D. Bonuses Overall
"What about Concentrate in the fourth job? You get an attack bonus of
+ 26 and it halves the MP everything takes. How will this fit into
attack arrows and pills?
Well, at level 30 Concentrate costs 40 MP to last 3 minutes with a
cool down time of 6 minutes. This means you will get the effect of
+ 26 attack every 3 minutes out of 9.
~ is the symbol used for 'Approximately Equals'.
240 minutes / 9 minutes ~ 26.6 (The decimal .6 is repeating, which
brings it very close to 240 minutes).
26.6 represents the amount of times you will cast Concentrate in a
span of four hours. Yes, this would actually be 27, but for
mathematical reasons let's leave it at 26.6.
In four hours:
Total time of usage: 3 minutes x 26.6 ~ 80 minutes
Total time of cool down: 6 minutes x 26.6 ~ 160 minutes
In a four hour training period you will have received the attack
bonus 1 and 1/3 hours out of four. I think this skill is worth it.
Despite the obvious fact that the cool down time will always be
double the time of the skill being used (3:6), you are still
getting a free attack bonus, not to mention half the MP usage
with this skill maxed.
Now think about this: The off time is 6 minutes per every Concentrate
run. I'm sure most of you know that two bonuses do not stack, such as
Meditation and a Magic Pill. This being said, using Concentration and
a Warrior Elixir at the same time will not stack the attack bonus to
be 38. It will use the bonus of the most recently used.
You could use Concentration for 3 minutes, then use a Warrior Elixir
in the 6 minute off-time, but 2 minutes of it will be wasted when you
recast Concentration. Worth it? Definitely.
Remember earlier I said the usage of Concentration is 80 minutes, or 1
and 1/3 hours in four hours? That's 80 minutes less of Warrior Elixirs
you will be using. Since they last 8 minutes each:
8 minutes x 10 = 80 minutes.
This means that you will save 10 Warrior Elixirs, or 5,000 mesos x 10,
which is equal to 50,000 mesos that will be saved. Doesn't seem like
much, but the half MP cost will definitely end up saving you even more
with MP potions. The two minutes wasted on each Warrior Elixir is
nothing to get worried about. Six minutes is good enough for that 12
attack bonus before you can recast Concentration.
I probably wouldn't start using Concentration until at least level 11
where the attack bonus is 16 and it starts to last for 2 minutes. This
is because the attack boost before this only gets as high as +16
attack, same as level 11, but for only one minute. Warrior Elixirs
should be more useful until then.
Of course, Attack arrows can still be used to give you a total of +30
attack for an average of 1 and 1/3 hours out of four with maxed
Concentration, and with the other 2 and 2/3 hours giving you +16
attack with Warrior Elixir and Arrows for Bow [2].
Figure the possibilities:
Dragon Bow's average attack is 100. Add in, say, a 10 attack glove
and a 2 attack Pink Adventurer Cape. Next, put into consideration
the attack bonuses, either from attack arrows with Warrior Elixirs
or Concentration, and that is 128 attack or 142 attack, respectively.
Now, if you were to scroll the bow or glove even higher? Ha...
"The new Archer Elixir costs 2,000 mesos as well, but its effect is
+ 20 avoidability. This is going to replace Focus."
No, it won't. Why waste extra money? If you can recast Focus for 16 MP
every 5 minutes when its maxed, why would you need to buy elixirs?
Don't be wasteful with money.
E. Quests
Do every single quest you can. Consider it as a fun way to train. You
kill monsters to get experience and get a reward. Sometimes the reward
is worth it, sometimes it's not. Despite the repeated tedious tasks
that are given a lot, they help pass the time when training for long
periods.
F. "What about strength-less Bowmen?"
Well, strength-less Bowmen are made possible by using War Bow,
Maple Bow, Maple Soul Searcher, and Bow of Magical Destruction.
I really don't see the point in it. You will be stronger than most at
level 35 and level 43. At 65 with the Bow of Magical Destruction,
though, you will not be much stronger than someone with a good
Asianic. In the end a strength Bowman will be better because their
bows keep going after 65, giving them a higher attack base.
It's not worth it.
G. DEX Glove versus ATK Glove
A 5 ATK glove is stronger than a 10 DEX glove. Why? To calculate
how much one attack is worth for your Bowman, divide your Dexterity
by your Attack. At level 72 you will have 300 DEX clean and, say, a 90
attack Hinkel. Take 300/90 and you get 3.3 or 3 and 1/3. This means
that for every one point of dexterity, one attack is 3 1/3 times that
amount. Five attack is then equal to 16.3 DEX.
So what would a 10 DEX glove give you attack-wise? Reverse the
equation. 90/300 is .3 or 1/3. .3 x 10 is 3. A 10 dex glove would
give you 3 attack if you had 300 DEX and 90 ATK. This equation
is useful to tell how much an attack an equip will add.
Basically, to find how much 1 ATK is worth DEX-wise for your
character, do your entire DEX divided by your entire ATK, even ATK
added from a glove.
From this you should know that ATK gloves are always better than DEX
gloves for a Bowman.
H. Passive Haste?
Yes, I talked about this earlier in the Ranger's build explanation.
Archers have the potential to reach 140% speed and 123% jump
without being Hasted. Here's some ideas:
1. 12 Speed Bow, Icaurs Cape (2), Bone Helm, 18 Jump Snowshoe,
and Speed Pill.
Speed: 12+8+10+10 = 40, Jump: 5+18 = 23.
2. Maxed Thrust, Icarus Cape (3), 4 Jump Bow, 14 Jump Snowshoe,
and Speed Pill.
Speed: 30+10 = 40, Jump: 5+4+14 = 23.
3. 10 Speed Bow, Icarus Cape (2), 23 Jump 10 Speed Violet Snowshoe,
and Speed Pill.
Speed: 10+10+10+10 = 40, Jump: 23 = 23.
4. Maxed Thrust, 10 Speed Bow, 23 Jump Snowshoe.
Speed: 30+10 = 40, Jump: 23 = 23.
So much work to accomplish faster training. Thieves already have 40
speed and 20 jump in one active skill; they have it easy. These
are just ideas that could give you the max movement speed/jump.
These ideas are hard to get and seem very unlikely to happen,
especially the high jump shoe, but you never know.
What is Violet Snowshoe? It's a level 80 common shoe with its average
stats being 5 jump, 5 speed, 50 weapon defense, 20 magic defense, with
7 slots. I have actually seen this shoe in a FM store. The
possibilities with this equip are immense.
There is also a shoe called Yellow Snowshoe that has average stats as
3 DEX, 3 INT, 30 weapon defense, 10 magic defense, and 7 slots. You
could get a pretty high DEX shoe with successful scrolling.
Why would you possibly want such high speed and jump? Well, I said it
earlier: Faster training. The quicker you can get to the next monster
the faster you can kill it. Now, in Aqua when you are training at
Gobies and Squids, this may not be such a big deal since you're
swimming. Most of the time you will be on land, though, needing to
run around to the next spawn to kill quicker. Can't climb towers or
areas as well with the speed/jump difference? It's merely a matter
of getting used to. I am, however, not sure of the effectiveness of
mounts later on.
Mounts? You can ride a pig or boar after completing the given quest.
The speed and jump given from these animals is good and are most
likely going to make traveling around easier. The questions is, though,
will you be able to mount and un-mount quickly enough while training
to make use of them? They can only give you an increase in speed and
jump for a few seconds before they get fatigued. It is definitely
questionable.
You can, however, buy special potions for 1,000 mesos each from pet
food sellers (Certain NPCs) that replenish the mount's energy. I have
read, though, the quest of obtaining one of these mounts is hard. The
mount from levels 70-120 is a pig, while the boar, being the better
mount, is acquired at level 120+. I have sourced this information
on Sleepywood.net.
Thies is based on GMS and since this is a private server, there isn't really any Pq's or some of the monsters.
I spent alot of time on this 1 =D
Enjoy
Remember to read and post about my GM application!