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Unbreakable Aura III and Strike Boost III

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Unbreakable Aura III and Strike Boost III

Postby Banned » 23 Jul 2014, 22:46

Unbreakable Aura boosts your allies defense and Strike Boosts, boosts your allies attack but I was wondering exactly by how much?
I know when you cast Invigorate it shows the number but it doesn't show the number for the two I mentioned.
Btw Invigorate - IV doesn't work, you can cast it on someone but it doesn't do anything sadly :c
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Re: Unbreakable Aura III and Strike Boost III

Postby SeekerFate » 23 Jul 2014, 23:16

It should, do you have at least 40 mnd prerequisite before using the skill? If you don't there's a higher chance of the skill failing. (assuming it's still possible for a skill to fail upon hitting the minimum mnd requisite)

And unfortunately, I don't know about the numbers for the buffs.
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Re: Unbreakable Aura III and Strike Boost III

Postby Lynneth » 24 Jul 2014, 04:13

Banned wrote:Unbreakable Aura boosts your allies defense and Strike Boosts, boosts your allies attack but I was wondering exactly by how much?
I know when you cast Invigorate it shows the number but it doesn't show the number for the two I mentioned.
Btw Invigorate - IV doesn't work, you can cast it on someone but it doesn't do anything sadly :c


I have Invigorate IV, it DOES work. You need 40 MND at the very least.



Unbreakable Aura IV -> I tried, but it doesn't really affect your DEF, my teammate still got KO'ed by the ONE HIT boss (Odin for example)

Strike Boost V -> not really effective either.. I don't know.. perhaps SupremeTentacle will benefit, but at the very least, people at the same level with me, doesn't really benefit.

This game really hates Healer.. by removing Ressurection and lessen your EXP in party, by not killing the monster. In this game, you need to contribute damage to monster to gain EXP benefit.

Byakuden Hell -> 39 EXP if you kill, 13 EXP if you just healing and invig others. ( with XP+50% boost )
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Re: Unbreakable Aura III and Strike Boost III

Postby Takurannyan » 24 Jul 2014, 05:02

I believe it was already said somewhere that

Strike Boost increase % base off the caster and receiver stats, if you cast and it seems no effect then it just means both you and your mate stat just aren't good enough to make a difference. High attack hitter will benefit more from Strike boost than a level 1 when receiving Strike Boost. Same applies to Unbreakable Aura. Just basing this off

SupremeTentacle wrote:There is determinately a damage increase when levelling up the skill, but its not noticeable, because it raises it by an absolutely minuscule amount, hence, you should not notice it.

If you're talking about Wisdom, for "wise", then it has its own independant scaling. This is on the wiki.

I'm not sure how unbreakable aura scales, bit it definitely works.

On the other hand, strike boost scales based off on your attack stat, and the person who you're casting it on. Basically, the stronger you are, the stronger your strike boost is. Also, casting it on someone my level would bring a noticeable difference, even if your strike boost is very low due to your attack stat, as it appears to be a percentage, as opposed to flat damage.

tl;dr

Both you and your friend's stats are too low for strike boost to make a difference. It will later on.


Unbreakable Aura should work the same basing off some jp wiki comment, but i can give no further proof.
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Re: Unbreakable Aura III and Strike Boost III

Postby Lynneth » 24 Jul 2014, 05:29

Takurannyan wrote:I believe it was already said somewhere that

Strike Boost increase % base off the caster and receiver stats, if you cast and it seems no effect then it just means both you and your mate stat just aren't good enough to make a difference. High attack hitter will benefit more from Strike boost than a level 1 when receiving Strike Boost. Same applies to Unbreakable Aura. Just basing this off

SupremeTentacle wrote:There is determinately a damage increase when levelling up the skill, but its not noticeable, because it raises it by an absolutely minuscule amount, hence, you should not notice it.

If you're talking about Wisdom, for "wise", then it has its own independant scaling. This is on the wiki.

I'm not sure how unbreakable aura scales, bit it definitely works.

On the other hand, strike boost scales based off on your attack stat, and the person who you're casting it on. Basically, the stronger you are, the stronger your strike boost is. Also, casting it on someone my level would bring a noticeable difference, even if your strike boost is very low due to your attack stat, as it appears to be a percentage, as opposed to flat damage.

tl;dr

Both you and your friend's stats are too low for strike boost to make a difference. It will later on.


Unbreakable Aura should work the same basing off some jp wiki comment, but i can give no further proof.


This game really needs pointer or at least some kind of PROOF to make Support/Healer class more usable at the very least...
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Re: Unbreakable Aura III and Strike Boost III

Postby Takurannyan » 24 Jul 2014, 06:06

They are usable and playable, i am not sure what you are going on about. Sure they are a lot harder to level up than others, but they are nowhere useless or unplayable.
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Re: Unbreakable Aura III and Strike Boost III

Postby Lynneth » 24 Jul 2014, 07:29

Takurannyan wrote:They are usable and playable, i am not sure what you are going on about. Sure they are a lot harder to level up than others, but they are nowhere useless or unplayable.


eXPerience should be divided equally for all the works, esp to healers who actively cure teammates and invigorates others, buff others too.

I mean that, both the attackers and buffers/healers should be rewarded equally, both Experience and Prize for the loots :p

Do you know, that unless you kill the monsters, you won't get any Lucky boxes? :lol:
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Re: Unbreakable Aura III and Strike Boost III

Postby Heimarmene » 24 Jul 2014, 10:07

Lynneth wrote:
Takurannyan wrote:They are usable and playable, i am not sure what you are going on about. Sure they are a lot harder to level up than others, but they are nowhere useless or unplayable.


eXPerience should be divided equally for all the works, esp to healers who actively cure teammates and invigorates others, buff others too.

I mean that, both the attackers and buffers/healers should be rewarded equally, both Experience and Prize for the loots :p

Do you know, that unless you kill the monsters, you won't get any Lucky boxes? :lol:


I mean I sort of understand why they would cut exp rates down for people who don't do anything so leechers can't actually leech effectively but at the same time, healers aren't exactly "leechers" since we actually work instead of sitting on the sidelines >:U. Then again, if they made it so you get the same amount of exp as the killer for by healing the killer, then all the leechers would pretend to be healers and use heal 1 or invig 2 (which would make it even worse for the actual healers since invig doesn't get overridden by latern invigs so if someone used invig 2 on the carry, your invig 5 doesn't even work >:U)
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Re: Unbreakable Aura III and Strike Boost III

Postby Lynneth » 24 Jul 2014, 11:04

Heimarmene wrote:
Lynneth wrote:
Takurannyan wrote:They are usable and playable, i am not sure what you are going on about. Sure they are a lot harder to level up than others, but they are nowhere useless or unplayable.


eXPerience should be divided equally for all the works, esp to healers who actively cure teammates and invigorates others, buff others too.

I mean that, both the attackers and buffers/healers should be rewarded equally, both Experience and Prize for the loots :p

Do you know, that unless you kill the monsters, you won't get any Lucky boxes? :lol:


I mean I sort of understand why they would cut exp rates down for people who don't do anything so leechers can't actually leech effectively but at the same time, healers aren't exactly "leechers" since we actually work instead of sitting on the sidelines >:U. Then again, if they made it so you get the same amount of exp as the killer for by healing the killer, then all the leechers would pretend to be healers and use heal 1 or invig 2 (which would make it even worse for the actual healers since invig doesn't get overridden by latern invigs so if someone used invig 2 on the carry, your invig 5 doesn't even work >:U)


Then why not make it like this?

Limit the level requirement to enter specific dungeon, so there is a range level for specific dungeon adapted to the drop level, if the level of the player is too low, they won't get any EXP and very low rate drops/no drops at all. Also if the level of the player is too high. So it prevents all the 'leeching business'.

So even if they leech from/carry someone, they won't get anything special (only very tiny amount of EXP and miniscule drops).

And add the features to kick party member. The leader of the party can kick the member that doesn't work/leech. So all are equal.

===
But well.. I think this will not do. It will be quite a lot of work from the developers to change the game mechanics. And all the players are already adapted to this system, there will be uproar and protest everywhere if this new system is adapted. So.. well the solution for now is better to become the killer in this game :D .
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Re: Unbreakable Aura III and Strike Boost III

Postby Heimarmene » 24 Jul 2014, 11:44

Lynneth wrote:
Heimarmene wrote:
I mean I sort of understand why they would cut exp rates down for people who don't do anything so leechers can't actually leech effectively but at the same time, healers aren't exactly "leechers" since we actually work instead of sitting on the sidelines >:U. Then again, if they made it so you get the same amount of exp as the killer for by healing the killer, then all the leechers would pretend to be healers and use heal 1 or invig 2 (which would make it even worse for the actual healers since invig doesn't get overridden by latern invigs so if someone used invig 2 on the carry, your invig 5 doesn't even work >:U)


Then why not make it like this?

Limit the level requirement to enter specific dungeon, so there is a range level for specific dungeon adapted to the drop level, if the level of the player is too low, they won't get any EXP and very low rate drops/no drops at all. Also if the level of the player is too high. So it prevents all the 'leeching business'.

So even if they leech from/carry someone, they won't get anything special (only very tiny amount of EXP and miniscule drops).

And add the features to kick party member. The leader of the party can kick the member that doesn't work/leech. So all are equal.

===
But well.. I think this will not do. It will be quite a lot of work from the developers to change the game mechanics. And all the players are already adapted to this system, there will be uproar and protest everywhere if this new system is adapted. So.. well the solution for now is better to become the killer in this game :D .


But that poses another issue. What if the higher level player needed to run a lower instance for drops or quick ryou? For instance, what if a level 80 player wanted to get a amijaslkjgalkjda or w/e that staff you need for the title is? Would they have to buy it from lower level players to obtain it or would it be impossible for them to get the title anymore?

Not to mention that we have reduced EXP gains for most things so if someone carelessly follows the main questline all the way, they'll be too underleveled to do the quests and become stuck eventually.

Limiting dungeons is usually a bad idea for most games.


edit: Ah just thought of a decent (imo) way we could deal with this. If the killer is healed by a significant (as in 20%+) of their HP or SP (might need to be a lower percent idk), the healer gets full exp for all mobs he kills for a certain duration. Of course, this won't really help stop low level leeching since anyone can pick up a heal 1 or invig 2 and leech up to like level 30 but past that they'll need to actually get stronger heals/cures or invigs to leech.
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