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FlyFF V19 Information Thread

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FlyFF V19 Information Thread

Postby Tanza » Wed Mar 28, 2012 5:44 pm

gPotato is proud to present...
The latest content expansion to Fly For Fun...
Version number 19...

FlyFF Gold!


Welcome to the FlyFF Version 19 Information Thread. As always, this thread appears at the dawn of new version beta test periods. The information contained within this thread is only accurate to the best of the creator's ability. Any corrections will be made as they are noticed and if there are any issues or problems, please send a message to the thread's creator.]

If you have any questions or comments, please post them to this thread! Now, onward! Full speed ahead! A Table of Contents awaits.

Table of Contents
1. Changes to Weapon System
2. Dark Traseia
3. New Interface
4. Eldin Pot Feature
5. Consignment Shop
6. Weapon Fusion/Equipment Combine

Frequently Asked Questions
Q1: Why was there no beta for V19?
A1: Because other territories have been in V19 for so long, much of what was needed to be tested was already done. And so the decision not to have a beta was made.

Q2: I found a bug! How can I report it?
A2: Please use the V19 Bugs forum to report your bug. Refer to the rules of the forums and ensure that your bug has not already been reported.

Q3: What is FlyFF Gold? Is it a new game?
A3: FlyFF Gold is the name of V19. It is simple a new version update, just as V16, V17 and V18 were.

Q4: Will I need to start from scratch in FlyFF Gold/V19?
A4: No. As V19 is simply a version update, there will not be a wipe.

Updates - Check here
3/28/2012 Created Thread
6/21/2012 Clump
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Re: FlyFF V19 Information Thread

Postby Tanza » Wed Mar 28, 2012 5:57 pm

1. Changes to Weapon System

A variety of changes to the stats of existing weapons are being applied in the latest new version patch. For details, refer here for a list of changes.

Axes
Big Axes
Swords
Big Swords
Bows
Yoyos
Wands
Staffs
Knuckles
Sticks
All Weapons Single Image (~1mb)
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Re: FlyFF V19 Information Thread

Postby Tanza » Wed Mar 28, 2012 6:02 pm

2. Dark Traseia

FlyFF Version 19 welcomes what has already been added to the game: Dark Traseia. The information for this island is contained within this thread for all of those who are curious about this major addition. The enemies on this island range from level 129 to 149, including a boss at level 150. The enemies here are not very strong, but they possess massive amounts of EXP and maintain the highest possible block rating. These masquerpets can only be reached via an in-game tickets which can be used to reach Dark Traseia. The tickets are sold at the Cash Shop.

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Lore & Parallelism

Traseia: Home of a once-peaceful and sentient race of Rabbits. Shade's Army invades, including Turtles who then enslave the Rabbits and over the years, the Rabbits become savages. Look closely, and you will see there is a collar on the Rabbits in Traseia.

Dark Traseia: Home of a once-peaceful and sentient race of Turtles. Shade's Army invades, including Rabbits who then enslave the Turtles and over the years, the Turtles become savages. Look closely, and you will see there is a collar on the Turtles in Dark Traseia.
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Re: FlyFF V19 Information Thread

Postby Tanza » Fri Jun 08, 2012 11:16 am

3. New Interface

Prepare to feast your eyes upon a completely new and revamped interface! The name FlyFF Gold is realized for the shiny new appearance that will leave players wondering where their favorite game has gone!
a. Overview


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Target Status Window
1.Class Icon. This icon displays the class icon of the character you are targeting. The Target Status window looks a little different when you are targeting a Masquerpet. See below for more information.
2. Buff Status. The buffs of the target are displayed in an array here, below the status window.
3. Target name. Name of the target player.
4. Target Vitals. The HP and MP gauge of the target.

Navigation Map
5. Navigation Options. Click the little arrow button for options on which characters to display.
6. Zoom Control. Zoom in and out of the navigation map with these two buttons.
7. Exit & Help. Exit will close the Navigation Map. You can re-display the map using the N-key. The Help button displays some help text about the Navigation map.

NOTE: You can drag the Navigation map by clicking on the text "Navigator" above the map, and dragging the mouse.

Chat Window
8. Chat Scroll. Scroll up and down through the chat bar history with the scroll bar.
9. Filter Buttons. From left to right, the buttons are:
- Clear: Erase text from the chat bar and clear the filter (can see all chat.)
- General Chat
- Whisper Chat
- Shout Channel
- Party Channel
- Guild Channel

10. Filter options. Click here to adjust the filter options for the selected channel.
11. Chat Exit Button. Hide the chat window with this button.
12. Chat Save. With a message in the chat bar, unsent, click and drag this icon to save a message into a hotkey.

Hotkey Bars
13. The Alt-Key Bar. Press Alt+number to access a skill in this bar.
14. Sliding Free Space Bar. Click on skills in this bar to access them.
15. F-Key Bar. Press F1...F10 to access the spells in this bar.
16. Hotkey Toolbar Lock. Click the lock to unlock or lock the hotkey bars. When the hotkey bars are locked, you cannot remove skills from the hotkey bar. When the lock is unlocked, you may remove items from the bars freely, as well as move the hotkey bars to a position of your preference. The sliding Free Space Bar (#14) also becomes available.
17. Number-Hotkey Bar. Press a number; 1-9, or 0 to access one of these hotkeys.
Also at: 17. Hotkey Bar Tool. Use the (UP) directional arrow located here to add hotkey bars. To remove hotkey bars, press the (DOWN) directional arrow. To cycle and reorder the keyboard shortcut hotkey bars, press the symbol located between the (UP) and (DOWN) arrow. This cycles the Alt-Key, F-Key, and Number-Key hotbars.
20. Vertical Free Space Bar. A vertical free space bar.

Note: There are only five hotkey bars available. You can use the mouse to click on any of them and access the shortcut, but you may only use the keyboard to access the Alt-Key, F-Key or Number-Key bars.

Note: To take a screenshot in game, press the HOME key on your keyboard.

Other Interface Objects
18. Player Status Gauges. The three gauges here depict the player HP (red), MP (blue), and FP (green).
19. Action Slot. The Action Slot is located here, and has a radically different appeal. The new AS (Actionslot) can contain up to six spells total. The "S" symbol located at its center may be clicked to activate the AS, or dragged to a hotkey bar for easier use. The C-key on the keyboard also triggers the use of the AS. After the AS is triggered, each spell in the AS is cast, if possible, and a 12 second cooldown is started after the last spell is cast.
21. Game Menu. Click here to access the menu.
22. Player EXP Gauge. Located below the Number-key bar, is the EXP gauge. When you hover the mouse cursor over top of it, you will see your percentage as a number with no decimals. You will also see the precise exp value and the amount needed to reach the next level.

b. Target Status Window

The Target Status Window appears when you target any other person or monster. When you click on a player, the status window appears as described in items 1-4 above. When you click on a monster, you will see something similar to the following:

Image


1. HP Gauge. The target's remaining HP.
2. MP Gauge. The target's remaining MP. Useful in regards to recovery of HP by boss monsters and some others.
3. Target Name. The target's name.
4. Buff Status. Icons for buffs and debuffs are shown here in a row.
5. Element Gem. The element is shown via the color of the large gem here.
- Green = Wind
- Purple = Earth
- Red = Fire
- Blue = Water
- Yellow = Electric
ImageImageImageImageImageImage
6. Level. The number shown in the element color bead is the level of the target.
7. Danger Beads. The smaller beads aligned along an arc about the interface is a system of six beads that light up depending on how dangerous the target is. The more lit beads, the more dangerous.
8. Danger Bead Lighting Color. The color which lights up the Danger Beads vary according to different types of monsters.
- Red = Instanced Dungeon monsters
- Blue = Normal monsters
- Purple= Premium Area monsters

In place of the element gem of a monster shown in the top-left area of the status window, you will see an icon respective of the target's class when you target other players. If you target an NPC, you will see the NPC icon instead. In this way, you can view the class of any target just by clicking on them. Refer to the following tree to identify the icons with each class:

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Re: FlyFF V19 Information Thread

Postby Tanza » Fri Jun 08, 2012 9:15 pm

4. Eldin's Jar

Overview
Eldin's Jar is a new item which provides recovery of HP to users. Jars, in their natural form, are packaged in a sealed form, that must first be unwrapped with a special pair of scissors. Both the jar and scissors are available from the Cash Shop.

When you obtain a Jar, it will indicate how long it can remain unsealed in the name. The standard jar will last 7 days after it becomes unsealed. When a jar becomes unsealed and active, it becomes soul linked to your inventory. You may only have one unsealed jar in your inventory at a single time.


Image

1. Eldin's Magical Scissors. Use these to unseal a wrapped jar.
2. Eldin's Jar (Unsealed). The Jar with a checkmark indicates which jar is your currently active jar.
3. Eldin's Jar (Sealed). This is just another jar that hasn't been activated yet. It cannot be unsealed while there is another unsealed jar in your inventory.


After you unseal a jar with scissors, press T on your keyboard to bring up this window:

Image


To begin filling and adding HP to the jar, drag the active jar to the first slot, and food items from your inventory and into the two slots of the jar. Press the Save button to process the added foods and they will be added to the jar. You will see the jar beginning to fill up with blue liquid in the display. Each jar can hold a maximum of 1,000,000 HP (1 Million). Any kind of food can be used, making note of the exception below.

Note: You cannot use special food to add HP to the jar. Special food includes, but is not limited to: Hot Ddukguk, and Remantis Laccotte.

Image


Image


The Jar can be used as a food item. Simply double-click on it in your inventory or drag it to a hotkey of your choice to use it. When used, the Jar instantly refills your player's HP to its maximum, consuming only the HP which is needed. There is no cooldown, so the jar can be spammed as often as you want. If your HP is already at its fullest, the jar will consume no HP.

Lore
Buried within the arid sands of the Bahara Desert, this Pot is one of many mysterious earthenware ceramics discovered recently by the Muran. Each pot comes with a voracious appetite and speaks of old tales from an ancient time. It seems that long ago, Wizards were cursed to this enchanted form for eternity with an insatiable appetite. A magical envelope encompasses the fragile composure of the Jar, which may only be unsealed with an enchanted blade.

"Feed me!" ~ The Eldin Jar
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Re: FlyFF V19 Information Thread

Postby Tanza » Fri Jun 08, 2012 9:17 pm

5. Consignment Shop

The Consignment Shop is a new area accessible from Flaris. It's main feature is a Public Shop in which items can be listed for sale. This is different that a Private Shop, which confines the player to the spot and will only remain open while the player is online with the shop open. With items in the Public Shop, the player need not even be online, and can be off and about, leveling or socializing in the arena. Read below for more details.

Model of the Area
Image


NPC's
[Perin Exchange] NPC: Each of the five Perin Exchangers serve as access to your bank or guild warehouse, as well as provide service to trade perins.
- Dialog (Idle banter)
- Trade (Perins are the only item in their shops)
- Deposit (Access your bank with your PIN)
- Guild Warehouse (Access the guild warehouse)


Post Box: Access your mail. Items sold and bought are sent to your mail. There are six mailboxes located throughout the area.

[Vendor] NPC: Each of the five vendors grant you access to the actual Consignment Shop System. The window which appears will list various wares put into the shop by other players, so that you may browse through them and perhaps buy something. Each vendor gives you access to the same C-Shop; there is no difference which vendor you visit.

Overview of the Buy Tab: C-Shop Window
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Tabs
1. Click here to access the Buy Tab. You can buy items from the C-Shop here.
2. Click here to access the Sell Tab. You can list items of your own for sale here.
3. Click here to access the Items Sold Tab. If any of your listed items have been sold, they will appear here so that you can collect the penya.

Available Units Console
4. The console here displays how many more items you may list for sale. To increase the number you need a Market Permit, an item available from the Premium Cash Shop. A single permit will last 7 days and increases the maximum units from 3 to 50.

Item Filter Controls
5. The Item Grade refers to whether an item is ultimate, baruna, unique or normal. The options marked by a check mark in this control are shown in the item list (#17). To filter and hide items of a certain grade, uncheck the respective option in this control, and then hit Search to update the item list.
6. The level control refers to the level of an item. Enter a range to restrict the results shown by the item list. Items that do not indicate a level are treated as though they were level 1. After adjusting the level control, click on Search to update the item list.
7. The upgrade control refers to the upgrade of a piece of equipment or weapon, or jewelry. Items that do not indicate its upgrade are treated as though they were +0. Click on search to update the item list afterwards.
8. The Search Function allows you to type a keyword and search for it, similar to Googling something in the internet. The drop down menu allows you change the style of search to Include Keyword, or Exact Keyword. Include Keyword searches for item names which include your text string in the name. Exact search will search exactly for the item query. But be careful of typing the item name properly. Click on search to actually perform the search.
9. The item type list shown at the left is a tree of items which can further restrict the items shown in the item list. By default, you will view all items of all types. By clicking on the bubble beside All, you can expand the tree and further refine your search by then clicking on a tree item's text to change it to green. Click on search to then update the item list.
10. The Search Button. Click this to update the item list according to the filter options currently set.
11. The Reset Button. Reset all filters.

Item List Controls
12. The buttons here are headers, indicating the name of each column of the item list. When you click on one of these buttons, the item list is sorted either by descending order or ascending order. Press the button again to toggle between the two orderings. Note that the C-Shop will only sell an entire slot as a bundle. The Cost column indicates the amount you will spend to buy the item stack. The Price column is the cost per single unit. That is; if 99 Sunstones are in the shop at 1mil each, you cannot buy just 10 sunstones. You must buy all 99 indicated for sale at the price indicated in the Cost column.
13. The page numbers are indicated across the bottom here. Click on a page to view the contents of that page. The buttons at the left and right of the pages are controls to go forward (>) or backwards (<) one page, and to go to the first page (<<), or last page (>>).

Other
14. The number of items label here indicates how many items are returned by the current search in the item list.
15. The Purchase Button. You can click this after selecting an item from the item list to purchase t. You can also double click an item in the list to purchase.
16. The Refresh Button. Press this button to refresh the current search. This feature is only applicable if you have executed a search, and while browsing through the store, another person has added an item to the C-Shop.
17. The Item list. Items for sale are listed in this table.

Overview of the Sell Tab: C-Shop Window
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Tabs
1. Click here to access the Buy Tab. You can buy items from the C-Shop here.
2. Click here to access the Sell Tab. You can list items of your own for sale here.
3. Click here to access the Items Sold Tab. If any of your listed items have been sold, they will appear here so that you can collect the penya.

Available Units Console
4. The console here displays how many more items you may list for sale. To increase the number you need a Market Permit, an item available from the Premium Cash Shop. A single permit will last 7 days and increases the maximum units from 3 to 50.

Item Table
5. Item headers for the table. If you click on one of the buttons, the items will be sorted by that column header.
6. The table listing the items you currently have up for sale. To add an item to the list, simply drag it from your inventory and drop it into the item table. You then get the option to indicate how many, and what price. To list the item in the shop, you will be charged a 4% premium based on the total sale price (many * unit price). You may cancel the listing by double clicking an item in the list, but you will not be refunded the aforementioned charged premium. Furthermore, items listed in the C-Shop will remain for at most, 7 days until they are either sold, or cancelled. If the item goes unsold, they may be re-hosted for another 7-day period, and charged a 4% premium as standard.

Other
7. This number indicates what you would receive if all items in the list are sold.

Overview of the Items Sold Tab: C-Shop Window
Image


Tabs
1. Click here to access the Buy Tab. You can buy items from the C-Shop here.
2. Click here to access the Sell Tab. You can list items of your own for sale here.
3. Click here to access the Items Sold Tab. If any of your listed items have been sold, they will appear here so that you can collect the penya.

Available Units Console
4. The console here displays how many more items you may list for sale. To increase the number you need a Market Permit, an item available from the Premium Cash Shop. A single permit will last 7 days and increases the maximum units from 3 to 50.

Item Table
5. Item headers for the table. If you click on one of the buttons, the items will be sorted by that column header.
6. The list of items that have sold. Before you can claim the penya from the sale, you must select them in this list and "purchase" them. (Purchase is a poorly chosen word here, but all this means is, you receive the penya.)
7. Purchase All Button. Click here to receive the penya from all sold items in the list. The penya will be sent to your mailbox.

subheading
8. The number here indicates what you would receive if you clicked on Purchase All - the amount of money from all of your sold, but unclaimed items.
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Re: FlyFF V19 Information Thread

Postby Tanza » Fri Jun 08, 2012 9:18 pm

6. Equipment Fusion System

In FlyFF Gold, players will be able to combine their equipment in two ways. The first is a Two-Handed Weapon Fusion System, which can be used to fuse two 2-Handed weapons together and adjoin some of their bonuses. The second is an appearance transmutation system that can be used to alter the appearance of any kind of equipment. Read below for further details.

2H Weapon Fusion

Overview
This system allows a player to bring two 2Handed-Weapons to the counter, and have them fused together into a single weapon. Both of the weapons must not have been previously fused, and they must both be the same kind of weapon (e.g. Bow+Bow.) Baruna weapons may not be fused. In addition, you cannot fuse onto a weapon of a higher level. (This means, you cannot fuse an Ancient Bow onto a Bloody Bow, but you can fuse the Bloody Bow onto the Ancient Bow.)

To keep things simple, we'll use the following model:


Image


Requirements to use system:
  1. Both the Weapon Base and Weapon Slave must be the same kind of weapon. (e.g. Stick and Stick)
  2. The level of the Weapon Base must be greater or equal to the level of the Weapon Slave.
  3. Both weapons must be Two-Handed weapons (Sticks, Bows, 2H Axe, 2H Sword, Staff, or Yo-yo).
  4. Baruna Weapons may not be used.
  5. Both weapons must not be fused at the time of performing the fusion.
  6. A little luck.


What happens when you fuse:
  • The weapon may successfully fuse, or it may not. The chance is not guaranteed, but is roughly 25%.
  • If the fusion is unsuccessful, you may lose the Slave Weapon if it is unprotected with the use of a special item. The Base Weapon is always safe, regardless of protection used.
  • The fused result will be a weapon matching the type of the Weapon Base. (e.g., if Weapon Base is a Bloody Bow, the fused result will be a Bloody Bow.)
  • The fused result will be a weapon with the upgrade level of the Weapon Base.
  • The fused result will be a weapon with the element upgrade level of the Weapon Base.
  • The fused result will be a weapon of same grade as the Weapon Base (Ultimate, or non-Ultimate.)
  • The fused result will have a slightly modified attack rating. Depending on the upgrade level of the Weapon Slave, a certain percentage of the Weapon Slave's attack rating will be added to the attack rating of the Weapon Base. See below for a chart.
  • The fused result will combine the awakenings of the Weapon Slave and of the Weapon Base by appending them both into the fused result.
  • The fused result will combine the piercings of the Weapon Slave and of the Weapon Base by appending them both into the fused result.


What you can do with the Fused Weapon:
  • You can continue to upgrade the Fused Weapon's upgrade level and element as though nothing was different.
  • Piercings: The only piercings which are available to upgrade, remove cards, or add cards to, are the piercings which were derived from the Weapon base. You cannot change or upgrade the piercings which came from the Weapon Slave.
  • Awakening: The only awakenings which may be modified or removed, are those which were derived from the Weapon Base. You cannot change the awakenings which came from the Weapon Slave.


Using the System
To use the Fusion System, visit the Two-Handed Weapon Master NPC in Eastern Flaris. Click on Ron, and you see the following options:

Image


Be aware however, that "Cancel" is an option for undoing the fusion of two weapons. However when you fuse two weapons, the sacrificial item will be gone forever, so there will be refund when you cancel. To bring up the interface for fusion, select the Two Handed Weapon Composition option.

Image


In this window there are three slots. The first two are for the Base Item, and respectively, the Sacrificial slave item. The third slot is for a special rune that will protect the sacrificial item in case of failure. In the case of success, the sacrificial item will be destroyed after its stats are fused into the base. In this guide, we're going to fuse a Vampire Yoyo onto an Ancient Yoyo. The result should be an Ancient Yoyo with the stats of the Vampire Yoyo fused onto it.

Image


So we drag these items into the slot, and also the rune of 2H weapon protection...

Image


The tooltip at the top-right appears if you hover the sacrificial item. Note that if you fail, a rune has been consumed. The window remains up, so you only need to press Start to try once more. Since the rate of success is about 25%, it may take a while. This particular fusion took me about 6 tries, which is about average. Afterwards, let's have a look at the resulting weapon:

Image


Cancelling a Combination
To cancel the combination of a fused weapon, click on the NPC again and select Cancel. Drag your fused item into the slot and press Start. That's all there is to it; the cancelling process will cost 1,000,000 penya.

Image






Transmutation System

Overview
Transmutation serves to change the physical appearance of an item, and nothing more. Transmutation can change the appearance of any piece of equipment and change its appearance to any other same type of equipment. To use the system, visit the Hair NPC in the north square of Flaris city, and select the Transmutation option from the menu.

Image


Using the System
The window which appears is as above. The Primary Item is the item you wish to change the appearance of. The final result is an item that is actually a Primary Item, but has the appearance of the Sacrificial Item. To that end, this means that to transmute an item, you will be sacrificing an item. Furthermore, it is possible to revert the appearance change, but you will not get the sacrificial item returned to you. In the screenshot above, a Dragon Mask was transmuted to appear as Red Fashion Sunglasses. The resulting item is shown below.

Image


Transmutation only works between items of the same kind. This means, Swords+Swords, or Axes+Axes, etc. You cannot transmute a Stick with, for example, a Staff. Also, you can transmute Armor pieces such as Suit+Suit. A Psykeeper can in fact transmute their armor to appear as a Knight set. Fashion equipment can also be transmuted, as long as the types are the same.

Reverting
To revert the appearance of a transmuted item, you will need a special scroll available from the Cash Shop. To use the scroll, simply double click on it and then click on the transmuted item that you want to revert. In the screenshot below, I've transmuted a Wooden Sword to appear as a Parmil Sword. And in the screenshot just after, I've reverted it by applying the scroll to it.

Image


Image





Exotic Equipment
These equipment are all "flimsy" with 1~1 DEF rating, and are only meant to be used as apparel. They are equipped into the armor slots, and not into the Fashion slots. A (rather large) image can be found here: http://i.imgur.com/5eOEP.png

It is said that the respective bosses will soon be dropping these exotic pieces of equipment.
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Re: FlyFF V19 Information Thread

Postby mysticalgryl » Thu Jun 21, 2012 6:21 pm

Wow ty all the work and info before V19 comes out :/love:
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Re: FlyFF V19 Information Thread

Postby filiakun » Fri Jun 22, 2012 8:59 am

I think it's best to keep non-v19 items out of the v19 thread; it's bound to confuse some people (who are already having issues with grasping v19 features; more will simply make it worse for their brains).

Dark Traseia was never really a v19-specific feature, anyways.
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icingh wrote:I'm still looking for this mythical pvp system in FlyFF, surely it can't be running around in a circle for 10 minutes a week to either one hit someone or fail at killing them.
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Re: FlyFF V19 Information Thread

Postby bienvenue1 » Fri Jun 22, 2012 9:33 am

That emotion!!!! :/laugh: :/laugh: :/laugh:
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Re: FlyFF V19 Information Thread

Postby blackcatcurse » Fri Jun 22, 2012 12:28 pm

I like the "costumes". Will they be added to the boss monsters drop tables? Because one looks like the Rex, one looks like Khan...I'm assuming the other heads are from the other bosses, but I'm not high enough to have battled them yet ^^

I like most of the new interface changes. I just don't like that Assists are a cross, but I understand that this is a Korean game and they don't give a crap. I also think elementor could have a better representative sign, as I could still easily confuse it with any other mage class.
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Re: FlyFF V19 Information Thread

Postby criticalmaschine » Fri Jun 22, 2012 1:54 pm

Tanza wrote:Weapon Fusion

The Fusion of two weapons will only work with Two-Handed Weapons. When two weapons of the same kind are fused together, some of the stats and powers of the second weapon are collected into the first weapon. This feature only works with Two-Handed Weapons because it provides a sense of balance compared to other characters who can upgrade weapons or shields held in both hands, whereas Two-Handed Weapon wielders only have the opportunity to upgrade a single weapon.

When two 2H-Weapons are fused together, the stats of the second weapon is carried over and added to the stats of the first. This applies only to Pierces, Awakenings, and Socketed Jewels. A small portion of the weapon's base attack rating is also added.


I like to add some information here:

1. That means u can have maxed at the end, 20 pierce slot and 6 awakening slot.
Only the Ulti slot dont gona be calculated 2 times, it stil stays 5 Slot.

2. The small portion of weapon base attackin rating wich gona be added is exactly 48%.

greeetz CM
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Re: FlyFF V19 Information Thread

Postby Tanza » Fri Jun 22, 2012 2:16 pm

Above is correct. I still have some updating to do; should have them with some screen shots by next week.

The new exotic hats are all modeled after some boss. Again, I should redo the presentation to clarify that. I more or less crammed everything in quickly. I do believe the hats drop off of their respective boss monsters, but by next week I'll have the confirmation on that when I do the testing.

The interface by the way, is completely different. All the windows and nearly every aspect is somewhat golden and revamped. I also need to add that Flaris itself has some updates to the textures and graphics of most components of the city. When I get some screen shots, hopefully that becomes apparent.
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Re: FlyFF V19 Information Thread

Postby filiakun » Fri Jun 22, 2012 2:19 pm

criticalmaschine wrote:2. The small portion of weapon base attackin rating wich gona be added is exactly 48%.

Correct me if I'm wrong, but if I recall correctly, that's only for +10 and higher upgraded weapons; if you have a clean (+0) weapon, none of the displayed attack rate transfers and the amount that gets carried over progresses with the upgrade, ending up at 48%, at +10.
I believe that ultimate weapons of any ranks will count as +10, in the context of the transfer.
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icingh wrote:I'm still looking for this mythical pvp system in FlyFF, surely it can't be running around in a circle for 10 minutes a week to either one hit someone or fail at killing them.
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Re: FlyFF V19 Information Thread

Postby Tanza » Fri Jun 22, 2012 2:45 pm

Yeah, depends on the upgrade; between 0% and 48% is transferred. I'll try to get a chart.
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Re: FlyFF V19 Information Thread

Postby criticalmaschine » Fri Jun 22, 2012 3:42 pm

filiakun wrote:
criticalmaschine wrote:2. The small portion of weapon base attackin rating wich gona be added is exactly 48%.

Correct me if I'm wrong, but if I recall correctly, that's only for +10 and higher upgraded weapons; if you have a clean (+0) weapon, none of the displayed attack rate transfers and the amount that gets carried over progresses with the upgrade, ending up at 48%, at +10.
I believe that ultimate weapons of any ranks will count as +10, in the context of the transfer.



Yap sorry i mention it only for maxed ones.

So here the list:
+0 weapon = not transfered atk
+3 weapon = 12% added
+10 and higher weapon = 48%

And yeah ultimate is the same amount like +10 weapon.

greeetz CM
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Re: FlyFF V19 Information Thread

Postby Kuraido Soru » Fri Jun 22, 2012 8:04 pm

I'm not a mod but I'm not sure the weapon descriptions are correct.

Those new weapons don't have bleeding+ or element+ on them. Those bonus should translate to 'additional damage against monsters of element [X]' or 'additional damage against bleeding monsters'. Not necessarily with that long name of course...
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Re: FlyFF V19 Information Thread

Postby hechan1990 » Fri Jun 22, 2012 10:41 pm

Tanza wrote:
Table of Contents
1. Changes to Weapon System
2. Dark Traseia
3. New Interface
4. Eldin Pot Feature
5. Consignment Shop
6. Weapon Fusion/Equipment Combine
7. Other Updates
8. Old Content You May Have Missed Since V18

Frequently Asked Questions


The trailer shows some monstes and achievements options. Will there be new achievements in game or boss? As a 150, I would want to know what else can I do after reaching max levels. Having some new achievements other than killing a certain monsters or eating a certain amount of food would be nice.
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Re: FlyFF V19 Information Thread

Postby haseo1111 » Fri Jun 22, 2012 10:58 pm

ok i think i just read something insane. weapon fusion says
When two 2H-Weapons are fused together, the stats of the second weapon is carried over and added to the stats of the first. This applies only to Pierces, Awakenings, and Socketed Jewels. A small portion of the weapon's base attack rating is also added.


socketed jewels are transferred? O.o i mean 72% pvp damage bows, staves and 2h axe n swords and yoyos? O.o thats insane if u ask me.
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Re: FlyFF V19 Information Thread

Postby filiakun » Sat Jun 23, 2012 1:25 am

Must be a typo, ultimate piercings don't get carried over to my knowledge.
Also, he omitted that the "statted" attribute (dunno how to call it; that +1~4 str/sta/dex/int that you get in the weapon's title) gets carried over.
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Re: FlyFF V19 Information Thread

Postby __ghost » Sat Jun 23, 2012 3:46 am

Can't wait. Seems like a decent new version update. There has been a few cruddy ones. :/ache:
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Re: FlyFF V19 Information Thread

Postby ilovejenn35 » Sat Jun 23, 2012 10:07 pm

The only thing I look forward to is the auction house. Everything else..meh. My stick could use more INT/DCT though. :/laugh: -combines my LG Stick+10-
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Re: FlyFF V19 Information Thread

Postby headachesss » Sat Jun 23, 2012 11:23 pm

if i combine/fuse my ancient 2H axe + LC 2h axe..

will i get 20% hp + 18% hp = +38% hp...?
perins and penya disappeared .... hacked...
lost 10 perins and some penya
DATE : dec 2011 -jan 2012 Ticket ID: PII-47645-346
lost 55 perins and some 680M
DATE : june 2012 Ticket ID: SPY-96893-137

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Re: FlyFF V19 Information Thread

Postby Tanza » Sat Jun 23, 2012 11:37 pm

No, those inherent stats do not transfer. The only things that transfer are Pierces, Awakenings, and a little bit of the attack power {depending on the slave weapons' upgrade level}.
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Re: FlyFF V19 Information Thread

Postby __ghost » Sun Jun 24, 2012 2:30 am

Im finding confusing and different information about the Weapon combine system.

To make it clear, with ultimate socketed jewels, will ALL jewels be combined? (Allowing for 10 jewels (a.k.a 72% pvp dmg) or are the 2nd weapons jewels not carried over, or are the 2nd weapons jewels carried over up to a maximum of 5 jewels on the weapon?

example.

+10 ancient bow 5 jewels with pvp damage

combines with +10 vamp bow with 5 jewels with pvp damage

= +10 ancient bow with ??? jewels?
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