mrttao
Gone for Good
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how do you know that? maybe spells upgrade into better versions of the same spell as you rank up, rather than just unlocking new spells?
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how do you know that? maybe spells upgrade into better versions of the same spell as you rank up, rather than just unlocking new spells?
I meant a B-rank Guardian frost by a level 100 guy with the same gear, race mods and power (8) as a level 10 guy B-rank Guardian Frost will be the same.how do you know that? maybe spells upgrade into better versions of the same spell as you rank up, rather than just unlocking new spells?
Its 25 HP at lowest rank. look at how our other abilities have scaled (they seem to double each rank)
Also, it will probably have other defensive bonuses at higher levels, and then there are fusions of the class which could further boost defense.
Which is why I explicitly mentioned fusions. two white jobs fuse to make a green job, etc. We need to level up the base jobs to unlock the fusion jobs.Ultimately white jobs aren't made to be very functional at high levels.
That depends on how common advanced/fused jobs are as drops. But I can see the logic here.hoping to find lucky green drops along the way) and then going crazy with fusions will be our easiest bet.
A lucky polar adept drop in CL D/C rank or the store might cut off 105JP from that total, or just short of 20% of that time.
However, the fact remains that fusion is a very very long grind. We will not be fusing easily or often until we've built up a library of fusable jobs, which we can do by chasing the path we know. .
+looks at the whole theoretical calculation of 100+ days Dungeon-farming+
Ugh. I know about planning something to reach a goal, but this seems excessively planned to minute details.
Anyway, is there any marked increase on JP gain over higher ranked/tier Dungeons?
Well, while I agree that 'getting greens/blues from drops' would make things much, much simpler, we have seen with GG that D-rank gives something like 21/22 JP, while C-rank gives 50JP.
that is a good point, losing access to lowbie areas is a bit deal. Especially with the AI upgrades that occur on higher tiersC rank is a 3 man dungeon and presumably gives rewards as a 3 person dungeon rather than a 2 person.
I doubt we'll ever be soloing that. In fact, losing access to EASY E/D ranked dungeons which net us more JP/person may slow this down rather than speed things up.
Aversion therapy. If we just cover her in spider monsters, eventually it'll stop bothering her! It might take a lot of trips through Crystal Lake, though...
She's cured! Wait, no, she's just gone catatonic.Aversion therapy. If we just cover her in spider monsters, eventually it'll stop bothering her! It might take a lot of trips through Crystal Lake, though...
I imagine by the time we got Gravelord we won't really be bothering with ice golem unless it buffs up a lot by then.
It's false, so not worth mentioning.Just in case it hasn't been mentioned, it looks like JP is 10% of XP from dungeons, rounded down. I think it's worth mentioning even if it may seem obvious.
I...What. That's pretty much not what is Glacial Lady.I'd bet that Glacial Lady comes with a couple new summoning skills. I dunno if yrsillar spoilered anything (I didn't read all the discussion) but to me it seems like Glacial Lady comes with three main areas of skill:
- primarily large-scale debuff
- with a side of summoning ice creatures
- and last and least, some direct-damage abilities, such as ice spikes
... basically, a class that's incredibly useful to a group that only has one tank-type in it.
Well the screaming has stopped and that's what is important, right?
Slot3: Water Magic: C (0/160)
Wave weaver: You move with increased Agility in the water, and may breath normally underwater. Attacks with a liquid component have a high chance of missing you.
-Acid dart: Medium damage plus tiny ongoing damage on to up to four targets. 3SP
-Aqua prison: Traps a single target in a sphere of water. Target may only escape the sphere if Strength is higher than casters Power. Lasts five ticks. 5SP
-Wave Crash: Medium damage and chance for knock back and stun on all targets in a short line. 8 SP
-Acid Rain: Wide area effect spell, lasts three ticks, dealing low water damage to all in range, chance of inflicting the burn and /or slow status. 10SP
Slot4: Dark D (6/80)
Shadowed Soul: Your descent into the Dark begins. You generate a bit less threat than normal for your attacks, and gain a small resistance to debuff effects.
--Vampiric ray: Single target, medium damage, heals the caster for half the damage dealt. 3SP
--Aura of the Dark: Enemies within close range take a small amount of Dark damage and have their strength penalized by 1. Lasts one room 6 SP
-Abyssal Cloud: long range small burst. Inflicts medium dark damage on all targets and has a chance of debuffing targets defense. 8SP
Slot1: Magician's Blood: C(4/240)
-Increases potency of spells
-Grants a low resistance to all elemental effects
Slot2: Cat's Curiosity: C(4/240)
-Provides a boost to all Loot rolls, increases chance of extra encounters in dungeons.
-Increases the users Perception by 1
Ha! Spider cavalry is cool.yrsillar said:
Spell changes at each ranks. A spell at a specific rank, however, only changes depending on power/gear/job, not levels.