Reboot this weekend?

Mu online season 21 - grand opening

Samuel

Mir Chronicles Dev
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Guys, can you post the EXP tables, if you let everyone look over them, you can probably avoid any oversight and later changes?

Remember to x3 the following:

JinchonTemple 14500-14670
Hell 15150-15350
Orc 16200-16325
Frozen 2900-3060
Past Bichon 4250-4500
LostShip 2620-2800

I must admit I was a little shocked when I went over the original values and really do apologise for neglecting them for this long (Orcs were like 5k before).

Sam

---------- Post Merged at 10:42 PM ---------- Previous Post was at 10:37 PM ----------

Samuel/milo is the Hemo skill the replacement of the backstab skill?
Are the tao pets additional pets or replacement pets (does the pet cap stay the same or will Taos be able to have 4/5 pets out)?
Are you expecting these skills to be all as rare as say meteor strike/crescent slash or more common or somewhere in between?

Kl questions...

Hemm is going to replace Backstab I am afraid... We put it to a vote server team side and I was largely out voted, whether or not we introduce it in the future I am not sure, but for the moment the team deemed backstab and a little over powered (considering shadow step etc).

Tao pets will replace the current ones... When you learn DragonBone/DragonBlood your shin/skele will have a new skin, be supped up and its spawn level will increase with skill level (e.g. you will be able to spawn a level 6 skele with level 3 summon skele and level 3 dragon bone).

They will vary tbh... The really beneficial / powerful ones will be rare... But the kl to have will be achievable (I basically want to incentivize players to carry on leveling and not give up after 40).

Sam
 

MiloFoxburr

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I basically want to incentivize players to carry on leveling and not give up after 40).

On that note, the exp boost that players used to get up to 38 is now increased to 43 to help lower levels (we announced this earlier in the week but thought I'd mention it again here)
 

Fleshwerk

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On that note, the exp boost that players used to get up to 38 is now increased to 43 to help lower levels (we announced this earlier in the week but thought I'd mention it again here)

Thats when the pain starts lol :p good work server team tho :). Took me 4 months to do 0-50 on a warrior, create awesome kit and have fun
 

Rollcage

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On that note, the exp boost that players used to get up to 38 is now increased to 43 to help lower levels (we announced this earlier in the week but thought I'd mention it again here)

any chance you can up the mob count and rs rate of mobs in vipers kr? its kind of a pitiful place atm, no one even goes to vipers
 

Samuel

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Vipers? Turtles?

Turtles have had pot/drop adjustments... But we felt their exp for difficulty was pretty good.

And Vipers is the same, their exp to difficulty ratio seemed OK... Maybe the amount of monsters needs increasing... I will have a look tomorrow.

Sam
 

d1craig

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Turtles have had pot/drop adjustments... But we felt their exp for difficulty was pretty good.

And Vipers is the same, their exp to difficulty ratio seemed OK... Maybe the amount of monsters needs increasing... I will have a look tomorrow.

Sam

the low level places ie. Bugcave could do with an increase in spawns. Most of the time you can run to the boss. I remember having to kill after the 1st two floors.
 

ziiid

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Few more skill questions.

Archer trap skill visible to other players, or only to players in group or not at all?

Hemo like official version was (works based on a proc chance (similar to fatal sword) and causes a bleed that ticks every X seconds for X damage) or completely different?

Thanks for all the answers, very exciting!
 

Razarus

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One other question while i think about it.
Ghost, is it coded to hide the assassin from other players minimaps?
This would be a pretty embarrasing oversight for lilcool ;) but just testing before testing ;)
Can imagine going invis then getting bliz and met while thinking how did they find me 0.o
 

ILovePie:D

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One other question while i think about it.
Ghost, is it coded to hide the assassin from other players minimaps?
This would be a pretty embarrasing oversight for lilcool ;) but just testing before testing ;)
Can imagine going invis then getting bliz and met while thinking how did they find me 0.o

Will HeavenArmour / CrystalArmour light still be visible, even if the player isnt?

Hemo should flinch on it's bleeding ticks too IIRC
 

MiloFoxburr

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Few more skill questions.

Archer trap skill visible to other players, or only to players in group or not at all?

Thanks for all the answers, very exciting!

Basically it's tied to attack mode, if you're in 'attack all' no one can see it (excepting youself), 'group mode' then your group can see it but no one else. Hope that makes sense
 

Samuel

Mir Chronicles Dev
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Few more skill questions.

Archer trap skill visible to other players, or only to players in group or not at all?

Hemo like official version was (works based on a proc chance (similar to fatal sword) and causes a bleed that ticks every X seconds for X damage) or completely different?

Thanks for all the answers, very exciting!

No worries, the forums is actually a pleasure tonight :O.

Archer trap visibility is dependent on your attack mode (ie if attack mode is group, then your group can see it).

Hemm has been based upon official yeah... So proc based chance (fatal sword) with a chance of bleeding.

Sam

---------- Post Merged at 11:32 PM ---------- Previous Post was at 11:31 PM ----------

One other question while i think about it.
Ghost, is it coded to hide the assassin from other players minimaps?
This would be a pretty embarrasing oversight for lilcool ;) but just testing before testing ;)
Can imagine going invis then getting bliz and met while thinking how did they find me 0.o

I would hope so :D... I plan to do a few more bug fixes tomorrow morning then try and give a final once over all of the spells/changes we are planning to put in for obvious mistakes like these. Nice thinking outside the box though.

Sam
 
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ziiid

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No worries, the forums is actually a pleasure tonight :O.

Archer trap visibility is dependent on your attack mode (ie if attack mode is group, then your group can see it).

Hemm has been based upon official yeah... So proc based chance (fatal sword) with a chance of bleeding.

Sam

---------- Post Merged at 11:32 PM ---------- Previous Post was at 11:31 PM ----------



I would hope so :D... I plan to do a few more bug fixes tomorrow morning then try and give a final once over all of the spells/changes we are planning to put in for obvious mistakes like these. Nice thinking outside the box though.

Sam


Since its based on official some pitfalls maybe to check? It was sort of like slaying in that the proc interrupted your regular swings and actually led to a dps loss over time on bosses. It also ticked over time and often monsters would die well before it ever fully worked (especially if it procs at the end of the kill) and therefore it was actually a nerf to leveling as well. Additionally since it was uncontrollable it wasn't useful in pvp most of the time. This led to it being better to not learn the skill at all on official Mir (which is just a sad thing especially since you can't unlearn skills)
 

Samuel

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Since its based on official some pitfalls maybe to check? It was sort of like slaying in that the proc interrupted your regular swings and actually led to a dps loss over time on bosses. It also ticked over time and often monsters would die well before it ever fully worked (especially if it procs at the end of the kill) and therefore it was actually a nerf to leveling as well. Additionally since it was uncontrollable it wasn't useful in pvp most of the time. This led to it being better to not learn the skill at all on official Mir (which is just a sad thing especially since you can't unlearn skills)

So most of the above is still true... Except for the interruption of normal hitting (yuk)... It works like fatal sword with a chance of bleeding.

Sam
 

HokusPokus

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Dammmmittttt got visitors sunday >< ...Great to see some good news for the server,cant wait to get stuck into that jinchon exp,wd guys.

Plenty of negativity coming from the normal culprits,the sooner the other server starts the better imo...scarecrows and chicken pluckers ftw loooool

An event planned just at apoc launch will be a just reward for your loyal players:eagerness:
 

rainstone

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Does Mirroring cut through the Orc mobs?
Does lvl 3 mirroring get less damage on host mp?
 

d1craig

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So most of the above is still true... Except for the interruption of normal hitting (yuk)... It works like fatal sword with a chance of bleeding.

Sam

Does the bleed do damage or is it just for flinching?

i think maybe all skills like this should have a major damage boost or give them something that makes them useful. I don't like turning slaying off but you have to to keep your dps at the top. If you made a change like this it could have its toggle key taken away. or maybe give slaying a skill similar to dragon blood (making it stronger at a certain level with a new skill).
 

rainstone

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Let him try if he has level 48 wiz or even level 50.

Good luck with luring the mobs. once paradise, GG lol.

Because of long HP of mobs. the pots run out fast.

I would say it is a cave for level 50+ players

Nice change for boost the exp. Sometime, I think JD is even hard than hell.


Interesting feedback... I am going to do some additional testing and make sure... I don't want to make the already fastest leveler, even faster.

Cheers Raz.

Sam
 

Razarus

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Will frozen sword do more damage than flaming sword?
Will it share the cooldown with flaming sword or be separate allowing them to be cast directly after one another?

Just some more pre test tests.