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    Force Blader - The Verdict

    Disclaimer: The dissertations and analogies discussed taking into consideration the reality of CABAL Online in season in November 2008.


    This guide covers the most basic concepts of class, geared for players still learning. For a more complex content, will be better served seeking the series of articles.

    Before any introduction, I want you to pay close attention to this music of Metallica, And Justice For All It describes in a figurative way, the current situation of CABAL Online, especially for the EAs. Moreover, whether estatar that much of what's in this topic, many already know by heart.


    .: Introduction.


    I Krainz, I mentioned that he was quitting the game. And above all, giving up to be a Force Blader. However, I did extensive research, involving tests, calculations, opinions of others, visits to foreign forums, checking information given as obsolete, and had wonderful discoveries. As an example, I had the notion of what the other classes would not give to have our Immobilize.

    The CABAL Online, after lv100 for many end. It is no longer as before, because the player has to be more independent. And it is this independence that makes some have much success and many have little. Talking to friends and investigating citations forum I found that EST Soft hides a lot, and who thinks he knows everything in the game do not actually know anything. Spots for item drops, secret moments, and personally I think there are facts that are beyond even the knowledge of Gamemaxx. The guilds share crucial information with this form super-soldiers, and they will not show on channel 20 for all its power, which remains secret until death. I personally thank God for having remained as the last active member of a guild dead, has great advantages. The CABAL just works as mediumship for espàritas, each one sees the truth in a different way. But what few know is that EA is the only class with eyes could see EVERYTHING. Just want to. According to the music, that's it justice. In CABAL, there is little difference. WE'RE justice.
    In a fight in the past, my inexperience shocked me. I thought hold knowledge about tactical combat, but I was wrong. On the day, me and my group caught a trio, but as the difficulties arose, my ideas for using my skills sharpened up. I remembered the old teachings and switched my style to combat the enemies abastanar slowly. I changed my style of debuff and even the way he used Aura and Battle Modes. I've since learned a lot. Just before he died. Before concluding this part of my work, I want to remember, information is everything, especially if well guarded.
    The versatility on the battlefield provides the Force Blader a certain superiority, a control that shows clearly in the hands of who knows what to do with it. These values ​​can either impose a noble stance on EA as much as a dishonest stance, easy game. The Force Blader noble sportsman who values ​​your opponents as much as their allies and aims to combat by learning and experience is what stands out in the crowd. Personal values ​​of Force Blader become reflected in who has it as an example of conduct. Therefore, the tool to fix the errors that are in an irregular society Cabal Online Brazil is starting with the noble work and demonstrate that it is not always easy to use tricks to win.
    To assist them in good conduct, I ask them not intrigue with defeats in PvP. PvP does not prove the strength of one, contrary to what many think, since this practice in this game depends on luck, pure and whole. To test and measure combos, yes, it is good. But intrigues with victories and defeats in PvP are not noble, therefore acting contrary to the character and nice copy of a Force Blader, and corrupt and poison the player's own ego.


    .: Caracterà sticas-Class:.



    - Of all the classes, is one of only two that have two Battle Modes useful even when it is high-level;
    - Of the four melee classes, has the third best offense;
    - Of the six classes of the game, has the second best evasion;
    - Of the six classes of the game, has the second best accuracy;
    - Of the six classes of the game, has the fourth best defense;
    - Of the six classes of the game, is one of the most effective in PVP;
    - Has several skills of down time bidding;
    - In the navel 140 (degree of class 15) can be tranqà ¼ ilamente 50% rate of only two rings and two buff, and thus can invest in damage to the arms and display;
    - It has the best skill rank Elder of the game;
    - It builds versatility for various equipment;
    - It has the versatility to one of the best stunlock combos in the game;
    - While Warriors and Bladers have only one cooling area debuff for 3 minutes each, Force Blader has four (of these, only two out of area);
    - ‰ to more focused players that do not concern themselves with learning difficulties and play for;


    .: Strands:.


    Over time, since the beginning of the game, our class proved to be the most variable of all, could have endless builds, SEQA ¼ ences and tactics. Most are unique to each, being exactly the same as any other. For the performance of the Force Blader is nothing more than a reflection that our minds over a practice. A practice that gives us tremendous freedom to shape the class to our well-understood.



    .: Melee:.


    Technical Improvement:



    The choice between Insinto Defensive and reflection is the need of the player. Should he feel more comfortable in a setting where it is more favorable aga ¼ entar a greater amount of damage simply avoid it, the choice is based on the Defensive Insinto. Otherwise, reflection.


    .: Burst Damage:.


    Weapons with damage cra-tic
    Best for PVP
    Best combo for BM1 and
    Most swordsmen Burst Damage later become Base Damage, the only difficulty in this process is their money. But who picks up and ends up changing more strategy is Burst Damage, which often makes one tactic before every situation sooner than Base.

    His best work is in PVP Duel, formerly the famous and noble regrados duels in the desert. Today, a world without laws, but still with some resquàcio of nobility. Many, like me, have fun this way, for his strength on the damage underlies Socratics. Exciting collisions occur when two characters burst clash in epic duels with high Socratics Frequency loved.
    The combo of a Burst Damage is based on skills of high DPS, cast extremely low, thus giving him more chances to critar some skill. ‰ the known fact that if critar the massacre, is sure of success in many conflict situations. However, the Burster can not stay on par damage Frequency entity, must know in and out of the battlefield at the crucial moments. The use of debuffs varies from situation to situation, because time is very precious to EAs.
    In areas with multiple opponents, the priority is to immobilize everybody and so proceed with aura, followed by Hand Abyssal the target tank (of course, ignore a GA with Art of Defense as possàvel target), this can pay the damages altàssimos Burster.
    Speaking of him, the Infernal Impact, to be nerd, is RESTRICTED to use regions with more than three targets receiving direct damage because the damage Burster relies more on cratic. In the time that you drop the Infernal Impact, these few targets you can drop Astral Court, Dance of the Ruana and Crystal? Nfero.
    Its dependence on situations that favor damage Socratics require indented Frequency loved, often conducted with the skills and Impact Infernal Massacre. The Rewind technique is also useful if debuffs followed by immobility. After this, slides that confuse the opponent to help finish a beautiful Hand Shock Arcane Abyssal followed.
    Currently, the options of Burst Damage is much larger compared to the past. With the navel Osmium crafters, players are facing a new dilemma when having to choose between OS Fatal (burst) and Mithril with amp or Damage Socratics (base). The increase in base damage on account of osmium material further increases the damage cratic, allowing bursts finalize Forgotten Temple and even some bosses Solem Pontus Ferrum.
    For modes of battle, the end-game favors more Burst Damage BM1, because of its already high attack, but that does not disables the BM2.

    Weapons of limited efficiency:

    Fatal Titanium Sword [2] ~> +27% damage Socratics
    Fatal Feristino Orb [2] ~> +27% damage Socratics

    Fatal Sword Titanium [3] ~> +31% damage Socratics
    Fatal Feristino Orb [3] ~> +31% damage Socratics

    Fatal Titanium Sword [2] ~> +30% damage Socratics
    Fatal Feristino Orb [2] ~> +30% damage Socratics

    Fatal Sword Titanium [3] ~> +34% damage Socratics
    Fatal Feristino Orb [3] ~> +34% damage Socratics

    Weapons reasonable:

    Fatal Sword Osmium [2] ~> +27% damage Socratics
    Fatal Amethyst Crystal [2] ~> +27% damage Socratics

    Fatal Titanium Sword [2] ~> +36% damage Socratics
    Fatal Feristino Orb [2] ~> +36% damage Socratics

    Arms above average:

    Fatal Sword Titanium [3] ~> Socratics +40% damage, +7% rate cratic
    Fatal Feristino Orb [3] ~> Socratics +40% damage, +7% rate cratic
    (In this case, although handle arms are above the average efficiency are limited)

    Fatal Sword Osmium [2] ~> +30% damage Socratics
    Fatal Amethyst Crystal [2] ~> +30% damage Socratics

    Weapons excellent:

    Fatal Sword Osmium [2] ~> +36% damage Socratics
    Fatal Amethyst Crystal [2] ~> +36% damage Socratics

    Fatal OS Crimson Sword [2] ~> +30% damage Socratics
    Fatal Topaz Orb [2] ~> +30% damage Socratics

    Fatal Sword Osmium [2] ~> +40% damage Socratics
    Fatal Amethyst Crystal [2] ~> +40% damage Socratics

    Fatal Sword Osmium [3] ~> Socratics +40% damage, +7% rate cratic
    Fatal Amethyst Crystal [3] ~> Socratics +40% damage, +7% rate cratic

    Fatal OS Crimson Sword [2] ~> +36% damage Socratics
    Fatal Topaz Orb [2] ~> +36% damage Socratics

    .: Base Damage:.


    Weapons with high attack and amp
    Better for the MVP and soils and the dungeon boss
    Better for the BM2

    Strand which is more common among old school, so focus more on trust in their ability and not rely on ocasionalidades / luck. However, it fails to invest in damage Socratics. Skills are good for DPS, as always, prioritized, but in this case effects in the area take the scene as the confidence of greater flexibility regarding the receipt by the blows of the opponent is larger. Massacre and Infernal Impact are gold mines in war zones, generating points and more points for the EA, critando or not. Due to the lack of damage multipliers cratic investments in AMP come before, and the debuff is the most widely used field Dissipamento. Weapons with high base damage of choice are also essential to a blur for damage. As for equipment, TTN with Amp, Mithril, and Teragrace Armourset in order of preference for TG. For PvM, Mithril, Teragrace, Armoursuit Battlesuit and in order of preference. The Base Damage also have an advantage during the Battle Mode - The Manipulator in relation to Burst Damage, because the mode requires more amplification than harm Socratics in proportion to have a high damage.

    The advantage of the Base damagers before the burst is explained in the quote: "The more def and the greater the amount of damage Socratics to get additional X damage cratic, the better the performance of other weapon before this case the def in question is the same but considering that X cratic damage was achieved with additional Socratics Minimum of damage possible. ".
    A certain dilemma surrounding the Base Damage is a matter of choosing between weapons of Mithril with amp damage the slot or the slot. To help them, I did the calculations with an EA lv141 with 935 base attack, and organized the results into a simple table:


    (The table does not count in the description, the 20% initial damage Socratics)

    The percentage in issue is the general increase in damage compared to an EA with two arms navel OSR +5 [1] damage, 3 AMP and 53% of additional damage Socratics (not counting the 20 ~ 33% based .)
    For you to understand, in theory, the lower the Damage Socratics and less defense, more damage before the performance of Amp. The greater the damage Socratics and greater defense, greater performance Amp before damage.
    The following is a table taking into account 856 Defense:


    (The table does not count in the description, the 20% initial damage Socratics)

    And for a better understanding of the theory, a table counting the 856 defense and a more technocratic% increase in the three formulas:


    (The table does not count in the description, the 20% initial damage Socratics)

    Currently, AEs with great purchasing power are detaching from the base component, since the price of weapons of Mithril fell along with the Fatal OS. However, there are real swordsmen forming stocks, keeping both arms as a basic burst of high caliber, and then optimal performance in different situations that may occur to you.

    Arms below the average:
    Osmium Sword [2] ~> +20% damage CRA-ticos
    Amethyst Crystal [2] ~> +20% damage CRA-ticos

    Weapons reasonable:

    Mithril Katana [1] ~> +10% damage CRA-ticos
    Mithril Orb [1] ~> +10% damage CRA-ticos

    Mithril Katana [1] ~> 7% sword amp
    Mithril Orb [1] ~> +7% sword amp

    Weapons excellent:

    Expander Mithril Katana [1] ~> +10% damage Socratics, 5% sword amp
    Expander Mithril Orb [1] ~> +10% damage Socratics, 5% sword amp

    Expander Mithril Katana [1] ~> +10% damage Socratics, 7% sword amp
    Expander Mithril Orb [1] ~> +10% damage Socratics, 7% sword amp

    Fatal Mithril Katana [1] ~> +16% damage Socratics
    Fatal Mithril Orb [1] ~> +16% damage Socratics

    Mithril Katana [1] ~> +20% damage CRA-ticos
    Mithril Orb [1] ~> +20% damage CRA-ticos


    .: Melee Hà-brido:.


    Trend that has emerged recently, with the increase in choice of weapons, caused by crafters from both servers. With the choice of weapons and osmium fatal damage with mithril or amp, some decided to use a mix of both, to have at the same time, its base damage and high cratic. Considered by some, like me, the best part of today, is Flexible for many situations, both on PVM and PVP.

    The Hybrid melee stands out for using a weapon base and a gun burst, and thus usually a combo of its own, and being a prominent element in the fields of combat.
    For example, when you have a Mithril Sword with 7% Sword Amp and a Fatal Amethyst orb with 30% Damage Socratics, your base damage will be high, along with their damage cratic, which will receive a nice boost. Going further, it reduces the concerns usually taken with the BM1, which "cuts" the Republic of the rate swordsman, due to the Amp and the sword of his attack high, and generate a better performance with increasing attack promoted by BM2 thus justifying its versatility.
    Its main advantage caracteràstica before the other two strands, with a wider range and Flexible, with base damage as marked as the cratic. There is also the disadvantage of not achieving the ends of two other sections, as well as no advantage during the Battle Modes.
    Typically, melees hàbridos future become AE with a large arsenal of weapons excellent.

    Arms below the average:

    Fatal Sword Titanium [3] ~> +31% damage Socratics
    Fatal Titanium Sword [2] ~> +30% damage Socratics
    Fatal Sword Titanium [3] ~> +34% damage Socratics
    Osmium Sword [2] ~> +20% damage CRA-ticos

    Fatal Feristino Orb [3] ~> +31% damage Socratics
    Fatal Feristino Orb [2] ~> +30% damage Socratics
    Fatal Feristino Orb [3] ~> +34% damage Socratics
    Amethyst Crystal [2] ~> +20% damage CRA-ticos

    Weapons reasonable:

    Osmium Crimson Sword [2] ~> +20% damage Socratics
    Fatal Sword Osmium [2] ~> +27% damage Socratics
    Mithril Katana [1] ~> +10% damage CRA-ticos
    Mithril Katana [1] ~> 7% sword amp

    Crystal Topaz [2] ~> +20% damage CRA-ticos
    Fatal Amethyst Crystal [2] ~> +27% damage Socratics
    Mithril Orb [1] ~> +10% damage CRA-ticos
    Mithril Orb [1] ~> +7% sword amp

    Weapons excellent:
    Fatal Sword Osmium [2] ~> +30% damage Socratics
    Fatal Sword Osmium [2] ~> +36% damage Socratics
    Fatal OS Crimson Sword [2] ~> +30% damage Socratics
    Expander Mithril Katana [1] ~> +10% damage Socratics, 5% amp
    Fatal Mithril Katana [1] ~> +16% damage Socratics
    Mithril Katana [2] ~> +20% damage CRA-ticos

    Fatal Amethyst Crystal [2] ~> +30% damage Socratics
    Fatal Amethyst Crystal [2] ~> +36% damage Socratics
    Fatal Crystal Topaz [2] ~> +30% damage Socratics
    Expander Mithril Orb [1] ~> +10% damage Socratics, 5% amp
    Fatal Mithril Orb [1] ~> +16% damage Socratics
    Mithril Orb [2] ~> +20% damage CRA-ticos

    Weapons "perfect":

    Fatal Sword Osmium [3] ~> Socratics +40% damage, +7% rate cratic
    Fatal OS Crimson Sword [2] ~> +40% damage Socratics
    Fatal OS Crimson Sword [3] ~> Socratics +40% damage, +7% rate cratic
    Fatal Mithril Katana [1] ~> +28% damage Socratics, 7% amp

    Fatal Amethyst Crystal [3] ~> Socratics +40% damage, +7% rate cratic
    Fatal Crystal Topaz [2] ~> +40% damage Socratics
    Fatal Crystal Topaz [3] ~> Socratics +40% damage, +7% rate cratic
    Fatal Mithril Orb [1] ~> +28% damage Socratics, 7% amp


    .: Hexer:.


    This article discusses best aspects of Hexer from Legacy of Darkness. It's worth checking out.


    The Hexer loses more and more room for the EA melee. This is due to the fact that the focus of the last updates ESTsoft is only part of the sword, turning the manipulator, for example, and increasing the damage on Infernal Impact PVM. On account of the theories of the Cabal equilàbrio is difàcil balance in a Hexer, attack, magic attack, amplification of the sword techniques, amplification techniques of magic and damage Socratics. This makes each level that passes, it becomes increasingly hardest player can compensate for the gain in strength of the opponents to your base damage, which is already low on both sword as magic. Another important point to note is that the Hexer is efficient only in a Battle Mode, unless you have a set full sword amp as a backup.
    Until the mid 110's navel, his life and upper grinder is quite easy, if he has learned well to master the techniques and spear gun. Its damage in the area generate a lot of experience in a short time.
    The Hexer Force Blader should make the most of their damage based magic, taking this as a priority. A second priority would be damage Socratics, due to our easy to obtain rate. With magical damage similar to GA, EA hexer has many features in common ... But many adverse points. The GA has high magic resistance, and EA hexer depends solely on your back and debuffs that there has disponàveis, to better handle the battlefield in your favor.
    Finally, the EA Hexer not called "magic" because it is Hybrid. He should invest half of your amp at half sword and magic, the same goes for the improvements. A build of enhancements that I used in the tests was "HP-> Escape-> EvasãoGM-> Magic-> MágicaGM-> AtaqueGM" possàvel being circumvented by changing the defense, but it is very advisable. The Hexer EA should depend on the skills of sword high damage as Massacre, Infernal Impact and especially the Crystal? Nfero because it can reach a stationary opponent with both guns as magnàfica with this technique.
    Having both a base damage of the sword as good as a good magic damage, EA auxàlio Hexer can serve as the struggles against dungeon bosses, serving both as a tanker or rapid-fireman.
    However, the EA Hexer begins to fade from the navel 130, where the opponents are starting to get more protection against both his attack like magic medium.

    Weapons reasonable:

    Osmium Katana [2] ~> +20% damage CRA-ticos
    Amethyst Orb [2] ~> +20% damage CRA-ticos

    Weapons excellent:

    Mithril Katana [1] ~> +10% damage CRA-ticos
    Mithril Orb [1] ~> +10% damage CRA-ticos
    Mithril Katana [1] ~> +7% Sword AMP
    Mithril Orb [1] ~> +7% Sword AMP


    Equipment:

    Fatal Elmo Osmium [2] ~> 27% or more damage Socratics, 5kk
    Costume OS [2] ~> +50 HP, +7% Sword Amp, 20kk
    Titanium Black Glove [1] ~> +7% Magic Amp, 10kk
    Coturno Titanium Black [1] ~> +7% Magic Amp, 10kk
    Dragona Sage +6 ~> +3% Magic Amp, 2kk
    Bracelet of Fighter +3 ~> Attack +10, Accuracy +80, Tec AMP. Sword +5% Damage +4% wickedly-nimo, 12kk (x2)

    Total AMP Sword: 17%
    Total AMP Magic: 17%
    Total spent: 71kk

    Skills focus on TG:
    Massacre
    Infernal Impact
    The crystal? Nfero
    Field Execration
    Field Dissipamento
    Clouded Vision
    Hand Abyssal
    Lightning Cannon

    Technical Improvement:



    This time the choice is between an enhancement and an enhancement Attack Magic. Again, this varies according to the player's playing style, which is nothing more than a reflection of his own personality. To make the most damage without harming fatally level up, the sacrifice hexers an improvement of Defense and Evasion. If the player chooses a higher resistance, it is recommended to ignore the initial improvements Attack and Magic and insert the reflection.

    .: Equipment:.


    Set reasonable for PvM:

    Fatal Elmo Osmium [2] ~> 27% or more damage Socratics, 7kk
    Persevering Costume Shield [1] ~> HP +160, 40 ~ 80kk
    Expander Sleeve Protector [0] or [1] ~> 5% Amp, 100kk
    Persevering Coturno Protector [0] or ~> HP +110 or more, 40 ~ 80kk

    Approximate Total: 242kk
    Total defense with set +6: 394

    Set great for PvM:

    Mithril Display [1] ~> +102 defense, 20kk to 30kk
    Mithril Glove [1] ~ Â> +102 defense, 20kk to 30kk
    Costume Mithril [1] ~> +102 defense, 20kk to 30kk
    Coturno Mithril [1] ~> +102 defense, 20kk to 30kk

    Total expenditure minimum (not counting improvements): 80kk
    Total maximum spending (excluding enhancements): 120kk
    Total defense with set +6: 576

    Accessories PvM:

    Amulet +7 Resistant
    Amulet +3 Vampa-rich
    Ring of Arcana Force Absorption +3
    Extortion Bracelet +3
    Earring +3 Vampa-rich

    Set reasonable for PVP:

    Fatal Elmo Osmium [2] ~> 30% or more damage Socratics, 40KK
    Costume OS [2] ~> +50 HP, +7% Sword Amp, 26kk
    Titanium Black Glove [1] ~> +7% Sword Amp, 80kk
    Coturno Titanium Black [1] ~> +7% Sword Amp, 80kk

    Approximate Total: 250kk

    Set great for PVP:

    Fatal Elmo Osmium [2] ~> 36% or more damage Socratics, 200kk
    Costume OS [2] ~> +50 HP, +7% Sword Amp, 26kk
    Expander Sleeve Protector ~> +7% Sword Amp, 300kk
    Expander Coturno Protector [1] ~> +7% Sword Amp, 300kk

    Approximate Total: 880kk

    Accessories reasonable for PVP:

    Ring of Luck +1 ~> +10% rate cra-matic
    Amulet of Pain +4 ~> +10 Defense, +10 Evasion, Damage +5% cratic, technocratic Max Rate +1%
    Bracelet of Fighter +3 ~> Attack +10, Accuracy +80, Tec AMP. Sword +5% Damage wickedly-nimo +4%
    Tough Earring +2 ~> Defense +7, +15 Evasion, +1% Dodge

    Accessories great for PVP:

    Ring of Luck +2 ~> +15% rate cra-matic
    Amulet of Pain +6 ~> +12 Defense, +30 Evasion, +10% Damage cratic, technocratic Max Rate +3%
    Bracelet of Fighter +4 ~> Attack +13, Accuracy +90, Tec AMP. Sword +6% Damage +5% wickedly-nimo
    Tough Earring +4 ~> +10 Defense, +25 Evasion, Dodge +2%


    .: Understanding combo:.



    Throughout the game is almost inevitable instinct to prove the strength and value of the character to others, often friends and acquaintances. One of the means used for this is the player versus player duel, in which is common to use custom combos and unique. To assist in the construction of these combos, the following is a list of tips and instructions for what should be taken into account, the different ranks of the character.


    â € ¢ Newbie ~> Expert:
    At this stage of the game, which should particularly be taken into account is provided by the additional attack skills. It should also focus on the skills of damage contànuo as Astral Court, a property in them that strikes a certain damage every 2 seconds for 8 seconds, and this extra damage ignores the target's defense. These skills should be left at 20 how navel before possible. Moreover, use skills fast, containing debuffs (weakening, reduction of defense), and additional damage high. It is not time to worry with Amp.

    â € ¢ Expert ~> Master:
    At this stage of the game, Hell's Dilemma will be of great help in duels. The idea is to focus on skills contànuo damage, high bonus damage, and now stunning. Both the dilemma as the Infernal Arcane Shock can help in this regard. Using skills as well as Dance Ruana can be of great use to weaken opponents generally stronger. The Assault Astral can help approach, and if used correctly, the Infernal Dilemma combined with the Crystal? Nfero may be the Ruana your opponents. It is time to start picking skills that have amp.espada larger than the others.

    â € ¢ Master Supreme ~> Elder:
    Now is the part where he forgets skills like Infernal Dilemma and Astral Guide. The focus in this part of the game should be in higher skills amp, without seeking additional damage as the main focus. Self-debuffs on sword skills are helpful, but not like before. The Impact Infernal Massacre and skills will be massive damage, which cause terror in abuse case critem opponents. For submissions, we have the skill sluggish Supreme Master, Infernal Impact. The combos should now move to focus on greater use possàvel times Massacre, using skills, time with your bid, comply with the cooling time of skill Elder.

    â € ¢ transcendent ~> Full transcendent:
    Besides focusing on skills that the massacre cool first, priority will be to use the skill points remaining on the slope of the sword to increase the navel of certain skills that were acquired in Ignatius, to the navel 20. These capabilities will have a particular value, since they are a considerable AMP navel 20 and generally have low pitch time. Skills such as Thrust Impactante, unbalance, and Drawing Cutting Circular Lightning are relevant for testing, but not for abuse. ‰ to this part of the game they are loved Frequency calculations with DPS (damage per second that means), a factor that determines how much damage would be unleashed every second duel.



    .: Stunlock Combo:.


    Stunlock combo, as the name implies, is a combo that, when applied to monsters that are suscetàveis the fall and the stunning, let them alone, without attacking until the next loop combo. Astil in many situations, and essential in the act of closing various dungeons.

    Even if miss the timing of the bar, there is the safety of skills that give fall. The timing is always in excellent, and if not possàvel, is only a matter of adjusting the timing of each.
    If you let the skills and time to return to the Dilemma mob attacked you, you were too slow. If you let Dilemma and the Infernal mob after he attacked you, you went too fast. With this in mind, you will learn where to drop the skills to fix if you can not combo with excellent service.




    Và-deo


    Credits: Sky

    .: Understanding Field of Action and Limit:.


    To mount an effective combo and choose the right skills, you must have a good sense of what the items mean "Field of Action" and "Limit". Well:

    For example:
    Field of Action 1 0 ~: melee skill that can only be used in front of the monster.
    Field of Action 1 ~ 7: Ranged skill, or detached approach.
    Field of Action 0 ~ 10: mostly buffs and debuffs work this way.

    Limit: is the area of ​​effect of the technique. For example:
    Limit 1: hits a single target in front of the character using the skill.
    Limit 2: affects more than one target in front of the character using the skill.
    Limit 3: affects more than one target in front of the character and more of a target that is behind the character.
    Limit 4: attack move that hits all around.
    Field of Action: mànima is the distance that each skill needs to be released. It is generally described in two numbers X ~ Y, the first being the distance between mànima you and the target, and the second maximum distance. The abilities of Force Blader mànima ignore the distance factor.

    .: DPS:.


    Something that should be compulsory between the EAs is the knowledge of DPS calculation, dividing their estimated damage (in parentheses, on the character) by the time of bidding skill. Next, a DPS table based on a 3% EA and 700 AMP attack.


    Quote
    Skill - Damage / DPS = Lance

    The crystal? Nfero - 1446 / 2.2 = 657.27

    Impact Astral - 1975/5 = 395

    Assault Astral - 1027 / 1.3 = 790

    Astral Court - 1021 / 1.3 = 785

    Unbalance - 1016 / 1.6 = 635

    Infernal Impact - 1977/482 = 4.1

    Massacre - 2111/3 = 703.6

    Thrust Impactante - 1011 / 1.5 = 674

    Dance Ruà-in - 1340 / 2.7 = 496.296

    Infernal Dilemma - 1580 / 4.3 = 367.441


    The following is a table with a bid of each skill in combo:


    .: Table Attributes:.


    To build a strong and consistent build, it is necessary to know the bonus points caused by the character's attributes. The table below explains just that:




    Credits: [CM] Jason, Hazger
    .: Investment Calculator:.



    Well, I developed this calculator in order to calculate investment. She was ready for some time, being evaluated at the Tower of Sages, and some people have had contact with it. With it, investments can be compared by a value that I created for it. However, this can cause prices to become closer to the "real", and they occur less "financial shit", which usually enrich other investors. This can cause the trade to become something more mechanical, and because of this I spoke with some gamemasters with the Elders and former sages, and even with Jason, to see what should be done.


    After seeing that most agree with me throw it to the public, here it is. Currently, it must be the most comprehensive calculator related to Cabal Online, it calculates the resistance of the char right before the target, calculates the DPS a skill especàfica (having options for things like damage and rate of own skill), and even calculates combos, leading into account the damage system that mànimo's sword skills.

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