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Weapons Techs Complete Guide

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Weapons Techs Complete Guide Empty Weapons Techs Complete Guide

Post  Guest Tue Mar 18, 2014 4:39 pm

Hi this is what I found on the web as reference.

[You must be registered and logged in to see this link.]


Land Battle & Weapon Tech Guide

  Land Battle System is used in dungeon explorations, duels and outskirt battles. A few things you must know about Land Battles:

⦁ Retreating from an outskirt battle(similar to retreating from a sea battle) will result in high gain of fatigue.
⦁ Fatigue may increase when you receive damage from a land battle.
⦁ Fatigue is reset when you lose a land battle. A certain amount of sailors will also be lost(ran away).
⦁ You lose a certain amount of money you are currently holding when you lose a land battle.
⦁ You have a chance of losing equipped items when you lose a land battle.
⦁ Equipments and items have to be equipped before they can be used in a land battle. A secondary weapon and up to 4 items can be brought into a land battle. They must be registered first. This can be done by the following steps: Character > Equipment > Land Battle Items.
⦁ A land battle can be actively or passively initiated. Active initiation involves player attacking the NPC first and vice versa for passive initiation. Click on the Battle icon when you are in range with the NPC to attack it.
Action Box. Can be found at bottom right side of your screen. This include:

⦁ Tech Bar. Top of the Action Box. Displays available techs for use.
⦁ Item Box. Bottom left of Action Box. Displays registered items. Items are shaded when they are under cool   down after use.
⦁ Change Weapon. Bottom right of Action Box. Allows switching of registered weapon. Consumes 50 Action Points.
⦁ Action Points Bar. Bottom of Action Box. Shows action points available. Recovers over time. All battle actions require Action Points consumption.
⦁ Attack/Defense Indicator. Right side of Action Box. Indicates your current attack and defense value. Can change when switching weapons.
Skills in Land Battle
Swordplay : Affects attack power of melee weapons(swords, spears, axes, staves). Also as a requirement for relative higher ranked techs acquisition.
Sword Mastery : Affects attack power and speed of melee weapons(swords, spears, axes, staves). Also as a requirement for relative higher ranked techs acquisition.
Throwing : Affects attack power and speed of throwing knives. Also as a requirement for relative higher ranked techs acquisition.
Sniping : Affects attack power and speed of guns and bows. Also as a requirement for relative higher ranked techs acquisition.
Trap : Strengthen trap effects, also as a requirement for acquisition of trap techs. Can discover and destroy ground traps during dungeon exploration.
⦁ Other related skills to acquire trap techs: ⦁ Provisions , ⦁ Search , ⦁ Ecological Research , ⦁ Biology ,⦁ Geography , ⦁ Throwing .
Merchandise Knowledge : Strengthen item effects, also as a requirement for acquisition of item techs.
⦁ Other related skills to acquire item techs: ⦁ Provisions .
Gunfire : Increase attack speed of guns, also as a requirement for relative higher ranked techs acquisition.
Plunder : Increase chances of obtaining items in Land Battles(Tech not applicable).
Marching : Slows fatigue increase and chances of ambush during land exploration.
Storage : Reduces loss from losing land battles and ease durability decrease of equipped items caused by land battling.
Techs


Previous players perception about techs:

To acquire a tech:

⦁ You must first fulfill the tech ⦁ requirements .
⦁ You must defeat an opponent that uses the tech more than once on you.
⦁ Tech acquisition is random and harder as the rank of the tech goes higher, hence patience is the key of acquiring techs.
⦁ Author's note: the 5-second-kill-after-tech-use method may increase the chances of tech acquisition, though unproven. As far as I am concerned, all of my techs are obtained when I defeat them more than 5 seconds after NPCs use their techs.
⦁ Most R1 techs can be obtained by NPCs that use the tech, doesn't have to be a specific one.
⦁ To use item techs, you must have items registered for battle; To use battle techs, you must have the related weapons equipped.
⦁ Tech draws are random. The system randomly draws a related tech for you to choose from and plan chains. In order to increase the chances of a specific tech type to be drawn, related manuals can be equipped.
⦁ The more related techs learned, the faster it is drawn out.

Techs after Vinland update:

⦁ Players' doubts has been raised in the Netmarble forum regarding tech gains, and GM_Bonny has clarified a few issues:
⦁ For the rank 1 and 2 techs, be it Item, Battle or Adventure, the only thing you need is the required skill and weapon to learn the tech.
⦁ The NPC doesn't have to wield the same weapon as you do for you to acquire a tech.
⦁ The NPC doesn't have to use Adventure or Item Techs at all in order to learn them. For example, the Special Force NPC's in Cairo don't use traps, ever. However you can learn traps there anyway.
⦁ The NPC doesn't have to use the Battle techs for you to learn them.

You will automatically gain rank 1 techs on a weapon whether or not the npc is using same weapon. This includes trap techs. I discovered this when i did only Syracuse dungeon and get all techs on rank 1 traps. Special requirements on  rank 2 traps such as having search 4 or Geography 4 apply. All rank 1 weapon techs can also be gained by grinding land weapon tech in one place.
Weapon Systems
⦁ Battle techs are categorized into Power, Quick and Feint.
⦁ The counter graph of these categories are as follows: Power counters Quick, Quick counters Feint, Feintcounters Power.
⦁ A counter increases the damage of the used tech and its subsequent chain so long the opponent remains under the same countered condition.
⦁ Ultimate Battle Techs can only be acquired through quests and not land battles, after requirements are met.
⦁ 7 types of weapons used in Land Battle(not including tools and instruments):
⦁ Sword
⦁ Spear
⦁ Axe
⦁ Staff
⦁ Throwing Knife
⦁ Gun
⦁ Bow
⦁ Base attack speed of weapons from fastest to slowest:
⦁ Throwing Knife
⦁ Staff
⦁ Sword and Spear
⦁ Bow
⦁ Axe
⦁ Gun
⦁ Attack range of weapons from furthest to closest:
⦁ Gun and Bow(120)
⦁ Throwing Knife(100)
⦁ Spear(80)
⦁ Sword, Staff and Axe(50)
Forte Weapons
⦁ A weapon is registered as forte weapon when you win a land battle with the equipped weapon.
⦁ Only 5 forte weapons are allowed. The weapon with the lowest forte points will be discarded when a new weapon is registered.
⦁ Only forte weapons can have forte points.



Forte Points
⦁ Forte points determine the attack power bonus of the forte weapon.
⦁ Maximum 1000 forte points can be accumulated for each forte weapon.
⦁ 1 attack power increment for every 25 forte points accumulated, hence a total of 40(1000/25) attack power increase can be achieved for each forte weapon.
⦁ Forte point also affects the attack speed and accuracy of the forte weapon.
⦁ The limit where a forte point can be gained is the level of NPC multiply by 20. That is, if you are fighting a level 5 NPC you will only gain up to 100 forte points, any further accumulation will require you to defeat NPCs with a higher level.
⦁ A forte point is gained for every completion of a land battle. A forte point each is gained if two different weapons are used in the land battle, and two forte points can be gained if two similar weapons are used in the land battle. Only applicable with Change Weapon function.


Finesse Rank
⦁ Finesse rank represents the proficiency of your techs.
⦁ Finesse rank is required to allow higher ranked techs to be acquired.
⦁ You gain one finesse rank increase by accumulating 500 tech experience points for each category.
⦁ Tech experience points can be obtained by using the related tech (2 experience point per skill).
⦁ More tech experience points can be obtained in a single land battle with more chain combos and successful counters.
⦁ Tech experience points does not accumulate in a battle. Only the action, either chain or counter that provides highest tech experience points are taken into count for each tech type.
⦁ Chain table(source from [You must be registered and logged in to see this link.] differ in the event of higher ranked techs and counters>
Chain Count2-3-4-5-6-7-8-9-10-11-12-13+Tech Exp5-9-14-20-27-35-44-54-65-77-90-100
⦁ Fleet members using the same tech categories, albeit different techs can increase chain count


Land Battle Formula


Attack Power
⦁ Possible formula 1:
⦁ Melee: (Equipment Attack Power + Battle Level + Forte Weapon Attack Bonus + ⦁ Swordplay * 3 + ⦁ Sword Mastery * 1) * 0.95~0.99
⦁ Middle: Equipment Attack Power + Battle Level / 2 + Forte Weapon Attack Bonus + ⦁ Throwing * 4
⦁ Range: Equipment Attack Power + Battle Level / 2 + Forte Weapon Attack Bonus + ⦁ Sniping * 4
⦁ Possible formula 2:


Equipment Attack Power + Class Bonus + Forte Weapon Attack Bonus + Skill Bonus, where

Equipment Attack Power = Attack power of equipment

Class Bonus = Current Job Class * Job Constant, Maritime Job Constant = 1.1, others = 1.0

Forte Weapon Attack Bonus = Forte Points / 25

Skill Bonus = Related skill rank * 3.2


Defence Power

Possible formula 1:

⦁ Melee: ⦁ First Aid * 3 + Battle Level + Equipment Defense Power
⦁ Middle: (⦁ Swordplay * 2.5 + Battle Level / 2 + Equipment Defense Power) * 0.8
⦁ Range: (⦁ Swordplay * 2.5 + Battle Level / 2 + Equipment Defense Power) * 0.7

Possible formula 2:

⦁ Equipment Defence Power + Class Bonus, where
⦁ Equipment Defence Power = Defence power of equipment
⦁ Class Bonus = Current Job Class * Job Constant, Maritime Job Constant = 1.1, others = 1.0

Stamina
⦁ HP = 30 + 5*(Lvl of current class) + 2.5*(Lvl of other two classes added), rounded down to nearest multiple of 5.
⦁ For every 1 point of Fatigue, initial stamina is reduced by 0.5. (Note: Fatigue has disguised decimal point value)
Skill Proficiency
⦁ 1 skill proficiency per successful hit when NPC level > skill rank * 3

Skill Refill
⦁ 20 - [(Total Adventure Techs + Total Trade Techs) / 2 + Total Battle Techs] / 5; measured in seconds, maximum limit = 5 seconds.

Special Tech Guide

Here are some weapon type which u can learn. I would suggest to focus on 1 type if you wish to be specialized in that technique unless you are more on land battles than sea battle.


Sword, spear, axe, bow, gun, dagger and staff

To learn the skill, u must the weapon to equip on u. and the npc is using the weapon of that kind. when npc attack u with the skill, u got a chance to learn that skill (which is call tech)
there are total 3 skill. skill can be level with every 500 skill point.

skill have total of 3 rank (which is basic, intermediate and advance)
to upgrade from basic to intermediate skill, ur weapon skill must be at least 6-10, and u can learn the intermediate skill from higher lvl npc.
*note: all skill require the min rank before u can learn to upgrade.

if u can master all skill (eg spear), and have learnt the advance skill with rank over 40, u can do a quest that will let u learn ultimate skill (swordplay rank lvl 15*)

point to take note:
1.weapon that u use every 25 fort point, +1 damage (max up to 1000 fort point or 40 damage)
2. def can't be learnt, def point are base on your total lvl and equipment
3. sword mastery and swordplay will increase damage (assault will not, that is for ship melee). It not a complete and detail guide, but better than nothing.


Land Battle:

Category to 4 types:
1) Trap
2) Throwing (Knife/dagger)
3) Melee (Sword, spear, staff and Axe)
4) Range (Bow and Gun)


Basic introduction:
U can learn tech from NPC. When the NPC use tech on u, there is chances that u will learn the tech.

Attack strength = equipment + battle lvl + weapon fort/25 + sword play* 3 + sword mastery
**this formula is base on melee
Defense = first aid*3 + battle lvl + equipment
HP = base (30) + adventure/2*5 + trade/2*5 + battle*5

Skill introduction:
Swordplay (melee) – skill require to learn tech, add damage per lvl
Sword mastery (meelee) – increase attack speed and damage per lvl
Throwing - skill require to learn tech, add damage per lvl
Shooting (range) – skill require to learn tech, add damage per lvl
Sniping (range) – increase attack speed and damage per lvl
Trap - skill require to learn tech, add damage per lvl
Plunder (all)
Marching (all)
Storage (all)
Merchandise knowledge (all)

Throwing, melee and range tech have 3 different skills. Power (RED), Speed (BLUE) and Feint (YELLOW)
*POWER counter SPEED, SPEED counter FEINT, FEINT counter POWER
Combo:
U gain experience when u uses skill, the more the combo the more the exp.

chain 2 3 4 5 6 7 8 9 10 11 12 >12
exp 5 9 14 20 27 35 44 54 65 77 90 100

Tech Information:
G = Gauge; R = Range; AOE = area of effect;

1. Trap
Leg Trap
Level 1 / G 30 / R 100 / AOE 30
Requirement: trap skill level 1

Level 2 / G 60 / R 100 / AOE 40
Requirement: trap skill level 1, Geology level 4, must have level 1 skill

Level 3 / G 90 / R 100 / AOE 75
Requirement: trap skill level 5, Ecology level 8, must have level 2 skill

Level 4 / G 120 / R 100 / AOE 90
Requirement: trap skill level 10, Ecology level 12, must have level 3 skill

**

Pit Trap
Level 1 / G 30 / R 100 / AOE 30
Requirement: trap skill level 1

Level 2 / G 60 / R 100 / AOE 40
Requirement: trap skill level 4, Search level 4, must have level 1 skill

**

Rope Trap
Level 1 / G 30 / R 100 / AOE 30
Requirement: trap skill level 1

Level 2 / G 60 / R 100 / AOE 40
Requirement: trap skill level 2, Throwing level 4, must have level 1 skill

Level 3 / G 90 / R 100 / AOE 75
Requirement: trap skill level 5, Throwing level 8, must have level 2 skill

**

Arrow Trap
Level 1 / G 30 / R 100 / AOE 30
Requirement: trap skill level 1

Level 2 / G 60 / R 100 / AOE 30
Requirement: trap skill level 4, must have level 1 skill

Level 3 / G 90 / R 100 / AOE 45
Requirement: trap skill level 8, must have level 2 skill

Level 4 / G 120 / R 100 / AOE 45 (numb)
Requirement: trap skill level 12, must have level 3 skill

Level 4 / G 120 / R 100 / AOE 45 (poison)
Requirement: trap skill level 12, must have level 3 skill

**

Spear Trap
Level 1 / G 30 / R 100 / AOE 30
Requirement: trap skill level 1

Level 2 / G 60 / R 100 / AOE 40
Requirement: trap skill level 3, Search level 4, must have level 1 skill

**

Barrel Trap
Level 1 / G 20 / R 100 / AOE 30
Requirement: trap skill level 1

Level 2 / G 50 / R 100 / AOE 40
Requirement: trap skill level 3, must have level 1 skill

Level 3 / G 90 / R 100 / AOE 75
Requirement: trap skill level 7, Provision level 8, must have level 2 skill

**

Insect Trap
Level 1 / G 30 / R 100 / AOE 30
Requirement: trap skill level 1, Biology skill level 3

Level 2 / G 60 / R 100 / AOE 40
Requirement: trap skill level 4, Biology skill level 6, must have level 1 skill

Level 3 / G 90 / R 100 / AOE 75
Requirement: trap skill level 8, Biology skill level 9, must have level 2 skill

**

Fire Trap
Level 1 / G 30 / R 100 / AOE 30
Requirement: trap skill level 3, Geology level 4, leg trap level 1, spear trap level 1

Level 2 / G 60 / R 100 / AOE 60
Requirement: trap skill level 6, Geology level 64, leg trap level 2, spear trap level 2



2. Mechanize Knowledge (MK)
Reduce item gauge time
Level 1 / G 10 / R 100 / AOE --
Requirement: MK skill level 1

Level 2 / G 20 / R 100 / AOE --
Requirement: MK skill level 3, Frugal level 4

Level 3 / G 30 / R 100 / AOE --
Requirement: MK skill level 5, Frugal level 8

Level 4 / G 40 / R 100 / AOE --
Requirement: MK skill level 10, Frugal level 12

**

Increase item effect
Level 1 / G 10 / R 100 / AOE --
Requirement: MK skill level 1

Level 2 / G 20 / R 100 / AOE --
Requirement: MK skill level 2, Frugal level 4

Level 3 / G 30 / R 100 / AOE --
Requirement: MK skill level 5, Frugal level 8

**

Increase item AOE effect
Level 1 / G 10 / R 100 / AOE 30
Requirement: MK skill level 1

Level 2 / G 20 / R 100 / AOE 60
Requirement: MK skill level 3, Frugal level 4

Level 3 / G 30 / R 100 / AOE 90
Requirement: MK skill level 5, Frugal level 8

Level 4 / G 50 / R -- / AOE --
Requirement: MK skill level 10, Frugal level 12


3. Weapon (i will not go too detail on all weapon, using sword as example, the other weapon type requirement may not be harsh than sword)
Power skill
Level 1 / G 25 / R 50 / AOE –
Requirement: have sword equipped

Level 2 / G 50 / R 50 / AOE –
Requirement: have sword equipped, swordplay level 6, power rank 6, must have level 1 skill

Level 3 / G 75 / R 50 / AOE –
Requirement: have sword equipped, swordplay level 9, power rank 18, sword mastery level 7, must have level 2 skill

Level 4 / G 100 / R 50 / AOE –
Requirement: have sword equipped, swordplay level 12, power rank 31, sword mastery level 10, must have level 3 skill

**

speed skill
Level 1 / G 25 / R 50 / AOE –
Requirement: have sword equipped

Level 2 / G 50 / R 50 / AOE –
Requirement: have sword equipped, swordplay level 6, speed rank 8, must have level 1 skill

Level 3 / G 75 / R 50 / AOE –
Requirement: have sword equipped, swordplay level 9, speed rank 20, sword mastery level 7, must have level 2 skill

Level 3 (special) / G 90 / R 50 / AOE –
Requirement: have sword equipped, swordplay level 10, speed rank 25, sword mastery level 8, must have level 3 skill

Level 4 / G 100 / R 50 / AOE –
Requirement: have sword equipped, swordplay level 12, power rank 33, sword mastery level 10, must have level 3 skill

**

Feint skill
Level 1 / G 25 / R 50 / AOE –
Requirement: have sword equipped

Level 1 (special) / G 30 / R 50 / AOE –
Requirement: have sword equipped, swordplay level 3, feint rank 6, must have level 1 skill

Level 2 / G 50 / R 50 / AOE –
Requirement: have sword equipped, swordplay level 6, feint rank 10, must have level 1 skill

Level 3 / G 75 / R 50 / AOE –
Requirement: have sword equipped, swordplay level 9, feint rank 33, sword mastery level 7, must have level 2 skill

Level 4 / G 180 / R 50 / AOE –
Requirement: have sword equipped, swordplay level 12, feint rank 35, sword mastery level 10, must have level 3 skill

Ultimate skill
Requirement: have sword equipped, swordplay level 15, sword mastery level 13, power rank 46, speed rank 46, feint rank 46, must learn all 3 level 4 skill.
Location China

Current Ultimate Special Tech Title: Final Slash

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