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Official Philippine Ragnarok Message Board Help Search Members Calendar Attack Shop Live Chat Logged in as: umpha ( Log Out ) Options Aug 28 2010, 06:44 PM My Controls View New Posts My Assistant My Friends 0 New Messages Ragnaboards > Ragnarok Career Guide > Weapon Smiths of Legend > Blacksmith and Mastersmith 37 Pages 1 2 3 > » Mechanic's Mechanics, 88 pages of info hammered to just 6 posts! umpha Post - Nightmarish Nightingale - Group: LFE Participant Posts: 2,603 Joined: 6-July 08 From: Sograt Dessert PK - Top Portal (Ilalim ng Niyog) Member No.: 68,873 Level: 1 Pwns: 0 | Jellopies: 16,719 Hp: 30/30 Str: 30/30 Exp: 29/30 Reduced: 40% of original size [ 1280 x 1024 ] - Click to view full image QUOTE Extended Table of Contents: I. Introduction II. Mechanic Tools Stats 1. Skills 2. III. Mechanic Types Mado-Mechanic Stats Skills 1. Mecha-Mastersmith a. Stats 2.

Mechanic s Mechanics

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Page 1: Mechanic s Mechanics

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Ragnaboards > Ragnarok Career Guide > Weapon Smiths of Legend > Blacksmith and Mastersmith

37 Pages 1 2 3 > »

Mechanic's Mechanics, 88 pages of info hammered to just 6 posts!

umpha Post

- Nightmarish Nightingale -

Group: LFE Participant

Posts: 2,603

Joined: 6-July 08

From: Sograt Dessert PK - Top

Portal (Ilalim ng Niyog)

Member No.: 68,873

Level: 1

Pwns: 0 | Jellopies: 16,719

Hp: 30/30

Str: 30/30

Exp: 29/30

Reduced: 40% of original size [ 1280 x 1024 ] - Click to view full image

QUOTE

Extended Table of Contents:

I. Introduction

II. Mechanic Tools

Stats1.

Skills2.

III. Mechanic Types

Mado-Mechanic

Stats

Skills

1.

Mecha-Mastersmith

a. Stats

2.

Page 2: Mechanic s Mechanics

b. Skills

IV. Mechanic's Wrench

Weapons1.

Consumables2.

Equipment3.

V. Links (Plus Appendix/Changelog)

Job Change Quest1.

Videos2.

Screenshots3.

Appendix (AdditionalInfo)4.

Links5.

Changelog6.

================================================================================

I. IntroductionI. IntroductionI. IntroductionI. Introduction

First of all, the guide is still in a work in progress. It would still continue to evolve with the numerous upcoming patches plus the

collective input of all. As i am doing this, Renewal is yet to be implemented to out very own servers so this guide is just a

compilation of what we currently know.

This guide is devised for those who neither frequent the boards nor visit other RO information sites, let alone research.

I advise the reader to be ready to read a large wall of text because i would really try to make this indepth to cater both the new and

veteran players. Mind you though, that i wouldnt dwell on Blacksmith/Mastersmith tidbits because i assume that most, if not all

things related to 2nd/Transcendent jobs.

Seeing the Mechanic job as the job that hasn't received that much attention, both by players and Gravity, this guide may be of little

use. But if somebody did get interested in the rustbucket that MS'es would turn to be, then read on. I am also wishing, albeit

impossible, that whoever designs the job gets a conscience call and buff us up.

Long introduction, overdue. I give you information on the Mechanic.

================================================================================

II. Mechanic ToolsII. Mechanic ToolsII. Mechanic ToolsII. Mechanic Tools

QUOTE

Mechanic Tools Subsections:1. Stats2. Skills

----------------------------------------------------------------------------------------

Mechanic Tools Subsection 1: STATS

QUOTE(iRO Wiki)

Renewal Stats

Strength (STR) *

- 1 point of STR increases status physical attack power by 1

- 1 point of STR increases your weight limit by 30

Agility (AGI)

- 1 point of AGI increases flee rate by 1

Page 3: Mechanic s Mechanics

- 5 points of AGI increases status defense by 1

- Each point of AGI increases attack speed (aspd) by a good amount

Vitality (VIT)

- 1 point of VIT increases your Max HP by 1%

- 1 point of VIT increases your recovery rate by 2%

- 2 points of VIT increases your status defense by 1

- 5 points of VIT increases your status magic defense by 1

Inteligence (INT)

- 1 point of INT increases your status magic attack by 1.5

- 2 points of INT increases your status magic defense by 1

- Each point of INT decreases your variable cast time by a bit (about half much as dex)

Dexterity (DEX) *

- 1 point of DEX increases your hit rate by 1

- 5 points of DEX increases your status magic defense by 1

- 5 points of DEX increases your status magic attack by 1

- 5 points of DEX increases your status physical attack power by 1

- Each pont of DEX increases attack speed (aspd) by a very low amount

- Each point of DEX Decreases your casttime by a good amount

Luck (LUK)

- 1 point of LUK increases your Critical by 0.3

- 3 points of LUK increases your status physical attack power by 1

- 3 points of LUK increases your status magical attack power by 1

- 3 points of LUK increases your hit by 1

- 5 points of LUK increases your flee by 1

- 10 points of LUK increases your perfect dodge by 1

Base Level

- 1 level increases your HIT rate by 1.

- 1 level increases your FLEE rate by 1.

- 2 levels increases your status DEF by 1

- 4 levels increases your status ATK by 1.

- 4 levels increases your status MATK by 1.

- 4 levels increases your status MDEF by 1.

* With bows, guns, musical instruments and whips, the increase in physical attack power from Dex and Str are swapped, making

Dex the primary damage stat.

Stat allocation

When becoming 3rd class you are able to spend more statpoints on your stats, your basestats can go up to 120.

However, while stats from 1-99 will cost the classic amount of statpoints (2~10 : 2 points each, 11~20 : 3 points each, 21~30 : 4

points each) stats over 99 will cost you more:

100 -> 104: 16 points each

105 -> 109: 20 points each

110 -> 114: 24 points each

115 -> 119: 28 points each

Job Bonuses @ Job 50

STR: 6 AGI: 3 VIT: 7 INT: 5 DEX: 3 LUK: 5

Summarily, Mechanics still need his usual stats: STR, VIT, DEX and AGI. But with the advent of Renewal, the Mechanic also would

have to consider having LUK in his/her build since there comes a time when a point of a certain stat would cost high as having put

several points into others. Example: Say you have 105 STR. To gain 1 more Status ATK (STR 106), you would have to invest 20

points. That same 20 points when put to a base 1 LUK stat would increase it to 10 leaving your with 3 additional Status ATK (10/3 =

3.3).

Page 4: Mechanic s Mechanics

More indepth placement of Stats would be added on the next section, Mechanic Types.

----------------------------------------------------------------------------------------

Mechanic Tools Subsection 2: SKILLS

QUOTE(iRO Wiki)

Mechanic skill list:

Axe Training

Prereq: None (Basic Mechanic Skill)

Type: Passive

Desc: Increases attack power and hit rate when using an axe.

[Level 1] : Attack Power + 5 / Hit Rate + 3

[Level 2] : Attack Power + 10 / Hit Rate + 6

[Level 3] : Attack Power + 15 / Hit Rate + 9

[Level 4] : Attack Power + 20 / Hit Rate + 12

[Level 5] : Attack Power + 25 / Hit Rate + 15

[Level 6] : Attack Power + 30 / Hit Rate + 18

[Level 7] : Attack Power + 35 / Hit Rate + 21

[Level 8] : Attack Power + 40 / Hit Rate + 24

[Level 9] : Attack Power + 45 / Hit Rate + 27

[Level 10] : Attack Power + 50 / Hit Rate + 30

The bonus Hit Rate stacks with Blacksmiths Weaponry Research for a total of +50 Hit if you max out both skills.

Although this skill is called "Axe Training" it works with both Axes and Maces

Research Fire/Earth

Prereq: None (Basic Mechanic Skill)

Type: Passive

Desc: By studying fire and earth property monsters, you increase your effectiveness and defense against these targets.

[Level 1] : Resistance + 10 / Attack Power + 10

[Level 2] : Resistance + 20 / Attack Power + 20

[Level 3] : Resistance + 30 / Attack Power + 30

[Level 4] : Resistance + 40 / Attack Power + 40

[Level 5] : Resistance + 50 / Attack Power + 50

The resistance +50 means that you take 50 less damage from fire and earth element monsters.

Axe Boomerang

Prereq: Axe Training 1

Type: Active / Damage

Desc: Throws an axe at long range dealing damage and knockback. The weight of your axe increases your damage.

[Level 1] : Attack Power 200% + Axe Weight / Range 4 Cells

[Level 2] : Attack Power 240% + Axe Weight / Range 5 Cells

[Level 3] : Attack Power 280% + Axe Weight / Range 6 Cells

[Level 4] : Attack Power 320% + Axe Weight / Range 7 Cells

[Level 5] : Attack Power 360% + Axe Weight / Range 8 Cells

SP cost : 20~28 (level 1~level 5)

Damage is increased by baselevel.

At level 150 this skill deals 1.25 times the normal damage.

Requires an Axe weapon.

Useable as normal Mechanic and Mado Mechanic

No casttime

1 second aftercastdelay

5 seconds re-use delay

Power Swing

Prereq: Axe Boomerang 3

Type: Active / Damage

Desc: Strikes a target with an axe dealing damage and stun. There's a low chance to invoke Axe Boomerang.

[Level 1] : Attack Power 200%

Page 5: Mechanic s Mechanics

[Level 2] : Attack Power 220%

[Level 3] : Attack Power 240%

[Level 4] : Attack Power 260%

[Level 5] : Attack Power 280%

SP cost : 10~18 (level 1~level 5)

Damage is increased by Str, Dex:

Each point of Str and Dex increases the damage by 1%.

100 Str/Dex would make this skill do 480% damage.

Damage is increased by baselevel.

At level 150 this skill deals 1.25 times the normal damage.

Useable as normal Mechanic and Mado Mechanic

No casttime

0.5 seconds aftercastdelay

No re-use delay

Axe Tornado

Prereq: Axe Training 1

Type: Active / Damage

Desc: Spins rapidly like a whirlwind with an axe striking all targets around you. The VIT stat increases your damage.

[Level 1] : Attack Power ???%

[Level 2] : Attack Power ???%

[Level 3] : Attack Power ???%

[Level 4] : Attack Power ???%

[Level 5] : Attack Power 700%

SP cost : 18~26 (level 1~level 5)

Requires an Axe weapon.

Damage is increased by Vit:

Each point of Vit increases the damage by 1%.

100 Vit would make this skill do 800% damage at level 5.

Damage is increased by baselevel.

At level 150 this skill deals 1.25 times the normal damage.

If the Mechanic has a wind element weapon or wind endow this skill deals 1.5 times the normal damage

Useable as normal Mechanic and Mado Mechanic

No casttime

1 seconds aftercastdelay

No re-use delay

FAW - Silver Sniper

Prereq: Research Fire/Earth 2

Type: Active / FAW Construction

Desc: Creates a long range Fixed Autonomous Weapon (FAW) platform. You can place a maximum of 2, and it requires 2 steel and

1 iron to create.

[Level 1] : Attack Power +300 / Duration 10s

[Level 2] : Attack Power +400 / Duration 15s

[Level 3] : Attack Power +500 / Duration 20s

[Level 4] : Attack Power +600 / Duration 25s

[Level 5] : Attack Power +700 / Duration 30s

SP cost : 25~45 (level 1~level 5)

Useable as normal Mechanic and Mado Mechanic

The description doesnt tell you but you also need a Mini Furnace and an Ori hammer in your inventory (will not be

consumed)

FAW - Magic Decoy

Prereq: FAW - Silver Sniper 2

Type: Active / FAW Construction

DESC: Creates a magic attacking Fixed Autonomous Weapon (FAW) platform. You can place a maximum of 2, and it requires 2

iron, 1 brigan, and one of red blood/green live/wind of verdure/crystal blue.

[Level 1] : Magic Attack Power 300 / Duration 10s

[Level 2] : Magic Attack Power 350 / Duration 15s

[Level 3] : Magic Attack Power 400 / Duration 20s

Page 6: Mechanic s Mechanics

[Level 4] : Magic Attack Power 450 / Duration 25s

[Level 5] : Magic Attack Power 500 / Duration 30s

SP cost : 40~60 (level 1~level 5)

Useable as normal Mechanic and Mado Mechanic

The description doesnt tell you but you also need a Mini Furnace and an Ori hammer in your inventory (will not be

consumed)

FAW Removal

Type: Active / FAW Removal

Desc: Removes the target FAW. It can be used on other players FAW's.

SP cost : 15

Useable as normal Mechanic and Mado Mechanic

2 cells range

Magic Gear License

Prereq: None (Basic Mechanic Skill)

Type: Passive

Desc: Learn the basics of operating a Magic Gear. Your attack power improves, but without the license your movement speed is

1/2.

[Level 1] : Mado Attack Power + 40 / Movement Speed - 40%

[Level 2] : Mado Attack Power + 60 / Movement Speed - 30%

[Level 3] : Mado Attack Power + 80 / Movement Speed - 20%

[Level 4] : Mado Attack Power + 100 / Movement Speed - 10%

[Level 5] : Mado Attack Power + 120 / Regular Movement Speed

Boost Knuckle

Prereq: Magic Gear License 1

Type: Active / Damage

Desc: Using the Magic Gear basic equipment, fire's a rocket punch at an enemy at long range. Max range 11 cells.

[Level 1] : Attack Power ???%

[Level 2] : Attack Power ???%

[Level 3] : Attack Power ???%

[Level 4] : Attack Power ???%

[Level 5] : Attack Power 700%

SP cost : 3~15 (level 1~level 5)

Damage is increased by Dex:

Each point of Dex increases the damage by 1%.

100 Dex would make this skill do 800% damage at level 5.

Damage is increased by baselevel.

At level 150 this skill deals 1.25 times the normal damage.

Useable only as Mado Mechanic

0.5 second casttime

No aftercastdelay

No re-use dela

y

Pile Bunker

Prereq: Boost Knuckle 2

Type: Active / Damage (Special)

Desc: An attack striking a target with a large metal spike. When striking a target there is a chance to completely eliminate their

defense. Requires the <Pile Bunker> to be equipped.

[Level 1] : Attack Power ???% / Defense buff removal chance 20%

[Level 2] : Attack Power ???% / Defense buff removal chance 35%

[Level 3] : Attack Power 600% / Defense buff removal chance 50%

Deactivatable Skills: Kyrie Eleison, Assumptio, Mental Strength, Auto Guard, Millennium Shield

Currently there is a bug that prevents Kyrie Eleison from being removed by this skill

SP cost : 50 at all levels

Damage is increased by Str:

Each point of Str increases the damage by 1%.

100 Dex would make this skill do 700% damage at level 5.

Page 7: Mechanic s Mechanics

Damage is increased by baselevel.

At level 150 this skill deals 1.25 times the normal damage.

Useable only as Mado Mechanic

Requires Pile Bunker weapon equipped or in your inventory

No casttime

1 second aftercastdelay

5 seconds re-use delay

Vulcan Arm

Prereq: Boost Knuckle 2

Type: Active / Damage

Desc: Using the basic Magic Gear equipment, fires rapid fire at a target at long range. Using the skill consumes 1 Vulcan Bullet.

Max Range 13 cells.

[Level 1] : Attack Power ???%

[Level 2] : Attack Power ???%

[Level 3] : Attack Power 210%

Consumes 1 Vulcan Bullet from your inventory

SP cost : 2 at all levels

Damage is increased by Dex:

Each point of Dex increases the damage by 1%.

100 Dex would make this skill do 310% damage at level 3.

Damage is increased by baselevel.

At level 150 this skill deals 1.25 times the normal damage.

Useable only as Mado Mechanic

Requires Pile Bunker weapon equipped or in your inventory

No casttime

0.5 second aftercastdelay

No re-use delay

Flame Launcher

Prereq: Vulcan Arm

Type: Active / Damage

Desc: Using a flamethrower covers the ground in flames, causing fire element damage and burning status effect to those in range.

Requires the Magic Gear equipment <Flame Thrower> to be equipped to use the skill.

[Level 1] : Fire Element Attack Power ???% / Burning Status Chance 60%

[Level 2] : Fire Element Attack Power ???% / Burning Status Chance 70%

[Level 3] : Fire Element Attack Power 1200% / Burning Status Chance 80%

5 cells range

Affects a 5x3 area in front of the Mado Mechanic.

The direction of this area points towards the target

SP cost : 20 at all levels

Damage is increased by baselevel.

At level 150 this skill deals 1.25 times the normal damage.

Useable only as Mado Mechanic

Forced fire element attack

Requires Flame Launcher shield equipped or in your inventory

1.6~2.4 seconds casttime (level 1~level 3), uninterruptable

1.5~0.5 seconds aftercastdelay (level 1~level 3)

No re-use delay

Cold Slower

Prereq: Vulcan Arm 3

Type: Active / Damage

Desc: Using the magic gears basic equipment, supercools a target area, causing water element damage and freezing/frozen status

to those in range. Consumes one Liquid Cooling Shell.

[Level 1] : Water Element Damage ???% / Area of Effect 5 x 5 Cells

[Level 2] : Water Element Damage ???% / Area of Effect 7 x 7 Cells

[Level 3] : Water Element Damage 1200% / Area of Effect 9 x 9 Cells

Consumes 1 Liquid Cooling Shell from your inventory

7 cells range

Page 8: Mechanic s Mechanics

SP cost : 20 at all levels

Damage is increased by baselevel.

At level 150 this skill deals 1.25 times the normal damage.

Useable only as Mado Mechanic

Forced water element attack

Freezing status chance : 30%~50% (level 1~level 3)

Frozen status chance : 10%~30% (level 1~level 3)

1 seconds casttime, uninterruptable

1~3 seconds aftercastdelay (level 1~level 3)

No re-use delay

Arm Cannon

Prereq: Flame Launcher 2 / Cold Slower 2

Type: Active / Damage

Desc: Using the magic gears basic equipment, fires a large cannon ball dealing blast damage around the target. Deals lower

damage on larger targets. Uses the attribute of the cannon ball equipped. Using the skill consumes one Magic Gear Fuel and 1

cannon ball.

[Level 1] : Attack Power ???% / ???% / ???% - Area of Effect 7 x 7 cells

[Level 2] : Attack Power ???% / ???% / ???% - Area of Effect 5 x 5 cells

[Level 3] : Attack Power 1500% / 1400% / 1100% - Area of Effect 3 x 3 cells

Consumes 1 Cannon ball item (needs to be equipped like an arrow)

Consumes 1 Magic Gear Fuel from the inventory

7 cells range

SP cost : 30~60 (level 1~level 3)

Damage is increased by baselevel.

At level 150 this skill deals 1.25 times the normal damage.

Useable only as Mado Mechanic

Ignores enemies flee.

This means this attack also hits enemies that are in Hallucination walk, Agi Up (from MVPs) and Neutral Barrier.

Forced neutral element attack.

If you equip a holy/shadow element cannon ball it deals bonus damage to shadow/holy element monsters but you wont be

able to attack ghost element monsters with it and this skill damage is reduced by ghostring card.

1.4~1.8 seconds casttime (level 1~level 3), uninterruptable

0.5~1.5 seconds aftercastdelay (level 1~level 3)

No re-use delay

Acceleration

Prereq: Magic Gear License 1

Type: Active / Buff

Desc: Temporarily increases the movement speed of the Magic Gear. Requires the Magic Gear equipment <Accelerator>

equipped, and consumes 1 Magic Gear Fuel.

[Level 1] : Duration 30s

[Level 2] : Duration 60s

[Level 3] : Duration 90s

Consumes 1 Magic Gear Fuel from the inventory

SP cost : 20~60 (level 1~level 3)

Useable only as Mado Mechanic

Gives the Mado Mechanic the same walking speed as a Peco Peco rider

Does not stack with Increase Agility

Requires the item Accelerator in the Mechanics inventory or equipped

Useable only as Mado Mechanic

No casttime

No seconds aftercastdelay

No re-use delay

Hovering

Prereq: Acceleration 1

Type: Active / Buff

Desc: The magic gear hovers off the ground, allowing it to move over traps and ground targeted skills without effect. Slightly

increases movement speed. Requires the magic gear equipment <Hovering Booster> equipped, and consumes 1 Magic Gear fuel.

[Level 1] : Duration 30s

Page 9: Mechanic s Mechanics

Consumes 1 Magic Gear Fuel from the inventory

SP cost : 25

Useable only as Mado Mechanic

Requires the item Hovering Booster in the Mechanics inventory or equipped

No casttime

No seconds aftercastdelay

No re-use delay

Front-Side Slide

Prereq: Hovering 1

Type: Active / Movement

Desc: While hovering, rapidly moves forwards 7 cells. Consumes 1 Magic Gear Fuel.

Consumes 1 Magic Gear Fuel from the inventory

Useable only as Mado Mechanic

Can be used without hovering.

SP cost : 5

No casttime

0.5 second aftercastdelay

No re-use delay

Back-Side Slide

Prereq: Hovering 1

Type: Active / Movement

Desc: While hovering, rapidly moves back 7 cells. Consumes 1 Magic Gear Fuel.

Consumes 1 Magic Gear Fuel from the inventory

Useable only as Mado Mechanic

Can be used without hovering.

SP cost : 5

No casttime

0.5 second aftercastdelay

No re-use delay

Mainframe Restructure

Prereq: Magic Gear License 4

Type: Passive

Desc: Restructures the magic gear body to be more defensive and add over-heat limit. Overheating causes the Magic Gear to take

continuous damage over time. Over-heat limit increases the point at which the gear will overheat.

[Level 1] : Defense + 4 / Over-heat Limit + 10

[Level 2] : Defense + 7 / Over-heat Limit + 18

[Level 3] : Defense + 11 / Over-heat Limit + 36

[Level 4] : Defense + 15 / Over-heat Limit + 56

Self Destruction

Prereq: Mainframe Restructure 2

Type: Active / Damage

Desc: Detonates the magic gear, dealing large damage in a wide radius. When using the skill, you lose magic gear status, and

your SP is completely consumed.

[Level 1] : Radius 5 x 5 Cells

[Level 2] : Radius 7 x 7 Cells

[Level 3] : Radius 9 x 9 Cells

Consumes 5 Magic Gear Fuel from the inventory

Useable only as Mado Mechanic

Using this skill unequips the Mado suit

SP cost : 5

The exact damage formula is unknown.

The damage relies on the casters current hp and sp.

3.5~2.5 seconds fixed casttime, uninterruptable

0.5 second aftercastdelay

No re-use delay

Page 10: Mechanic s Mechanics

Shape Shift

Prereq: Mainframe Restructure 2

Type: Active / Buff

Desc: Chances the armor element of the magic gear. Requires the magic gear equipment <Shapeshift> equipped, and consumes

2 magic gear fuel and 1 elemental stone.

[Level 1] : Fire Attribute Change / Consumes 1 Flame Heart

[Level 2] : Earth Attribute Change / Consumes 1 Great Nature

[Level 3] : Wind Attribute Change / Consumes 1 Rough Wind

[Level 4] : Water Attribute Change / Consumes 1 Mystic Frozen

Consumes 2 Magic Gear Fuel from the inventory

SP cost : 100

Duration : 300 seconds (5 minutes)

Useable only as Mado Mechanic

3 second casttime

2 second aftercastdelay

No re-use delay

Emergency Cool

Prereq: Self Destruction 2

Type: Active / Buff

Desc: Rapidly cools the magic gear removing overheat status. Requires the magic gear equipment <Cooling System> equipped.

Consumes 2 magic gear fuel.

Consumes 2 Magic Gear Fuel from the inventory

SP cost : 20

This skill does not work, it does not remove Overheat status, or it is unknown how this skill works.

Useable only as Mado Mechanic

No casttime

0.5 second aftercastdelay

No re-use delay

Infrared Scan

Prereq: Shape Shift 2

Type: Active / Detecting / Debuff

Desc: Detects all targets in a 15 x 15 targets around you and has a 50% chance to drop their evasion rate.

SP cost : 45

Causes hidden targets to get revealed and have a 50% chance to lose 30% flee for a certain amount of time

Useable only as Mado Mechanic

1 second fixed casttime

0.5 second aftercastdelay

15 seconds re-use delay

Analyze

Prereq: Infrared Scan 1

Prereq: Active / Debuff

Desc: Scans a target for weaknesses, reducing their effective physical and magical defense. Range 7 cells, duration 20s.

Consumes 1 magic gear fuel.

[Level 1] : Physical / Magic Defense - 14%

[Level 2] : Physical / Magic Defense - 28%

[Level 3] : Physical / Magic Defense - 42%

Consumes 1 Magic Gear Fuel from the inventory

SP cost : 30

9 cells range

Works on boss monsters

Defense reduction effect lasts 20 seconds

Useable only as Mado Mechanic

1 second fixed casttime

1 second aftercastdelay

0 seconds re-use delay

Page 11: Mechanic s Mechanics

Magnetic Field

Prereq: Emergency Cool 1

Type: Active / Debuff

Desc: Creates a strong magnetic field around you, preventing all enemies from moving. The effect doesn't work if you or the

enemy are in hovering status. Maintaining the magnetic field rapidly drains your SP. Requires the magic gear equipment

<Magnetic Field Generator> equipped, and consumes 3 magic gear fuel.

[Level 1] : Radius 3 x 3 cells / Drains 17 SP per second

[Level 2] : Radius 5 x 5 cells / Drains 20 SP per second

[Level 3] : Radius 7 x 7 cells / Drains 23 SP per second

Consumes 3 Magic Gear Fuel from the inventory

SP cost : 90

15 seconds duration

Requires the item Magnetic Field Device in the Mechanics inventory or equipped

Useable only as Mado Mechanic

0.5~1.5 second fixed casttime (level 1~level 3)

No aftercastdelay

300 seconds re-use delay (5 minutes)

Neutral Barrier

Prereq: Magnetic Field 2

Type: Active / buff

Desc: Creates a strong energy barrier around you, reducing physical and magic damage to those in its radius, but does not reduce

long range attacks. Requires the magic gear equipment <Barrier Generator> equipped, and consumes 1 magic gear fuel.

[Level 1] : Radius 3 x 3 cells / Physical & Magical Defense + 15% / Duration 30s

[Level 2] : Radius 3 x 3 cells / Physical & Magical Defense + 20% / Duration 45s

[Level 3] : Radius 3 x 3 cells / Physical & Magical Defense + 25% / Duration 60s

Consumes 1 Magic Gear Fuel from the inventory

SP cost : 90

30~60 seconds duration (level 1~level 3)

Affects all targets (allied, enemies and the caster) inside the 3x3 area

The skills description is wrong. ALL long ranged attacks and magic attacks done to targets inside Neutral Barrier will be

blocked,

including flee-ignoring skills like acidbomb, since Neutral Barrier acts like Pneuma.

All long ranged attacks done from inside Neutral Barrier on targets outside Neutral Barrier will miss except

flee-ignoring skills since all targets standing inside Neutral Barrier will have 0 hit for their long ranged skills.

Requires the item Barrier Generator in the Mechanics inventory or equipped

Useable only as Mado Mechanic

0.5~1.5 second fixed casttime (level 1~level 3)

No aftercastdelay

120 seconds re-use delay (2 minutes)

Stealth Field

Prereq: Analyze 3 / Neutral barrier 2

Type: Active / Buff

Desc: Generates a energy field around you, cloaking all allies in its radius. Allies that are cloaked appear semi-transparent and

can't be targeted with physical or magic attacks. The skill constantly drains SP and reduces your movement speed by 30%. If two

stealth fields overlap, it cancels the effect. Requires the magic gear equipment <Optic Camouflage Generator> equipped, and

consumes 2 magic gear fuel.

[Level 1] : Radius 3 x 3 cells / Duration 15s

[Level 2] : Radius 3 x 3 cells / Duration 20s

[Level 3] : Radius 3 x 3 cells / Duration 25s

Consumes 2 Magic Gear Fuel from the inventory

SP cost : 100~200 (level 1~level 3)

15~25 seconds duration (level 1~level 3)

Affects all targets (allied, enemies and the caster) inside the 3x3 area.

Targets affected become transparent.

The exact effect of this skill is unknown.

Reduces moving speed of the caster by 30% for the duration

Requires the item Stealth Field Generator in the Mechanics inventory or equipped

Useable only as Mado Mechanic

Page 12: Mechanic s Mechanics

0.5~1.5 second casttime (level 1~level 3)

No aftercastdelay

120 seconds re-use delay (2 minutes)

Repair

Prereq: Magic Gear License 2

Type: Active / Recovery

Desc: Allows recovery of your own or another target magic gear. Requires the magic gear equipment <Repair Kit> equipped, and

consumes 1 magic gear fuel. Range 5 cells. The magic gear is not affected by the heal skill.

[Level 1] : MHP 6% Recovery

[Level 2] : MHP 9% Recovery

[Level 3] : MHP 12% Recovery

[Level 4] : MHP 15% Recovery

[Level 5] : MHP 18% Recovery

Consumes 2 Magic Gear Fuel from the inventory

5 cells range

SP cost : 25~45 (level 1~level 5)

The exact effect of this skill is unknown.

Requires the item Repair Kit in the Mechanics inventory or equipped

Useable only as Mado Mechanic

1 second casttime

1 second aftercastdelay

No re-use delay

Reduced: 53% of original size [ 953 x 436 ] - Click to view full image

I would dwell on to each skill as we go along to the next section, Mechanic Types. Ive included

several other info about the skills and miscellaneous knowledge in the appendix section for

reading pleasure and clarity.

================================================================================

--------------------

Lv 150

Page 13: Mechanic s Mechanics

Aug 28 2010, 06:48 PMumpha Post

- Nightmarish Nightingale -

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III. Mechanic TypesIII. Mechanic TypesIII. Mechanic TypesIII. Mechanic Types

QUOTE

Mechanic Types Subsections:1. Mado-Mechanic2. Master-Mechanic

----------------------------------------------------------------------------------------

Mechanic Types Subsection 1: Mado-Mechanic

Description: The Mado-mechanic is the mechanic type that defies the norm for smith classes. Instead of focusing on dealing huge

DPS,the Mado-mech is a support type character invaluable to guilds and parties. Expertise on areaattacks and buffs plus status

infliction, the Mado-mech proves useful in any adventure. Unlike its damage minded predecessor, BS and MS, and its offensive

counterpart, Mecha-Mastersmiths, Mado-mechs deal slightly less damage. If you enjoy riding a robot to support and be useful in any

situation, be a Mado-mech.

----------------------------------------------------------------------------------------

*Disclaimer: Presented here after are just suggested builds. The author never forced anyone to undertake

the presented build.

QUOTE

Mado-Mechanic Stats:

Base Stats Legend:

- = 1~20

X = 20~39

XX = 40~59

XXX = 60~79

XXXX = 80~99

XXXXX = 100~120

STATS:

STR: XXXXX

AGI: -

DEX: XXXXX

VIT: XXXXX

INT: XX

LUK: XXX

Stat Justification:

As the rest of the classes, except innate ranged classes, STR is taken for S.ATK and weight capacity AGI is ignored since

Mado-mechs are heavy skill users, skills that are independent of aspd. DEX is for casting reductions and HIT. VIT is obviously for

tanking purposes. INT is taken for little SP, minimal reduction on variable cast time and SP regeneration. Mado skills dont base

themselves on mATK but on ATK instead. Also LUK is added for its numerous bonuses. Incomparable in terms of damage (even

with high STR) to DPS/Heavy hitter offensive classes, Mado-mechs more than make up with his skills so DEX for reducing casting

time and INT for SP is a need. VIT is also gotten for stun resistance especially if one aims to WOE with it. Classic SVD builds would

bode well for this type but with the inclusion of LUK, it became better.

QUOTE

Mado-Mechanic Skills:

Base Mado Skills:

Magic Gear License

Mainframe Restructure

Page 14: Mechanic s Mechanics

Support Skills:

Magnetic Field

Neutral Barrier

Infrared Scan

Analyze

Stealth Barrier

Offense Skills:

Boost Knuckle

Vulcan Arm

Cold Slower

Pile Bunker

Flame Launcher

Arm Cannon

Self Destruction

FAW - Silver Sniper

FAW - MAgic Decoy

Situational Skills:

Repair

Emergency Cool

Shape Shift

Acceleration

Hovering

Front-Side Slide

Back-Side Slide

Axe Training

Research Fire and Earth

Skill Explanation:

If one wants to be a Mado-mech, one would have numerous routes to choose from. Starting with Base Mado skills, by combining

several purpose skills, you can create a shawarma of skills that could give the edge to your guild and party. If the mech aims to

be a support mech, he should get all the support purpose skills. It wont take all skill points so, he could also choose some other

offensive skills or situational skills. A Stealth Barrier Mech could also get the sliding skills to be a maneuverable Protoss Arbiter. A

Self Destruct Mado may get Magnetic Field so as his targets wouldnt go away from the blast radius. A Cold Slower Mech may also

get Analyze for DEF reductions + Slow. Neutral Barrier Mados can get the never miss Arm Cannon to hit enemies outside the

barrier. And the list goes on. Thats what makes Mado mechs so valuable. They are versatile pieces of equipment.

----------------------------------------------------------------------------------------

Mechanic Types Subsection 2: Mecha-Mastersmith

Description: Mecha-Mastersmiths are Mastersmits (required to transcend) that got upgraded with more HP/SP and a whole lotta

firepower. Their main skill would still be High Speed Cart Ram like their predecessors. Though unlike pre-renewal MSes, HSCR just

got more deadly. The mecha-smiths benefits from insane HSCR DPS (with % cards working on ram unlike before) plus the added

firepower of the Fixed Autonomous Weapons (FAWs). Its main focus would still be offense, different from its supportive Mado

Mechanic counterpart.

----------------------------------------------------------------------------------------

*Disclaimer: Presented here after are just suggested builds. The author never forced anyone to undertake

the presented build.

QUOTE

Mecha-Mastersmith Stats:

Base Stats Legend:

- = 1~20

X = 20~39

XX = 40~59

XXX = 60~79

XXXX = 80~99

XXXXX = 100~120

Page 15: Mechanic s Mechanics

STATS:

STR: XXXXX (100~)

AGI: XXXX or XXXXX (80~100+)

DEX: XXX or XXXX (60~99)

VIT: XXXX or XXXXX (80~100+)

INT: -

LUK: XX or XXX (40~79)

Stat Justification:

STR is taken to increase s.atk and weight limit for carrying. AGI is taken to increase ASPD given renewal's new aspd formula. VIT

is taken for HP, s.def and some s.mdef. DEX is for hit, minimum addition to both s.atk and aspd. LUK is added to get a rather high

addition to s.atk (especially when STR points costs too much), hit and flee. The stat build is built just like the old mastersmith

design: Get high ATK as you can, have considerable HIT and have the highest ASPD that you can muster and you have a cookie-

cutter MS. Recent developments in equips gave us builds with VIT, solving Stun problems. Its only reasonable to reapply the

concepts of the old to the new considering the only major difference would be HSCR damage, aspd computations and worth of

both AGI and LUK stats.

QUOTE

Master-Mechanic Skills:

Base Master-Mechanic Skills:

All of the Battle/Buff Skills of the Mastersmith

Offense Skills:

FAW - Silver Sniper

FAW - MAgic Decoy

Axe Boomerang

Axe Tornado

Power Swing

Situational Skills:

Axe Training

Research Fire and Earth

Skill Explanation:

Mecha-smiths focus on all the axe skills and masteries as a Mechanic. He doesnt use a Mado for the sole reason that Mado Mechs

cant use HSCR. So instead of totting a mech, Mecha-smiths eye the remaining skills. Masteries such as Axe Training and Research

Fire and Earth give numerous bonuses including additional ATK that multiplies according to skill modifiers including HSCR. The

other skills might be mediocre to the point of no use but hey, youll use HSCR anyways. Axe Boomerang is an added ranged skill

that may serveas the finishing blow. Power Swing is a good alternative (due to Stun chances) to Mammonite when zeny shortage

occurs. Axe Tornado is great for mobbing, pvm-wise. HSCR plus FAWs not only give Master-mechs range, but firepower too. Then

there are still other strange builds involving Mado use by a Master-mech. They strap on a Mado, Self Destruct, pot really quick,

then Ram. Insane, but useful indeed.

================================================================================

--------------------

Page 16: Mechanic s Mechanics

Aug 28 2010, 06:53 PM

Lv 150

umpha Post #3

- Nightmarish Nightingale -

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IV. Mechanic's WrenchIV. Mechanic's WrenchIV. Mechanic's WrenchIV. Mechanic's Wrench

QUOTE

Mechanic's Wrench Subsections:1. Weapons2. Consumables3. Equipments

----------------------------------------------------------------------------------------

QUOTE

WEAPONS:

Pile Bunker

A huge iron spike shoots out into a target, then retracted.

Type: Blunt (Mace)

Attack: 450

Weight: 300

Weapon Level: 3

Minimum Level: 99

Required Job: Mechanic

Ingredients:

Brocca (lvl 4 weapon spear)

200 Steel

30 tubes (flexible tubes?)

----------------------------------------------------------------------------------------

QUOTE

CONSUMABLES:

Cannon Ball

Required item to use the Mechanic Magic Gear skill "Arm Cannon"

Type : Shell

Atk : 100

Weight: 1

Attribute : None

Page 17: Mechanic s Mechanics

Holy Cannon Ball

Required item to use the Mechanic Magic Gear skill "Arm Cannon"

Type : Shell

Atk : 120

Weight: 1

Attribute : Holy

Dark Cannon Ball

Required item to use the Mechanic Magic Gear skill "Arm Cannon"

Type : Shell

Atk : 120

Weight : 1

Attribute : Dark

Soul Cannon Ball

Required item to use the Mechanic Magic Gear skill "Arm Cannon"

Type : Shell

Atk : 120

Weight : 1

Attribute : Spiritual

Iron Cannon Ball

Required item to use the Mechanic Magic Gear skill "Arm Cannon"

Type : Shell

Atk : 250

Weight : 1

Attribute : Neutral

Repair A

Recovers the Magic Gear's HP by a fixed ammount.

Weight: 10

Repair B

Recovers the Magic Gear's HP by a fixed ammount.

Page 18: Mechanic s Mechanics

Aug 28 2010, 06:56 PM

Weight: 14

Repair C

Recovers the Magic Gear's HP by a fixed ammount.

Weight: 18

Vulcan Bullet Magazine

A magazine of 1000 vulcan rounds.

Weight: 50

--------------------

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umpha Post #4

- Nightmarish Nightingale -

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Exp: 29/30

Magic Gear Fuel

A fuel for a Magic Gear.

Weight: 30

----------------------------------------------------------------------------------------

QUOTE

EQUIPMENTS:

Acceleration Gear

Required item to use the Mechanic Magic Gear skill 'Acceleration'.

Type: Accessory

Defense: 0

Weight: 10

Page 19: Mechanic s Mechanics

Req Lv: 99

Type: Merchant Type

Hovering Booster

Required item to use the Mechanic Magic Gear skill 'Hovering'.

Type: Accessory

Defense: 0

Weight: 10

Req Lv: 99

Type: Merchant Type

Self Destruct Device

Required item to use the Mechanic Magic Gear skill 'Self Destruction'.

Type: Accessory

Defense: 0

Weight: 100

Req Lv: 99

Type: Merchant Type

Shape Shift

Required accessory item to use the Mechanic Magic Gear skill 'Shape Shift'.

Type: Accessory

Defense: 0

Weight: 50

Req Lv: 99

Type: Merchant Type

Cooling System

Required accessory item to use the Mechanic Magic Gear skill 'Emergency Cooling'.

Type: Accessory

Defense: 0

Weight: 250

Req Lv: 99

Type: Merchant Type

Magnetic Field Device

Required item to use the Mechanic Magic Gear skill 'Magnetic Field'.

Type: Accessory

Page 20: Mechanic s Mechanics

Defense: 0

Weight: 600

Req Lv: 99

Type: Merchant Type

Barrier Device

Required item to use the Mechanic Magic Gear skill 'Neutral Barrier'.

Type: Accessory

Defense: 3

Weight: 800

Req Lv: 99

Type: Merchant Type

Repair Kit

Required item to use the Mechanic Magic Gear skill 'Repair'.

Type: Accessory

Defense: 0

Weight: 40

Req Lv: 99

Type: Merchant Type

Flame Launcher

Required item to use the Mechanic Magic Gear skill 'Flame Launcher'.

Type : Shield

Def : ?

Weight: 30

Req. Lv. : 99

Class : Merchant Type

Optical Camouflage Generator

Required item to use the Mechanic Magic Gear skill 'Stealth Field'.

Type : Accessory

Def : 0

Weight: 100

Req. Lv. : 99

Class : Merchant Type

=============================================================================

--------------------

Page 21: Mechanic s Mechanics

Aug 28 2010, 06:59 PM

Lv 150

umpha Post #5

- Nightmarish Nightingale -

Group: LFE Participant

Posts: 2,603

Joined: 6-July 08

From: Sograt Dessert PK - Top

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Hp: 30/30

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V. LinksV. LinksV. LinksV. Links

QUOTE

Links Subsections:1. Job Change Quest2. Videos3. Screenshots4. Appendix5. Links6. Changelog

----------------------------------------------------------------------------------------

QUOTE

JOB CHANGE QUEST:

CHINESE RO MECHANIC JOB CHANGE

KOREAN RO MECHANIC JOB CHANGE QUEST

----------------------------------------------------------------------------------------

QUOTE

VIDEOS:Format: Poster Name - Post Number HERE

================================

Sarune - 267

Faw - Silver Sniper

http://www.youtube.com/watch?v=Io1R6Waj8_w&fmt=22

Faw - Magic Decoy

http://www.youtube.com/watch?v=7AzSSLF_rZk&fmt=22

================================

Gimli - 577

Stealth Field Action

http://www.youtube.com/watch?v=konYutSqox0&fmt=22

================================

Beetleking - 802

Power Swing

http://www.youtube.com/watch?v=3z9dZozBGqc...feature=related

Axe Boomerang

http://www.youtube.com/watch?v=NV9Ri...eature=related

================================

Doddler - 977

Mechanic leveling video

Page 22: Mechanic s Mechanics

http://ro.doddlercon.com/video/mechanic_noggroad2f.html

================================

Atum - 1006

http://www.youtube.com/watch?v=glSghgXlxak

Stats:

75+7 str

100+8 agi

50+6 vit

51+5 int

78+3 dex

1+5 luk

Equip :

+4 Bone Helm

+7 Bathory Meteo Plate

+4 Kavac Icarus Riders insignia

+7 Matyr Black Leather Boots

+4 Platinum shield

+4 Pile Bunker

================================

rafaxd - 1048

A new video of a mechanic from kRO main server leveling on magma dundeon 2:

http://www.youtube.com/watch?v=KyTEK...eature=related

================================

Mekanik - 1050

Mechanic Videos

http://www.youtube.com/MekanikVideos

================================

Gimli - 1239

Juperos Leveling

http://www.youtube.com/watch?v=l3Oo-ERhlFU

================================

Doddler -

http://www.youtube.com/watch?v=SUN6_4a9fkg...player_embedded

================================

Doddler - 1554

Mado WOE Videos

http://www.youtube.com/watch?v=Jy3R4V2L110...player_embedded

http://www.youtube.com/watch?v=JBaAIdpBYOk...player_embedded

----------------------------------------------------------------------------------------

QUOTE

SCREENSHOTS:Format: Poster Name - Post Number HERE

================================

Doddler - 413

Page 23: Mechanic s Mechanics

Power Strike

Axe Boomerang

Axe Tornado

Cart Termination (6400 weight)

Page 24: Mechanic s Mechanics

Cart Ram base damage on kaho. 0 variation due to maximize power.

Cart Ram with level 5 research FE. The bonus appears to be added after.

Cart Ram with max axe mastery. Again the bonus appears to be added after.

================================

Atum - 615

Skill animations

Page 25: Mechanic s Mechanics
Page 26: Mechanic s Mechanics

Aug 28 2010, 07:02 PM

--------------------

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QUOTE

FAW images

Silver sniper

Magic decoy

Gimli -1194

Self Destruct based on current HP and current SP, ignores ATK

200 sp

Reduced: 40% of original size [ 1280 x 720 ] - Click to view full image

611 sp

Reduced: 40% of original size [ 1280 x 720 ] - Click to view full image

Page 27: Mechanic s Mechanics

1158 sp

Reduced: 40% of original size [ 1280 x 720 ] - Click to view full image

no weapon, 1158 sp

Reduced: 40% of original size [ 1280 x 720 ] - Click to view full image

----------------------------------------------------------------------------------------

QUOTE

APPENDIX:Format: Poster Name - Post Number HERE

================================

Atum -175

In renewal nearly all physical attackskills are affected by % cards, even HSCR, acidbomb, SD, etc.

Right now i cant give you a single physical attack skill that is not affected by % cards

(except maybe stuff like throw venom knife or traps).

Page 28: Mechanic s Mechanics

================================

Yoyo - 192

Silver Sniper FAW: Seemed to attack at ~170 or less aspd, and the Atk listed in the description is just a bonus damage

to its normal damage (Which seems to be about my Atk, but I'm not sure).

================================

Yoyo - 192

Magic Decoy FAW: Quite literally, a mini-immobile-warlock/professor.

Every 2~3 seconds, it casts fast (~1 second cast, maybe less) lv.10 bolts

(Even earth spike lv.10) with 500 matk, which is a lot right now. It was hitting 9k Lv.10 Earth Spikes on Sky Petites,

which are only Wind 1.

================================

Doddler - 290

The Silver Sniper would be much better if it reliably hit its target and maybe a bit stronger.

The Magic Decoy has similar matk as the silver snipers physical attack,

and technically does 1 attack for every 3-5 of the silver sniper, but the decoy never misses

and uses magic bolts that deal 10x matk damage. If you take into account elemental weaknesses, the decoy is much stronger.

================================

Sarune - 297

Some fun notes:

FAW is affected by Lex. Yes, even the magical one.

FAW (probably) works with Mind Breaker/Eske.

FAW activates skills from weapons/cards

(You can see it activating the def ignoring ability of my Twin Edge sword in the video)

FAW is not reduced by Thara Frog

================================

Gimli - 405

Mado Skill Icons

http://forums.irowiki.org/showpost.php?p=3...p;postcount=405

================================

Frost - 1005

@ anyone planning stats for post-renewal.

1. Don't max your stats. Don't get 120. The points after 100 [101-120] are so expensive they're better spent on

something else.

2. Get Luk. It's so nice and grants so many bonuses now I'd actually recommend having at least 30-60 luk on EVERY

CLASS.

3. Get Agi. You can't stack on aspd skills/equipment for insane aspd anymore. Agi also reduces chance of

getting status ailments as of the newest patch today. Even some people playing caster classes prefer to have agi now.

4. Dex is a no-brainer.

================================

Ibari - 1158

- Mechanic Changes:

General Skills

- Axe Training: Influences damage while using the MADO gear. Also increases damage and hit rate of maces.

- Research Fire/Earth: Now affects you while using the MADO gear.

- Axe Boomerang: Now usable while using the MADO gear. SP cost decreased. The damage now is increased according to the

weapon weight and the user's base level.

- Power Swing: Now usable while using the MADO gear. SP cost decreased. The damage is now increased according to the

users STR, DEX, and base level.

- Axe Tornado: Now usable while using the MADO gear. HP and SP cost decreased. When using Axe Tornado, deals increased

damage if you are endowed with wind element. The damage is now increased by the users VIT and base level.

Page 29: Mechanic s Mechanics

- FAW Silver Sniper/Magic Decoy: Now usable while using the MADO gear.

MADO gear skills

- Boost Knuckle: SP cost decreased. Damage now increased by the users DEX and base level.

- Pile Bunker: The attack power is increased. Damage now increased by the users STR and base level.

- Vulcan Arm: The attack power is increased. Damage now increased by the users DEX and base level.

- Flame Launcher: The attack power is increased and SP cost reduced. The casting time is no longer interrupted if you are

hit. Damage is now influenced by the users base level.

- Cold Slower: Attack power increased, SP cost reduced. The casting time is no longer interrupted if you are hit. Damage is

now influenced by the users base level.

- Arm Cannon: SP cost reduced. The casting time is no longer interrupted if you are hit. Damage is now influenced by the

users base level.

- Hovering: Movement speed increase option removed.

- Front Side Slide: SP cost reduced. Can be used without hovering.

- Back Side Slide: SP cost reduced. Can be used without hovering.

- Self Destruction: Damage formula changed. The skill can't be interrupted if you are hit while casting.

The following equipment reliant MADO gear skills have been changed so that you no longer require to have the item

equipped, but simply need to have it in your inventory.

* Flame Launcher - Flame Thrower

* Acceleration - Acceleration Device

* Self Destruction - Self Destruct Device

* Shape Shift - Shape Shift

* Emergency Cool - Cooling Device

* Magnetic Field - Magnetic Field Generator

* Neutral Barrier - Barrier Generator

* Stealth Field - Optical Camouflage Generator

* Repair - Repair Kit

================================

Doddler

Freezing status is a killer, its clear he's intending to use it to cause status effects,

its the entire reason why you'd play MADO. If you wanted to kill people, you'd just go cart ram people.

Lots of the time he was just being screwed by genetics.

There were a few times where there was a 2 second cast time on front side slide, and you know his ability to do...

anything is severely impaired.

Skills he uses:

Hovering - He clearly walks over quagmires and firewalls without being affected.

Not sure what combat skills he was able to avoid because of this because of how much was going on.

Front Side Slide - Pretty nice movement skill

Flame Launcher - Didn't use it much, used it when he actually intended to kill someone.

Cold Slower - Used mainly as a debuff. Freezing status is bad news. It slows you movement,

make you attack slower, make you cast a lot slower, and drops your defense. Basically, it screws any class that gets

it into being ineffective. You see how many warmers are set up by sorcerers in siege? Freezing is the reason.

Magnetic Field - He used it several times to immobilize his opponents. Usually he uses it before he self destructs.

Self Destruct - I don't think anyone in the video was hit by this and didn't die.

Neutral Barrier - A couple times when players went to melee him they were completely useless.

Well, one crit GX still owned him.

Infrared Scan - Uses a couple times, it's a pretty cool area revealing skill.

Analyze - Not sure the point of using this in siege, I guess it makes targets softer for other attacks,

but I'm not certain targets can get very 'hard' in siege, so I dunno.

Page 30: Mechanic s Mechanics

================================

Clogon - 1586

Pile Bunker deals more damage than HF especially at High STR.

Edit:

Look at it this way:

450 atk > 332 atk

1h weapon > 2h weapon

100% on medium > 75% on medium

300 weight > 350 weight

Plus since Pile Bunk is a 1h weapon, you can use shield and get over refine bonus.

================================

Clogon - 1679

mado license

Atk increase = 15*s.lvl

Mastery attack (very good since Masteries are affected by skill Mod now)

Boost knickle

1s Casting time.

FLOOR(((400+200*s.lvl+2*Dex)/3)*b.lvl/100)%

Vulcan arm

FLOOR(((140*s.lvl+2*Dex)/3)*b.lvl/100)%

Cold Shower

FLOOR(((600+600*s.lvl)/3)*b.lvl/100)%

0.75s + 0.75s*s.lvl after cast delay.

Flame Launcher

FLOOR(((600+600*s.lvl)/3)*b.lvl/100)%

0.5s + 0.5s.lvl casting time

Arm Cannon

FLOOR(((400+800*s.lvl)/3)*b.lvl/100)%

Does not take weapon research mastery into account in calculations.

Axe Mastery

Gives 4 atk*s.lvl to maces

Will do more tests later.

Edit:

Pile Bunker

Floor((300+100*s.lvl+1*str)*b.lvl/100)%

Infrared Scan will reduce the flee of non invis people too.

Analyze only affects e.def.

================================

Clogon - 1682

You only get the stated mod in the description at 150. This would explain why jRO players say Mado's are weak

because they are. We can pvp tonight if you want to see how accurate it is.

================================

Clogon - 1694

@Charon:

They recently changed how masteries work. They are even better than Pre RE. They are non elemental. (not reduced by

Ghost)

Page 31: Mechanic s Mechanics

But they are increased by skill mods. so 75 mastery damage with a 1000% skill will add 750 damage!

================================

Clogon - 1694

Also Self Destruct can do a lot of damage. It deals:

Current HP + 25*s.lvl*(SP+X)/3 -s.def -e.def.

I think X=Vit but I still need more tests to confirm. Gonna be busy on Valkyrie this week so don't expect

more info from me any time soon. And yes the -e.def is not a typo. Just like in GF/Asura's testing,

e.def is only a substraction from the final damage. And like any damage that does not use atk or matk,

it bypsses all % reduction effects like Elemental resistance and Elemental, Racial and Size reductions.

I do not know its element yet though.

================================

Atum - 1697

There are alot of problems with the mado/mechanic:

-mados can not be healed

-losing mado when dieing

-blacksmith skills not useable while using mado

-emergency cooldown does not remove heat status

-items (fuel/cannon balls/cooling shells) are way too heavy

-damage output quite disappointing (both mado and normal mechanic) compared to other offensive classes, like RG or Shura

-since arm cannon is forced neutral ghost cannon ball is useless

-cooldown of certain skills (neutral barrier/stealth field/magnetic field) is too high

-stealth field doesnt affect the caster

-hovering doesn't protect vs ground targeted skills (not sure if they fixed it)

-mado accessories still dont have their special effects back

-FAWs are way too expensive, too short duration, too weak, can not be repaired, have not enough hit to hit higher

level monsters, can die easily

================================

Atum - 1701

Targets that use skills/attacks while in Stealth field area get unhidden for a short amount of time and get

cloaked again after the skillcast animation ended.

Just played around with FAWs:

Silver FAW:

-about 160~170 aspd (very low, 1-1.5 attacks per sec)

-600~700 damage on centipedes

-has problems hitting highlevel monsters (misses pretty frequently on centipedes)

-has 7~9k hp, can be destroyed by friendly fire

Magic faw :

-Deals about 5~6k damage per cast on centipedes (no elemental advantage)

-About 1 cast every 3 seconds (maybe same casttime/aftercastdelay as normal lvl 10 bolt)

-has 7~9k hp, can be destroyed by friendly fire

================================

Atum - 1707

Just tested, FAW stats are completely independant from Mechanics stats, the attack power,

hit rate and aspd are always the same no matter what equip/stats the Mechanic has.

================================

Atum - 1710

Just finished testing the changed Neutral Barrier.

Changes:

Neutral Barrier

-no longer blocks melee attacks

Page 32: Mechanic s Mechanics

-blocks all physical long ranged attacks

-blocks all damage dealing magic attacks

So it basically is a moving Pneuma that works against both long ranged attacks and magic attacks.

At the same time all physical long ranged attacks/physical long ranged skills that do not ignore flee done from

inside the Neutral-Barrier casting Mechanic will miss so while Neutral Barrier is up Arm Cannon is your only really

good attack skill (unless you get the other short-ranged Mechanic skills like Axe Tornado).

However that also means that if the enemy gets right next to you the enemy will also be protected by your

Neutral Barrier so Arm cannon will miss.

Against monsters it only blocks magic and physical long ranged skills if you are standing more than 4 cells away

from the casting monster, which sucks

Only hardcoded long ranged attacks, like monsters clashing spiral, are also blocked even when in melee combat with

monsters.

All other targets inside Neutral Barrier can use supporting magic and offensive magic skills and attack/support

targets outside Neutral Barrier, however other targets inside Neutral Barrier wont be able to hit other targets

with long ranged physical attacks that do not ignore flee.

Basically : (edited to make it more clear)

ALL long ranged attacks and magic attacks done to targets inside Neutral Barrier will be blocked,

including flee-ignoring skills like acidbomb, since Neutral Barrier acts like Pneuma.

All long ranged attacks done from inside Neutral Barrier on targets outside Neutral Barrier will miss except

flee-ignoring skills since all targets standing inside Neutral Barrier will have 0 hit for their long ranged skills.

So neutral Barrier got changed/fixed from a supermobbing/superMVPtanking skill to a really nice woe/mvp support skill.

I've yet to decide whether i like the new Neutral Barrier more than the old one because both versions are/were very

useful in different situations.

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Atum - 1714

Some new testings:

Clearance is unable to dispell MadoMechas buffs like Hovering, Acceleration or Neutral Barrier and aspd potions

while sitting in a Mado, i'm not sure if this also applies to Dispel (normal buffs from priest class got removed, though).

Hovering only protects against Hunters traps (ankle snare, sandman, claymore, etc).

Rangers traps (cluster bomb, etc) and all other ground targeted skills still hit you.

================================

Clogon - 1720

Axe Boomerang

FLOOR((320+80*s.lvl+2*weight)*b.lvl/3)%

Power Swing

FLOOR(180+20*s.lvl+STR*0.85+DEX*0.8)%

Axe Tornado

FLOOR([200+100*s.lvl+vit]*b.lvl/100*1.25[If Wind])% with 6 Sub hit (possible loss of 0-5 damage)

================================

Atum - 1726

And the higher weaponatk is not enough to compensate for a lower skill modifier.

Having ~200 more weaponatk does not really compensate for having skills that have a 3~4 times

lower damage modifier and/or less spamability compared to other classes, like Sura or

Royal Guard (Mechanics : 440%~1200%, RGs and Suras : up to 3000%~4500%+ and Suras even up to 20000% with GoH).

================================

Atum - 1738

Page 33: Mechanic s Mechanics

Info about skills that are aoes and/or ranged:

Flame Launcher : 6 cells range (but only damages 5 cells away from you), 3x5 cells aoe

Arm Cannon : 7 cells range, 7x7~3x3 cells aoe (level 1~level 3)

Cold Slower : 7 cells range, 7x7 cells aoe

Vulcan Cannon : 13 cells range

Pile Bunker : 3 cells range

Boost Knuckle : 11 cells range

Axe Boomerang : 4~8 cells range

================================

Doddler - 1747

jRO players have reported that this should be an accurate formula for self-destruct.

Damage = (CurrentSP + VIT) * 20 * SkillLv/3 * BaseLv/100 + CurrentHP - EnemyDef

Axe Tornado : melee range, 5x5 aoe (level 1~2), 7x7 aoe (level 3~5)

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Atum - 1748

Self Destruct Samples

So lets see...

level 150, 100 vit, 110 int MadoMecha

Variant Shoes, Moonlight Dagger, 2x BG medals, PecoPecoArmor

94464 damage before any def or woe reduction.

56678 damage with woe reduction

With Brynhildr as armor the damage would be

119615 damage before any def or woe reduction

71769 damage with woe reduction

I doubt that its reduceable by beret/cranial (because it doesn't use atk in its formula) but

i forgot if it has an element or not.

Quite nice, i guess, especially for either killing all people in an enemy precast or killing a

group of people attacking your emp.

================================

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QUOTE

LINKS:

Mechanic Thread iRO Wiki

Renewal Information iRO Wiki

Mechanic Page RO Future Wiki

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QUOTE

Changelog:

Approx. a month before 8/28/10 - Started guide

Approx. 2 weeks until 8/25/10 - Started research

Approx. 1 week before 8/28/10 - Made format, started writing

Approx. 2 days before 8/28/10 - Proofreading

Approx. 1 day before 8/28/10 - Stopped and thought, "Watdaheck!"

Approx. today,8/28/10 - Tested posting crap