Please remember that any items that were in freight have been moved into the receiver's personal warehouse. Additionally, all of your characters have been moved to town.
Maybe my English is very bad, cause I read in patch notes that the amount of SP needed to enchant skills was gonna be lowered. Well, now it's more or less twice.... I don't have enough SP even for my normal skills, I really appreciate that now I cannot even enchant 'em.
Surely I cannot exp in new areas, cause my dmg would get penalty, so where exactly am I supposed to get all these SP?
This morning I thought about subscribing for 6 months to get one month free, now I think about leaving the game, as I did with a previous update.
Thanks for making l2 a worse place
Maybe my English is very bad, cause I read in patch notes that the amount of SP needed to enchant skills was gonna be lowered. Well, now it's more or less twice....
thought i read that in the patch notes to..
and i swear my skill enchants were not as high as they are now...
actually i stopped bothering to enchant my skills because there was mention of sp required being lowered..... guess i shoulda grabbed them ahead of time.
What I really hate is to be tricked. I mean, why do you write something if you're gonna do EXACTLY the OPPOSITE??? Before any complaint or appreciation about the update, I'll state this: you can commit errors, but you cannot laugh at players this way. I really hope that this is a bug
Well, surely it was quick and since they haven't added new lvls or new item grades it's not that bad, but still far from being the best.
Check c3, for example
and i swear my skill enchants were not as high as they are now...
actually i stopped bothering to enchant my skills because there was mention of sp required being lowered..... guess i shoulda grabbed them ahead of time.
Yeah, I did the same thing that you did, and waited. Now, I guess I am just not going to complain about getting killed so I can earn the SP I need to get the skills I want and enchant them to the level I want them to be. Oh well, I guess I will save money in the long run on B-rezes.
Oh well, I guess I will save money in the long run on B-rezes.
Don't worry, NCSoft thought about you too ^^
Now you have to pay to enchant skills, so that you don't risk to save money.
Well, sorry for my mood but this update killed it for tonight
Maybe my English is very bad, cause I read in patch notes that the amount of SP needed to enchant skills was gonna be lowered. Well, now it's more or less twice.... I don't have enough SP even for my normal skills, I really appreciate that now I cannot even enchant 'em.
Lower level skills have an increased cost for early enchant levels but have reduced SP costs at higher enchants. If you take into account all the possible enchant levels, the total SP investment has been lowered. Additionally, 76+ skills have had their SP costs reduced.
Thanks for the explanation Lyz ^^
Now I can better say, then, that if low lvls of enchant have an higher cost, skill enchant has definitely an higher cost at all, at least at 80- : unless you use a mastery codex, when you fail you always have to pay the lower lvls of enchant before the higher ones....
About the second part of the changement, exp cost was loooong better than adena cost: we need more sp than exp points, this is why many players don't care much of dying, they loose exp but not sp. I used to buy SP scrolls, which costs a lot, now I have to pay 2 times: I pay for SP and I pay to enchant. This is why I tried to enchant as much as I could before the update, now it's harder, expecially for lvls 76-79 chars
Thanks for the explanation Lyz ^^
Now I can better say, then, that if low lvls of enchant have an higher cost, skill enchant has definitely an higher cost at all, at least at 80- : unless you use a mastery codex, when you fail you always have to pay the lower lvls of enchant before the higher ones....
About the second part of the changement, exp cost was loooong better than adena cost: we need more sp than exp points, this is why many players don't care much of dying, they loose exp but not sp. I used to buy SP scrolls, which costs a lot, now I have to pay 2 times: I pay for SP and I pay to enchant. This is why I tried to enchant as much as I could before the update, now it's harder, expecially for lvls 76-79 chars
Sorry Aldariel, it depends only of point of view. IMHO it is way better, because exp = lvl. Level difference on high levels have big influence on pvp. (Small example 79 lvl dagger will fail most skills on 85lvl enemy and success most skills on 77lvl enemy).
Do you really think that 300k adenas have same value as 2-3mil of exp points?
Thanks for the explanation Lyz ^^
Now I can better say, then, that if low lvls of enchant have an higher cost, skill enchant has definitely an higher cost at all, at least at 80- : unless you use a mastery codex, when you fail you always have to pay the lower lvls of enchant before the higher ones....
Yep, 2nd class skill enchants for 79- were cheaper (in SP) under the older system... unless you push the envelope (enchanting over +9). Over +9, the new system is better, especially when using Mastery Codexes.
3rd class skills are another story. They are much better even for +1.
About the second part of the changement, exp cost was loooong better than adena cost: we need more sp than exp points, this is why many players don't care much of dying, they loose exp but not sp. I used to buy SP scrolls, which costs a lot, now I have to pay 2 times: I pay for SP and I pay to enchant. This is why I tried to enchant as much as I could before the update, now it's harder, expecially for lvls 76-79 chars
The XP cost wasn't huge: you were losing only 2% of your level's XP when you burned 20% of your level's SP on skill enchants. But, frankly, burning adena is better for both the ingame economy and me personally (casual grinder playing the market).
Sorry Aldariel, it depends only of point of view. IMHO it is way better, because exp = lvl. Level difference on high levels have big influence on pvp. (Small example 79 lvl dagger will fail most skills on 85lvl enemy and success most skills on 77lvl enemy).
Lvl is important to resist skills, but you need to enchant skills to have a higher land rate. Also, exp cost was a clever way to control the sp loss: normal skills have a fixed sp cost, while skill enchant cost depends on your successes/fails, which means that if you are unlucky you reach a high lvl having low lvl skills.
That makes you really unbalanced.
The exp cost, however, was small, cause mobs lvl 75+ give more or less exp=10xSP, while exp cost to enchant skills was exp=SP.
I think it's the same as free buffs untill 75 and badges for noble and sub quests. Making this game more soloable untill 75 will cause buffers to become very rare, cause it's hard to lvl if noone wants you in party and you are support. About badges, they're surely usefull, cause you can get noble on an alt char w/o lvling a sub untill 75, but we lost another bit of hardcore in this game, along with 2 beautifull quests. L2 is gonna be very easy untill 75, then normal untill 78 and **** hard after 78. C4 was long better. I miss the times in which Elven long sword was hard to get...
Lower level skills have an increased cost for early enchant levels but have reduced SP costs at higher enchants. If you take into account all the possible enchant levels, the total SP investment has been lowered. Additionally, 76+ skills have had their SP costs reduced.
This patch note may need to be elaborated upon.
While initially may sound true..
isn't if you constantly fail the first what is it.... 6 enchant levels...
Specially the ones with a 28% chance of success just going to +1
What about the atmosphere? It was great to go to Hardin's Private Academy to enchant skills, it looked more mystical, while now there is a funny cat which can be pretty but surely not charming. I'd prefer to see the myteleport fixed instead of this facilities that kills l2 fascination.
Now it's time to break a spear for the update: zaken instanced was a great idea, along with fixed vitality system. Reworked areas are great also.
About the 78+ mobs dmg system instead....now I'm forced to exp in the beginning of SV with my sub, cause in the deeper parts there are some 78 mobs; this is very annoying indeed. At least the lvl difference should be 3, this way if you see that the mob is yellow you know your dmg is nerfed; now if lvl difference is 2 you see the mob white and you have to hit to know if it's 2 lvls higher than you. But according to me, this nerf is not necessary at all.
isn't if you constantly fail the first what is it.... 6 enchant levels...
Specially the ones with a 28% chance of success just going to +1
The ones with 28% chance are 76+ skills (or skills enchanted over [your lvl-75]x3+1), the chance is low cause you're not supposed to enchant it before a specific lvl, which I think is 80 for 76+ skills.
You find me in complete agreement about the high cost of failing the first 6 lvls of enchant: now we are, even more than before, forced to use mastery codex, cause if enchant fails, SP cost to enchant the skill back is huge
they should have kept it within 9 lvls
Definitely true, expecially for parties: it can be ok to solo on green mobs, but a well builded party can easily handle yellow mobs. This nerf is another invite not to exp in party, as the free buffs untill 75. I hope for NCSoft that the other players love to solo and don't like parties, otherwise NCS made another big mistake
isn't if you constantly fail the first what is it.... 6 enchant levels...
Specially the ones with a 28% chance of success just going to +1
The easy fix for this is that they should make all under 76 skills have a high percentage of sucess when you enchant them from 1 to 6 (if not 100% chance).
i'd be stoked if they have all 75 and under skills safely enchantable to +3 (100%) @ lvl 78, and when your lvl 79 safely enchantable @ 99%/98% to +6.
Each should be teired, if you fail going to +4/5/6 and fail, you go back to +3 reguardless, and if you hit +6 that's your fail teir. fail going to +7/8/9/10/11/12 and your go back to +6 reguardless. next jump would be anything above +12 would result in going back to +12 be it 16/24/30
The ones with 28% chance are 76+ skills (or skills enchanted over [your lvl-75]x3+1), the chance is low cause you're not supposed to enchant it before a specific lvl, which I think is 80 for 76+ skills.
You find me in complete agreement about the high cost of failing the first 6 lvls of enchant: now we are, even more than before, forced to use mastery codex, cause if enchant fails, SP cost to enchant the skill back is huge
* 76+ (3rd class) skills max enchant cap is +15.
* Skills from 20-74 (1st and 2nd class skills) max cap +30.
=== If you enchant 76+ (3rd class) skills this is how they behave: ====
+1/ +2/ +3 = Low, Mid, High 81
+4/ +5/ +6 = Low, Mid, High 82
+7/ +8/ +9 = Low, Mid, High 83
+10/ +11/ +12 = Low, Mid, High 84
+13/ +14/ +15 = Low, Mid, High 85
The easy fix for this is that they should make all under 76 skills have a high percentage of sucess when you enchant them from 1 to 6 (if not 100% chance).
i been saying that forever but noone seems to be paying attention
the chance to fail going 0 to +9 is waaaaay too high even in the upper 80's
At 79, enchanting with regular codexes (so, the fail resets the skill to +0), consumed on average:
0-1: 1.03 codexes
0-2: 1.09 codexes
0-3: 1.17 codexes
0-4: 1.28 codexes
0-5: 1.44 codexes
0-6: 1.66 codexes
0-7: 2.07 codexes (~1 fail on average before you reach +7)
0-8: 2.65 codexes (~1 2/3 fails on average before you reach +8)
0-9: 3.49 codexes (~2.5 fails on average before you reach +9)
I have +9 recharge, +9 resist shock, +9 resist unholy, +9 trance and +9 robe mastery at lvl 79. All this took about 40 mil SP and about 2% XP in the last week of Gracia Final.
I have +9 recharge, +9 resist shock, +9 resist unholy, +9 trance and +9 robe mastery at lvl 79. All this took about 40 mil SP and about 2% XP in the last week of Gracia Final.
Maybe you forgot to add "0" to xp percentage. 20% XP per so much skill enchants.
Single skill enchant to +6 took from me ~2% of exp. I mean, no fail in enchant route.
When clicking on the enchant button in your skill window on a toon thats not 3rd class/76+ yet, it will open an invisible enchant window which hinders movement, can't be clicked away.
enchant is odd
on pts i broke a 76lvl skill about 10 times going for +4(i was 83lvl)
all low skills went +9 and more,not enough sp to oe them more
on live i broke this skill several times but saved on +4 at least
on live i broke a -76 skill about 6 times just by clicking on it!lol broke on+1 +2(and im 82lvl)
i gave up oe this atm i went out of books.
my basic nuke spells went each time up to +11 and broke after that...
oh i was wondering where i canf ind this freight option, but it looks liek its gone, thank god we didnt lost those items
/mailbox command accesses what is now the "freight" option. Anything that was in your freight is now in your warehouse. If you have more items than your limit, you will need to remove them to get at the items that were in your freight.