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A Few Skill Questions

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I have some questions about a number of skills and while I got a good bit of confirmed data, their's still a good number of questions on things needing a confirm. iRO Wiki hasn't been reliable enough for a number of things. Below are my questions along with some info on things that are confirmed. If sakray was open right now I would go out on a testing spree.

1. Insignia's.
Since insignia's can be stacked, would standing in multiple lv 2 insignia's give multiple 10% ATK increases, 1 per insignia element? If so, would that mean standing in a lv 2 of all 4 elements give a 40% ATK increase total?

Also, it would appear that lv 3's 25% damage magic damage increase is limited in some way. The +25% damage is just added on to the ratio which isnt much (Example: 800% + 25% = 825%), but also appears to only work with certain skills. For example, the fire insignia increases the damage of skills like fire bolt, fireball, crimson rock, etc. but it doesn't appear to increase the damage of a fire element psychic wave. If thats the case then a fire element Esma won't be affected ether and this mean itl only boost the damage of skills that are naturally fire element.

Another limit to this 25% damage increase is that it may be limited to Mage, Wizard, Sage, Warlock, and Sorcerer skills. Ninja magic skills may not be affected, tho it doesn't matter since they have charms (need confirm). And even with this, it may not affect all of the offensive magics, like certain Tetra Vortex elements and a rumor that it's not working for Fire and Electric walk.

Finally, wind insignia lv 3 aftercast delay effect is said to only work on the wind magic skills of the above said classes, but not work on ninja wind magic. All of this I want to confirm but I can't test to confirm until sakray is up again for another test session. Can anyone confirm any of the above?

By the way, it is confirmed that wind lv 2 does not reduce aftercast, but instead increases ASPD by 10%. Don't know if that stacks with other certain ASPD increases but likely does since its small.

2. White Imprison
Does anyone know the natural resistance to it? A few years ago I saw in a kRO update in 2010 it was made so STR was the natural resistance stat, but that cant be right since it would make it useless in WoE as most classes are melee type. I know for a fact that you can't reduce the duration of it through stats. Maybe its LUK, or maybe its 2 different stats combined in a (Stats + Stats) / 200 resistance.

3. Reverberation
iRO Wiki is sooooo outdated on its info. So I started doing research on it. Translating the latest kRO desc it says this....
Ground 1 place to generate a high-frequency sound wave, or touch to this wave, give a dispersion damage to all enemies around 5 x5 cell When you're finished duration. It can be eliminated by attack, and more at vibration reverberation long distance attacks and magic.

Here's what I know.
The AoE for dealing damage is confirmed to be 5x5.
Damage is confirmed to be split between affected enemys in the AoE.
Traps can be destroyed and has a HP of 1 + SkillLV, but takes plant damage.
Trap stays on the ground for 8 + SkillLV seconds before it goes off on its own.
Traps deal damage at a speed that of your ASPD. The ATK part is ASPD while the MATK part is 2 * ASPD.

Here's what I need a confirm on....
How many max can be placed on the ground? One source says their's no limit, but that would be OP would it? Used to be 3 before. Tho it depends on a few other things like....
Whats the size of the AoE that a enemy has to step in to trigger the trap prematurely? Is it really that 1x1 crap im reading or is it 3x3 like a regular hunter traps?
Can they still be stacked on the same cell and also still be placeable under players feet? I don't think they should after the 2011 updates, but....need confirm.
The ATK and MATK is said to both be forced neutral. Might be, but want a confirm on it.
Can the trap be pushed back like other traps? Does Royal Guards Trample affect them?
Does it hurt allies in WoE? Likely not due to the way the server handles the skill.

4. Despair Song
This appears to act like a ankle snare trap with its own duration formula. The limit placeable is still 5 and its trigger AoE is 3x3 and only affects 1 enemy since its effect AoE is 3x3 as well.

Needing confirm....
Does it have HP and can be destroyed? How much and does it take plant damage?
Does Trample affect it?
It cant be placed under enemys but its also not stackable right?
Can it pushed back like other traps?
Does it still affect allies in WoE?

5. Kagerou/Oboro Charms
This is a interesting one. Ive gotten info that the charms does another things that were not aware off. According to the info, charms gives resistance to a element that of the charms element of 2% * Number of Charms, making it a max resistance of 20% to one of those 4 basic elements. If this is true, then holy shit thats cool. Confirm PLEASE!!!!

Another piece of info says earth charms increase item ATK and DEF (or Equip-ATK and Equip-DEF if you wanna call it that) by 10% per charm for a max of 100% increase. Last I tested it was 15% for the ATK part but unknown for the DEF. A few years passed since and a new confirm is needed.

If anyone can test and confirm any of the above, please do and report your results. Itl help with making info more up-to-date on the wiki and give players better understand of skills. ill post more questions when I find more to ask about.

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