Web Analytics
info server

News:


     

Main Menu

info server

Started by eryxsuarez, January 18, 2014, 03:14:14 AM

Previous topic - Next topic

eryxsuarez

Exp X?
Sp X?
drop Adena X? and others. need more info server.


iSuckerPunch
YAWUZA
iEryxx

https://www.youtube.com/watch?v=_5UyLCxXIIY

Lagusio

EXP/SP/ADENA/DROP rate (Dynamic Exp System)

Tarantula follows a dynamic experience system that molds the difficulty from extremely casual to hardcore with the progression of the player.

For your info here some reference graph:
http://jsfiddle.net/4Xe5x/
The graph contains also the full data so you can use it as you please.

EXPERIENCE
Server starting rate is 30x, at level 80 it will go down to 2x.
Playing in party rewards 180% of exp given. This translates in:
lev80: 3.6x
lev70: 6.6x
lev60: 10.3x
lev1: 60x

SKILL POINTS
It starts higher than EXP to allow you to be able to buy any skills (easy mode). The difference between exp and sp will then fall until level 40, where SP rate will stick to EXP rate until the end of level progression.

ADENA
it follows the exp multiplier following this formula:
AdenaQ=ExpRate*(1-(level/8*0.2))
basically:
at start (lv1) adena=100%exp
at end (lv80) adena=80%exp
Please remember that adena drop rate is 100%.
The Adena Quantity does not follow the PARTY EXP, this means if you want zero adena issues for your level (mostly at lowest levels 1-30) is preferable Solo Playing.
In case of secondary character, or if you dont care about Adena, then Party is the extremely faster way.

DROPS RATE
it have indipendent curve, lowest is 2x and max is 6x.
Regardless of the multiplier, an item does not have more than 100% rate of drop (take this in consideration for the level difference penality, applied AFTER the 100% limit!)
Considering that most common droprate (on a 1x server) is 20-40%, this translates to:
lv80) around 40-80% chances of drop something beside adena
lv60) around 56-100% chances to drop something beside adena
lv40) around 81-100% chances to drop something beside adena
lv20) nearly 100% to drop something beside adena

HERBS DROP
Herbs drop have a constant rate of 6x rate

SPOIL RATE
fixed 2x regardless of level

SPOIL QUANTITY
quantity of items spoilable is 2x when the item is by default an item with chances to spoil more than 1 in max amount (in 1x).
To make it easy: if a monster is spoilable for max 1 enchant scroll, you will get 1 enchant scroll. If a monster is spoilable for up to 3 charcoal, you will get up to 6 charcoals.

QUESTS
QUEST REWARDS are 2x EXP and 2x Adena Amount
QUEST ITEM have 200% chances to drop

DYNAMIC DROPS BALANCE (not enabled at start)
After the first month, once enough data is collected, we will start also the automatic drops balance (affecting only crafting elements).
Some items will drop with less/more frequency. The system will detect the global distribution of certain items and based on their amount on the market, reduce/raise their drop chances.
This will not affect Spoil, that will remains indipendent and consistent for the whole game experience.

----------------------------------------------------

DNET SUBCLASS SYSTEM

DNET Subclass System allows you to have two classes to cooperate on the same character (sharing skills) to enhance your gaming experience and diversivy even more the gameplay.

When?
Subclass system is available from level 78.
Is required to be in the 3rd class job.

How many subclasses?
You can sub both MAIN and RETAIL subclasses (up to 4 DNET subclasses). Your MAIN subclass will not be removable, the RETAIL ones can be removed by simply remove/change the RETAIL class.

Which classes i can choose?
You can choose the new class (regardless of MAIN or RETAIL) from any 3rd class of the SAME race of the class you are when subclassing.
This means, as a Spellsinger, you can subclass only to other Elf classes and as a Paladin only to other Human classes. This regardless of main/retail.
The new subclass is already a 3rd class so you will not have to do extra quests for it.

Experience Cost
You will go back to level 40 once subclassed (at level 78 with 0% exp). Subclassing at an higher level will make you keep those extra experience, making you go back to a much higher level than 40.
For example:
level 80, 0% exp, will bring you to level 79, 28% exp.
level 80, 100% exp, will bring you to level 80, 28,77% exp.

Quest Item
The quest item is same usual flavour:
a) you can obtain the special tradeable quest item from Golkonda Longhorn in TOI.
b) you can obtain the normal not-tradeable quest item from a member of Longhorn family. There are 5 of them, one for each starting area (you can find them there)

In case of the normal quest item, the reward is given to the last attacking PARTY. From 1 to 2 quest items can be obtained with a single kill (more party members translates to higher chances to get 2 items instead of 1)

----------------------------------------------------

TATTOOS SYSTEM/LABORATORY
(CUSTOM POTIONS?)

First of all: there are no more custom potions.
The whole potion system have been replaced with the Tattoos System, that have been fully rewritten and is not like the previous one at all.

Tattoos types
Exists mostly two kinds of tattoos:
a) the ones that gives bonus to a stat and subtract the same amount from another stat (or, halved, other two stats. In case of EMP tattoos)
b) the ones that gives a beneficial passive effect of regeneration (being HP or MP) at the cost of the "tattoo slot".
The first category is similar to the one DNET players are most accustomed, the second category instead fills the hole of the missing custom potions for Mana/Healing/Regeneration.
Examples:
Tattoo of +10%PATK -10%PDEF: Gives +10% to Patk and removes same from PDEF.
Tattoo of Mana Burst: Gives a constant 15mp/sec
Tattoo of Mana Recovery: Gives a constant 90mp/sec, with a drawback of -50% on patk/matk/attackspeed/castspeed.
This means you will have to manage your tattoos (equip/unequip) during a fight to get the best out of them.

Tattoo Levels
Leveling of the tattoo is done inside the laboratories.
Tattoos are distincted in 4+1 levels:
Level 1: life 3h, normal tattoo +STAT -STAT (balancing two stats by % value), power 1
Level 2: life 4h, normal tattoo +STAT -STAT, power 2
Level 3: life 5h, normal tattoo +STAT -STAT, power 3
Level 4: life 6h, normal tattoo +STAT -STAT, power 4
Level 4 EMP: life 6h, empowered tattoo ++STAT -STAT -STAT, power 4 (higher bonus to a stat, taking the amount from other two stats)

Tattoos Life/Energy
Tattoos have a life/duration.
Their "energy" is drained while using them (like shadow items) and their duration is based by their level.
Their life energy is consumed by keeping them equipped, unequipping a tattoo (or not being online) will NOT consume their energy.
Every time you level up a tattoo, their energy/life is restored as new.

Laboratories
Laboratories, accessible in every grocery shop of every town, allows you to purchase your level 1 tattoos and to increase their level up to Level 4 EMP.
Every time you level up a tattoo, their energy/life is restored as new.
Initial purchase of a tattoo will have an adena cost, additional levelup will cost adena and some materials.
Level 4 can be upgraded to Level 4 EMP with the use of a Vial of Enchantment obtainable in the new special PVP area (drop from the bosses or by collecting PVP points there).

----------------------------------------------------

SKILLS BALANCE

As you know, we take great care about the balance of the subclass system and the interaction between skills.
This is why we had to prepare already some fixes to prevent some clearly overpowered combinations.

-PVP limiters: normal attacks (autoattack), physical skills, magical skills have a damage reduction (in PVP) of 25%

-Resurrection: all resurrection skills (scrolls included) have AT LEAST a 40% exp recovery and builds up by +5% each level (resurrection lv9 is 90%) (you can have WIT modify this value up/down to reach 100% exp recovery)

-Basic Weapon Mastery, the one you get in your first levels, is shared between all classes. This means no stacking of it doing Mage/Fighter.

-Armor Masteries are gathered around only 3 skills, this prevents from stacking of different kind (mage/fighter) of same armor mastery.
The level given of the specific armor mastery is dictated by the pdef given by that specific level.
Additional (class related) effects (evasion/mp regen/etc...) from the mastery are obtained from extra secondary passive skills (example: "Light Armor Evasion Mastery")

-Recharge skills can charge self and other players even if they have this skill. self effect reduced.

-Mana Burn: reuse 24sec fixed

-Frenzy/Guts: can't stack with Totems. They replace eachother.

-Fast Attack: attack speed given only to fist, dualfist, dagger, bow (this skill is obtained only by fist/bow/dagger users).

-Diseases from area: fully reworked and max bonus given is 4%. All of them have drawbacks (Malaria included)

-Quick Healing Potion: it gives 44hp/sec for 10sec

-Angelic Icon: pdef/mdef bonus is by armor type (+50% in heavy, +20% others)

-Guard Stance: the pdef bonus is given only toward heavy armors (shield bonus is given to shield regardless of armor type!)

-Focus Death/Chance/Power: critical rate/damage scales with weapon (full effect only with dagger, other weapons gets 1/3)

-War Cry: it gives +25% patk (as usual), except it gives only +15% to bows and +10% to daggers.

-Duelist Spirit: bow/dagger gets an attack speed reduction by 10% while this effect is active

-Focus Attack: (previously this skill was giving the bonus only to pole) now it offers half effect (crt. dmg only) also toward other weapons (up to +10%). bow/daggers receive also an attack speed penality of same amount (up to -10%)

-Erase: chances of effect changed from 60% to 50% (landing remains 80%). Reuse now is base 60sec instead of 32sec.

-Majesty: scaling by armor type

-Deflect Arrow: Is no more a long term buff but acts as a "stance effect".
When active, scaling by protection (here written is lv4 = 40% protection), cast speed on robe is reduced by 25%, attack speed with daggers is reduced by 20% (from lv3, also duals gets a reduction up to 20%), blows rate reduced by 20% and bow range by -25%.
Duration of the effect is 2min (easier to manage the negative effects), skill activation reduced by 33% (instant), mp cost reduced by 75% (seems big numbers but scales right ingame)

-Dash: skill reduces bonus by 50% if used with armor different than Light

-Ultimate Defence: bonus given based by armor type (best on heavy)

-Soul Guard: bonuses scaling with armor type (best on robe/naked)

-Ultimate Evasion: evasion based by armor type (best on Light)

-Vengence: defence was based by armor (best on Heavy)

-Blinding Blow: speed buff by armor type (best on Light)

-Aura Flash: similar to Aura Flare, gives to the caster a reduction in PVP magical damage for the next 3 seconds after the cast by -33% (in old DNET was -50%)

-Blazing/Freezing skin: target must be in same party

-Any buff or positive effect is not castable toward a RaidBoss

----------------------------------------------------

ENCHANT SYSTEM

The whole enchant system have been changed with a different structure of chances.

What means is that you can finally enchant your armors like your weapons and the difficulty of enchant is progressive by each +1.
Enchanting using NOT BLESSED scrolls have a much higher chances of enchant (but at a great risk) and chances never go lower than 50%.
Please note that in Olympiad you will not be able to use items with enchant over +6.

Here the full enchant table for your reference.
The % displayed is the chance of FAILURE.
NORMAL_SCROLLS +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12 +13 +14 +15 +16 +17 +18 +19 +20...
Armor 0% 0% 0% 20% 20% 20% 20% 30% 40% 50% 50% 50% 50% 50% 50% 50% 50% 50% 50% 50%
Armor Set (1 piece) 0% 0% 0% 0% 20% 20% 20% 20% 30% 40% 50% 50% 50% 50% 50% 50% 50% 50% 50% 50%
Fighter Weapon 0% 0% 0% 10% 20% 20% 20% 20% 20% 30% 30% 30% 40% 40% 50% 50% 50% 50% 50% 50%
Mage Weapon 0% 0% 0% 20% 20% 20% 20% 20% 30% 30% 30% 40% 40% 50% 50% 50% 50% 50% 50% 50%
Jewelry 0% 0% 0% 20% 20% 20% 20% 30% 40% 50% 50% 50% 50% 50% 50% 50% 50% 50% 50% 50%
BLESSED_SCROLLS +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12 +13 +14 +15 +16 +17 +18 +19 +20...
Armor 0% 0% 0% 30% 30% 40% 40% 50% 50% 60% 60% 60% 60% 70% 70% 70% 70% 70% 70% 70%
Armor Set (1 piece) 0% 0% 0% 0% 30% 30% 40% 40% 50% 50% 60% 60% 60% 60% 70% 70% 70% 70% 70% 70%
Fighter Weapon 0% 0% 0% 20% 30% 30% 30% 40% 40% 40% 50% 50% 50% 60% 60% 70% 70% 70% 70% 70%
Mage Weapon 0% 0% 0% 30% 30% 30% 40% 40% 40% 50% 50% 50% 60% 60% 70% 70% 70% 70% 70% 70%
Jewelry 0% 0% 0% 30% 30% 40% 40% 50% 50% 60% 60% 60% 60% 70% 70% 70% 70% 70% 70% 70%

For your reference, officially it WAS (chance of FAIL, no scrolls difference):
Fighter Weapon: 40% up to lv14, then 75%
Mage Weapon: 50% up to lv14, then 80%
Armors/Jewels: 33%,50%,66%,70%,80% (respectively at +3,+4,+5,+6,+7)

----------------------------------------------------

OTHERS

More things will be revealed in the next days and during the opening, for example the various PVP events and new PVP areas dedicated.

The previous list COULD (and could not) be subjected to changes (nothing extreme) if required during the initial game phase.