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Old 04-06-2008, 08:43 AM   #1
Signatus
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Question nOOb questions that probably no one will be able to reply (I hope you will)

/me dances: I'm a nOOb with question!

I know this might be somewhere on the forums and please feel free to direct me if you know where... I'm feeling a bit lazy to search for it myself atm.

1. What does "miss chance" means? Yes, I saw Ark's video with tons of misses on the top of his head but... I still don't understand what it does since I never experienced a "X missed Arcana Strike" (/me dreams with it) or "*you* missed shield bash" (/me hopes never see this). The question is indeed deeper for me, I'm used to think on chance rolls (hit and spell chance) against defensive rolls (all those that make many players mad but not me who casts trip through SoW and Throat Cutter through Protector ... sometimes), but if there is a "miss chance" when is it rolled? And why is it so rare (read: lacking completely)? How can it be improved or manipulated by the use of improved stats or any other modifiers? I have these questions way back up since I first tested "finesse" (never really found out what it did!).

2. Now this will sound weird: why is it written on blue on the "awareness" spell? Because the blue color *usually* stands for self buffs with self stat modifiers, from based improved dmg to evasion (so many examples!). Take the "rigorous preparation" buff, it has the modifiers written in red because it affects (does it?) anyone who targets you (does it *really* work? I mean, does it really affect who's targeting you? because if it does I like the semi-SoW animation )! Is it the "miss chance" a self stat that affects who targets you... how does it work anyway, and more important, how can I use it to overpower my knight?

3. Another one: what is the difference between game mechanics inside the Arena and the WZ... Valorious pointed it out to me once, and I had to acknowledge it until further notice , that the arena wasn't the WZ. However recently I've got a bit distressed after knowing that some barb experimentations I conducted inside of the arena revealed themselves completely wrong after a friend of mine successfully used some spells I thought "broken" (or not worth the cost for apparently not doing relevant debuffs on a target). One of the spells was the 17th of tactics (can't remember the name) I used a lvl 50 barb as "caster" and the "sexiest knight in RO" was the target, and albeit being a short testing I had the feeling it didn't worth the points (and I still think it doesn't for barbs but... I'm a knight now!) because the % protection debuff wasn't noticeable (much less the block). But it was a double protection debuff (the swords one and the tactics altogether can make many people soft as butter in the Mediterranean sun) who made me forget the idea completely.

4. Have you read all of this? I write too much don't I? Not always well but... I have good intentions.

Thanks for your patience.
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Old 04-06-2008, 08:55 AM   #2
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The difference between WZ and Arena is simple really.

When someone heads to the arena they reskill and build themselves for 1v1, unsupported encounters and may even skill a certain way for a specific class enemy. While in the WZ people skill for large scale fort wars, small skirmishes and hunts as any of those situations can pop up. Also they may be supported by other players there/will be relied on to support other players.
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Old 04-06-2008, 09:03 AM   #3
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Quote:
Originally Posted by Gravat
The difference between WZ and Arena is simple really.

When someone heads to the arena they reskill and build themselves for 1v1, unsupported encounters and may even skill a certain way for a specific class enemy. While in the WZ people skill for large scale fort wars, small skirmishes and hunts as any of those situations can pop up. Also they may be supported by other players there/will be relied on to support other players.
Yes, I know, but that wasn't my question. I'm asking if anyone noticed changes on the game mechanism itself, for example, have you ever tested something at the arena that you thought useless but after repeating it on WZ on a fight you got the opposite feeling.

When I say testing it's not about PvP, it's about when you see a couple of nerds (me for ex.) without armor hitting each other on timed cycles and adding stuff, like armor from different sets, for log analysis and "overpowering" purposes .
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The sound of the Gion Shōja bells echoes the impermanence of all things; the color of the sāla flowers reveals the truth that the prosperous must decline. The proud do not endure, they are like a dream on a spring night; the mighty fall at last, they are as dust before the wind.
-- Chapter 1.1 of The Tale of Heike, Helen Craig McCullough's translation
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Old 04-06-2008, 09:25 AM   #4
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well the only one i can answer is 3 so
the arena lets you fight people from the same realm
and the wz lets you fight people from the other realms
there is much less space in the arena and there are no forts to capture and you cant hunt the arena is basically just pvp
when you die in the arena you also get spawned in the arena again not to the save
other than that there is basically no difference
o yes hunters cant use pets in the arena
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Old 04-06-2008, 10:22 AM   #5
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Certain spells like Intimidating Threat and Blindness give you Miss Chance (Miss Chance +10 for example). Same with Shifting Silhouette, it gives the target ally the ability for enemies to miss attacks on him.

Also hunters are heavily disadvantaged in the arena...not only can they not use their pets (I don't really mind that anyway) but they are in a tiny confined space where it's a lot harder to avoid warriors.
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Old 04-06-2008, 10:57 AM   #6
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Quote:
Originally Posted by Signatus
Yes, I know, but that wasn't my question. I'm asking if anyone noticed changes on the game mechanism itself, for example, have you ever tested something at the arena that you thought useless but after repeating it on WZ on a fight you got the opposite feeling.

When I say testing it's not about PvP, it's about when you see a couple of nerds (me for ex.) without armor hitting each other on timed cycles and adding stuff, like armor from different sets, for log analysis and "overpowering" purposes .
Some area spells are bugged in the arena... but since i've not tested for a long time, i prefer to not name spells here.
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Old 04-06-2008, 01:11 PM   #7
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1. I tend to believe that miss chance is something you only get by casting spells that give you miss chance (somewhat similar to knights with shields that block, no shield -> no blocks).
2. Don't have that spell
3. The arena is one big bug. The amount of bugs i have encountered there is insane, you can use it to have some fun but any serious testing of spells is pretty much impossible.
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Old 04-06-2008, 01:49 PM   #8
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Quote:
Originally Posted by Signatus
2. Now this will sound weird: why is it written on blue on the "awareness" spell? Because the blue color *usually* stands for self buffs with self stat modifiers, from based improved dmg to evasion (so many examples!). Take the "rigorous preparation" buff, it has the modifiers written in red because it affects (does it?) anyone who targets you (does it *really* work? I mean, does it really affect who's targeting you? because if it does I like the semi-SoW animation )! Is it the "miss chance" a self stat that affects who targets you... how does it work anyway, and more important, how can I use it to overpower my knight?
you cant...both spells are totally bugged and should be replaced....
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Old 04-06-2008, 11:18 PM   #9
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Thank you for participating.

@tak: From now on I'll only test on experimental (I already suspected of the damned arena since the first time I've been there and Fub laughed at me for having a pet setup!), problem is, I need testing partners (me searches the forums for a suitable victim for my boring test sessions).

@Necrovarus: Interesting indeed, so the most coherent hypothesis (taking account for what tak posted too) it's it being null on base value.

@Red Star: They may not work... but I want to try it myself!

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-- Chapter 1.1 of The Tale of Heike, Helen Craig McCullough's translation
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Old 04-07-2008, 01:00 AM   #10
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Default About the miss chance

We will have to start with attributes. There are two kind of attributes, the Character attributes and the fighting attributes.

The character attributes are Intelligence, Strength, Dexterity, Concentration and Constitution. These do not participate directly during a combat, they are the base for fighting attributes.
The character attributes affects your health (constitution) and mana (intelligence) maximums also.

The fighting attributes are values that are used to decide combat actions, they are Damage, Evasion, Block chance, Hit Chance, Spell resistance chance, Spell Focus, Knock Down resistance, Critical Hit probability, etc. Some of them such as Spell Resistance are not listed on the character data sheet because this sheet is still not complete.

The fighting attributes are based on the character ones. For example, Hit Chance depends on Concentration and the main class attribute (Intelligence for mages, Strength for warrior and Dexterity for Archers), so items or spells that improves your character attributes also improve your fighting ones. Also Hit chance depends on any Hit Chance buff.

Basically when you attack an opponent your Hit Chance is compared with his Evasion, and some probability (you can think it as luck) to decide if the hit is successful or not.

This is the same on Spell Focus vs Spell Resistance, Hit Chance vs Evasion, Hit chance vs Block, Spell focus vs Block, Knock Down spell vs Knock Down Resistance, etc.

For example, lets say that you have 50 of evasion, and your opponent has 300 Hit Chance:
Evasion*100 / Opponent Hit chance = 16,6%
This means that you have a 16,6% of evading your enemy basic attack.

All of these attributes (character and fighting) can be improve by using items or spells (passive or active), and also can be low when using debuff.

PS: My English is a little bad, so I hope you can understand this.
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