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Ragnaboards > Ragnarok Career Guide > Weapon Smiths of Legend > Blacksmith and Mastersmith
37 Pages 1 2 3 > Options
Post

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


Aug 28 2010, 06:44 PM

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

- 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

QUOTE

Extended Table of Contents: I. Introduction II. Mechanic Tools 1. Stats 2. Skills III. Mechanic Types 1. Mado-Mechanic Stats Skills 2. Mecha-Mastersmith a. Stats

b. Skills IV. Mechanic's Wrench 1. Weapons 2. Consumables 3. Equipment V. Links (Plus Appendix/Changelog) 1. Job Change Quest 2. Videos 3. Screenshots 4. Appendix (AdditionalInfo) 5. Links 6. Changelog

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I. 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 an 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.

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II. Mechanic Tools


QUOTE

Mechanic Tools Subsections: 1. Stats 2. Skills

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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

- 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. 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

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

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 3.3).

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 =

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%

[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 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)

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

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

[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.

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 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

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

Cold Slower Prereq: Vulcan Arm 3 Type: Active / Damage 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

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

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. 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

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

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 [Level 1] : Duration 30s

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

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 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

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

Shape Shift Prereq: Mainframe Restructure 2 Type: Active / Buff 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

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

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

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 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)

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

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 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

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

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 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

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

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.

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Lv 150

umpha

Aug 28 2010, 06:48 PM

Post

III. Mechanic Types


QUOTE

- Nightmarish Nightingale -

Mechanic Types Subsections: 1. Mado-Mechanic 2. Master-Mechanic

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

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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 situation, be a Mado-mech. ---------------------------------------------------------------------------------------*Disclaimer: Presented here after are just suggested builds. The author never forced anyone to undertake the presented build.

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

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

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

QUOTE

Mado-Mechanic Skills:
Base Mado Skills: Magic Gear License Mainframe Restructure

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 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.

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

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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 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.

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

QUOTE

Mecha-Mastersmith Stats:
Base Stats Legend: - = 1~20 X = 20~39 XX = 40~59 XXX = 60~79 XXXX = 80~99 XXXXX = 100~120

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 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 cookiecutter 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.

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

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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 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

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

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

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

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Lv 150

umpha

Aug 28 2010, 06:53 PM

Post #3

IV. Mechanic's Wrench


QUOTE

- Nightmarish Nightingale -

Mechanic's Wrench Subsections: 1. Weapons 2. Consumables 3. Equipments

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

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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?)

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CONSUMABLES:

Cannon Ball Required item to use the Mechanic Magic Gear skill "Arm Cannon" Type : Shell Atk : 100 Weight: 1 Attribute : None

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.

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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Lv 150

umpha

Aug 28 2010, 06:56 PM

Post #4

- Nightmarish Nightingale -

Magic Gear Fuel A fuel for a Magic Gear. Weight: 30 ----------------------------------------------------------------------------------------

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

QUOTE

EQUIPMENTS:

Acceleration Gear Required item to use the Mechanic Magic Gear skill 'Acceleration'. Type: Accessory Defense: 0 Weight: 10

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

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

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Lv 150

umpha

Aug 28 2010, 06:59 PM

Post #5

V. Links
QUOTE

- 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

Links Subsections: 1. Job Change Quest 2. Videos 3. Screenshots 4. Appendix 5. Links 6. Changelog

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QUOTE

JOB CHANGE QUEST:


CHINESE RO MECHANIC JOB CHANGE KOREAN RO MECHANIC JOB CHANGE QUEST

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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

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

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QUOTE

SCREENSHOTS:
Format: Poster Name - Post Number HERE ================================ Doddler - 413

Power Strike

Axe Boomerang

Axe Tornado

Cart Termination (6400 weight)

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

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Lv 150

umpha

Aug 28 2010, 07:02 PM

Post #6

QUOTE

FAW images Silver sniper

- 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

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

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

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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).

================================ 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.

- 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.

================================ 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)

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

-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. ================================ 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

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) ================================ 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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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

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