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+
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).
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.
Thanks to
this guy ([MENTION=3186]HighOnMushrooms[/MENTION];?)
[MENTION=5537]Locked[/MENTION];
[MENTION=1747]iAmFear[/MENTION];
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.
| Requirement | Set Name | Set Bonuses |
|---|---|---|
| B rank | Warrior's First Step(B) | +300 HP, +300 MP |
| A rank | Warrior's Growth(A) | +500 HP, +500 MP, +1 ATK, +1 M.ATK |
| S rank | Warrior's Feat(S) | +700 HP, +700 MP, +3 ATK, +3 M.ATK, +3% damage to bosses |
| SS rank | Completed Warrior(SS) | +1000 HP, +1000 MP, +5 ATK, +5 M.ATK, +5% damage to bosses |
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.
Thanks to
this guy ([MENTION=3186]HighOnMushrooms[/MENTION];?)
[MENTION=5537]Locked[/MENTION];
[MENTION=1747]iAmFear[/MENTION];

