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  Topic: Possible Clown Changes
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Clown - Change back to the way they were
Yes
82%
 82%  [ 14 ]
No
17%
 17%  [ 3 ]
Total Votes : 17

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Glenfiddich



Joined: 22 Jun 2008
Posts: 1735
Location: Australia, Brisbane

Post  Post subject: Possible Clown Changes Reply with quote

I know this is an official change, but meh, thats why i am playing a private server, cause everything isn't like the official.

As clowns weren't crap enough as it is, it turns out that my friend can no longer use adaption to circumstances to turn off bragi straight away, he has to wait some bullshi* delay like 5 seconds before he can turn it off. Normally that would be fine, but not even bragi or 3 kiels can reduce this delay, not even in the slightest. Not even AV can be semi spammed anymore.

Nerf the nerfed class much?

I propose that the GM team, if possible, revert clown skills back to the way they were, official or not.
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Sat Dec 19, 2009 11:17 pm
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Jokerz



Joined: 11 Oct 2009
Posts: 717
Location: Cape Town, South Africa

Post  Post subject: Reply with quote

I agree , clowns need that bragi to be fast, or it could get them killed.
Also I think AV should be spamable, clowns need some good fast attacks with a musical weapon.
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Joker Clown / Lord Joker. - 255 Clown and LK
Fuzzy - 255 Clown
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Sun Dec 20, 2009 5:21 pm
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arimak



Joined: 02 Mar 2008
Posts: 574
Location: Roanoke, VA

Post  Post subject: Reply with quote

this is a longstanding bug that i have experienced on iRO many years ago. you're better off using the bow method to stop playing. no aftercast, and you can get right down onto the action
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Sun Dec 20, 2009 9:02 pm
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Glenfiddich



Joined: 22 Jun 2008
Posts: 1735
Location: Australia, Brisbane

Post  Post subject: Reply with quote

Switching skills should still be an option though.
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Sun Dec 20, 2009 9:08 pm
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alexiusalex



Joined: 25 Apr 2008
Posts: 218
Location: Melbourne, Australia

Post  Post subject: Reply with quote

i reckon Clowns go bak to the way they were.
Seriously if u want ppl to enjoy playing clowns then make them how they were be4.
It also gives Cycore a bit of a chance against new ppl =P
hahaha
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Uchiha Itachi:"If you wish to Kill me,Resent me,Hate me. And Survive... In Obscurity. RUN..keep Running..and cling to life. Then One day, come before me wit the same Eyes I possess."
Mon Dec 21, 2009 3:48 am
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arimak



Joined: 02 Mar 2008
Posts: 574
Location: Roanoke, VA

Post  Post subject: Reply with quote

i think some of the skills need to be ramped up a bit just to be effective. look at the pang voice skill. it almost NEVER works, and when it does it's too short a duration. other skills such a dissonance and apple of idun need at least a 500% boost in effectiveness, or at least a percentage of whatever stat the skill effects
I really do find archer classes in general unable to cope with the insane stat bonuses most other classes get. I hope once the renewal comes around there's a reasonable balance to it.
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Mon Dec 21, 2009 11:10 am
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Glenfiddich



Joined: 22 Jun 2008
Posts: 1735
Location: Australia, Brisbane

Post  Post subject: Reply with quote

The sniper renewal is absolutely insane, i saw a vid of one, not sure about clown though. But yeah clowns need a boost i am sure most people will agree.

I would like to see clowns stronger, makes more fun for me vs clowns Smile
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Mon Dec 21, 2009 9:14 pm
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Jokerz



Joined: 11 Oct 2009
Posts: 717
Location: Cape Town, South Africa

Post  Post subject: Reply with quote

By new thngs you mean the 3rd class rite? Well I saw the Gypsy's new one, and that was insane. Ut is really powerful, so im hoping clown will be 2.
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Joker Clown / Lord Joker. - 255 Clown and LK
Fuzzy - 255 Clown
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Tue Dec 22, 2009 6:33 am
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marine



Joined: 22 Jun 2009
Posts: 1389
Location: here

Post  Post subject: Reply with quote

dont switch to bow , just switch betwen two violins as if the violin hotkey were adap to circustances. example : bragi , switch violy , aple , switch violy , whistle , switch violy start attking.
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Tue Dec 22, 2009 9:38 pm
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Jokerz



Joined: 11 Oct 2009
Posts: 717
Location: Cape Town, South Africa

Post  Post subject: Reply with quote

Zebruh wrote:

WHAT THE HECK????????? is that ??????? Shocked Shocked Shocked Shocked
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Joker Clown / Lord Joker. - 255 Clown and LK
Fuzzy - 255 Clown
And many, many, many more.

" Shut the fk up for 10 secs D:< " - Kristy
Wed Dec 23, 2009 6:25 pm
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ShadowNguyen91



Joined: 14 Aug 2008
Posts: 1047
Location: South Dakota

Post  Post subject: Reply with quote

It's a man with his head up his ass duh.
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Wed Dec 23, 2009 8:28 pm
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arimak



Joined: 02 Mar 2008
Posts: 574
Location: Roanoke, VA

Post  Post subject: Reply with quote

i say a new equation should be formed, to improve clown skill usage regarding dissonance effects of stacked skills. When bard skills overlap, they introduce the dissonance effect. it causes weak double digit damage, if that.

The damage formula is 30+10*(skill level), over a period of 30 seconds, hitting every 3 seconds. By default, that means:
30+10*{1-5} = 40 - 80 dmg *11 = 440 - 880 dmg max effective over duration of skill.

as you can see, this is not very effective. you might do more with your fists than this.

Let's examine some potential changes. Here are some formulas which range from realistic to real insane. These are assuming general stats without any sort of status effects, and may vary upon what gear you may have availiable. using mine, for example, renders the following results. (no donates used in the calculations to provide baseline stats)
30%MATK+10*[1-5] = 13 - 53
MATK+10*[1-5] = 19 - 59
ATK/MATK+10*[1-5] = 140 - 160
(MATK+joblvl)+10*[1-5] = 139 - 179
(MATK+baselvl)+10*[1-5] = 274 - 314
300+10*[1-5] = 310 - 350
30%MATK+100*[1-5] = 103 - 503
MATK+100*[1-5] = 109 509
30%ATK+10*[1-5] = 362 - 402
ATK/MATK+100*[1-5] = 230 - 630
300+100*[1-5] = 400 - 600
(MATK+joblvl)+100*[1-5] = 229 - 629
ATK/MATK+100*[1-5] = 230 - 630
(baselvl+joblvl)+10*[1-5] = 385 - 425
(MATK+baselvl)+100*[1-5] = 364 - 764
30%ATK+100*[1-5] = 452 - 852
(baselvl+joblvl)+100*[1-5] = 475 - 975
ATK +10*[1-5] = 1183 - 1223
(atk+joblvl)+10*[1-5] = 1303 - 1343
(ATK+baselvl)+10*[1-5] = 1408 - 1448
ATK +100*[1-5] = 1273 - 1673
(ATK+joblvl)+100*[1-5] =1393 - 1793
(ATK+baselvl)+100*[1-5] = 1498 - 1898

As you can see, there's many formulas, which all seem to be either unrealistic or moderately useful. Some of these actually scale down appropriately for trans classes, and if there is a further upgrade for the upcoming 3rd classes. even higher dissonance damage.

You may even remove 1 second from the time between damage takes place per class, per se. This increases the amount of attacks over time
Bard: 3 seconds between strikes - 11 total hits
Clown: 2 seconds between strikes - 22 total hits
Minstrel: 1 second between strikes - 33 total hits
Or even a logarithmic approach which may yield even higher damage counts
Bard: 3 seconds
Clown 1.5 seconds
Minstrel: .75 seconds

apply a chance of status effect per hit for more catastrophic fun!

There's probably more, but luzz shall decide if these are viable or if he has another to use.
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Wed Dec 30, 2009 11:32 pm
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