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Dyes and Symbols

Started by kuspo, November 19, 2007, 02:31:47 PM

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kuspo

Dyes and Symbols
Certain items in Lineage II can change the basic ability values (STR, DEX, CON, INT, WIT, MEN) of your character.

Ability/Effect
STR
Increases amount of physical damage.
DEX
Increases attack speed, physical skill speed, accuracy, evasion, critical hit probability, success rate of dagger skills (such as Deadly Blow), shield defense success rate, and movement speed.
CON
Increases maximum HP and CP, HP recovery speed, weight limit, underwater breath gauge, shock resistance, and bleeding resistance.
INT
Increases damage of magic attacks and success rate of curse spells.
WIT
Increases chance of magic critical hits, casting speed, resistance to Hold, resistance to curses (such as HP degeneration, decreased HP recovery rate, increased skill re-use time, and decreased effect of heals).
MEN
Increases magic defense, maximum MP, MP recovery speed, poison resistance, and curse resistance. Decreases probability of magic interruption.
To change these ability values, a symbol can be created through the Symbol Maker.

Dyes
Dyes are items that serve as ingredients for carving symbols (also referred to as tattoos). The dyes have + or - values for the basic ability values. There are ordinary dyes and high-quality dyes. Ordinary dyes can be used as ingredients for carving symbols after the first class transfer, but not after completing the second. Greater Dyes can be used only by players who have completed the second class transfer.

Symbol Engraving
Characters of level 20 or above have slots where they can use dyes in the inventory window to engrave symbols. Characters that haven't yet completed their first class transfer cannot use symbols. After completing the first class transfer, they can carve two symbols. After the second class transfer, they can carve one more symbol, for a total of three. Also, the symbols that were affixed before the second class transfer lose their effect when the character completes the second class transfer.
If players have enough quantity of dyes and want to engrave a symbol, they must speak to a Symbol Maker NPC. Symbol Makers charge a fixed fee to carve the symbol for the player. Carving a symbol consumes the dye used as an ingredient.
The amount that can be increased from symbols for a single basic ability value cannot be more than +5. For example, if two symbols cause STR to increase by +3 and +4 respectively, the total increase of STR cannot exceed +5. There is no limit to the reduction in values, but it is not possible to reduce an ability value all the way to zero.
Some limitations apply to certain symbol types, as shown in the table below.

Symbol Combination can Be Used By
STR, CON, and DEX
All classes
INT and MEN
Human Wizard, Sorcerer, Necromancer, Warlock, Elven Wizard, Spellsinger, Elemental Summoner, Dark Wizard, Spellhowler, Phantom Summoner
INT and WIT
Human Wizard, Sorcerer, Necromancer, Warlock, Elven Wizard, Spellsinger, Elemental Summoner, Dark Wizard, Spellhowler, Phantom Summoner, Warrior, Human Knight, Paladin, Rogue, Gladiator, Warlord, Dark Avenger, Treasure Hunter, Hawkeye, Elven Knight, Temple Knight, Swordsinger, Plainswalker, Silver Ranger, Palus Knight, Assassin, Shillien Knight, Bladedancer, Abyss Walker, Phantom Ranger, Orc Raider, Orc Monk, Destroyer, Tyrant, Scavenger, Artisan, Bounty Hunter, Warsmith
MEN and WIT
Human Wizard, Sorcerer, Necromancer, Warlock, Elven Wizard, Spellsinger, Elemental Summoner, Dark Wizard, Spellhowler, Phantom Summoner, Cleric, Bishop, Prophet, Elven Oracle, Elven Elder, Shillien Oracle, Shillien Elder, Orc Shaman, Overlord, Warcryer

Symbol Removal

To remove a symbol, the player must speak to the Symbol Maker. Removal of a symbol costs a certain fee, and once removed, half of the dye used for carving the respective symbol is returned to the inventory.

Finisterre

Dyes (http://www.dragon-community.net/dnwiki/index.php/Dyes)

Basic status (http://www.dragon-community.net/dnwiki/index.php/Basic_status)

DEX does not influences the success rate of blow skills. It simply depends on the direction(from front/side/behind) and skills(character of blow skills, SA:Might Mortal, dagger's 3rd class skill and some C5 skills).

When you have free time, please review the contents in DN wiki.

Thanks. Finisterre
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kuspo

DEX -Increases attack speed, physical skill speed, accuracy, evasion, critical hit probability, success rate of dagger skills (such as Deadly Blow), shield defense success rate, and movement speed.


http://www.lineage2.com/Knowledge/enhancements_2.html

on offcial site thats why i added .
anyway as u increase acuracy u should increase also success on dagger skills .

Finisterre

As long as I tested, values of DEX added by dyes and armor sets bonus do not influences the blow success rate.

Maybe only "base DEX" influences the rate. We can check this by comparing the rate on dagger/mystic with mystic/dagger.

I read somewhere about in official server that the difference between AW and PW is about 5 % without dyes/buffs/SA:MM. (it didn't have enough samples tho. those were just 100 blows each on both class.)
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kuspo

OK

LVL 78 PW 35 DEX  64 CRIT
LVL 78 AW 34 DEX  45 CRIT
LVL 78 TH  30 DEX  61 CRIT

i think crit is counted as a fact in chance or it should be
this % chance depends on various factor in my way of thinking .

so make ur judgements based in theyr stats (no equip )

but i think DEX+CRIT+ACURACCY are the calculations u need (i dont really know how its working and i dont have the power to test it maybe some users can make 100 blow each and come here post counting on weapon +sa +equipement i would prefer naked dagger no SA no buffs)

Finisterre

Crit had been removed from the factor which decides the blow landing rate long before.
Well It's going meaningless since we are not discussing based on the actual samples.

My judgment is... I don't know well.  ;)
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kuspo