It's finally coming to GMS, I think it's time to centralize information. If you see anything wrong, or in need of clarification, post about it.
Basics
- You pick 3 sets of 3 cards from the characters on your account per server (6 total)
- Each character can be present once (1 total)
- Each job can be present once
- The level of the character determines the effects of the card
- The level, job and class of all characters in a set determines the set bonus
- Effects and set bonuses apply to all characters on the account on the same server
Individual Card Bonuses
Arranged into four ranks:
- B: 30-59
- A: 60-99
- S: 100-199
- SS: 200+
Zero starts at level 100 so has different ones.
- B: 110-129
- A: 130-159
- S: 160-199
- SS: 200+
Job
Class
Origin
B
A
S
SS
Card Bonus
Hero
Warrior
Adventurer
2%
3%
4%
5%
weapon defense
Paladin
Warrior
Adventurer
0.5
1
1.5
2
level to physical damage
Dark Knight
Warrior
Adventurer
2%
3%
4%
5%
max hp
Fire/Poison Mage
Magician
Adventurer
2%
3%
4%
5%
max mp
Ice/Lightning Mage
Magician
Adventurer
0.5
1
1.5
2
level to magical damage
Bishop
Magician
Adventurer
5%
10%
15%
20%
mp potion effect increase
Bowmaster
Bowman
Adventurer
2%
4%
6%
8%
accuracy
Marksman
Bowman
Adventurer
1%
2%
3%
4%
critical rate
Night Lord
Thief
Adventurer
2
3
4
5
jump
Shadower
Thief
Adventurer
2
3
4
5
speed
Dual Blader
Thief
Adventurer
2%
3%
4%
5%
avoid
Viper
Pirate
Adventurer
2
3
4
5
level to physical+magical damage
Captain
Pirate
Adventurer
4%
6%
8%
10%
summon duration increase
Jett
Pirate
Adventurer
4%
6%
8%
10%
summon duration increase
Cannon Shooter
Pirate
Adventurer
2%
3%
4%
5%
reduction in exp loss after dying
Demon Slayer
Warrior
Resistance
1%
2%
3%
4%
resistance to all statuses
Battle Mage
Magician
Resistance
2%
3%
4%
5%
reduction in damage taken
Wild Hunter
Bowman
Resistance
0.5
1
1.5
2
Chance of instantly killing an enemy
Mechanic
Pirate
Resistance
5%
10%
15%
20%
buff duration increase
Xenon
Pirate&Thief
Resistance
5
10
20
40
+all stats
Demon Avenger
Warrior
Resistance
1%
2%
3%
5%
boss damage
Aran
Warrior
Hero
2%
4%
6%
8%
70% chance of healing %HP (1 per 60s)
Evan
Magician
Hero
2%
4%
6%
8%
70% chance of healing %MP (1 per 60s)
Luminous
Magician
Hero
10
20
40
80
+int
Mercedes
Bowman
Hero
2%
3%
4%
5%
skill cooldown decrease
Phantom
Thief
Hero
1%
2%
3%
4%
meso drop rate increase
Dawn Warrior
Warrior
Cygnus
2%
3%
weapon defense
Blaze Wizard
Magician
Cygnus
0.5
1
level to magical damage
Wind Archer
Bowman
Cygnus
2%
4%
accuracy
Night Walker
Thief
Cygnus
2%
3%
avoid
Thunder Breaker
Pirate
Cygnus
2
3
level to physical+magical damage
Mikhail
Warrior
Cygnus
2%
3%
4%
5%
weapon defense
Kaiser
Warrior
Nova
10
20
40
80
+str
Angelic Buster
Pirate
Nova
10
20
40
80
+dex
Zero
Warrior
?
4%
6%
8%
10%
exp bonus (note: ranks are 110/130/160/200)
Kanna
Magician
Sengoku
1%
2%
3%
4%
boss damage
Hayato
Warrior
Sengoku
2%
4%
6%
8%
min crit damage
Beast Tamer
Magician
?
2%
4%
6%
8%
monster defense ignored
Card Set Bonuses
Rank is determined by the rank of the average character in the set. 100+100+94 -> A rank (98 average), 106+100+94 -> S rank (100 average).
These are based on either class, or origin. The requirement must be met by all characters in the set. Each effect is unique, and can only be active once (if both sets satisfy it, it'll choose the higher).
Requirement
Set Name?
B
A
S
SS
Set Bonus
Warrior
Powerful Charge
4%
6%
8%
10%
hp to damage
Magician
Magic Storm
4%
6%
8%
10%
mp to damage
Bowman
Precise Aiming
1%
2%
3%
4%
final attack damage
Thief
Weakness Targeting
1%
2%
3%
4%
maximum critical damage
Pirate
Pirate's Spirit
2%
4%
6%
8%
ignore monster defense
Adventurer
Free Spirit
2
5
7
10
+all stats
Cygnus
Concern for Cygnus
2
5
+all stats
Hero
Great Return
2
5
7
10
+all stats
Resistance
Resistance's Spark
2
5
7
10
+all stats
Additionally, for sets of particular ranks, you get bonuses. These sets are not unique - both sets can give the same or different ranked ones. All characters in the set must have achieved the rank to get these bonuses.
Questions
Q: What does "level to physical/magical damage" do, anyway?
A: There are two types of these bonuses - one adds to your damage range (Paladins/Mages, only affects one or the other), and the other adds to each hit after all other damage calculations (Buccs/TBs, affects both types of range). To get the total, add up all similar bonuses, then multiply by the level of the character receiving the bonus. This is added to the physical/magical damage range, or to the damage dealt by each hit.
Q: What does "hp/mp to damage" do, anyway?
A: Take a percent of your base HP, add it to the damage range. Note that while the displayed range changes, skills first use the range without it, and then the amount is added to each hit after all other calculations.
Q: Wait, so which of those is better?
A: Take for example an S rank Viper vs. the S rank Warrior set. These bonuses are 4*level and 8% of base hp respectively. On a level 170 Dark Knight with 9800 base HP, they will add 680 and 784 damage to the range. On a level 30 Brawler with 1000 base HP, they will add 120 and 80 damage. The key is knowing what the base HP is - from that you can figure things out. It's harder to compare Paladin & I/L because they're applied slightly differently.
Q: How do Evan/Aran's "70% chance of healing %HP (1 per 60s)" work?
A: Well the description's bad. Seems like it has a 100% chance of triggering every 10 seconds, for the % listed. Then, on the next attack, it has a 70% chance of triggering a second time, with double the %. There may also be a smaller chance of triggering a third time. In either case, it's a percent of your base HP/MP - ie. not including any % skills or +hp/mp equipment.
Q: Does my potential affect the stats?
A: Sometimes yes, sometimes no. Kaiser's card and Xenon's card stats are not affected by potential. The set bonuses (2 5 7 10) are affected by potential. Seems likely other individual cards are not, but I haven't tried them.
Can the card effects apply to the character that is the card?
Ex. After the patch, would my mechanic's 15% cooldown decrease effect apply to itself as well?
I guess the next big question is what combination yields the most damage. This is what I can think of so far;
For Warriors
Spoiler
Set 1
120 DrK - 4% HP
120 Paladin - 1.5 physical damage
120 Hero - 4% wep def
-Bonuses-
(S rank) +700 HP, +700 MP, +3 ATK, +3 M.ATK, +3% damage to bosses
(3 Advent.) +7 all stats
(3 Warrior) +8% HP to Damage
Set 2
120 DrK - 4% HP
120 Paladin - 1.5 physical damage
120 Hero - 4% wep def
-Bonuses-
(S rank) +700 HP, +700 MP, +3 ATK, +3 M.ATK, +3% damage to bosses
(3 Advent.) +7 all stats
(3 Warrior) +8% HP to Damage
Total;
8% bonus HP
3 physical damage
8% wep def
+1400 HP, +1400 MP, +6 atk, +6% boss
+14 all stats
+16% HP to damage
I imagine this would be the highest yield of damage for warriors. They have high base HP, and you can wash, so they really take advantage of the 16% hp->atk. I'm aware you can replace the hero with whatever other warriors, like DS, but I'll leave that up to each person to decide whether the Adventurer bonus is worth keeping.
If you want a sort of hybrid damage/boss build, you could consider replacing the heros with Demon Slayers in your card sets. Having 8% abnormal resist is so god like, plus you still retain your sexy 16% Hp->Atk thing.
You can replace the mechanic with whatever other pirate you want that would suit your class better, some classes may prefer the extended summon duration. Having a flat 12 modifier is pretty awesome, and free 12% ignore def is great too. As far as I remember, the Rank set bonuses will go into effect based on the majority of your ranks, so having two S-Rank and one A-Rank should still yield the S-Rank bonus. If it doesn't, I'll have to re-think this.
The "I hit cap anyway, I just need help bossing." one;
Spoiler
Set 1
120 DS - 4% status resist
120 BM - 4% damage taken reduction
120 MERC or MECHANIC (Ill be using Mech for my example) - 15% buff duration
-Bonus-
(S Rank) - +700 HP, +700 MP, +3 ATK, +3 M.ATK, +3% damage to bosses
(3 Resist) - +7 to all stats
Set 2
120 DS - 4% status resist
120 BM - 4% damage taken reduction
120 MERC or MECHANIC (Ill be using Mech for my example) - 15% buff duration
-Bonus-
(S Rank) - +700 HP, +700 MP, +3 ATK, +3 M.ATK, +3% damage to bosses
(3 Resist) - +7 to all stats
Total;
8% status resist
8% damage taken reduction
30% buff duration increase
+1400 HP, +1400 MP, +6 atk, +6% damage to bosses
+14 all stats
The mechanic can be replaced with whatever you want, merc for CDR, or summon duration increase, whatever. I know some classes prefer CDR to buff duration or vice versa, whatever.
All of these were done assuming multiple copies of a specific class. I threw these together just now with some hand waving, no numbers written down yet.
Edit; As far as I remember, the Rank bonus is still decided by the majority rank of your card set. So having a set of S, S, A, should still yield a S bonus. If not, I'll have to re-do these.
Edit; As far as I remember, the Rank bonus is still decided by the majority rank of your card set. So having a set of S, S, A, should still yield a S bonus. If not, I'll have to re-do these.
That's my assumption too, but I have B (2 incl. Jett), A (4), and S (5) characters on my account so I should be able to test it when the patch lands.
Not sure how it works in Allianced servers though.
Funny thing I noticed was,
The HP/MP bonuses for having three S rank card seemed to work in a merged server for me,
But the other bonuses (individual card effect, card effect for having three of the same classes) did not work in Galicia, which is merged with Culverin in KMS.
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