People literally begged for months to have rank reset, they had plenty of time to plan and deploy a proper solution.
But that’s only my opinion.
And yes, it was bugged too. I was one of those blessed with “vga crash” during rank reset process 
I agree. I just think that before they were sure on “no rank-reset” policy but at some point they changed their mind. From this point (decision) and on they could have wanted to give it out (implementation) as soon as possible.
It could be pretty much anything else too.
That’s very possible, indeed. But that’s also one of the reasons we get buggy patches that do more damage to game’s reputation than bringing anything positive.
I was happy for the newcomers event, but they managed to completely screw it up (check bug reports, even main quest is bugged now).
If they need more time to get their things done right, they should take it and not come up with these bugfest patches.
What I meant to say is that only assassins were able tor each CRIT CAP (100% crit chance).
Agi Knights can try but only partially of their attacks can crit.
That is what I meant with the statement.
Agi Knights were able to reach ± critcap with enough investment into Luk and critgear(3 Luk =1 critrate). Assassins had the advantage of having critchance doubled via Katar class weaponry, but they also suffered damage penalty (25%) against small and large monsters, which helped quite a bit countering the damage difference stemming from the def-/flee-ignoring critical attacks(as most stronger enemies were large types).
Also, it was easier for Knights to reach ASPD-cap as they had Twohand-Quicken (+30% ASPD) and Berserk Potions (+20% ASPD) available to cap their ASPD, while Assassins had only Awakening Potions (+15% ASPD) to boost their speed.
When rebirth came, Lord Knights could even reach max ASPD (190) with 1 point of AGI by simply stacking Berserk Potion+Twohand quicken+Berserk (+30% ASPD), while Assassins were still left with the same problem of how to balance AGI,STR and LUK to have the same result.
Also, don’t forget that most crit came from equipment in RO, as “natural crit builds” were quite a rare sight simply due to the fact that LUK wasn’t very advantageous for most Jobs (except Assassin and Hunter/ crafting builds of Alchemist/Blacksmith). Hunter was awesome on a natural LUK build, though , because you could gain a fairly high chance on auto-Blitzbeat with high numbers of LUK.
It would be nice if Crit chance would be on an additional stat similar to LUK in RO, but I think it’s better to have crit rate removed from stats if there are only 2 stats relevant for attacking (DEX and STR) to not give one stat superiority over the other when building your character.
That said, it’s still a wonder why they couldn’t pull something similar for SPR out of their hats, as CON and SPR will basically become useless investments now (unless you own a trans 5+ level 315 weapon).
About the twohand weapons vs. onehand weapons:
I believe that twohanded weaponry should never have clear superiority over one-handed weaponry. The reason is simple: there is too much to boost your weapon damage ingame (especially transcendence), which would open the gap even further.
I’m quite ok with twohanded weaponry providing stronger skills (e.g. Snipe,Redel), as they are not really affecting the gameplay, but as twohanded weapons provide more attack and slots for less investment (only one weapon to transcend/upgrade/craft), I don’t think this should be inflated even more.
Just delete everything everygear everything eslse and farm from scratch 
Greetings. Great thanks for the efforts.Just reading the formulas and curves (I like curves :D), they look completely okay and reasonable. I cannot comment much before any implementation is evaluated. So just a few reminders:
(1) The skill attack calculation allows more obvious contributions of stats and equipment. Is there any reason why weapon must always be a few times more important than stats? Or perhaps it can be class dependent? I personally expect a monk can deal impressive damage with empty hands (and perhaps naked)
(2) Some of the parameters from the stat are removed, please explain how they will be handled in the new system.
(3) I want to know whether great changes will be done on GEMs.
(4) [Event related] Please clarify if current hidden classes (e.g. current mikos and sinobis) will need to do the hidden mission again after class reset (e.g. the hellish spirit search for miko and hellish yellow flower for shinobi). Also whether the exp% of current class lv will be preserved or just the class lv is preserved (at 0%). Just don’t want to create unnecessary complaints and waste your previous efforts.
(5) After the experimental implementation on kTOS, it will be better to provide similar posts and announcements to let people get to know a few details about the new system. e.g. some skill details and some numeric changes, etc.
I hope the comments are useful and again great thanks for the effort. Hope it will be going smooth 
Given that they promised a reset per day, i’m pretty sure even IMC is smart enough to be planning to implement some different class advancement system for this event (e.g. by simply talking to the master)… They are, right?
You are right
Just in case they reset the history of the character (i.e. The hidden class master cannot be seen because for example the character is determined as not completed the hidden mission).
Talks to the Master
VGA Crash happens
Character gets deleted

I’m glad to see the news and let me go back to the game for two months.
However, most players are accustomed to relying on the discussion site to provide some of the professional skills and role of the simulation function.
Today, many of these discussion sites have stopped updating the game-related messages.
I hope the IMC official to provide the following preliminary information so that players can plan their own team early.
(1) the role of the operation of the property
(2) Information about vocational skills (including instructions for Log10)
(3) changes in equipment properties
I don’t like the new stat mechanics. What devs are proposing here is a complete revamp of stats. I definitely think stats need to be reworked, but the essence behind each stat should stay.
For DEX and STR (that are the stats that I have experience with) I would propose the following changes:
- Modify crit attack formula to be less dependent on skill attack and more dependent on critical attack:
Current formula: (skill dmg + physical dmg) x 1.5 + critical attack
My proposal: (skill dmg + physical dmg) x 1.2 + critical attack
- At the same time, increase the amount of critical attack obtained from STR from 1 to 1.5.
With these two changes, if you invest most points into DEX, you will have a great crit chance, but your crits won’t do much damage. If you invest most points into STR, your crits will deal a lot of damage, but your crit chance will be very low. So actually you are forced to invest in both DEX and STR to maximize critical damage.
- Increase physical damage received from STR as follows:
Current formula: (Level + STR)
My proposal: (Level x 2/3 + 1.5 x STR)
This change would boost DMG received from STR and limit the amount of damage you can get without investing points into STR.
- Reduce block penetration you get from STR from 1 to 0.8. Let’s face it, block was too much nerfed by having each STR point giving 1 block penetration. Reducing block penetration you get from STR would force players to invest more points into STR if they want their attacks to hit high-CON characters.
I have a feeling that all the skill attributes will be ignored, I saw the charts being the skill are not augmented by damage.
You say this and it raises a question within me:
How important will be skill levels? were those stats calculated with lv 1 skill or lv 10 skills in mind?
How worse is a lv 1 skill vs lv 10 skill or lv 15 skill? Right now we have 1 point wonders and skill that their damage can be completly enhanced by transcendance regardless of their level.
Therefore, skills will be flat damage regardless of their level. If you look closely on the damage chart the skill was completely removed.
They also mentioned about reworking most of the de buff skills etc…
Which mean on the grounds of attributes and calculation it will be flat out by itself.
The bar chart that represent the factor of damage before and after clearly shows the skill in effect whereas before the damage was significantly increased by skill per rank.
So if skill are actually damage multipliers of (level & stat & weapon). Skill level may perhaps an increase of scalar
I mentioned this back in March 2016 before launch, and I’ll say it again.
Swashbuckling needs to be a “yell” or something,(aka not tied to weapon choice) and be swordsman c1.
I said it was going to be considered mandatory and it was close I believe. Making it swordsman c1 allows so many more interesting builds and lets ALL SWORDIES bring something to the table and have a place in parties.
/2cents
Edit: Also, Id move and buff Gung Ho to Highlander c1. Make it mirror Guardian. Sets the pace of your character nicely.
Thinking that the ^0.x part of the log function is now skill levels
Giving ^0.1 to ^1.5
Given I was doing a calc on Fireball in the Ktos thread and got this.
With 0.1 to 1.0
(Using Skullsmasher’s 1010 Magic attack. Level 330 contributing 330 MA and assuming two solmiki leather pieces for 940 mdef)

If I put it to 1.5 then I get
damage.
The Rate of growth if x is actually skill level makes sense to me.
Interesting theory. That’d mean each skill has a fixed %factor and it’d also scale multiplicatively with its levels via the log function. Meaning each skill levels gets that much more relevant the higher your attack/m.attk is compared to enemie’s defense/mdef and the higher the skill factor is.
Guess we just gotta wait for confirmation from the devs now so we can be sure.
I love where this changes are headed.
What would make it even better (assuming the changes work as really intended) is to get a set of “fresh start” server.
