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Diego Vargas
04-10-2008, 02:59 PM
This is a very rough translation and there are many points that were not translated but here is a quick read.

Some of this is undoubtedly wrong but below is the CT2 korean patch notes if you want to give it a try!

[Vitality system]
A system that adds bonus experience was added depending on the vitality level of the character.
Vitality points are collected under the following conditions: A player has not logged in for a peroid of time, a player is sitting in a peace zone for ane xtended peroid, a player is participating in siege or raid.
Vitality points are transferred to subclasses when a character change occurs.[General Combat System]
Song and Dance buffs now have their own buff bar.
Player and Monster melee range increased slightly.
Target location and the relationship with the attacker now affects damage bonus.
Long range physical attacks now have a distance differential to damage.
The poison and the bleedind damage has been increased.
Duration of debuff is modified by the targets defense rating against that debuff type.
The rate at which players hit or evade attacks has been changed to make a gap between accuracy and evasion more significant.[Changes to Existing Skills]

Effect has been added for skills
Deflect Arrow: Now reduces damage from cross bows.
Real Target: Range increased to 900, bow/cross bow damage increase reduced.
Bleed: Movement speeed reduction has been added.Queen of Kat, Unicorn Seraphim, Shadow Knight has been added.
Queen of Kat: Blessed Body Effect, Blessed Soul Effect, Haste Effect
Unicorn Seraphim: Acumen Effect, Clarity Effect,, Empower Effect, Wild Magic effect
Shadow Knight: Death Whisper Effect, Focus Effect, Guidance EffectOther skill changes
Shield mastery: Further increase the effectiveness of shield defense and if wearing heavy armor also increases main pdef while using a shield.
Armor Mastery (Warrior & Kamael): MP regeneration increased.
Soul collection: Kamaels now can hold 40 souls.
Protection of Rune,Alignment,Elements: increased defensive properties for both passive and active effects.
Fighters/Archers Will: normal effect increased and increased the rate the rate at which skills critical for double damage while the buff is active.
Cleanse: Raid curse can no longer be removed.
Wild Magic (Buff): Magic critical rate has been reduced.
Wild Magic (Items): Magic critical rate has been reduced
Dance of Siren: Magic critical rate has been reduced.
Force Barrier, Sonic Barrier, Celestial Shield, Flames of Invincibility, Sublime Sacrifice, Lesser Celestial Shield, Talisman of Invincibility: Beneficial effects can now be applied to one self.
Summon Soullless: The caster MP DoT is now removed.
Furious Soul: The evasion penalty is removed.Changes to casting time.
Escape Shackle, Cure Poison and Cure bleeding cast faster now.Changes to skill duration.
Dodge Attack: Increased to 10 seconds instead of 5.
Counter Attack: Increased to 10 seconds instead of 5.Changes to skill power
Proximity to the target now affects the overall power of a physical skill and its MP consumption.
Physical attack skills have overall increased skill power.
Physical attack skills have an overall decrease in MP consumption.
All physical attack skills now have over-hit capability.MP Consumption of the following toggles are increased:
Soul Cry
Accuracy
Silent Move
Guard Stance
Soul Guard
Vicious Stance
Shield Fortress
Fortitude
Parry Stance
War Frenzy
True Berserker
Strike Back
Hard MarchChanges to magic damage
Magic damage now applies a random variance between minimum and maximum damage.
Depending on the type of weapon the damage variance of spells changes.Changes to Kamael Spirit Consumption
Skills that use charged souls to enhance the skill have been changed.Magic Critical Hits
The ratio at which a magic critical hit occures unbuffed has been increased more then 10 times.
Magic Critical hit damage is reduced from 4x to 3x.
Magic Critical hit chance capped at 20%.[New skills]
DA,Paladin,SK,TK
Vanguard combat stance (transformation effect with no appearence change) (L43)This skill allows the player to effectively equip dual swords or 2h weapons.
The following skills become available:
Full Swing - Attack the area around a target with a 2h Sword, bypassing shield defense.
Tornado Double Chop - Attack the areana around a target with a dual sword, bypassing shield defense.
Power Chop - Powerful single target attack with a 2h weapon, bypassing shield defense.
Power Double Slash - Powerfil single target attack with a dual sword, bypassing shield defense.SE,EE,Bishop
Inquisitor combat stance (transformation effect with no appearence change) (L44)The following skills become available:
Divine Punishment - Single target low mp cost fast reset holy attribute nuke. Power 57.
Surrender to Divine - Strips resist holy and reduces holy defense by -20, strengthens targets darkness by +20.
Divine Curse - Prevents the target from receiving healing and applies a DoT effect to the target.
Divine Turmoil - Powerful area holy attack. Power 90.Abyss Walker
Evade ??(L74) - During a successfull evade, at a certain probability the AW's critical power will increase.Plains Walker
Evade ?? (L74) - During a successfull evade, at a certain probability the PW's critical chance will increase.Treasure Hunter
Evade ?? (L74) - During a successful evade, at a certain probability the TH's attack speed will increase.All dagger classes:
Shadow step (L72) - Teleport to a target within 900 range.All Kamael
Fast Recovery (L43) - +HP/CP/MP regeneration.Berserker
Health Reconstruction (L52) - Recover 100% HP, consumes 5 souls long cooldown.
Health Reinforcement (L55) - Heal and Increase a % of the parties HP, consumes 10 souls.Soul Breaker
Soul Web (L62) - Reduce the targets movement speed, consumes 5 souls.Arbalester
Forgotten Trap (L64) - ???
Implant Doom Seed (L68) - upon growth target is unable to use magic or physical skills.Soul Breaker/Inspector
Forget Pain (L58) - Prevent damage for a peroid of time, when the effect wears off the target is weakened.
Master of Magic (L40) - Increase casting speed, reduce cooldown time of skills.Warsmith
Repair Golem (L40) - Powerful Heal for constructs
Power Golem (L43) - Increase construct attack power and attack speed.
Golem Armor Plating (L40) - Increase construct pdef and max hp.The following Warsmith skills have a 10 minute duration and can only be used on up to 3 items at a time
Sharpen Edges (L49) - Enhance the effectiveness of bladed weapons.
Spike Thorns (L49) - Enhance the attack effectiveness of blunt weapons.
Strengthen Bow String (L49) - Enhance the effectiveness of bow/cross bow weapons.
Scaled Armor (L46) - Enhance the effectiveness of heavy armor.
Hard Tanning (L46) - Enhance the effectiveness of light armor.
Imbroider Garments (L46) - Enhance the effectiveness of Robes
Summon Merchant Golem (L52) - Costs 5 D crystals, sets up a stationry shop for the war smith.Prophet
Mana Steal (this is a buff that cuases damage done from melee attacks to steal MP from the target and give it to the attacker)New skills given to the following classes:
Bounty Hunter and Maestro: Fatal Strike
Abyss Walker: Lure
Phantom Summoner: Death Spike (Max Power 65), Summon Cursed Bone, Curse: Poison[Pets]
New Weapons and Armor for Pets
Jewelery for pets has been added to increase mdef.
When a Pet dies the time it takes for the pet to disappear was increased to 24 hours (real time).[PVP]

PvP Reputation Points

Nobless characters who participate in fortress or castle sieges, Underground Colloseum (Fantasy Isle), Olympiad, Festival of Darkness will gain PvP Reputation points, this value can be exchanged for items and effects:
PvP Weapon and Armor modifications.
Siege Items
Clan reputation
Removing PK count.Siegefield changes
Registered attackers/defenders do not lose XP on death anymore due to PvP point system.
Repeated dying does not give death penalty but their combat ability will decline for the siege.
Using a scroll of courage on a siege field will now perform a ressurection effect upon death.PVP - Flagged Time
Flagged time will be increased to 120 seconds, at which the last 20 seconds they will beign to flash.[Attribute stones]
Defensive attribute applied to armor now gives +6 points per enchant and has a new max of L4 and 60 points.
Attribute stone success rate on armor was increased.
Different attribute can be used to increase defense of certin debuffs.
Previously enchanted armor will have its attribute corrected to the new system.[Items & Equipment]

Crafting Adjustments
Crafted items now have a chance to making more then one item, they also have a chance of making a rare version of that item (altered stats and properties).
Rare items can be damaged through use but that damage can be repaired at the blacksmith.Misc Stores and Smiths
Shadow A-Grade equipment can be bought from stores in town but cannot be augmented, strengthened or SA'd.
Items in all stores have had their prices reduced.
Stores that sell Normal C grade equipment now have Normal B grade items available for purchase.
B grade equipment and lower that is bought will be exchangeable via the blacksmith in town.
Some shops started selling Mirage headdress
Jewelry Augmentation
Earrings, necklaces, rings can now have special augmentations applied to them.
New herbs

New buff herbs drop in hunting zones and the duration has been increased to 5 minutes.
The new buffs from herbs eg. Vampire Herbs, Deadly herbs, Haste Herb.

[Monsters]
Monsters below level 75 (Excluding Festial of Darkness and Seven Sign Dungeons) will now use soul shots and spirit shots to power their skills. They will also use new ranged defense skills at a certain probability to help avoid being kited around by players.
Item/XP/SP rewards from monsters using SS/SpS and ranged defense skills were increased.
All raid boss rewards were significantly increased.
Raid bosses once again drop many normal items in addition to life crystals.
Spell books that are normally buyable in NPC shops wont drop from monsters any more.
The loot table of all old monsters has been adjusted to include new items and item parts.Source: http://lineage2.plaync.co.kr/board/testserver/Article?articleID=140

ekaj
04-10-2008, 03:04 PM
...

4) Changes to skill duration
Dodge Attack: Increased to 15 seconds instead of 10.
Counter Attack: Increased to 15 seconds instead of 10.
...

NO FUCKING WAY
time to quit imba shit goddamnadogihadgl;

wint
04-10-2008, 03:11 PM
8) Magic Critical Hits
The ratio at which a magic critical hit occures unbuffed has been creased more then 10 times.


Source: http://lineage2.plaync.co.kr/board/testserver/Article?articleID=140

IN creased or DE creased

Doogie
04-10-2008, 03:12 PM
Seems likes mages are getting nerfed a small bit, or atleast m crit rate.

Diego Vargas
04-10-2008, 03:15 PM
IN creased or DE creased

fixed

drogao
04-10-2008, 03:18 PM
[General Combat System]

5. The poison and the bleedind damage has been increased. OMG! This rock for us Shillen Templars!!! Woot!:dem_luv2::dem_luv2:

Deflect Arrow: Now reduces damage from cross bows. Love for us tanks too!!:dem_luv2:


Shield mastery: Increase the effectiveness of shield pdef and if wearing heavy armor also increases main pdef while using a shield.
Good!

MP Consumption of the following toggles are increased:
Soul Cry, Silent Move, Guard stanace, Soul Guard, Shield Fortress, Parry stance, Riposte Stance, War Frenzy, Strike Back, and others. Bad...:dem_swt:

Drogao

yas
04-10-2008, 03:18 PM
dances/songs get their own buff bar thats leet imo

Guisantito
04-10-2008, 03:21 PM
lol more buffs if dances/songs got their own bar

Kalimah
04-10-2008, 03:22 PM
no its just unbuffed rate went up by alot, full buffed rate is still gonna be the same I guess, a bit like fighters crit you wont go from 1% crit to 60% but from 10% to 60%

Goldshlager
04-10-2008, 03:30 PM
Some changes are weird and others have been needed for some time now.

Bladehwler
04-10-2008, 03:31 PM
[Changes to Existing Skills]
1)Changes to the existing skills


Wild Magic (Buff): Magic critical rate has been reduced.
Wild Magic (Items): Magic critical rate has been reduced
Dance of Siren: Magic critical rate has been reduced.


6) Changes to magic damage
Magic damage now applies a random variance between minimum and maximum damage.
Depending on the type of weapon the damage variance of spells changes.


Source: http://lineage2.plaync.co.kr/board/testserver/Article?articleID=140


Nerfing the crit crit crit crit strings that ppl have been posting soo much it seems

Sux tho, mage xp can't be as predictable with that mag dmg variance they are gonna add now..basically fooking up the set dmg you can count on to kill mobs ie know that it'll take 2 shots or 3 shots etc :hf_cry2:

Kalimah
04-10-2008, 03:34 PM
nukers will crit just as much full buffed, the main difference is they now will actualy crit in oly aswell, same for mana burn.

Vina
04-10-2008, 03:37 PM
I think it's more of a way of making mcrits rely on the level vs level bonus (or un-bonus for low levels) so that a lvl 79 vs 79 mage with full mcrit buffs will mcrit eachother the same as they do now, but a lvl 75 mage vs 79 won't ever mcrit.

BlacKat
04-10-2008, 03:55 PM
So lets see...If damage goes down with distance, then a nuker has to get closer to the mob, but since damage input variates, a nuker who's CDLing for instance is putting its live in danger more now. Oopsies :def_swt:
Also if damage goes down with distance, does that mean that melee do more damage now?
From what i can tell, they're really struggling to balance the melee fighters with the ranged ones. Bah so many changes, one can never be sure that the toon one invests so much time and effort in will still be valid with the next update. And yet it feels like the Glad will still come on top :dem_swt:

zenious
04-10-2008, 04:00 PM
So lets see...If damage goes down with distance, then a nuker has to get closer to the mob, but since damage input variates, a nuker who's CDLing for instance is putting its live in danger more now. Oopsies :def_swt:
Also if damage goes down with distance, does that mean that melee do more damage now?
From what i can tell, they're really struggling to balance the melee fighters with the ranged ones. Bah so many changes, one can never be sure that the toon one invests so much time and effort in will still be valid with the next update. And yet it feels like the Glad will still come on top :dem_swt:

Long range physical attacks now have a distance differential to damage.

Reading comprehension

Diego Vargas
04-10-2008, 04:12 PM
Updated with transferred skills to existing classes.

boo
04-10-2008, 04:15 PM
2. Player and Monster melee range increased slightly.

basicly... THIS is THE most IMPORTANT change they could've made. A boost in basic melee range could solve the kite bug that has plagued melees for so long.

BlacKat
04-10-2008, 04:17 PM
Long range physical attacks now have a distance differential to damage.

Reading comprehension

Mkay :def_cry:

SandsOftime
04-10-2008, 04:24 PM
Nerfing the crit crit crit crit strings that ppl have been posting soo much it seems

Sux tho, mage xp can't be as predictable with that mag dmg variance they are gonna add now..basically fooking up the set dmg you can count on to kill mobs ie know that it'll take 2 shots or 3 shots etc :hf_cry2:

WTS some soulshots.

Phantom Summoner: Death Spike, Summon Cursed Bone, Curse: Poison

That's uber boost tho

SlyCutter
04-10-2008, 04:27 PM
Long range physical attacks hurt archers because regular attacks we are 900+ range so we have to move in closer to do our skills losing our advantage? umm yea.

Face
04-10-2008, 04:36 PM
8) Magic Critical Hits
The ratio at which a magic critical hit occures unbuffed has been increased more then 10 times.


makes sense

Dushatar
04-10-2008, 04:38 PM
I take it that is not all skills they are adding, and since PS is getting a nuke I assume all summers do. Gonna be lolympiad.

A lot of love for a lot of classes, except maybe for mages.

Elial
04-10-2008, 04:43 PM
Long range physical attacks hurt archers because regular attacks we are 900+ range so we have to move in closer to do our skills losing our advantage? umm yea.

Could aswell be the other way arround you know.,..

Doing shit for damage close range and alot long range.

boo
04-10-2008, 04:45 PM
imo archers are getting hit the worst with this
also... summoner with nuke?
wtf are they thinking? Haven't they learned the error of their ways with necros already?

Ant0n1z
04-10-2008, 04:55 PM
imo archers are getting hit the worst with this


about fucking time if you ask me