least partially.

    You have dates and timing in there. Which means you can correlate when and how much people play the game, and extract patterns out of it.
    Based on the fact that some transformation contract, or piece of equipment could only be obtained using real money given a date, you can also get to know who is spending money on the game, yet another personal information.


    Regarding discrimination, given that people only take you in instance if they can verify that you already did it once, and made a minimum amount of damage, I don't know what it is if it is not discrimination ;). DPS meters made the discrimination systemic.

    Honestly, I'm not sure that make sense to continue this discussion, but for completeness:


    Even if you have 700 of bonus, that's still below the 775 you'd need with 30% crit, or 970 with 40%. The more crit/att you have, the less the crit/attack bonus you have on GS is interesting. With 516 crit bonus, from 30% you reach 32.4%.

    Basically, starting from 30% with S+S, your crit + att GS bonus compensates the crit multiplier loss. At 35%, you are still loosing by ~1k damage in average on Ankle Blow.


    The bigger the diff between your physical attack (from buff/collections) and the mob def is, the better it is for S+S. i.e.: with 15k def or 24k Att, the damage diff increases to 2k.

    Said differently with 35% crit, below 22.5k attack GS seems more interesting, between 22.5k and 23.5k that's roughly equivalent, above 23.5k S+S seems more interesting ... for some boss/mobs. These are big guesstimated ranges, because depending on boss/mob defense, if you have crit damage bonus, vision weapons, chanter buffs or not, painter debuff or not, glad debuff or not, weaving or not etc ... that's completely bullshit.


    There is a reason why nobody actually made the tests: there are way to many things to take in account to be really objective.

    The crit multiplier taken aside, weapon is not taken in account in skill damage calculation, therefore:

    General rule of thumb: for a given attack and crit value, you will always make higher damage in average per skill using the sword instead of great-sword. That statement comes out of the damage formula.

    On a given skill (let's say Ankle Blow), considering a boss with 16K physical def:

    with 30% crit:

    S+S: at 23k attack, you deal 72 305 damages in average

    You need 23.775k attack to reach similar amount with GS.
    with 35% crit:
    S+S: at 23k attack, you deal 75 495 damages in average
    You need 23.87k attack to reach similar amount with GS.
    with 40% crit:

    S+S: at 23k attack, you deal 78 685 damages in average

    You need 23.97k attack to reach similar amount with GS.

    The amount of bonus attack necessary on a GS (~950) is more than what you get as a difference between GS and S+S
    =>+~625 in favor of GS of a maxed-out comparable type (GS ambush + senekta vs S+S double ambush).

    Making better damage in average using GS as a main weapon, if possible, will be only thanks to weaving.

    Disclaimer: These calculation do not take in account crit bonus from collections, nor side effects from divine weapons. Which make things more complicated to compare.

    Overall, if there is any advice to give: play with whatever you prefer, the overall result is comparable, and switching between S+S and GS is anyway necessary to max your damages.

    Mais les comptes vet SANS lot gold ont toujours eu les mêmes restrictions d'instance que les neophytes... et ce, depuis toujours. (enfin, depuis qu'on est sous GF, en gros

    De mémoire pas éxactement, ça date un peu, mais il me semble qu'il y a 2 ans ça dépendait des instances. Typiquement, le nombre d'entrée pour atelier/maka étaient les mêmes pour un vétéran que pour un lot gold, mais le vet avait les entrée d'un néophyte pour Hérerim.