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#1
[Image: fullscreencapture103120.jpg]

What is this supposed to be, some kind of threat? Rolleyes
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#2
I found out about this today and lol'd when it happened.
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#3
In other words, HP wash. Typical Nexon.
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#4
I'll place 200 AP into my HP/MP and not wash it out if I want too Nexon.
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#5
Man, they should've had this back in 2005 when I knew no better. D:
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#6
RDal Wrote:In other words, HP wash. Typical Nexon.

Lol my thoughts too. It is almost as if Nexon is blatantly telling you to buy resets...
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#7
...you guys do know that a lot of it is cut off right?

It says "If you invest your AP into HP or MP, your character may not have sufficient stats to become as strong as it could be."

It's warning you NOT to do that.
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#8
Chameleonic Wrote:Lol my thoughts too. It is almost as if Nexon is blatantly telling you to buy resets...

Uh... I read it as, "don't put points into HP unless you want to fuuck up your character."

HP washing is only for those who are stat whores who are obsessed with perfect everything... I've never touched my HP or even thought about HP washing when I could have afforded it. I'd rather play the game the way it's meant to be played with each class, instead of wasting money on trying to be able to do everything in the game...
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#9
Lol @ Nexon's attempt to give potential HP washers a second thought.

Biggrin
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#10
ShiKage Wrote:Uh... I read it as, "don't put points into HP unless you want to fuuck up your character."

HP washing is only for those who are stat whores who are obsessed with perfect everything... I've never touched my HP or even thought about HP washing when I could have afforded it. I'd rather play the game the way it's meant to be played with each class, instead of wasting money on trying to be able to do everything in the game...

^this

I don't like how people treat HP as a stat to be raised the way you'd raise attack. I'd rather they just make it impossible to add to HP or MP.
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#11
ShiKage Wrote:Uh... I read it as, "don't put points into HP unless you want to fuuck up your character."

HP washing is only for those who are stat whores who are obsessed with perfect everything... I've never touched my HP or even thought about HP washing when I could have afforded it. I'd rather play the game the way it's meant to be played with each class, instead of wasting money on trying to be able to do everything in the game...

Dusk Wrote:^this

I don't like how people treat HP as a stat to be raised the way you'd raise attack. I'd rather they just make it impossible to add to HP or MP.

Not everyone who adds points into HP/MP wash it out. I have had 40 points into my HP and have had enough MP and cash to wash it out and I still haven't.
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#12
Dusk Wrote:^this

I don't like how people treat HP as a stat to be raised the way you'd raise attack. I'd rather they just make it impossible to add to HP or MP.

Agreed then theyd be force to change either

A) Formula per class for HP increase and make 200 versions of it (for every level) to make sure no one is screwed over.

B) Change the damage monsters do

C) New defense formula.

Also as everyone else said it's telling you not too.
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#13
MetaSeraphim Wrote:Not everyone who adds points into HP/MP wash it out. I have had 40 points into my HP and have had enough MP and cash to wash it out and I still haven't.

I don't care if they wash it out; I don't think it should be an adjustable stat, period.

@DustBunny: some modifications would be needed, yeah.
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#14
Dusk Wrote:^this

I don't like how people treat HP as a stat to be raised the way you'd raise attack. I'd rather they just make it impossible to add to HP or MP.

What's the point of even having it if everyone gets the same hp? It adds variety to builds. I had 20 points in HP on my NL cause the extra HP helped me out with stuff, I did reset it when they had the $1/reset sale, but otherwise I liked 360 hp more than 20 extra luk.


I'd rather they make it based on STR (obviously a little late now) like MP is based on int, rather than be its own stat, but hey.
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#15
Stereo Wrote:I'd rather they make it based on STR (obviously a little late now) like MP is based on int, rather than be its own stat, but hey.

If they did that, all warriors would have no need to ever worry about dying ever. I do think they should adjust the def formulas however, since after level 70, def becomes almost pointless. Goggleemoticon
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#16
MetaSeraphim Wrote:I'll place 200 AP into my HP/MP and not wash it out if I want too Nexon.

lol, you know some newbies would want to add that and they dont know what might happen rite ? lay off the attitude towards nexon. its more good than bad now.
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#17
I was mostly joking.
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#18
That statement is garbage. I'll still be HP washing to the heavens. Nexon really need to take a lesson from WoW or DFO and do something called PERCENTAGE DAMAGE REDUCTION. Something like implement that equipment of "x" level provides some passive damage reduction, which increases with level or item level. Or a similar system.

For example, the Stolen Fence shield can give 1% damage reduction along with defense for straight damage reduction. A Zakum helmet can give 5% physical and magical damage reduction since it's usable by all classes so an even amount of reduction is best. The straight damage reduction gets applied first before the % reduction, so at least it's not possible to suffer only 1 damage from stronger monsters.

Beginning mage overalls can give 3% physical damage reduction, and 5% magical damage reduction. For the next overall, physical damage reduction increases by 0.1% and magical damage reduction increases by 0.2%. This means a Reverse/Timeless mage overall it gives 4.3% physical reduction and 7.6% magical damage reduction. This may not be a lot, but remember all other mage equipment get this treatment too, except of course lesser equipment like gloves and shoes get less base reduction, probably beginning with no higher than 0% physical/0.5% magical for the level 10 mage gloves. Scaling is still the same though. Warriors get the opposite treatment for their equipment. As for Pirates/Thieves/Bowmen since they don't have as much survivability as mages or warriors they get a bit of both. Their overall/top + bottom would start off at 4%/4% reduction, and increases by 0.15% for the next set. This makes the 3 classes equally touch at physical and magic attacks, but not as tough as the specialists.

For universal equipment like capes, pendants, rings, belts, medals they don't grant damage reduction. This is of course to prevent classes for getting too much damage reduction for equipment that's harder to obtain. Also, since these equipment aren't predetermined like class equipment, it'd be a pain to calculate damage reduction of a level 10 cape that comes out in the future if the current lowest level cape is level 25. You can't really give negative damage reduction or else it means you actually take more damage for equipment a lower level cape. Exception are earrings, where they are more magical in nature (since they tend to grant a load of magical defense but little weapon defense) so they grant damage reduction at the power of typical mage equipment.

So a quick rundown with level 120 equipment: Warriors get about 45-50% physical damage reduction but only ~25-30% magical damage reduction. Mages get the opposite. The 3 "squishy" classes get about 35-40% reduction to both types of attacks. The damage reduction perks for stronger equipment would be a middle finger to those Sauna/WG/PAC/Stompers users. On other words, sure you're doing more damage than that regular DEX hermit, but who's more likely to survive a 4k hit earlier? Not Mr. Min/Max that's for sure.
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#19
IllegallySane Wrote:That statement is garbage. I'll still be HP washing to the heavens. Nexon really need to take a lesson from WoW or DFO and do something called PERCENTAGE DAMAGE REDUCTION. Something like implement that equipment of "x" level provides some passive damage reduction, which increases with level or item level. Or a similar system.

For example, the Stolen Fence shield can give 1% damage reduction along with defense for straight damage reduction. A Zakum helmet can give 5% physical and magical damage reduction since it's usable by all classes so an even amount of reduction is best. The straight damage reduction gets applied first before the % reduction, so at least it's not possible to suffer only 1 damage from stronger monsters.

Beginning mage overalls can give 3% physical damage reduction, and 5% magical damage reduction. For the next overall, physical damage reduction increases by 0.1% and magical damage reduction increases by 0.2%. This means a Reverse/Timeless mage overall it gives 4.3% physical reduction and 7.6% magical damage reduction. This may not be a lot, but remember all other mage equipment get this treatment too, except of course lesser equipment like gloves and shoes get less base reduction, probably beginning with no higher than 0% physical/0.5% magical for the level 10 mage gloves. Scaling is still the same though. Warriors get the opposite treatment for their equipment. As for Pirates/Thieves/Bowmen since they don't have as much survivability as mages or warriors they get a bit of both. Their overall/top + bottom would start off at 4%/4% reduction, and increases by 0.15% for the next set. This makes the 3 classes equally touch at physical and magic attacks, but not as tough as the specialists.

For universal equipment like capes, pendants, rings, belts, medals they don't grant damage reduction. This is of course to prevent classes for getting too much damage reduction for equipment that's harder to obtain. Also, since these equipment aren't predetermined like class equipment, it'd be a pain to calculate damage reduction of a level 10 cape that comes out in the future if the current lowest level cape is level 25. You can't really give negative damage reduction or else it means you actually take more damage for equipment a lower level cape. Exception are earrings, where they are more magical in nature (since they tend to grant a load of magical defense but little weapon defense) so they grant damage reduction at the power of typical mage equipment.

So a quick rundown with level 120 equipment: Warriors get about 45-50% physical damage reduction but only ~25-30% magical damage reduction. Mages get the opposite. The 3 "squishy" classes get about 35-40% reduction to both types of attacks. The damage reduction perks for stronger equipment would be a middle finger to those Sauna/WG/PAC/Stompers users. On other words, sure you're doing more damage than that regular DEX hermit, but who's more likely to survive a 4k hit earlier? Not Mr. Min/Max that's for sure.

This would be awesome, however i think nexon would just jack up the power of bosses even more to compensate, which would leave us at square one.
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#20
Takebacker Wrote:This would be awesome, however i think nexon would just jack up the power of bosses even more to compensate, which would leave us at square one.

No. It would be an alternative idea on allowing classes to have more HP without having to implement new equipment with ridiculous amounts of HP or having the STR = more HP idea. You just need to add a simple code for %-reduction on existing equipment. It's a way for archers/thieves/pirates who didn't get a chance to HP wash because they can't afford or didn't want to HP wash a chance to have higher survivability. It also would lead to whacky ideas of pure STR Bowman/Thief/Gunslinger builds for the sake of more HP. We already have enough of that from INT = MP, which is already how one gets more HP (HP washing). As for mages and warriors it only further reinforces what they are usually damaged more by: touch damage for warriors, and ranged attacked by mages. MAYBE raise damage of monsters by a little, but overall everybody will be able to take more hits than before.

Example: Current system requires ranged to have 10k HP buffed to live through Pink Bean. This is just ludicrous and screws over veteran players who didn't give a crap about adding AP to HP. With the new system, that 10k becomes ~6k ranged hits to the veteran player. This means that they can actually take a hit since an unwashed ranged at Pink Bean level should have about 7k HP with HB, while the hardcore washers aren't affected as much since they will just take slightly more damage if they are using twink equipment like a sauna robe (taking 7-8k) while still surviving.
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