WhiteFang

~Admin
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Everything posted by WhiteFang

  1. WhiteFang

    [Event] Spring Guild Vs Guild Pvp Tournament !

    According to my calculations, 6 AM server time is 8 AM arg time...
  2. WhiteFang

    [Event] Spring Guild Vs Guild Pvp Tournament !

    It was notified weeks ago in nemesis main page that fights for round 2+ would be scheduled Friday & Saturday at the given times... On the other hand, I checked times of EU, ARG, Malaysia & Korea, for all these regions the times should fit properly and not be at night time (between 2~7 AM), so it's just a matter of making the effort to show up & fight ;)
  3. WhiteFang

    Updated: Nemesis Portal

    I've updated the nemesis portal with information. Some images are still missing, but all information that is stated there is correct now. - Dragons have their new drops added such as FoT, Lucidity Angel, etc... - Twin Npcs have been added, also their drops have been added and where they are spawning was also added. - Some items have been updated with their new damage information from a previous update (GBH, Devastator, Dark Executor, etc...) Feel free to report any other missing/incorrect information.
  4. WhiteFang

    [Event] Spring Guild Vs Guild Pvp Tournament !

    Round 2 schedule is FINALLY here !!!! Get your teams READY for it !!! *** Additional Events (All-vs-All, Summon Events, Hunt Events, ...) can take place at Friday AFTER Fight #6 has finished ***
  5. WhiteFang

    Ressu Wand

    "pass wand and don't work" isn't a good explenation, in which cases it works, in which cases it don't? Perhaps the one you passing it to is still in his "cooldown" time for activating items, resu wand causes the special ability of characters to be used when you resurrect someone, then the char needs a "cooldown" untill his special ability returns, if in the meanwhile he carries a resu wand, he won't be able to resu, the spell should not be in his book then and if it is, the casting wouldn't succeed. There can possibly an issue on the tiles since we added AFK-Effect to server & client, we've seen NPC's sometimes bug having a ZZZ above thier head as being AFK, but they're just dead on the floor, it's a packet-mismatch, which is a known but not serious issue that'll be resolved in the next version anyway. Possibly relogging might fix it if this is the issue and causes the other player's corpse to bug.
  6. WhiteFang

    Guild Vs Guild Event

    Rules as posted in the FIRST topic of the event were APPLIED during the event, and will CONTINUE to be applied... so stop whine, go cry me a river, otherwise make an abuse ticket against the highest staff member (Farjat[GM]) who has spoken on the matter himself. Lol just like the pvp event u kicked me out of for using multi client. (which was NOWHERE in the rules, much less the first post) There was no "first post", GMs, mostly myself, make events instantaniously making up rules on the fly right there and than. Obviously multi client is impossible to be played at the SAME time, doubling your chance to afk in a corner during the event... We're GMs here running the server which you don't pay anything for, if I say you can't multi client, you can't. If you think i'm wrong, then find another free stable server that has been online for & damn decade... oh wait, nemesis is the only one that is ! so either live by it, or go cry in the corner of farm shop please. *CLOSED*
  7. WhiteFang

    Guild Vs Guild Event

    Rules as posted in the FIRST topic of the event were APPLIED during the event, and will CONTINUE to be applied... so stop whine, go cry me a river, otherwise make an abuse ticket against the highest staff member (Farjat[GM]) who has spoken on the matter himself.
  8. WhiteFang

    Sugges...

    My Reply to your suggestions: 1. Can be done, just takes time to be done. 2. Will be done too, takes some time to complete. 3. It's in forum post already, but nice idea to put in portal too. 4. Perhaps, maybe MS32 would be nicer to see, although it ain't bad as it is now. 5. Nah, should not, require int & mag to cast a very rare & very powerfull spells. 6. Will be quests in the future to take DK set first time free, afterwards need to pay. but for now if ppl make ticket, we give free anyway. 7. There are plans for Godly & Dark Hero Sets, which'll require you to obtain the cape to upgrade it to a Godly/Dark Hero Cape. 8. Wasn't listed, but this is a suggestion for you: Read forum more before posting suggestions, alot of them are already suggested or already have plans in future, I would suggest start reading the posts I (the nemesis developer) make in the forum here.
  9. WhiteFang

    Guild Vs Guild Event

    I'm on a busy schedule IRL atm, the GvG event WILL continue for sure, verylikely round 3 is fought next week and round 4 and 5 are fought the week after that, BUT expect times to fight OUTSIDE of the "online time" that was originally given !
  10. WhiteFang

    Manu Weapon

    their hitting probability is identical UNLESS the ABH has hitting probability as a stat.
  11. WhiteFang

    Manu Weapon

    The base is yes, after the initial calculation there is absorbing damage etc... You have to see this minimum of "10" kinda like this: When the damage dice is rolled upon attacking, if it rolls below 10, it will be 10 anyway cuz of the manu'ed factor. After the damage dice is rolled, bonuses are applied to it, but also absorbing is applied to it etc...
  12. WhiteFang

    Manu Weapon

    ABH N/S = 3D10+1 -> 4~31 damage Ohh i okay, GBH+1 is like 6-33? and abh 4-31 =X Yup, as you're saying... Average of GBH+1 is 19,5 while it is only 17,5 for ABH
  13. WhiteFang

    Manu Weapon

    ABH N/S = 3D10+1 -> 4~31 damage
  14. WhiteFang

    Manu Weapon

    manu'ed 150% is half way 200% (100% = base -> 100 to 200% = 100% gain -> 150% = 50% gain above the base 100%, so 150% is 50% of what a 200% would get). +5 min damage added for 200% -> +2,5 min damage added for 150% +4 upgraded -> adds +4 damage, manu'ed doesn't matter in this case. Only the upgrading itself of the manu'ed item was more successfull. So, if we take our base BBH damage of 5~29, add the +2,5 min damage, we get 7,5~29 damage, add up the +4 from upgrade results in 11,5~33 damage with an average of 22,25 damage. As numbers are rounded down, your base damage is 11~33 and average is 22 damage. If comparing just the average, a 150% manu'ed BBH+4 is equal to a normal BBH+5 in average -> 22 average for the manued -> BBH+5 normal one is 10~34 damage with 22 average aswell. Yet the max damage of BBH+5 is higher than the manu'ed (only 1 point though), but at the same time the min damage of the manu'ed is higher than the min damage of the BBH+5 (also 1 point).
  15. WhiteFang

    Manu Weapon

    yes, something is wrong... it's YOU ! You've read my reply, both in this topic and the referenced topic by lugiore completely WRONG. a (blacksmith) BBH+0 has 3D9+2 (5~29) damage -> average hit is 17. a BBH+5 (from blacksmith upgraded to +5) has 3D9+2 (5~29) damage +5 additional damage making it 10~34 -> average hit is 22. a 200% manu'ed BBH+0 has 3D9+2 (5~29) damage with an increased minimum of +5 making it 10~29 damage -> average hit is 19,5. a 200% manu'ed BBH+5 has 3D9+2 (5~29) damage with an increased minimum of +5 making it 10~29 damage and +5 additional damage resulting in a 15~34 damage -> average hit is 24,5. As you can see, BBH+5 is NOT the same as a 200% manu'ed BBH+0 ... you've read my post completely wrong (or probably understood it completely wrong) As you also can see, a manu'ed BBH becomes better, if following theoretical calculations, a manu'ed 200% BBH would be aprox equal to a BBH+2,5 (BBH+2 has an average of 19, BBH+3 has an average of 20) that's how you can basically see a manu'ed BBH compared to a normal BBH, yet you have to take in account that his comparison is based on AVERAGE, the BBH+2 would have a HIGHER max damage than a manu'ed 200% BBH+0 !! (BBH+2 max would be 31, manu'ed 200% BBH+0 would still be 29 max !)
  16. WhiteFang

    Manu Weapon

    lol just readed now, and I already replied this topic with the full formula's explained again loooool
  17. WhiteFang

    Manu Weapon

    That's no mith... manued armors add more defense, more endurance and have greater chance for upgrading. manued weapons add more damage, more endurance and have greater chance for upgrading. manu'ed armors endurance increases by 20% for each upgrade, while normal armors only increase by 15%. More endurance on armors means less strip chance and longer play in battle also. Manu'ed weapons can be upgraded to +10 max, while normal weapons can only go up to +7 max. Upgrading manu'ed armors & weapons has more chance too, their success rate is slightly increased, yet it takes alot of effort to make 200% manu'ed items, losing one of those is a pain in the heart as the effort was 100x higher to obtain such 200% item than it was to purchase one "normal" item at the blacksmith in town. To give an idea of how increased your upgrade chance is: - Manued items (200% !) have 10% more chance to be upgraded between +1~+2 - Manued items (200% !) have 5% more chance to be upgraded between +3~+8 - Manued items (200% !) have 2% more chance to be upgraded between +9~+10 If the manu'ed item is less than 200%, it won't gain the full 10/5/2% bonus, it'll only gain part of that bonus. The full bonus only applies to 200% manu'ed items. As I said, weapons have increase damage too. A manu'ed weapon 200% completion has an increased minimum attack value of +5, where again if the weapon is below 200%, it only gains part of this bonus. if a weapon has a damage of 5~30, and you have the 200% manu'ed weapon of it, its minimum damage is increased +5, making it so it now has a damage of 10~30, your minimum damage you'll hit, will be much higher, aswell as your average damage will be increased. Armors have increase defense ratio as I said. A manu'ed armor 200% completion has +50% additional base defense, if an armor piece has a base DR of 50, and you make have that armor manu'ed 200%, you gain 50% of that 50 (= 25 DR) on top of the base, so your manu'ed 200% item will have 75 base defense.
  18. WhiteFang

    Updated: Nemesis Portal

    Most pits are displayed correctly... some mobs just don't have a pit and "roam" around the map... they arn't displayed on the minimap, they're just listed below it.
  19. WhiteFang

    Updated: Nemesis Portal

    It protects from all illusion-like spells ranging from simple confuse language to illusion, mass illusion aswell as the illusion movement and the mass illusion movement spell. It's true, currently none of such angels have dropped, if you've encountered one of the GeeMe's yet, then you've seen a Lucidity angel already in action, at some points 4 to 5 mages were only casting mim to attempt to get the GeeMe run opposite, but due to the angel (which is +20 -> 80% resistance) it still takes them quite some shots to get it off. The angel aids towards the battle, if you got an entire team who uses such angel on your *censored*, mim'ing them is a bad idea and likely impossible, you might mim 1 or 2 tops I think, but you'd still have 3~5 people running straight forward for your *censored*. That's one of the reasons why this angel hasn't been "spread" that much yet, if some occur, and they get to +20, those people will be very hard to be confused/interrupted with mim... if they combine it with MA sets, you're kinda doomed as a mage, can't distract them, so it'll all depend on your skills to survive.
  20. WhiteFang

    Updated: Nemesis Portal

    The drop lists show this as "statted" items, there are ALOT of combinations of stats available, to list them all is too much, so we just list that the item can be "statted".
  21. WhiteFang

    Updated: Nemesis Portal

    Added.
  22. WhiteFang

    Server Working Fine

    RTFOT -> Read The *censored*ing Other Topics P.S. Nemesis was up the entire time, it was never offline... It was just a little bit slower because of the attacks, but never went offline.
  23. WhiteFang

    Helbreath On Macs

    Use a virtual machine like VMWare or VirtualBox, that's the only way.
  24. WhiteFang

    [Fixed] Server Down?

    nope, it's online...
  25. WhiteFang

    Tired Of Those Spies ...

    I myself at home own 4 ip addresses... I just use another computer, with another IP to spy... and still can use my main computer to talk to my friends or play along with them... I'll go beyond, I can log my elv & ares and physically be the same person "playing" them... putting my screens next to eachother, my elv in safe, and use my ares to raid with my friends, use skype to tip them off... Your solution has already become obsolete with the example I just said. It will restrict a fairly big group of players, but it does not cover ALL players, it is likely impossible to permanently make some system that rules out spides indefinitely.