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Useful Ores (Aquamarine / Emerald) | YunaMS Forum

Useful Ores (Aquamarine / Emerald)

Dame

Member
Member
Feb 14, 2023
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Advanced Aquamarine gems adds:
Jump +10

-> I suggest this be changed to:
Magic Defence +1,000



Advanced Emerald gems adds:
MaxMP +500

-> I suggest this be changed to:
Weapon Defence +1,000



Basic +500(?)
Intermediate +750(?)



At maximum these gems could add +10,000 of a single Defence type across all 10 craftable equipments.

That works out to be -5,000 less damage taken of a single variety (weapon or magic) if someone added this gem to every craftable.

This would achieve:

• Make the two unused ores types into valuable choices when crafting.

• Open up new popular locations for players to commit mass murder in.

• Adds to the existing ore market to get more meso changing hands.

• Offer an alternative to HP Washing for those who dislike that system.
 

yuna

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Sep 13, 2022
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Definitely all for updating the stats for these, however the defense stats you proposed seem a little nutty, unless I'm missing something from my test:

If I'm hit by HT's body with WDEF 3, I'll take around 11K damage
If I'm hit by HT's body with WDEF 5000, I'll take 1 damage

Likely the same with MDEF, so either we remove a zero from those values you propose, or we have some other logic to explain why 10K in defense isn't broken, ya know?
 
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Dame

Member
Member
Feb 14, 2023
23
47
13
If I'm hit by HT's body with WDEF 3, I'll take around 11K damage
If I'm hit by HT's body with WDEF 5000, I'll take 1 damage
Oh interesting!

I was under the impression that Defence ÷ 2 was the way to calculate.
(5000 Def = 2,500 less Physical Damage taken)

If that's not the case, I'm completely lost on how to determine the values :oops:

Perhaps I'm thinking of immediately post-BB.

EDIT:


Weapon Defense - credit to AGF/Stereo
MAX damage = (MAX before defense) * (1 - 0.01*D) - WDEF*.5
MIN damage = (MIN before defense) * (1 - 0.01*D) - WDEF*.6

Magic Defense - credit to Russt/Paracelsus
MAX damage = (MAX before defense) - MDEF*.5 * (1 + 0.01*D)
MIN damage = (MIN before defense) - MDEF*.6 * (1 + 0.01*D)

where D is (monster level - player level) if (monster level) > (player level), and 0 otherwise.



Source: Ayumilove
 
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