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    • Shark

      Donations and Recognition!   12/22/2016

      Hello everyone! We are becoming a huge community and that doesn't come cheap. All staff here are volunteers and do this because they love the site. Right now, everything is paid out of pocket, by Erroneous. We would love for you to donate in order to help out with the site costs (i.e. Forum License, Domain Name, Hosting) so that we can keep Security and Forum Software up to date and possibly add some new features. If you do decide to donate, we have some fun, snazzy gifts of appreciation for you ;) Please message me (Shark) so we can get you the gifts of appreciation! We thank you for your support! Please use this link for more info   _____________________________________________________________________________________________________________________________ How To Donate Scroll to the bottom of the screen and click the donate button.
      _______________________________________________________________________________________________________________________________________________


      NOTABLE DONORS LIST Here is where we honor the donors who go above and beyond the call of Aincrad! Top Tier Donors! Percival Row  Teayre Nezumi Zandra Alice Arc Atzo Baldur Claim Corvo Dominion Genji Ignavus_veneficus Jomei Kaya Lee Lessa Mack Macradon Nocturn Persephone Piera Ruus Sarial Hawke Shi Unyeilding Vale To express our gratitude, here is a picture of the iconic duo for all you wonderful supporters!
    • Shark

      The SAO Staff Team!   02/21/2017

      Hello members of SAO-RPG!

      I'm sure most of you (if not some) have noticed or heard changes were made to the staff team. If you are applying to staff, you may have noticed that the application process has recently changed. This has all happened because of a reformation of the staff team and the way it operates. The staff now has separate teams for development. These teams are: Floor Creation Team [Floors, Quests/Events, Bosses], Systems & Clarifications Team, and Player Support Team.

      "Who is on these teams?" Well the answer to that lies below! Floor Team Systems & Clarifications Team Player Support Team * - Denotes Team Lead

      We also have a team to work on and develop the current systems but that team will search for its members and is not allowed to be applied to.

      Now you may be asking, "Shark, how does one apply to the Staff Team?" And I have but 1 simple answer!
      Go read this thread and it may answer all your questions!

      If you have any more questions, send me a PM and I will answer your questions about staff. (Only the format of teams and/or the application process)
    • Cardinal

      [Live] 2.5.0 Patch Notes   10/02/2017

      <<2.5.0 Patch Notes>> Main Guide: The main rules/tutorial section has been rewritten. Resources: A Resources section has been added. This contains reference material such as the SP/Level chart, Skills list, Enhancement list, individual profession stats, and a new FAQ. General Rule Changes: Word count requirement in Merchants & Shops section has been reduced to 100 from 150. Col logs are no longer required to include in journals. The Banker system will be used to track currency/materials going forward. New characters and Rebirth characters may choose a Starter Package containing a variety of basic equipment, col, materials, and/or potions. NK/KE tags have been removed. The table for SP gain based on the number of players in a thread has been removed. SP gain is now issued at 1 SP per 3 posts, up to the number of completed pages. (e.g. 3 SP for three pages, requires at least 9 posts) A Skill Refunding System has been added. Players may now pay a col cost to remove known skills and receive a refund of the invested SP. Rules on vanity items have been clarified. Health regeneration outside of combat has been adjusted to (10 * Tier) per post. Stealth and Stealth Detection no longer have a base rating for players. Both now use a LD roll plus a Stealth Rating/Stealth Detection modifier. NPCs and monsters still utilize a base rating (10 as a baseline for player-created mobs). 'Using cover' no longer adds to Stealth Rating. Low light or darkness conditions grant a +1 to Stealth Rating, down from +2. Switch has been added as a game mechanic (no longer a skill). Players may call for a Switch when landing a successful attack. If the Switching player also lands an attack, a Switch is performed and the two players may immediately swap hate values. Players are required to post their level, stats, equipment, skills, etc., in their first post in a thread. This should be a snapshot of your character and should not be changed after the initial post. Players are still allowed to declare their characters at a lower level or with fewer items than what they currently have, but may not claim items that have not been approved or were obtained in an unlocked thread. Turn order rules have been modified slightly to reflect the leniency of Boss Raid combat. Players may post in any order so long as each player and the enemy has gotten one action in a single round. Outside of Boss Raids, parties may have a maximum of 4 players. Combat with more than 4 players should follow a Group order similar to boss raids. When fighting multiple enemies, players must now make individual rolls for each mob. This applies to both making attacks against multiple enemies and multiple enemies making attacks. One roll no longer applies to/for all targets. The Running Away mechanic has been updated. Running away from combat now uses a LD roll with a set of situational modifiers. The col/material values and frequency in the loot table have been adjusted. Labyrinth searching rules have been adjusted. The map fragment system has been removed. Bonus rewards for scouting and defeating the field boss have been adjusted. Housing and Guild Halls have been completely revamped. PvP rules have been adjusted. Players must make an initiative roll when engaging in combat with other players. The extended Player Killing rules/restrictions have been removed. Rules on player cursor colors have been expanded. There is now a strike system for criminal infractions that would cause a player's cursor to turn orange. Killing a green player outside of a duel now results in a permanent orange cursor. An NPC Guard mechanic has been added. Orange players may now enter safe zones, but must stealth/run from guards in certain safe zones. NPC guards have a Stealth Detection rating equal to (Floor / 3), rounded down. Added more detail to character death rules. The RGQ system has been removed. Crafting Changes: Fishing as a profession has been removed. It is now a skill. The CD result chart has been adjusted across all professions (except Merchant). Good and Bad quality items have been removed from the CD result chart. Salvage chances have been adjusted. Alchemists now have a chance to salvage one or both materials when attempting to craft crystals. Crafting Die tools no longer have an effect. Consumables, familiars, housing, and some items still provide EXP and Crafting Attempt bonuses. The process of crafting Feasts has changed slightly. Cooks may now take 3 identical food items and spend two materials to combine them into a Feast. A Feast can be used in a thread to provide that enhancement to up to six players. Artisan craftable item types have been modified (Trinkets, Jewelry, Sculptures). The buffs they can provide are largely unchanged. Alchemist craftable item types have been modified (Salves, Potions, Crystals). The buffs they can provide are largely unchanged. Skill Changes: Extended Weight Limit Removed Ranks - 15 SP cost Now adds +3 Battle Ready Inventory slots Adjusted Mod: Large Pockets Now has 3 Ranks Cost set to 5/3/2 SP (10 total for Rank 3) Now increases single Battle Ready Inventory slots to 7/10/15 Removed 'Larger Pockets' and 'Largest Pockets' mods New Skill: Fishing Cost: 10 SP Effect: Use a dice roll to fish something up based on a natural CD result: Gatherer Now has a chance to yield 1-3 bonus materials based on a natural CD result Sneak & Hide Renamed to 'Hiding' Now grants +1 Stealth Rating per rank New Rank 3 Mod: Untraceable Cost: 9 SP Effect: Negates the effect of the Tracking skill against the user. New Rank 3 Mod: Blindside Cost: 9 SP Effect: Gain +2 Stealth Rating. Natural BD rolls of 9-10 reduce the target's accuracy by 1 for one turn when attacking from stealth. New Rank 5 Mod: Vanish Cost: 12 SP Cooldown: 5 Turns Effect: Allows the use of a post action to re-enter stealth while in combat. Getting a killing blow on an enemy allows Vanish to activate without using a post action. Search & Detect Renamed to 'Searching' Now also grants +1 Stealth Detection per rank Mod: Night Vision Now requires Rank 1, down from Rank 3 Cost reduced to 5 SP, from 9 Mod: Reveal Now also grants +2 LD when searching for Labyrinths and allows Labyrinth searches at 15 posts. Mod: Tracking Now requires Rank 3, down from Rank 5 Cost reduced to 12 SP, from 15 Tracking requirements for monsters, players, and NPCs have been clarified. Mod: Detect Cost reduced to 9 SP, from 15 No longer uses or affects Tracking. Now Grants +2 Stealth Detection. Grants +1 LD when searching for sub-dungeons and labyrinths Battle Healing Now recovers 1% of max HP per rank, instead of (Rank * 5 * Tier) Mod: Emergency Recovery Cost reduced to 10 SP, from 15 Now recovers 10% of max HP, down from 25% Block MIT gained is now set per rank: 5/8/12/18/25, down from 1 MIT per SP invested. New Rank 3 Mod: Shield Bash Cost: 10 SP Cooldown: 2 Turns Energy Cost: 10 Energy Effect: Make an attack with an equipped shield. On a hit, deals (Base * 10) damage, stuns the enemy for one turn, and applies paralyze/thorns/flame thorns enhancements present on the shield. Note: When calculating Base Damage for Shield Bash, Weapon Skills do not apply. Mod: Safe Guard Reworked into 'Rampart' Added a 5 turn cooldown Added energy cost of 8 Now uses a post action to reduce final damage that would be dealt to you by 25% (rounded down). Effect lasts until the beginning of your next turn. Energist Removed Ranks - 12 SP cost Now adds (5 * Tier) to total energy, instead of (Rank * 2) Howl Added energy cost of 10 Mod: Focused Howl Added energy cost of 8 Parry Increased SP cost to 12, up from 10 Added a 1 turn cooldown Energy cost has been fixed at 5, instead of (2 * enemies parried) 50% damage reduction has been specified to apply to the final damage (after mitigation). Effect applies to the next attack against the user, and cannot reduce damage from multiple enemies at once. Mod: Vengeful Riposte Increased SP cost to 12, up from 10 Added a 3 turn cooldown Damage reflected is now 50% of raw damage, up from 25% of damage taken. This damage can still be mitigated. Switch Skill has been removed. Two-Handed Weapons The +2 DMG bonus for 2H weapons has been clarified in the first rank of 2H weapon skills. All Weapons The Ferocity and Finesse mods have been condensed into a single description. You must still specify the weapon type when acquiring the mod(s). Mod: Ferocity Rank requirement set to 3, instead of ranging from 1-5 Now increases base damage of all sword arts for the chosen weapon by 1. Mod: Finesse Rank requirement set to 3, instead of ranging from 1-5 Now has 3 Ranks Cost adjusted to 5/3/2 SP (10 total for Rank 3), down from 15 at Rank 5 Now reduces energy cost of all sword arts for the chosen weapon by an amount equal to its rank. Mod: Quick Change Cooldown reduced to 3 turns, down from 5 Now allows the user to swap, equip, or unequip a weapon in their Battle Ready Inventory. Mod: Stamina Now reduces the energy cost of all attacks by 1. Heavy Armor Increased the amount of MIT gained to 8>12>18>25>35, up from 3>7>12>20>30 Mod: Athletics Bonus health increased to (15 * Tier), up from 15 Mod: Stonewall Bonus health has been adjusted to (15 * Tier), instead of equal to mitigation from other skills. Now also grants 10 MIT when wearing heavy armor Now also reduces damage taken from damage over time effects by 25% (rounded down) when wearing heavy armor. Light Armor Adjusted the amount of MIT gained to 5>8>12>18>25, down from 3>7>12>20>30 Mod: Athletics Bonus health adjusted to (10 * Tier), from 15 Familiar Mastery 'Accurate' now has 3 ranks. 'Assistant' now provides bonus EXP (crafting attempts at max profession rank) instead of CD. Meditation Removed Ranks - 8 SP cost Added a 5 turn cooldown Now recovers (3 * Tier) energy. Getting hit by an attack before the beginning of your next turn reduces the energy recovered to (2 * Tier). Survival Added 3 SP cost Increases out of combat health regeneration to (15 * Tier), instead of 20. Enhancement Changes: Life Steal has been renamed to Vampiric. The Crafting Die enhancement has been removed. Alchemist and Artisan item types for enhancements have been modified. Sword Art Changes: Multipliers have been simplified to a single number (x6) from the two-part formula (2x3). Several descriptions have been updated. Quest Changes: The 'Redemption' quest has been revamped. The level and repeatable restrictions have been adjusted to affect only the bonus SP rewards: The First Few Lessons Are Free The Second Lesson is Also Free The Third Lesson is Just As Free The Fourth Lesson is Actually Free The Venemous Warg Repeating the 'Earning a Living' quest now allows a player to change their profession. Changing professions will reset experience to 0. Repeat completions of the Earning a Living quest will only award bonus materials if the quest-taker is changing their profession. The following quests have been removed: «Witch of the West and the Three Treasures: T.M.H & S.B.» «Witch of the West and the Three Treasures: T.L.C.» «Witch of the West and the Three Treasures «The Falling of Tagas» Housing Changes: The cost and size of Player Housing is now determined by a 'plot size'. The plot size dictates how many room slots, yard slots, and stories a house can have as well as the initial cost when purchasing. Purchasing a PK-accessible home (outside of a safe zone) has an additional cost. Buffs from Guild Halls/Player Housing now comes from the type of room, rather than furniture. Certain rooms for Player Housing have upgrades. Player Housing buffs must be assigned to a player. Home owners may use the Housing Evaluation topic to re-assign a room's player(s) once every 30 days. New/Rebirth Character Changes: Players who have submitted a new or rebirth character journal for approval in the past 30 days are eligible to add one of the starting bundles. <<2.5 Update Survival Guide>> Skills: If you spent more than 15 SP on the Extended Weight Limit skill, refund any SP over 15. If you have spent less than 15 SP, the skill is inactive until a total of 15 is invested. If you spent more than 12 SP on the Energist skill, refund any SP over 12. If you have spent less than 12 SP, the skill is inactive until a total of 12 is invested. If you spent more than 8 SP on the Meditation skill, refund any SP over 8. If you have spent less than 8 SP, the skill is inactive until a total of 8 is invested. If you have the Parry skill, you must spend 2 SP to continue using it. Otherwise, it is inactive until a total of 15 is invested. If you have the Survival skill, you must spend 3 SP to continue using it. Otherwise, it is inactive until a total of 3 is invested. If you had the Switch skill, remove it and refund 10 SP. Mods: If you have the Detect mod, keep it and refund 6 SP. If you have the Tracking mod, keep it and refund 3 SP. If you have the Emergency Recovery mod, keep it and refund 5 SP. If you had Rank 1 or 2 of the Ferocity mod, lose it and receive a refund of the SP spent. If you had Rank 3 or 4 of the Ferocity mod, you must spend 6 or 3 SP to continue using it. Otherwise, it is inactive until a total of 15 is invested. If you spent more than 10 SP on the Finesse mod, refund any SP over 10. If you have the Large Pockets mod, you must spend 1 SP to continue using it. Otherwise, it is inactive until a total of 10 is invested. If you had the Larger Pockets mod, it becomes the new Large Pockets mod and you receive a refund of 2 SP. If you had the Largest Pockets mod, it becomes the new Large Pockets mod and you receive a refund of 5 SP. If you have the Night Vision mod, keep it and refund 4 SP. If you have the Vengeful Riposte mod, you must spend 2 SP to continue using it. Otherwise, it is inactive until a total of 12 is invested. Professions: If you had the Fishing profession, all EXP may be transferred to any other profession. If you had a Tool with the 'Crafting Die' enhancement, you may post it for re-evaluation with the Ambition or Crafting Attempt enhancement (item name/description may not change). If you retake the Earning a Living quest in order to change professions, your EXP resets to 0 for the new profession. Edit your existing shop thread with your new profession information. Housing: Existing Guild Halls and Player Housing have been removed. They may be repurchased through the Housing Evaluation template. Players who previously bought a home or hall have been reimbursed for the total col cost in their original housing application. If a guild had shared col lost due to the removal of a guild hall, PM the details to @Teion for review/reimbursement.
    • Teion

      State of the Site Discussion   10/03/2017

      Please provide your thoughts and opinions! This discussion will affect the future of the site, so it's important that we get as much feedback as possible.
    • Aereth

      2.5 PK Rules / Thread Tags Discussion   10/16/2017

      Hello Players,
      Once again your feedback is needed, so head over to the thread and tell us what you think. LINK
Paglikha

A couple of discrepancies in SAO-RPG 2.50 that I think are there

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Stuff:

1) Written in Journal Rules, it is stated that new players only receive basic equipment, meaning equipment without enhancements. However, all Sets except for Set D “Support Package” gives the new player equipment with enhancements. I recommend removing that bulleted point as it is stated in the later section that new characters may choose bundles.

 

2) When introducing Sword Arts, clunky wording is used. The sentence currently goes like this, “In the Sword Art List Resource, each Art…” Wording should be changed to clarify that it is a section of the Resource List. An example replacement could be "In the Sword Art section of the Resource list, each Art..." This increases the clarity of where it is and reinforces where it can be found.

 

3) All weapons have discrepancies in their “strengths and weaknesses” between the main tutorial thread and the Resource List thread. For example, Dagger in the main tutorial thread claims to have the following “tags”: Very High Energy, High Damage, None AOE, Very Low Stun. In the Resource List thread, the dagger has the following “tags”: Very Low Energy, Moderate Damage, None AOE, Low Stun. All weapons have discrepancies like this in multiple tags.

 

4) I was confused at first about the initiative section under Player Killing in the main tutorial thread. Maybe changing the words from attacker to aggressor or something that implies is the one who starts the combat may be better. I have edited the paragraph in the spoiler below:

Spoiler

Initiating combat against another player outside of a duel must also begin with an initiative roll. The aggresor must roll their initiative and attack in the same roll and include the details of their intended attack and 'initiative' in the Roll Purpose (i.e. who the aggresor's plan to attack, if any sword art is being used, etc.).The aggresor(s) and their target(s) must both use their LD results as their initiative. If the initiative of the aggresor's target is higher, the damage they take from that initial attack is reduced by 20% (rounded down, after mitigation). If the initiative of the aggresor is higher, the damage is from the initial attack is not reduced. Be sure to remember that unauthorized combat cannot be initiated in a safe zone, and if a player with a green cursor damages another player with a green cursor, the attacker's cursor will change to orange.

 

5) It is not stated what happens to a captured player at this point. Are they forced out of said safe zone, or are they killed? Although the likelihood of this is going to be close to zero at this point, in case the player fails the stealth roll and fails to run away from the guards, they should understand the risks that accompany with such.

 

6) Possibly intended, but there seems to be zero reason to go regular material farming now when a small invest in Fishing can lead to more loot and/or more materials without the need for any external equipment aside from combative gear to kill the monsters or +LD gear on the rare occasion the treasure chest is found. The chances are better for more materials, and also does not require a difficult 15+ LD roll for materials. This means that this way is extremely more easy to farm materials and it is also more relatively fun with the chance of combat. Total chances are shown side by side. I can upload the spreadsheet with the math if need be. The only reprieve that conventional Gathering currently has, is that there is a 0% chance to encounter a monster while fishing has as 25% chance. 

Spoiler

Capture.PNG.b2c9feb9eb5556661761e5e450c850e0.PNG

 

However, whether or not conventional material gathering or fishing is more profitable is admittedly debatable and, in order for a full calculation analysis, battle simulations will need to be run. At this point in time, it seems as if fishing in a group of two or three is the most profitable at this time because it makes regular and boss encounters more easy to deal with. This, in pair with the ability to

 

gain more than just materials and find a treasure chest without the pesky cooldown of 20 posts allowing a 2.08% chance to gain 8 materials, can easily make the fishing trip the most profitable and meta thing in the game. My suggestion to amend this is below:

 

Spoiler

Currently performing some calculations to make informed judgement

 

7) For Fighting Spirit, clarification should be made whether or not that +1 Additional Hate is added if the user misses the attack as Hate is generated by attacks only if it the user has landed one.

 

8) All current weapon skills have a “broken table” as Teion called it once before.

 

9) The first item, Accuracy, in the Cook a Enhancement List is named Accuracy (Consumable). This currently implies that no other stat stacks upon it although it is not an equipment enhancement. This is shown by all Cook and Alchemist enhancements at this time (I.e. Damage, Accuracy, Mitigation). Clarification will be needed to show that they are indeed a consumable and can stack with equipment.

 

10) Currently, the Dismantling Skill Mod for the Picking Skill is considered a Rank 3 Mod. However, the Picking Skill no longer has ranks.

 

11) Familiar Mastery: Assistant currently claims to have no ranks, but it does.

 

NON-ESSENTIAL BELOW THIS POINT

Sword Art descriptions that do not fit their category:

Spoiler

1) Warhammer sword art Thrice blow implies a ground targeted ability which creates a shockwave affecting nearby enemies but is not AOE.

 

2) 1H Straight Sword’s Sword Art Vorpal lance implies a burst of energy which can be interpreted as AOE but is not AOE.

 

3) 1H Battle Axe’s Sword Art Stunning Bash does explicitly states in the name and description that it stuns, but it is not listed as a stunning sword art.

 

4) 1H Battle Axe’s Sword Art Tomahawk Thrust currently implies that it cuts through multiple opponents but it is not AOE.

 

5) 1H Battle Axe’s Sword Perunic Crash currently implies that a “slice of force” (exact wording) is created and therefore implies hitting multiple targets, but it is not AOE.

 

6) 2H Assault Spear’s Sword Art Might Charge currently has many similarities to other stunning sword arts which usually deals with hitting with the blunt end of something or slamming the enemy into the ground. Currently, it is not a stun sword art.

 

7) 2H Assault Spear’s Sword Art Revolve Arts includes roundhouse kicks which implies martial arts is required, but martial arts cannot be used with 2H weapons at this time.

 

8) 2H Assault Spear’s Sword Art Dancing Spear includes kicks which implies martial arts is required, but martial arts cannot be used with 2H weapons at this time.

 

9) 2H Assault Spear’s Sword Art Vent Forth explicitly states that it stuns the opponent, but it is not a stunning sword art.

 

10) 2H Assault Spear’s Sword Art Dimensional Stampede currently has many similarities to other stunning sword arts which usually deals with hitting with the blunt end of something or slamming the enemy into the ground. Currently, it is not a stun sword art.

 

11) 2H Battle Axe’s Sword Art Whirlwind currently sends forth a shockwave which can be implied as AOE. It is not an AOE skill.

 

12) 2H Battle Axe’s Sword Art Smash currently has many similarities to other stunning sword arts which usually deals with hitting with the blunt end of something or slamming the enemy into the ground. Currently, it is not a stun sword art. Rather, it is currently an AOE art.

 

13) 2H Battle Axe’s Sword Art Ultimate Breaker currently has many similarities to other stunning sword arts which usually deals with hitting with the blunt end of something or slamming the enemy into the ground. Currently, it is not a stun sword art.

 

14) 2H Battle Axe’s Sword Art Dynamic Violence currently creates a shockwave indicative of an AOE ability but it is not an AOE sword art.

 

15) 2H Battle Axe’s Sword Art Screw Dimension currently implies an AOE ability because of the creation of a burst of energy, but it is not an AOE ability.

 

16) Katana’s Sword Art Ra Setsu explicitly states that it includes a stunning punch. Although it is a stun ability, you are unable to use Katana’s with Martial Arts since it is two-handed.

 

17) Katana’s Sword Art Haku Sanpu currently has many similarities to other stunning sword arts which usually deals with hitting with the blunt end of something or slamming the enemy into the ground. Currently, it is not a stun sword art.

 

18) Martial Art’s Sword Art All Might currently has many similarities to other stunning sword arts which usually deals with hitting with the blunt end of something or slamming the enemy into the ground. Currently, it is not a stun sword art.

 

19) 1H Straight Sword’s Sword Art Rage Strike explicitly states that it attacks each opponent in the vicinity, but it is not an AOE ability.

 

Weird Sword Arts that are weird:
 

Spoiler

 

1) Dagger sword art Tri piece has awkward grammar as it implies that each stab makes a triangle effect, not that the entire sword art makes a triangle effect.

 

2) Dagger sword art Infinite is hard to visualize. I can only get up to 4 slashes.

 

3) Rapier sword art Crucifixion to describes it being 6 slashes to make a cross, but it is extremely easy to reduce it to 2.

 

4) 2H Assault Spear’s Sword Art Vent Forth states that there are five attacks made, but it only describes four in its entirety.


 

 

Edited by Paglikha
Fifth attempt at fixing the format

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