with all the the requirements done, it will probably take 10-50 battles to randomly get a level 1 tech. When you are trying to get a level 3 tech, it is more like 250 battles to get the tech.
I do not have any science behind the number, it is just my estimate from getting techs.
yea the formula used to be -1 second for every 5 active battle techs, but that means u need 75 for 5 sec techs, but with nerf it's now 60 required so not sure what the exact formula is anymore.
God.... I still hate Netmarble for introducing the trend of heavily focusing on land battles. UWO is a lot of great things, but the character/land battles, is the single worst thing this game has ever attempted. Form the graphics, to the animation... just about every aspect of them is God-awful.
It never felt like being good at fighting; it always felt like I was trying to time the funky, laggy animations to the NPCs epileptic seizures.
yea i'm sure netmarble didn't introduce landbattle. that seems like something a developer would have to code and develop and pass onto the host. maybe ur internet sucks and ur lagging, cause it's not very laggy for me. Landbattle seems smooth to me.
@patersmith66 I used some finesse paper for learn most of my trap techs and few weapon techs. The most i had to do was like 3 fights when i was after all the r1 wep tech. For all r3+ techs, it was one fight, one tech. The trick is to fight the proper mob which use the tech you want, and wait its use before kiling it.
Scaramouche, admiral French adventurer, 2868 discoveries, 560 shipwrecks
Merchandise Knowledge enhances the strength of items you use in battle in various ways. It's been a while, but I believe you can use Merchandise Knowledge to make items do more damage/heal more HP, or affect enemies/allies in an AoE, or to inflict longer status durations. Things like that.
It's hard to categorize all the things the Merchandise Knowledge techs do because they all require an item to build off of.
They added an large quantity than it was suggested lol... But yeah, this was serious missing. I can't imagine many players would do finesse grind again after working so hard before.. It is very time consuming to do and requires patience to achieve it.
Also certain gears are not plunderable that players can use in deck battle against pirates, but pirate ships tend to have low durability so if ships has decent guns with naval skills, that is also an option. Like traders having weakness to pirates, pirates has the same often in durability and survival aka especially vs bounty hunters and bounty hunters are in general not the best meleeers and cant catch pirates easily due their pvp perk. Is how I see at least.
Last thing, I still prefer they convert those 30 %'s to 50 %'s what helps us much more...
Kind Regards,
IGN: [CA]Huseyin_Gazi Dedicated Adventurer and Maritimer Other toon: Disi_Aslan (trader, production, R20 SB'er and Director of OA) Osmanli_Aslanlar
it's not very clunky just different. Merc techs are:Amplify, Swift, Broaden. Amplify = increase effects of the "landbattle item" used (damage items damage npcs more, healing items heal for more, not sure if it increases effect of stratagems or not) Swift = increases the recharge of the "landbattle item" used (ur elixirs recharge faster) Broaden = increase the range (AoE) of the "landbattle item" used (deals damage to npcs in area, heals fleet members in the area)
OK I have a question about advanced landbattle grinding. Not sure if anyone who still plays knows anything about this but here goes. Maybe some serious jap wiki guru can find this information and pass it on.
Their are accessory items, that force techs of only 1 color to appear. If i'm remembering correctly, there are 10 variants to each color, give u a % of 10% - 100% of all techs being of one color. I found 1 some where back in the day was a 30%, and that manual on traps book thats in like everydungeon, that v3, increases the chance of trap techs spawning by 30%.
As i said i'm not sure on most of the information and wonder if anyone else knows anything?
Well there is one. They do exist. I had a 30% yellow one, but at the time i had plenty of techs so i could turn off as many as i needed so only r1 of 1 color appeared. But it's good for grinding. If u can find a 100% book. Then u can leave all ur techs on so they pop faster when grinding til u hit enuff techs to be 5sec techs with only what u need activated.
Those items are called "manual of ..... V1/5". Ivyro has them all listed aswell jap wiki. The v1 are bought from speciic item shop. The v3 are dropped from named npc in specifics inlands. The v5 come from dungeons.
Scaramouche, admiral French adventurer, 2868 discoveries, 560 shipwrecks
Comments
I used some finesse paper for learn most of my trap techs and few weapon techs. The most i had to do was like 3 fights when i was after all the r1 wep tech. For all r3+ techs, it was one fight, one tech. The trick is to fight the proper mob which use the tech you want, and wait its use before kiling it.
French adventurer, 2868 discoveries, 560 shipwrecks
Ahead, matey! Adventure is on the horizon
French adventurer, 2868 discoveries, 560 shipwrecks
Ahead, matey! Adventure is on the horizon
IG Nationality: Dutch
Company: FreedomHunters
Director
Dedicated Adventurer and Maritimer
Other toon: Disi_Aslan (trader, production, R20 SB'er and Director of OA)
Osmanli_Aslanlar
French adventurer, 2868 discoveries, 560 shipwrecks
Ahead, matey! Adventure is on the horizon