Learn the differene already. You agreed with those terms according to actual laws when installed the game.
And I’m pretty sure you will need to solve your problems with steam support or sue steam. Good luck with that. ( ͡° ͜ʖ ͡°)
Learn the differene already. You agreed with those terms according to actual laws when installed the game.
And I’m pretty sure you will need to solve your problems with steam support or sue steam. Good luck with that. ( ͡° ͜ʖ ͡°)
This guy. I haven’t had such a good laugh in a long while.
Donald J. Trump is from NA, and people actually voted for it. I wonder where the people that doesn’t know what they are doing/talking are. <Yeah, flag this>
Fortunately i live in Canada
We’ve got Clark here in BC, and Wynne over in Ontario, we have our own problems.
Im quite worried on the mention that newer equipment will require even more Gems to reach higher transcendence levels.
On KToS aswell as here on iToS, there is this unhealthy behaviour players are able to point out:
This of course can range from some users with 2-3 alts spending 1 hour and half on dailies, to people more invested on the game that may spend 2~3 hours just on dailies.
This becomes a chore on long term and its also called “Homework” by some KToS players. If you want to be efficient then you don’t want to play the game, you wan’t to do the homework.
“Then go and do something different”
Human nature doesn’t work like. Most players will try to go for the most efficient way to reach their goals instead of the path that will keep them invested on the game. Eventually, these dailies will burn out the player who won’t see the game as what it shud be, fun.
Edit: If anyone is interested on this post about “what do instead of homework” in a funny approach http://m.inven.co.kr/webzine/wznews.php?idx=175148
Even post rebalance, Transcendence will remain the greatest threat to balance and game play progression.
-_- think about why crit rate was removed…
And can we stop throwing more RO on this game.
corsair does not agree 
The truth. Right here.
Did they confirm that critical rate will come from gems? I may have to reread it because it’s been a lot to soak in. This seems like a good trade off but only if the formula for critical resistance is balanced successfully around the concept.
The trade off of using Critical Rate gems vs Critical Attack is a worrisome thing if I consider all things from that perspective.
I want to understand how they intend to implant the new critical ratio and the necessary caps one needs to reach in order to deem a crit-build effective.
I also wonder if they’re going to fuse the two stats ultimately – critical attack and rate together.
The game in its entirety is changing and I’m very excited for that but I’m also very scared because I’ve worked super hard for my lolopanther/solmiki gear and Aspana. Either way, it’s going to be a very interesting ride.
Is the stat changing on gears going to affect gear already obtained? I am presuming that my lolopanther leather set will automatically adjust to the new stats… but I wonder.
I think what I’ll do is wait and see before I make an opinion. They’re releasing the patch on ktos test servers first, so I’m sure the information they provide will be invaluable in helping us in NA on adjusting and prepping our builds.
Thank you for your insight.
Regarding the new damage formula
log10 = 1 so… what am I missing?
They’re indicating that its base 10 I believe.
Based on the video they released, it won’t, but the video may just be incomplete. The Video shows Solmiki Cloth and Leather with their stats in-tact.
just what @Delcas said. it is base 10 log of the stuff in parenthesis.
what makes sense on that, is that defence and damage are related to each other exponentially. You will not get to deal “1” damage anymore. However the other way is super extreme. with 3k PATK under armor break, normal attack will hit about 18-19k. makes HL and Peltasta armor breaks more viable
If Armor Break remains. However I still don’t know what the ^0.x is in the formula.
point x of what? Rank? Level-difference calculation?
damage = (% factor) x attack x log10 ((attack / defense + 1)^0.x + 1) + additional damage
The video shows Skull Crusher as 959min to 1060max.
Ignoring the other stats that’s 1009.5 average.
I’ll assume I invested only in CON for whatever reason because I want to ignore STR. I’m attacking someone in Solmiki Leather/cloth Top which have 470 physical Def.
I’ll assume levels affect on physical attack is the same so 330 from level.
1339.5 average.
SF * 1339.5 * log((1339.5/470 +1)^0.x +1)
SF1339.5log(3.85^0.x+1)
Wtf is 0.x.
I swear
((Skill Co-efficent * attack) / Defense +1)* multipliers would’ve been simpler.
We really have no clue what that exponent “0.x” means, but let’s assume it’s supposed to be a number between 0 and 1 (that’s the best guess I can conjecture since they’ve purposefully made the decimal part obvious there).
In that case, given the example above by @Delcas, the log part would become a multiplier in the range (0.3;0.7). Meanwhile, if we consider some defence negating debuff being applied to target, it’d become a multiplier in the range (0.3;3).

So yeah, the impact of defence on damage done (as well as the relevance of defence reducing debuffs) depends a lot on that “0.x” exponent.
EDIT: It’s high time stat reducing debuffs actually became useful in my opinion. Right now the only valuable debuffs we have are those which give soem sort of extra damage %, while the ones with flat values are basically ignored (- elemental resistances, - def, - SPR, etc)

Nice job on the math guys
I think the 0.x is the modifier of the armor vs damage type thing, (kind of makes sense)
Log10 is not too expensive function, given that the most performance throttle comes from Net Code (as described by excrulion in a thread in November)
Would it not also be less expensive considering that there are far less steps and variables calls in the damage formula?