That’s how I have played Wizard in Ragnarok Online my whole life. As a Wizard, max out your damage with INT, then aim for No Cast with DEX afterwards. That said, I have tested this job in ROX Next Gen for about a month now and here are my recommendations:ĭon’t overthink this. I played briefly in Taiwan server and chose this job because of the floating animations while casting spells, it was really nice, and I will be playing as a Wizard with our Guild during OBT as well. They rely on dangerous magic strikes as well as devastating Area of Effect spells to wreak havoc.” - iRO Wiki “Wizards are powerful offensive magic users. Just paste a list of _³².act files into the same directory that you run the script.Class Selection & Skill Selection & Stat Point Recommendation To download the parser I used when determining the values: If the algorithm in the source is the official formula then we should be able to manipulate that to add an amotion delay when using skills. What this means is that we just need to try and replicate the algorithm used by Gravity for calculating how long an animation plays for using amotion. act file has a 'delay' rate for attacking, skill attack 1 and skill attack 2 of '4.0' which is the standard default. I suppose the idea of this is to store the amotion values for each particular sprite (at a particular level of ASPD) to prevent this hack being usable.Īfter writing up a quick ACT parser to read the delay frames from ACT files, I have come to the conclusion that practically every job. act files to remove the sprite delay when casting, it becomes possible for the player to spam the skill endlessly at a stupid speed. For instance, AC_DOUBLE (Double Strafe) has no cool-down period but relies on ASPD (subsequently amotion) to perform the skill fast enough. There are some skills which actually don't have a cool-down period but are maintained entirely by amotion. On some servers, it's possible to reduce after-cast delay enough to the point where it's practically 0.
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