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Old 2 Aug 2006   #41
Kudaranai
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Minty, i remember you mentioned something about if you're going for mana ring...you dont recomend a wind/water type. Why is that? >_< Because it was i wanted to go for when i read about your guides..then i saw your thread about the combo =|
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Old 2 Aug 2006   #42
Minty
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because, mana rings just simply don't go well with wind/water, because you aren't getting galvest typhoon til level 105, and water is a single hit spell, of course if you can prevent your mana rings from AoEing, then that's fine, but you're better off killing things quickly with something else like arrow rush...

Either way, do what you want, all builds converge to the same thing once you get enough TM points
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Old 2 Aug 2006   #43
TDRKZ
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converge to the same thing meaning? you end up with the same skills? that wouldn't make sense because you only pick 2 elements though... super confused lol
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Old 2 Aug 2006   #44
kdchan
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About stats

Hi all,
i go to point, according to Minty's guide, best stats are 1-4-2-3 and every level put points +2 on Matk, +1 to Luck and +1 to maxHp (111-464-223-433), correct ?
I wont follow a complicated way, so if minty says that is a good build i can use this! :)
Or there are better ones ?


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Old 2 Aug 2006   #45
Minty
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I'm not implying that any extended stat build is better than another, I just want you to realize exactly what you are getting when you take one point and put it in a stat. On all my guides, I leave you to decide what you want more, I never take a side on builds. Of course, I have done all the in depth math and have decided what build is good for -me- not for -you-, it is based on what I posted here along with what I think I am capable of doing as a player, and what I want out of my characters.
I will not reveal my stat/skill build, and I won't take a side in picking a build, I can tell you what problems you'll run into and what benefits you'll enjoy, but I won't come out and say exactly what is good.
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Old 2 Aug 2006   #46
kdchan
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Wakarimashita! :)
Thanks aniway!

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Old 2 Aug 2006   #47
TDRKZ
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minty could you enlighten us on a skill order that is most effective for lvling early game?
aka which order is most efficient. Only for the early levels, enough to give us a good start

^__^ please?
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Old 2 Aug 2006   #48
Sheep
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Originally Posted by TDRKZ
minty could you enlighten us on a skill order that is most effective for lvling early game?
aka which order is most efficient. Only for the early levels, enough to give us a good start

^__^ please?
I think i can help you there, seeing as Minty is busy with all these guides and such, what do you mean by skill order? If placemen, it is suggested to put 1 point in Mana Arrow, and wait for a while, if you plan on learnning arrow rush, don't put any points into mana arrow until about level 20 or so.

If you can clarify your quesion i can help a little more.
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Old 2 Aug 2006   #49
TDRKZ
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yes basically what u were starting to do. Start out with 1 in mana arrow then add to blah up to lvl blah then add blah to lvl blah then your good to start figuring out waht you want on your own... was what i was thinking but i guess its more complex than that.
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Old 2 Aug 2006   #50
Sheep
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First of all you did not read Minty's guide, if you did, it said that you get the elemental at job advancement level 60/ tm level 50. Next .... i won't say it since it was said via pm, not you someone else.

If you have anymore questions please clarify it better because i was un-sure what i was suppose to answer.

Here's my wild guess however in a skill build
This is what i was going with before a old question poped up in my head.
Mana Storm build
1 Mana Arrow
11 Cure
5 Invinicble Casting
2 Bottle of Mana
11 Mana Storm
13 Mist of Mana
11 Ray of Light

and 6 points left over to fix any parts i may have messed up or add anywhere

As for choosing elements yes they each give you 2 spells and elemental resistance skill.

As for the elemental build, im keeping it secret since if i choose to stay with sheep i will use it.

Last edited by Sheep : 2 Aug 2006 at 09:59 PM.
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Old 3 Aug 2006   #51
TDRKZ
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Yes sorry about the kinda noobish questions before. This was before i had any time to really buckle down and analyze everything i read... and theres a lot to read. My friend and I went ahead and tried out tons of combinations both of stats and skills to figure out what would be the best. The main issue we encountered was the problem with the bonus points. Mainly we tackled the issue of figuring out the balancing point between matk and luck. The problem we kept facing was that we had no clue how the actual % hit was going to work between 2 different lucks. We did some experimental ways for instance simply using 2 lucks and using the percent differences as the % chance of hit however this ended up make no sense, since if this was the case, you would hit 100% of the time if you had more luck. I was wondering if any of you could elaborate on the formula to determine hit rate. As long as it takes 8 distrubuted stat points to actually increase 1 stat point for all stats. Its always going to be more worthwhile to add to the lower for the increase in whatever it is will always be higher... this said it'll always be better to add to luck then. However, because at some point (nearing 100% hit rate) it will start slowing down the actual increase in %. Luck and hit rate do not increase at the same pace. While luck increases linearly... 1, 2, 3, 4 ... hit rate (hopefully unless this game is insanely simple) will increase quickly when its low then when it gets closer to 100% it slows down, just like all other stats. As you reach the max, the rate you increase slows down. Thus you need to find out the "golden ratio" i guess you could call it, when adding 1 point to luck increases overall damage (hit chance by actual damage pertending you shot forever) the same as adding 1 point to matk. Then of course you try to keep that ratio.

NOW... this could all go down the tubes when skills are involved. Different skills for all I know have different hit rates. If that were the case you would need to take your main skills into consideration and use those numbers as well as the power multiplier. Again, the main problem is... I don't know how to calculate the hit rate from luck. Thus I cannot even make a dummy monster to compare to since... not knowing how often it'll hit deems the whole process useless.

Ok so I'm wandering off course. The main question is, how do you determine hit rate from luck and what else might go into hit rate (skills and such).
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Old 3 Aug 2006   #52
Minty
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Yay, gamefaqs.com accepted my guide so....

This guide is now under the copyright protection of GameFAQs.com, it is displayed here because and only because I give consent for it to be displayed here, this guide is not the property of mytrickster.net, My brother and I have sole authorship over this guide, any attempt at copyright infringement of non-factual information will have serious legal consequences, we will not hesitate to sue, we both want money.
The official master copy of this guide can now be found at gamefaqs.com, search trickster

the master copy also has extra stuff *cough skill builds cough*
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Old 3 Aug 2006   #53
Cyril
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Nice!
GameFAQs is a nice place. xD
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Cyril's GFX Tutorial Thread
Cyril's GFX Thread

Trickster IGN's:
Ceratia - Bunny - Build 4123
Cyril - Dragon - Build 1432
Lucin - ??? - Build ????
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Old 3 Aug 2006   #54
Aznlilboi(TCL)
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lawl minty snce ur done with ur "sheep Herd" guide can jou do the Lion Pride guide Jah?? :P jst wondering ur guide is so detailed the only detailed guide is in lion is one basically telling me to drill like a madman till lvl 80 or so >.>
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Old 3 Aug 2006   #55
r0t1
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i found something when speaking to the magician npc, it shows a table.
Day: Lightning Water Wind
Night: Fire Earth

anyone knows what it means? i'm thinking might be something to do with damage?
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Old 3 Aug 2006   #56
Flamefury
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Hm, that's interesting. There is a day/night system in the game, and people have been wondering what its purpose was...seems like we got one factor.
I'm guessing that depending on the time, the spell will increase in ability. I'll research it, if they release the darn game in English already.
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Old 3 Aug 2006   #57
Ryagon
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Originally Posted by Minty
MINTY'S ALL COMPREHENSIVE GUIDE TO THE SHEEP [Copyright © Feng Kevin Gu, July 2006, All Rights Reserved]

This guide is now copyrighted under my brother's name, there is a reason for it and when validated, it will be posted here.
This guide is now under the copyright protection of GameFAQs.com, it is displayed here because I give consent for it to be displayed here, this guide is not the property of mytrickster.net, My brother, Kevin, and I, Mint, have sole authorship over this guide, any attempt at copyright infringement of non-factual information will have serious legal consequences, we will not hesitate to sue, we both want money.

The official master copy of this guide can now be found at gamefaqs.com, search trickster
Okay, I start by saying that I have not laughed this good in a long time. Thank you Minty for that humour bit on the post.

Next: VERY nice guide, I think this is the best guide to Trickster I have ever seen ANYWHERE. Unfortunately no use for me for being a Lion, but out of mere curiosity I just had to read this.
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Old 3 Aug 2006   #58
Krisgoat
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YAY SHEEP! Im sorta glad the game isn’t ready yet. That gives me some good time to learn all I can using this guide and get my build ready! Thank you!

~<3 Sheep Power!
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Old 3 Aug 2006   #59
TDRKZ
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I'm refering to a pm however i wish for everyone to understand my issue currently

My main problem was i was not sure how to figure out hit rate of your spells through luck as you said you do not know how to yet either. And I did not mean that it would directly add to atk damage. Think of it this way. If you were to atk infinite amount of times lim x approaches infinite the damage you'll do. In otherwords its more like damage per second but taking into account that you'll only hit so many times.

Example
If you have 80% chance of hitting and 100 damage. Over a long period of time you'll end up doing about 80 damage per hit on average.

Now say you changed the last point you added to luck instead of matk or something so it goes from 80% to 83% and your matk takes your damage down to only 98 or something. As you go and hit forever you'll do an average of 81.3 damage. In that case it would have been better to add into luck.

Now the thing is your never going to get up to 100% hitting chance (i think) and as you get closer to 100% the amount you gain each point will decrease. so say your already at 99% theres no way it'll add you 1% and get you to 100%. it'll maybe give u 99.1% against that certain amount of luck your targeting. On the other hand if you put that 1 luck into matk it might boost you still 2 damage or something. Which, depending again on how high your damage orriginally was, is a higher gain than the luck.

O also it says that the fire nuke (pheobos) or something is low hit rate. How about the lightning. If you go fire lightning do you want to focus more into the luck by possibly going 1432.

Last edited by TDRKZ : 3 Aug 2006 at 04:32 PM.
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Old 3 Aug 2006   #60
Sheep
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Ok that makes sense.
Let's say your spmming a level 1 Magic Arrow, which has a very high hit rate to start with.
(Matck-49) 230/10 Now let's say your magic attack is 100 as said so 100-49=51 1173 total power, not taking the enemies magic defense nor luck, since it's impossible to spam a spell forever due to cast times, and you will have to take some potions sooner or later since yur bound to take hits, but i won't take anu of that into account since it will take forever so here it is.
Oh by the way, if anyone can tell me if i did the magic arrow calculation right.

1173, 100 times , with 80% chance to hit that's around 117300 damage -80% is 93800.

Now Luck increases your hit chance by .9% and that's every 4 level's i believe, so that will be about a 1% change, so you might or might not get that bonus that level, but if you did.

1150, 100 times, with 81% chance to hit that's around 115000 damage -81% is 93150.

However, if the monster had high luck or magic defense, these factors could change so, until i learn how enemy luck affects hit chance the thing's i said above is just a rough estimate at best.
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