{"id":124,"date":"2011-01-31T15:58:05","date_gmt":"2011-01-31T22:58:05","guid":{"rendered":"http:\/\/ro.doddlercon.com\/home\/?p=124"},"modified":"2011-01-31T16:30:01","modified_gmt":"2011-01-31T23:30:01","slug":"jro-renewal","status":"publish","type":"post","link":"http:\/\/ro.doddlercon.com\/home\/?p=124","title":{"rendered":"jRO Renewal Differences"},"content":{"rendered":"<p style=\"text-align: justify;\">There&#8217;s a lot of uncertainty related to what Japan did with the renewal update, and how it compares to our current renewal. \u00c2\u00a0This post is made to clarify these differences. \u00c2\u00a0If something is not listed, such a flee, hit, defense, etc, it means it is not substantially different from the renewal we have.<!--more--><\/p>\n<h2 style=\"text-align: justify;\">Japan&#8217;s Renewal<\/h2>\n<div id=\"_mcePaste\" style=\"text-align: justify;\"><strong>Experience Chart<br \/>\n<\/strong><\/div>\n<div id=\"_mcePaste\" style=\"text-align: justify;\">\n<ul>\n<li>Japanese Ragnarok completely abandoned Korea&#8217;s experience requirement chart. \u00c2\u00a0They instead kept the pre-renewal experience chart, and created a custom experience chart for above level 99 and 3rd job experience. \u00c2\u00a0The base and job experience charts are created in a way that players tend to hit job 50 as 3rd job around base level 110.<br \/>\n<a href=\"http:\/\/ro-poring.main.jp\/data\/exp\/12.html\">3rd Job Base Experience Requirements<\/a><br \/>\n<a href=\"http:\/\/ro-poring.main.jp\/data\/exp\/12.html\">3rd Job Job Experience Requirements<\/a><\/li>\n<\/ul>\n<\/div>\n<div id=\"_mcePaste\" style=\"text-align: justify;\"><strong>Experience and Drop Penalty<br \/>\n<\/strong><\/div>\n<div id=\"_mcePaste\" style=\"text-align: justify;\">\n<ul>\n<li>Japan completely revoked the experience and drop penalty from monsters. \u00c2\u00a0A player will receive full base and job experience from a monster regardless of level. \u00c2\u00a0Penalty for status effects still is applicable however.<\/li>\n<\/ul>\n<\/div>\n<div id=\"_mcePaste\" style=\"text-align: justify;\"><strong>Monsters and Monster Experience<br \/>\n<\/strong><\/div>\n<div id=\"_mcePaste\" style=\"text-align: justify;\">\n<ul>\n<li>This experience chart would be cruel if monsters gave the same base and job experience they did in standard renewal. \u00c2\u00a0Monsters in Japan&#8217;s renewal however are different, and are a combination of pre-renewal and post-renewal. \u00c2\u00a0Their monsters are different in the following ways:<\/li>\n<li>Most monsters keep the same base level and HP as they did pre-renewal.<\/li>\n<li>Most monsters give\u00c2\u00a0approximately\u00c2\u00a050% more experience than they did before renewal.<\/li>\n<li>Defense and Magic Defense values are taken right from Korea&#8217;s renewal.<\/li>\n<li>Monster attack values were adapted from Korea&#8217;s renewal server, but adjusted depending on the difficulty of the monster. \u00c2\u00a0In general, jRO monsters are about as strong as Korea&#8217;s for that monsters level, perhaps a bit harder.<\/li>\n<li>Some monsters received special adjustments. \u00c2\u00a0For example, the Nidhoggur Instance monsters Ryncho, Phylla, Ancient Tree, and Dark Shadow have the Korean renewal HP (300k-400k HP) and stats, but give dramatically more experience (200k+ base).<\/li>\n<\/ul>\n<\/div>\n<div id=\"_mcePaste\" style=\"text-align: justify;\"><strong>Monster Spawns<br \/>\n<\/strong><\/div>\n<div id=\"_mcePaste\" style=\"text-align: justify;\">\n<ul>\n<li>jRO did not use the renewal monster spawn changes provided in Korea&#8217;s renewal. \u00c2\u00a0That is to say, they are mostly pre-renewal spawns, but jRO did a lot of custom changes to the pre-renewal spawns both before and after their renewal, so it&#8217;s a pretty different from what we ever had.<\/li>\n<\/ul>\n<\/div>\n<div id=\"_mcePaste\" style=\"text-align: justify;\"><strong>Cast Time<br \/>\n<\/strong><\/div>\n<div id=\"_mcePaste\" style=\"text-align: justify;\">\n<ul>\n<li>The cast time of all first, second, expanded and transcend job skills were reverted to their pre-renewal cast times. \u00c2\u00a0That means that only 3rd job skills have any fixed cast time, all other skills are made completely variable cast time.<\/li>\n<\/ul>\n<\/div>\n<div id=\"_mcePaste\" style=\"text-align: justify;\"><strong>Changing to Third Jobs<br \/>\n<\/strong><\/div>\n<div id=\"_mcePaste\" style=\"text-align: justify;\">\n<ul>\n<li>In standard renewal, you can change to 3rd job upon reaching base level 99 as either transcend or non transcend. \u00c2\u00a0In Japan&#8217;s renewal, you must transcend, and can change into 3rd job once you reach base level 90 on a transcend job.<\/li>\n<\/ul>\n<\/div>\n<div id=\"_mcePaste\" style=\"text-align: justify;\"><strong>Physical Attack Formula<br \/>\n<\/strong><\/div>\n<div style=\"text-align: justify;\">Japan implemented a custom physical attack formula. \u00c2\u00a0It is designed to put an increased reliance on strength to obtain a powerful attack, as well as return dex to it&#8217;s previous role in affecting minimum damage. \u00c2\u00a0The formula produces higher damage with more strength, but low str builds are considerably worse off. \u00c2\u00a0It is different in the following fashion:<\/div>\n<div id=\"_mcePaste\" style=\"text-align: justify;\">\n<ul>\n<li><strong><em>Status Attack<\/em><\/strong>\n<ul>\n<li>Status attack in Korea and Japan&#8217;s formula remains roughly the same.<\/li>\n<\/ul>\n<\/li>\n<li><strong><em>Weapon Attack<\/em><\/strong>\n<ul>\n<li>Korea &#8211; In Korea&#8217;s renewal, weapon damage varies by 5% per level of the weapon. \u00c2\u00a0So a level 4 weapon will vary +\/- 20%. \u00c2\u00a0No other factors affect this variance.<\/li>\n<li>Japan &#8211; In Japan&#8217;s renewal, max weapon damage is weapon attack times 40%, plus 10% for each weapon level. \u00c2\u00a0For example, the max weapon attack of a level 4 weapon is 80% higher than the weapons stated weapon attack. \u00c2\u00a0This attack is reduced however the the strength negative penalty, explained later.Minimum weapon attack power functions differently, with the weapons minimum damage being equal to your dex plus 10% per weapon level. \u00c2\u00a0At 60 dex and a level 4 weapon, your minimum damage would be 84, regardless of how powerful of a weapon you were using.<\/li>\n<\/ul>\n<\/li>\n<li><strong><em>Strengh Bonus<\/em><\/strong>\n<ul>\n<li>Korea &#8211; kRO renewal applies a strangth bonus of +0.5% weapon attack power per point of strength. \u00c2\u00a0That means that the bonus is dependant on the weapon you use. \u00c2\u00a0A player with 100 strength will get a 50 damage bonus with a 100 attack power weapon, but they will get twice the damage bonus with a 200 attack power weapon.<\/li>\n<li>Japan &#8211; jRO renewal has a strength bonus of [[STR \/ 10] ^ 3 \/ 60]. \u00c2\u00a0This formula means you won&#8217;t really get a strength bonus until about 60 str. \u00c2\u00a0At 100 str, you&#8217;ll have a bonus of 16. \u00c2\u00a0At 150 str, the bonus is 56, and 200 str the bonus is 133. \u00c2\u00a0The cubic formula means that higher level of str provide a huge bonus in attack. \u00c2\u00a0This bonus is also independant of weapon type, a class with low attack power weapons, like Ranger will not be penalized like it is in Korea&#8217;s version. \u00c2\u00a0On the other hand, it means that you need to focus more on strength to provide a sizable benefit (in the same way as pre-renewal).<\/li>\n<\/ul>\n<\/li>\n<li><strong><em>Negative Penalty<\/em><\/strong>\n<ul>\n<li>This feature is only present in Japan&#8217;s renewal. \u00c2\u00a0This concept further re-inforces the necessity of having strenth in a combat focused build. \u00c2\u00a0If a class doesn&#8217;t have enough strength to wield their current weapon, they&#8217;ll receive a penalty to their max damage. \u00c2\u00a0With no strength at all, 2\/3 of a weapons attack power is lost to the penalty. \u00c2\u00a0The penalty is recovered at a rate of [[Str \/ 10] ^ 2 * (WeaponLv * 0.2 + 0.8)].To put that in perspective, a 100 attack lv 2 weapon will have a negative penalty of 66 damage with no strength. \u00c2\u00a0To fully recover the lost damage from the penalty, you will need 70~80 strength. \u00c2\u00a0A 200 attack lv 3 weapon would require 100 str, and a 350 attack power level 4 weapon would require 130 str to wield without a negative modifier to damage.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/div>\n<div id=\"_mcePaste\" style=\"text-align: justify;\"><strong>Magic Attack Formula<br \/>\n<\/strong><\/div>\n<div style=\"text-align: justify;\">Japan implemented a custom magic attack formula. \u00c2\u00a0Japan&#8217;s formula puts the focus on magic attack entirely on INT. \u00c2\u00a0A character without a reasonable amount of int will be a poor caster. \u00c2\u00a0In Korea&#8217;s renewal, a player could have at least a usable amount of magic attack from level and dexterity alone, and a non caster character could be at least a decent caster if they used the right gears, but not so in jRO. \u00c2\u00a0The opposite is true, if you don&#8217;t have enough int, even the best gear in the world won&#8217;t make you a caster.<\/div>\n<div id=\"_mcePaste\" style=\"text-align: justify;\">\n<ul>\n<li><strong><em>Status Matk<\/em><\/strong>\n<ul>\n<li>Korea &#8211; Korea has a base magic attack of INT + Int\/2 + Luk\/3 + Dex\/5 + Level\/4.<\/li>\n<li>Japan &#8211; Japan has a base magic attack of INT + [[INT \/ 8] ^ 3 \/ 40] + Luk\/3.<\/li>\n<\/ul>\n<\/li>\n<li><strong><em>Weapon Matk<\/em><\/strong>\n<ul>\n<li>Korea &#8211; The magic attack is the same as for physical attack. \u00c2\u00a0The weapons magic attack is equal to the weapons base magic attack power, +\/- 5% per level of the weapon. \u00c2\u00a0A level 4 weapon would vary by +\/- 20% for example.<\/li>\n<li>Japan &#8211; Max magic attack power is equal to 140% of the base magic attack power of the weapon, plus an additional 10% for each weapon level. \u00c2\u00a0Minimum magic attack however is much different, equal to [Int\/5] * (2 + WeaponLv * 0.5). \u00c2\u00a0At 100 int for example, you would have a minimum matk of 80, regardless of weapon equipped (unless the weapon&#8217;s matk value was less than 80).<\/li>\n<\/ul>\n<\/li>\n<li><strong><em>Negative Penalty<\/em><\/strong>\n<ul>\n<li>Like weapon attack, magic attack also has a negative penalty. \u00c2\u00a0If you do not have enough INT to wield the current weapon, your magic attack power will be penalized up to the entirety of the weapons matk value. \u00c2\u00a0At 0 int, the entirety of your weapons matk is negated by the negative penalty. \u00c2\u00a0You recover the penalty at a rate of [Int \/ 5] * (8 + WeaponLv). \u00c2\u00a0A 200 MATK weapon for example would require about 85 int to wield at max weapon attack power.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p><strong>Other<br \/>\n<\/strong><\/p>\n<ul>\n<li><strong><em>Eden Group<\/em><\/strong>\n<ul>\n<li style=\"text-align: justify;\">Japan did not implement the eden group at all. \u00c2\u00a0jRO has a very comprehensive set of beginner quests that extend beyond the novice training grounds and persist up to level 60-80 called the Adventurers\u00c2\u00a0Academy. \u00c2\u00a0The Adventurer&#8217;s\u00c2\u00a0Academy\u00c2\u00a0is much more elaborate than the eden group and has it&#8217;s own separate map, with reoccurring characters, where new players can progress through &#8220;grades&#8221; by taking jobs and taking tests (small quests). \u00c2\u00a0Higher grade adventurer&#8217;s can gain heals and buffs from NPCs in low-mid level zones across the game world, are provided a generous amount of novice red provisions and gain access to special equipment and headgears.In addition to the tutorial aspect of the Adventurer&#8217;s Academy, there is also the &#8220;Academy Secret Stories&#8221;, a collection of lengthy story quests involving characters from the academy with unique equipment rewards. \u00c2\u00a0A new academy secret stories has been released every year for the past several years.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/div>\n","protected":false},"excerpt":{"rendered":"<p>There&#8217;s a lot of uncertainty related to what Japan did with the renewal update, and how it compares to our current renewal. \u00c2\u00a0This post is made to clarify these differences. \u00c2\u00a0If something is not listed, such a flee, hit, defense, etc, it means it is not substantially different from the renewal we have.<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[3],"tags":[],"class_list":["post-124","post","type-post","status-publish","format-standard","hentry","category-jro"],"_links":{"self":[{"href":"http:\/\/ro.doddlercon.com\/home\/index.php?rest_route=\/wp\/v2\/posts\/124","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/ro.doddlercon.com\/home\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/ro.doddlercon.com\/home\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/ro.doddlercon.com\/home\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"http:\/\/ro.doddlercon.com\/home\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=124"}],"version-history":[{"count":0,"href":"http:\/\/ro.doddlercon.com\/home\/index.php?rest_route=\/wp\/v2\/posts\/124\/revisions"}],"wp:attachment":[{"href":"http:\/\/ro.doddlercon.com\/home\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=124"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/ro.doddlercon.com\/home\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=124"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/ro.doddlercon.com\/home\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=124"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}