Something about the New Card System on Aran/Evan isnt correct as they said in the game...
I tested my Aran card S rank and my Evan S rank card... and the result isnt what they said....
I found something weird on the result when i use my evan card or aran card... i gain 6% hp or mp base on the card
EVERY 20 SEC..... not only that i gain DOUBLE every 60sec ???
like every 20 sec i keep attack i gain 6 % hp and every 60% i gain 12% hp
which to me i believe the cooldown of 60sec if for DOUBLE and for reg drain is every 20 sec
I've noticed this too with my Evan card, the MP recovery happens much more often than every 60 seconds. In addition to that I have had cases where MP is recovered twice in a row with attacks. The MP recovery is high enough that at SH with my shadower I don't use MP pots anymore; and nearly always have 90-100% mp.
I'm also fairly sure that the card bonuses don't interact that way between the merged worlds. Could somebody confirm that there's no point to stacking a bunch of A sets on merged worlds?
I'm also fairly sure that the card bonuses don't interact that way between the merged worlds. Could somebody confirm that there's no point to stacking a bunch of A sets on merged worlds?
Originally Posted by Pagoplexia
Just made an account to report my findings with the card system. It's quite lengthy so have a spoiler.
Spoiler
My main server is in Mardia. My two decks are
Deck 1: Corsair, Cannon Shooter, Jett (all S rank)
Deck 2: Mercedes, Demon Slayer, Marksman (all S rank)
In Yellonde, I have a lv 32 Cleric. I do not have any cards loaded into a deck on this server. Upon logging into it, it got the added stats from Mardia (+1400 max HP/MP, +7 all stat, +3% crit rate). Creating a new character on the server also gave the same effect. Curious, I added the Cleric's card to the deck. I got back on my two characters only to find that the added stats were gone. I removed the Cleric's card from the deck, logged back on, and the stats remained the same.
So now I create another new character in Yellonde, making sure there are no cards in Yellonde's deck(s) but keeping Mardia's. The character had the Mardia deck bonuses applied to it. I went back to Mardia, removed all the cards from my deck, and returned to the newly created Yellonde character. To my surprise, the character retained the stats. Even changing the Mardia deck around (using other characters I have), I could not alter the Yellonde character's stats--it remained the same. I throw the Yellonde Cleric card into the deck, and (no big surprise) the added stats disappeared.
Conclusion: Server A can provide its Card effects to Server B provided that Server B does not have any cards in its deck. The simple act of adding a card in Server B's deck will cancel the bonuses provided by Server A; removing the card will not bring back Server A's effects. You can, however, create a new character in Server B and get Server A's effects as long as you have no cards loaded in Server B at the time you create the character.
I forgot to test if Server C can have the deck effects of both Server A and Server B (of course, as long as Server C has no cards loaded). I want to say yes.
Based on his work, you might be able to get 4 worlds or up to 8 sets to work but at a cost of losing your main's (home server's) decks.
Based on his work, you might be able to get 4 worlds or up to 8 sets to work but at a cost of losing your main's (home server's) decks.
Yeah, even assuming you could get it to work that way I don't think it would be worth it. I would rather keep two S sets than get 4 A sets at the expense of leveling 12 characters to 70, especially with how crowded all the prime training spots are after the merge.
Wow so it looks like the thunderbreaker/Bucc cards are like +total damage instead of +attack range. How would one go about testing the paladin card to see if it in fact works with +attack range or +total damage. Im going to try using my f/p with and without it to see if there is a difference in DoT.
let me know if this is a bad way or not. Ill post later but I can take SS so you'll have to go with my word.
Edit-
Yeah just relized that Paladin effect is for WA. lol.
Last edited by valhala556; 2012-07-11 at 10:15 AM.
Does anyone know if you can stack two sets together, with say SS + S or S + A rank? I was wondering if I could get the 6% ignore DEF and 4% ignore DEF pirate decks to stack together. Pretty much what Even asked earlier.
They don't, I had S+S and S+A warrior sets and both only gave the S bonus.
Base HP is a pain in the butt to figure out now because it can come from a lot of sources. My Dark Knight has around 9800-10000 base and ~26k total with HB. On the characters I know the base HP of, the warrior set bonus does seem to use it. I suppose I can check how it goes on my Battle Mage.
Testing the Paladin bonus would be easiest using something with a bad damage range, +220 onto my 30k range is not going to show up and at this point passive buffs mean even a crappy weapon gives me a 10k range. Are there any thief/bowman/mage weapons a Warrior can use that don't use the str+dex formula? (last time I checked, 4 years ago, wands on a warrior are effectively stab-only axes)
They don't, I had S+S and S+A warrior sets and both only gave the S bonus.
Base HP is a pain in the butt to figure out now because it can come from a lot of sources. My Dark Knight has around 9800-10000 base and ~26k total with HB. On the characters I know the base HP of, the warrior set bonus does seem to use it. I suppose I can check how it goes on my Battle Mage.
Testing the Paladin bonus would be easiest using something with a bad damage range, +220 onto my 30k range is not going to show up and at this point passive buffs mean even a crappy weapon gives me a 10k range. Are there any thief/bowman/mage weapons a Warrior can use that don't use the str+dex formula? (last time I checked, 4 years ago, wands on a warrior are effectively stab-only axes)
So this leaves me to believe that doing level 120 tb, level 120 mech/jett & cannoneer would be the best option for pirate set (koc buff 1-2 link skills, 4% less exp loss, extra summon duration/buff duration, extra dmg from tb and 6% ignore def) But as i asked before, does anyone have the ability to test how final attack bonus works from bowman bonus? Does it work on phantom? How does it work for mercedes/hero because of 2x hits? But at last, is it worth getting over mech+bam+ds bonus or warrior set on a bowman ( mercedes mainly)
So this leaves me to believe that doing level 120 tb, level 120 mech/jett & cannoneer would be the best option for pirate set (koc buff 1-2 link skills, 4% less exp loss, extra summon duration/buff duration, extra dmg from tb and 6% ignore def) But as i asked before, does anyone have the ability to test how final attack bonus works from bowman bonus? Does it work on phantom? How does it work for mercedes/hero because of 2x hits? But at last, is it worth getting over mech+bam+ds bonus or warrior set on a bowman ( mercedes mainly)
Honestly, the cannon shooter card is really bad, especially since if you're thinking about a level 200 since they don't have any exp to lose when they die. As for the phantom final attack, I don't think there's any way to tell since to the best of my knowledge their final attacks are bugged right now. I'm almost positive that ignore defense will beat out the final attack bonus, though, and the warrior set should too unless you already have a really good range or you have really low health. I would also wait and see what this new pirate class is in tempest because it might have a better character card than some other pirate and I'm sure it'll come with a link buff and a character slot, anyway.
They don't, I had S+S and S+A warrior sets and both only gave the S bonus.
Base HP is a pain in the butt to figure out now because it can come from a lot of sources. My Dark Knight has around 9800-10000 base and ~26k total with HB. On the characters I know the base HP of, the warrior set bonus does seem to use it. I suppose I can check how it goes on my Battle Mage.
Testing the Paladin bonus would be easiest using something with a bad damage range, +220 onto my 30k range is not going to show up and at this point passive buffs mean even a crappy weapon gives me a 10k range. Are there any thief/bowman/mage weapons a Warrior can use that don't use the str+dex formula? (last time I checked, 4 years ago, wands on a warrior are effectively stab-only axes)
would a level 120-200 mage using attack while stripped work? just a suggestion.
Honestly, the cannon shooter card is really bad, especially since if you're thinking about a level 200 since they don't have any exp to lose when they die. As for the phantom final attack, I don't think there's any way to tell since to the best of my knowledge their final attacks are bugged right now. I'm almost positive that ignore defense will beat out the final attack bonus, though, and the warrior set should too unless you already have a really good range or you have really low health. I would also wait and see what this new pirate class is in tempest because it might have a better character card than some other pirate and I'm sure it'll come with a link buff and a character slot, anyway.
The cannoneer card is to use least amount of chars for the pirate set while getting a link skill out of it, thats why I picked TB over buccaneer aswell, koc buff & Jett over mechanic = another link skill.
The cannoneer card is to use least amount of chars for the pirate set while getting a link skill out of it, thats why I picked TB over buccaneer aswell, koc buff & Jett over mechanic = another link skill.
No, I understand the concept. That's why I'm saying it might be smart to wait until the new pirate class is revealed since it's almost definitely going to have a link buff and there's no way its card can be worse than the cannon shooter card, unless of course your cannon shooter is already 120.
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