Quote:
Originally Posted by Yoshitsuna
Also new material type?
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Quote:
Originally Posted by FiliaChan
Don't mind my curiosity, but what are opercid and cid in that list?
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No idea. My guess is that it belongs to the new upgrading/crafting system, whatever that may be.
Code:
II_GEN_MAT_CID
II_GEN_MAT_CIDPIEC01
II_GEN_MAT_GOODCIDMIX01
II_GEN_MAT_GOODCIDMIX02
II_GEN_MAT_GOODCIDMIX03
II_GEN_MAT_GOODCIDMIX04
II_GEN_MAT_GOODCIDMIX05
II_GEN_MAT_OPER
II_GEN_MAT_OPERPIECE
II_GEN_MAT_OPERMIX
II_GEN_MAT_BARYUMMEAL
II_GEN_MAT_EXTRACT01
II_GEN_MAT_CIDPIECE02
II_GEN_MAT_CIDPIECE03
II_GEN_MAT_CIDPIECE04
II_GEN_MAT_CIDPIECE05
II_GEN_MAT_OPERCID
Quote:
Originally Posted by Yoshitsuna
New jewlerey or is that V15 stuff?
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v15 ones.

I'll try to take some ingame screenshots when my client finished unpacking.
Edit:
Quote:
Originally Posted by Yoshitsuna
Wouldnt be worth it anyways, since atleast according to those files, new weapons have lower atk than ancients.
Except those are dropping normal +0 and not ultimate lol.
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Those are the base values. Since they will be ultimate their real attackrate will be x * 1.24 + (10 ^1.5)
Edit2:
Actually I'm no longer sure about that.
Weapons do have a parameter in the propitem called dwReferStat1.
WEAPON_GENERAL = Blues
ARMOR_SET = Sets
WEAPON_UNIQUE = Greens
WEAPON_ULTIMATE = Ultimates
Those new weapons have: BARUNA_D
Inside the defineItemkind are even more,
Code:
#define WEAPON_GENERAL 0 // 일반 무기
#define WEAPON_UNIQUE 1 // 유니크 무기
#define WEAPON_ULTIMATE 2 // 얼터멋 무기
#define ARMOR_SET 3 // 세트 방어구
#define BARUNA_D 4 // 바루나 무기 D등급
#define BARUNA_C 5 // 바루나 무기 C등급
#define BARUNA_B 6 // 바루나 무기 B등급
#define BARUNA_A 7 // 바루나 무기 A등급
#define BARUNA_S 8 // 바루나 무기 S등급