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[L2J]Lineage2 HIGHLY MODIFIED Gallo Server!


•DarkStar•

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Midnex hey I'm annihilator from forum remember me :P? anyway just wanted to ask if u have yet decided about servers reopening?And if yes tell me when

 

Currently no date but check news time to time at www.l2gallo.com

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Daggers are fine doing 1,8-3,6 k dmg backstab to robe/light 1,3 k p.def and front like 700-1500 front

 

Tanks are fine doing 600 dmg crits and shillen templar doing 900 with sop level 2 + sos ,arrest and shield bash should be like 30% chance for con 30 like

 

Mages are fine if they hit at 1,5 k mdef around 900 normal and 1800 crit ,dont get me wrong ,mages are always op in no buffed server

 

Gladiators are fine if they hit light/robe users at 1,3 k pdef with 8th energy ,aoes with 480-960 and triple sonic 1,3-2,6 k ,than last with with almost 2,5x more dmg ^_^

 

PS: MAKE FARM EASY

 

 

Estimations are good.

 

SWS should hit around the same as a tank. No penalty for them on bows.

BDs should do around 70% of a tanks dmg per dual sword swing(~420-500/crit). But considering there is low crit rate on dual swords itd be probably bad. Maybe they could use attack speed.

 

Dwarf could do as much dmg as tanks with skills, non crit, that would be really good. 600 fatal strikes can be really strong with final secret/physical pose/crit(2.2k). So high level dwarves would be strong. And can't evade stuns + armor crush -30% pdef - really dwarves don't need new skills. Only maybe run speed.

 

 

Debuffs were weird on Gallo. OL debuffs landed a lot.

 

WCs mana burn could have better success rate. 22/sec isnt the same as loosing 1.4k from EE/SE in one hit.

 

inspectors should be better - on gallo, their debuffs were useless in PVP, everyone died so fast and no debuffs ever worked. They only work on normal hits. They should be able to deal some damage, slightly less than tanks is fine (better attack speed and crit rate)

 

P.S. if daggers deal only 3.6k dmg from on crits on robes - mages would be imba. 900 per nuke - vortex buster ~1.6k non crit, ignoring random damage/enlightenment.

 

Buff or no buffs, at the end we are taking mdef only from prophecies. Prophecy, around 700 dmg from normal mages? And if mages get prophecy, back to 800-900 => bad. Unless nukes fail a lot.

500 dmg from SPS and 700 from SPH is fine. Prophecy on both parties and mages do 400~600 dmg per sec.

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Estimations are good.

 

SWS should hit around the same as a tank. No penalty for them on bows.

BDs should do around 70% of a tanks dmg per dual sword swing(~420-500/crit). But considering there is low crit rate on dual swords itd be probably bad. Maybe they could use attack speed.

 

Dwarf could do as much dmg as tanks with skills, non crit, that would be really good. 600 fatal strikes can be really strong with final secret/physical pose/crit(2.2k). So high level dwarves would be strong. And can't evade stuns + armor crush -30% pdef - really dwarves don't need new skills. Only maybe run speed.

 

 

Debuffs were weird on Gallo. OL debuffs landed a lot.

 

WCs mana burn could have better success rate. 22/sec isnt the same as loosing 1.4k from EE/SE in one hit.

 

inspectors should be better - on gallo, their debuffs were useless in PVP, everyone died so fast and no debuffs ever worked. They only work on normal hits. They should be able to deal some damage, slightly less than tanks is fine (better attack speed and crit rate)

 

P.S. if daggers deal only 3.6k dmg from on crits on robes - mages would be imba. 900 per nuke - vortex buster ~1.6k non crit, ignoring random damage/enlightenment.

 

Buff or no buffs, at the end we are taking mdef only from prophecies. Prophecy, around 700 dmg from normal mages? And if mages get prophecy, back to 800-900 => bad. Unless nukes fail a lot.

500 dmg from SPS and 700 from SPH is fine. Prophecy on both parties and mages do 400~600 dmg per sec.

 

Thanks.

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