OriginsRO issueshttps://gitlab.com/originsro/originsro/-/issues2022-11-07T16:39:14Zhttps://gitlab.com/originsro/originsro/-/issues/3296PVP room - Debuff on entrance2022-11-07T16:39:14ZSlipkidPVP room - Debuff on entrance## Description
<Remove all buffs when a character is entering the pvp room (gospel & songs included)>
## Rationale
<It would prevent abuse such as entering the pvp room with gospel, soul linker buffs, bragi, sunset, etc thus improving t...## Description
<Remove all buffs when a character is entering the pvp room (gospel & songs included)>
## Rationale
<It would prevent abuse such as entering the pvp room with gospel, soul linker buffs, bragi, sunset, etc thus improving the pvp experience as a whole.>
## Additional Information
<Hey, it's Liink, we talked about it on discord yesterday :smile: Of course if it's too hard to implement debuff on entrance to prevent abuse in pvp, we can also consider preventing multi accounts to connect in the pvp lobby / in the pvp room. Ty!>https://gitlab.com/originsro/originsro/-/issues/3295Implement easy equipment swapping feature / window2022-11-25T01:27:40ZKreuzbubeImplement easy equipment swapping feature / windowSimilar to this:
![grafik](/uploads/6a4be79b45d12d45445dd762bb114cb8/grafik.png)
- Hotkeyable
- May contain 1~3 equipment set settings.
- No cooldownSimilar to this:
![grafik](/uploads/6a4be79b45d12d45445dd762bb114cb8/grafik.png)
- Hotkeyable
- May contain 1~3 equipment set settings.
- No cooldownKreuzbubeKreuzbubehttps://gitlab.com/originsro/originsro/-/issues/3294SLS Wrath priority confirmation2022-09-17T02:11:02ZLayven1SLS Wrath priority confirmation## Summary
Based on footage and descriptions, Solar and Lunar Wrath shouldn't factor in Strength as a damage increase modifier, while Stellar Wrath should, making Stellar Wrath superior. However, it might be the case, that Stellar Wrath...## Summary
Based on footage and descriptions, Solar and Lunar Wrath shouldn't factor in Strength as a damage increase modifier, while Stellar Wrath should, making Stellar Wrath superior. However, it might be the case, that Stellar Wrath does not always have priority. This is a confirmation question about a possible bug related to TKM and SLS Wrath.
Can you confirm, that in cases where 2 different Wraths are applicable to the same monster (one via mark, one via Miracle), does Stellar Wrath always have priority as it should? I have no means to test it as of now.
## Steps to Reproduce
0. Get a TKM with 100 Strength, 101 Dex+Luk, 99 Base level. (In this case, Stellar Wrath should deal exactly double damage, and Lunar Wrath should deal +66.6% damage)
1. Level both Solar, Lunar and Stellar Wrath to maximum level.
2. Check damage dealt to the monster. (Unarmed attacks and crits should guarantee fixed damage.)
3. Mark a Medium monster with Lunar Opposition. ( Example: Marc ID# 1045 )
4. Check damage dealt to the marked monster. ( Damage should be +66.6% more than non-marked. )
5. Trigger miracle. Miracle should temporalily apply Stellar Opposition to all monsters on the map. (E.g. performing magnum break on a large stack of mushrooms. GM's might have a command to trigger it.)
6. Confirm miracle is active by using some skills that shouldn't be otherwise usable. (e.g. Stellar Protection on the wrong day or on an unmarked map.)
7. Check damage dealt to the marked monster. (Damage should be +100% more than non-marked.)
8. Repeat the same steps with a Small monster and Solar Wrath.
## Actual result
When I did this in actual gameplay, I don't remember noticing any damage difference after I gained miracle with the Lunar/Stellar setup. I might not have been observant enough to notice though.
## Expected result
The Miracle damage should be exactly double of the non-marked damage, and Solar/Lunar damage should be +66.6% more.
### Character Information
Netherhttps://gitlab.com/originsro/originsro/-/issues/3293Implement window that shows @partyinfo information2022-09-17T00:50:33ZKreuzbubeImplement window that shows @partyinfo information![butt](/uploads/af6fedf345fdbffc78c76fb52c01307b/butt.png)
^this button is not used, but it fits very well to open a window with party information when clicking this.![butt](/uploads/af6fedf345fdbffc78c76fb52c01307b/butt.png)
^this button is not used, but it fits very well to open a window with party information when clicking this.https://gitlab.com/originsro/originsro/-/issues/3284Venom Splasher Ideas2022-10-26T21:56:39ZSindVenom Splasher Ideas## Description
Reduce Timer of Venom Splasher
or
Remove the HP condition required.
or
Both
## Rationale
Monster(s) already dead before the VS pops.
## Additional Information
<!-- Insert after this line any additional notes you w...## Description
Reduce Timer of Venom Splasher
or
Remove the HP condition required.
or
Both
## Rationale
Monster(s) already dead before the VS pops.
## Additional Information
<!-- Insert after this line any additional notes you wish to add -->https://gitlab.com/originsro/originsro/-/issues/3283Add cometic hide cart2022-10-26T21:59:26ZAtomicAdd cometic hide cart## Description
suggestion to add the ability to hide cart,while keeping its functionality
## Rationale
Purely cosmetic reasons. Allows us to enjoy seeing those sprites without a cart
## Additional Information
Only outside of WoE if you...## Description
suggestion to add the ability to hide cart,while keeping its functionality
## Rationale
Purely cosmetic reasons. Allows us to enjoy seeing those sprites without a cart
## Additional Information
Only outside of WoE if you wish. This can also be a command that works only on one end,meaning only the person that activates the command doesn't see his cart/all cartshttps://gitlab.com/originsro/originsro/-/issues/3280Holy Cross Toggle to replace auto attacks2022-05-03T18:07:22ZscalpelHoly Cross Toggle to replace auto attacks## Description
Make Holy Cross a toggle. When toggled on, auto attacks are replaced with Holy Cross skill use.
## Rationale
Regular auto attacks are virtually never needed or wanted during Holy Cross usage.
Similar to the Hindsight mec...## Description
Make Holy Cross a toggle. When toggled on, auto attacks are replaced with Holy Cross skill use.
## Rationale
Regular auto attacks are virtually never needed or wanted during Holy Cross usage.
Similar to the Hindsight mechanic empowering auto attacks to proc spells, replacing auto attacks with Holy Cross usage would allow a more streamlined, non-button-mashing play style.
Holy Cross Toggle would also fit the crusader's theme with shield auras being toggles.
## Additional Information
#MakeHolyCrossLessShittyhttps://gitlab.com/originsro/originsro/-/issues/3279Making 'Holy Cross' (crusader/paladin) builds viable2022-05-03T18:07:22ZWyrmoMaking 'Holy Cross' (crusader/paladin) builds viable## Description
Much like with how OriginsRO applied the rework to traps to make it a viable build, I'd like to suggest reworking Holy Cross, an ability that was _mostly_ useless up until renewal (after they made it do 2x damage when usin...## Description
Much like with how OriginsRO applied the rework to traps to make it a viable build, I'd like to suggest reworking Holy Cross, an ability that was _mostly_ useless up until renewal (after they made it do 2x damage when using two-hand spears).
Holy Cross' as an ability is pretty straight forward, it's a single-target double-hit forced holy element skill that is affected by ATK. However, with a 450% multiplier, it's barely stronger than Bash - which can be used with any element, and it has a whooping cost of 20 SP for a single target skill (Bowling Bash costs 22 SP, for comparison purposes).
The suggestion I'd have wouldn't be to bring in the renewal 2x damage with 2h-spears. That is purely a leveling option for Crusaders and Paladins looking to reach 3rd job quickly, it also disables pretty much every shield ability Paladins have access to by forcing them to use 2h Spears. While I believe that could be an option, here's what I'd like to suggest instead:
Holy Cross does 2x damage when the user isn't riding a Peco OR (not and, no double dipping the bonus) when the user is using a two-hand spear.
## Rationale
**The suggestion above gives Crusaders and Paladins 2 options:**
**Playstyle 1:** You can ride a peco, forego the shield abilities, and go for the Spear Quicken (2h spears) build that we've seen multiple times on renewal servers. This is faster in terms of attack speed and mobility, but less sturdy than the next option.
or
**Playstyle 2:** You can forego the peco, keep access to the shield skills and use it with 1h spears/swords while being able to benefit from Guard, Shield Reflect, and Defending Aura, of course, again, at the cost of lower movement speed (no peco riding). Slower, bulkier option which would benefit more from end-game gear.
At 2x damage, Holy Cross damage range would be 8k-12k (no consumables) against targets that take from 150-200% more damage from Holy, depending on the target's DEF (and whether the user is using ice pick, brocca, or similar weapons).
## In-game applications
A primary concern here would be "is this going to be OP"?
Here are some implications and applications:
• Holy Cross doesn't change element, it's always Holy, which heavily limits where it can be used
• Holy Cross **IS** affected by weapon effects such as Ice Pick, Brocca, etc
• Holy Cross still costs 20 SP, 2 SP short of an AoE ability with similar potential + access to virtually all elements (Bowling Bash).
So is Holy Cross hitting 12k on an extremely well geared character "OP" when Bowling Bash can do the same, + AoE, without the need for as much gear (because LKs have access to damage buffs such as Concentration [Spear Dynamo], Aura Blade, etc)? Personally I don't think so.
Here are some calculations using rocalc.com on a high-end geared Paladin using this build with all buffs on:
[rocalc holy cross build test](https://rocalc.com/#haBbLbibHbaa8aQawabKbaagqeaaaaaaaalkhcEaaaaaad1dWgnaaeueOeRlretfnaaiDaalRaaaeehaaaaaaaaakkaakaaaaaabkkaaaacaaaaabaaaaaaaaaaabaaaaaasaaaaaaaaaaaaabaaakaauaaxaaaaakaauaaxaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaHaaaaacLkaaacuaaaaaakakua)
Select your target, double the damage you see on the combat simulator, check fight duration, it's really just **comparable to already existing skills** - especially Bowling Bash, **but it's single target**.
Of course you can play around with the stats too, getting more AGI, etc.
## The gear factor
Of course, this would enable a new way to play Paladin/Crusader, in which case they'd also seek out strong weapon options. The build is also accessible for all ranges of gameplay, including low-funding (by using 2h spears and letting go of Shield skills), to high-end funding, by using Brocca, Ice Pick, Curved Sword, and more commonly used options by Lord Knight.
**Spear Quicken (2h spears)**: balances itself out due to the fact that we don't have access to any extremely strong two-hand spear in the game. So yes you can make it attack faster and have your peco but also, end-game options with a shield (and without the peco) can "outDPS" spear quicken, again, at the cost of lower movement speed.
## Possible skill builds:
Here are some possible skill builds to show that this is still very limited and doesn't allow Paladins to "have it all" in any way.
**Final Paladin builds:**
Holy Cross + Battle Chant (no peco):
https://skillsim.irowiki.org/pld.html?103cFkFHFbn1bqdnGK
Holy Cross + Rapid Smiting (no peco):
https://skillsim.irowiki.org/pld.html?10anbncKlfHFbnas1dnbx
_(This is an interesting one, giving the paladin a strong Holy element attack and still access to a Neutral option, which can help in some maps where not all enemies are weak against Holy)_
Spear Quicken Holy Cross (Paladin):
https://skillsim.irowiki.org/pld.html?10anbncA1GAakGScqdnGK
**Crusader leveling builds:**
Holy Cross + Shield Boomerang (no peco):
https://skillsim.irowiki.org/cru.html?103cKlfGAbn3fY
Spear Quicken Holy Cross (Crusader):
https://skillsim.irowiki.org/cru.html?10anbncA1GAakGSacfY
## Favorite enemies and farming places
Of course, the biggest limitation here is the fact that Holy Cross is forced Holy element. That by itself is already a huge balancing point to the entire build.
There might be more places than these below but, talking about "where would I use this build", here are some examples:
- Geffenia (Succubus, Incubus, Abyssal Knights)
- Geffen Dungeon 2 and 4 (Nightmares, Succubus, Incubus)
- Odin Temple 2 (Frus, Skogul)
- Pyramid 4 and 6 (Isis, Ancient Mummy)
- Sphinx 5 (Anubis)
- Glast Heim maps (Raydric, Dark Frame, Evil Druids, Wraiths, Khalitzburg, Skeleton Prisoner, Zombie Prisoner, etc)
- Niffelheim maps (All targets)
For upcoming content:
- Abbey Dungeon (All targets)
I probably forgot more options but I think I covered the biggest range of leveling and farming options where this build would be used. The list is still very short, compared to what some other classes (Bowling Bash?) can do.
## Final comments
This is just a suggestion to enable a different way to play the class using a skill we already have access to and that, currently, is barely ever looked at beyond being just a pre-requisite for other abilities.
This would enable both a one-hand & shield ground crusader playstyle, without a mount, as well as enhance the existing two-hand spear (spear quicken) build by giving them an actual hard-hitting ability.
So what do you think? Do you think this could be a fun, non-game breaking way to add an additional build option like it was done with Traps for hunters and rogues? Feedback is appreciated, I'd absolutely love seeing this come true for sure, but regardless of whether it does or not, it's just a suggestion, please don't _crucify_ me :phttps://gitlab.com/originsro/originsro/-/issues/3277Origins's launcher needs overhaul2022-10-26T22:06:22ZsjaiufOrigins's launcher needs overhaulLauncher needs features as:
1. Sorting by char, lvl, account
2. Filtering characters, hiding from list characters you don't use
3. Favorite characters system, ways to pin on top of the characters listLauncher needs features as:
1. Sorting by char, lvl, account
2. Filtering characters, hiding from list characters you don't use
3. Favorite characters system, ways to pin on top of the characters listhttps://gitlab.com/originsro/originsro/-/issues/3276Whitesmith QoL suggestion2022-04-28T19:24:18ZsjaiufWhitesmith QoL suggestion1. Redo Cart Termination formula by removing cart content weight value from it, instead add fixed value equal to maximum weight. This allows to use cart space instead being useless all the time
2. Allow to refine armor equipment with We...1. Redo Cart Termination formula by removing cart content weight value from it, instead add fixed value equal to maximum weight. This allows to use cart space instead being useless all the time
2. Allow to refine armor equipment with Weapon Refine skill, with similar to refine NPC zeny fee, with same as NPC chanceshttps://gitlab.com/originsro/originsro/-/issues/3275Bard Job Change Bug2023-07-25T03:09:26ZFatalion PanicBard Job Change Bug## Summary
<!-- Insert after this line a brief description of the bug (about one or two lines) -->
Jobchange to Bard Quest didn't disappear after becoming Bard.
## Steps to Reproduce
1. become Bard?
2. dunno, sry
3. talk to the singing...## Summary
<!-- Insert after this line a brief description of the bug (about one or two lines) -->
Jobchange to Bard Quest didn't disappear after becoming Bard.
## Steps to Reproduce
1. become Bard?
2. dunno, sry
3. talk to the singing bard again after the job change maybe?
## Actual result
<!-- Describe after this line what happens after the steps described above. You may also attach screenshots if you wish -->
![image](/uploads/328512a8a5c9e4fdb2b7d069c1a974d6/image.png)
![image](/uploads/af9f460531b9b26b021a17cfe005a9e7/image.png)
## Expected result
<!-- Describe after this line what should happen instead -->
The quest should be done.
## Additional Information
### Character Information
<!-- insert after this line at least a character name and job you observed this issue with -->
Bob's Encore, Bard lvl 81/50
### Notes
<!-- insert after this line any additional notes you wish to add -->https://gitlab.com/originsro/originsro/-/issues/3274MVP Tomb changes (without potato arguments)2022-04-28T12:25:22ZJJJJMVP Tomb changes (without potato arguments)## Description
Option 1: Remove Tombstones, adjust variance (+/- 5�~10 minutes)
Option 2: Keep Tombstones, remove variance
## Rationale
Either option would help reduce MVP camping and rewards players to be on-time and/or get lucky. Als...## Description
Option 1: Remove Tombstones, adjust variance (+/- 5�~10 minutes)
Option 2: Keep Tombstones, remove variance
## Rationale
Either option would help reduce MVP camping and rewards players to be on-time and/or get lucky. Also encourages players to communicate and ask friends or strangers to help them retain a timer when they can't keep playing (like, sleep, work, study, bathroom, etc).
Also encourages guild activities (look at Thanatos, MVP with no variance and a dialogue telling you if he's dead or alive [like a tombstone])https://gitlab.com/originsro/originsro/-/issues/3270Costume Request: Morpheus's Hood and Angled Glasses2022-04-24T19:19:06ZJesse StruffolinoCostume Request: Morpheus's Hood and Angled Glasses## Description
Add Morpheus's Hood and Angled Glasses into costume pool to Geffen's Costume Lady, please.
## Rationale
Morpheus's Hood is like int version of Hot-Blooded Headband and looks cool on some characters. Angled Glasses looks p...## Description
Add Morpheus's Hood and Angled Glasses into costume pool to Geffen's Costume Lady, please.
## Rationale
Morpheus's Hood is like int version of Hot-Blooded Headband and looks cool on some characters. Angled Glasses looks pretty with some gear in combo and people need more options for mid headgear costumes.
## Additional Information
Morpheus's Hood(ID 5126)
Angled Glasses(ID 2276)
I already mentioned my request in ticket #3179, but didn't got any answer or confirmation, so i decided to create an issue about that. Sorry if it wasn't needed.https://gitlab.com/originsro/originsro/-/issues/3269Update the skill description of 'Chain Action'2022-04-23T17:04:21ZzakkUpdate the skill description of 'Chain Action'## Description
The current description of Gunslinger's skill 'Chain Action' is rather vague and doesn't provide proper information regarding the skill itself.
![Screenshot_2022-04-23_at_14.28.17](/uploads/b855ceebf1928ed4320a28b5876fc983...## Description
The current description of Gunslinger's skill 'Chain Action' is rather vague and doesn't provide proper information regarding the skill itself.
![Screenshot_2022-04-23_at_14.28.17](/uploads/b855ceebf1928ed4320a28b5876fc983/Screenshot_2022-04-23_at_14.28.17.png)
My suggestion here is to change the description, using as reference what is defined in the iRO wiki:
> Gives a chance to inflict two hits instead of one while attacking with Pistol class weapons. Uses only one bullet when this skill triggers.
>
> Level - Chance of Effect
>
> 1 - 5%
>
> 2 - 10%
>
> 3 - 15%
>
> 4 - 20%
>
> 5 - 25%
>
> 6 - 30%
>
> 7 - 35%
>
> 8 - 40%
>
> 9 - 45%
>
> 10 - 50%
## Rationale
The update on the description of the Chain Action skill will provide the player with a direct and proper skill description, exposing the Chance of Effect possible per Skill Level.
The current description is vague and only refers to a skill from another class, that a Gunslinger has no direct access to in-game.https://gitlab.com/originsro/originsro/-/issues/3268Additional MATK per refine of lvl 4 Weap2022-10-26T22:11:36ZSindAdditional MATK per refine of lvl 4 Weap## Description
Only small additional MATK.
Not high enough to overpower Wiz/Hwiz/Linker etc.
## Rationale
for fun agi autocast build classes like Knight/Smith etc.
## Additional Information
<!-- Insert after this line any additional ...## Description
Only small additional MATK.
Not high enough to overpower Wiz/Hwiz/Linker etc.
## Rationale
for fun agi autocast build classes like Knight/Smith etc.
## Additional Information
<!-- Insert after this line any additional notes you wish to add -->https://gitlab.com/originsro/originsro/-/issues/3266Impressive Riff description missing AGI bonus2022-04-22T20:32:23ZNicImpressive Riff description missing AGI bonus## Summary
As title says, the skill description doesn't mention that user's AGI buffs the song.
On the [wiki page](https://wiki.originsro.org/wiki/Impressive_Riff) it states clear the bonus.
## Steps to Reproduce
![Impressive_riff_withou...## Summary
As title says, the skill description doesn't mention that user's AGI buffs the song.
On the [wiki page](https://wiki.originsro.org/wiki/Impressive_Riff) it states clear the bonus.
## Steps to Reproduce
![Impressive_riff_without_AGI](/uploads/beb55d70322d702d8fca146ca81b3d53/Impressive_riff_without_AGI.png)
## Actual result
Misleading information.
## Expected result
Adding the AGI part so people can build better their bard/minstrelhttps://gitlab.com/originsro/originsro/-/issues/3265Cart revolution damage discrepency2022-09-13T19:17:43ZSam TigallCart revolution damage discrepency## Summary
<!-- Insert after this line a brief description of the bug (about one or two lines) -->
Cart Revolution damage with element is lower than on aegis
## Steps to Reproduce
1. Use Cart Revolution with Light Epsilon on Skeleton W...## Summary
<!-- Insert after this line a brief description of the bug (about one or two lines) -->
Cart Revolution damage with element is lower than on aegis
## Steps to Reproduce
1. Use Cart Revolution with Light Epsilon on Skeleton Worker
## Actual result
Damage to low
## Expected result
Damage like on aegis
## Additional Information
### Character Information
Grobchirurg
### Screenshots
Origins:
![oro](/uploads/b14bdcc0ddb570fabd382ea1cbf39560/oro.png)
Aegis (Screenshot provided by Xellie)
![aegis](/uploads/025a51913d62984e910dc0a426942e4b/aegis.png)KreuzbubeKreuzbubehttps://gitlab.com/originsro/originsro/-/issues/3264Move taming items to the "Pet" tab in storage2022-09-10T20:09:36ZAtomicMove taming items to the "Pet" tab in storageSuggestion to move taming items to the "Pet" tab for easier sorting. As well as Incubators and pet food,pretty much everything pet relatedSuggestion to move taming items to the "Pet" tab for easier sorting. As well as Incubators and pet food,pretty much everything pet relatedhttps://gitlab.com/originsro/originsro/-/issues/3262Battlegrounds & PVP arenas & Endless Tower2022-04-29T18:09:45ZsjaiufBattlegrounds & PVP arenas & Endless TowerSeems server lacks of activities for players besides woe once per week and grinding golems, magma, bio
It wont hurt people if it appears on the server:
1. Battlegrounds (with or without any rewards)
2. Solo pvp arena with **ladder\rankin...Seems server lacks of activities for players besides woe once per week and grinding golems, magma, bio
It wont hurt people if it appears on the server:
1. Battlegrounds (with or without any rewards)
2. Solo pvp arena with **ladder\ranking** (dispell, heal, no pots, agi+bless on entry) Current verions of pvp arena is just boring, no one plays it
3. Endless tower till current episode content(excluding valkyrie floor)
4. Encourage system for non woe people to play woe
5. Custom events\quests\interactive stuffhttps://gitlab.com/originsro/originsro/-/issues/3260Black Charm stone suggestion2022-04-20T20:48:07ZAtomicBlack Charm stone suggestion## Description
My suggestion is either to make Black Charm stone #7430 droppable,or adding a vendor npc near (tha_t06 200, 181) Splendid sword npc.Vendor doesn't necessarily need to have items for sale,just to get the Black Charm stone o...## Description
My suggestion is either to make Black Charm stone #7430 droppable,or adding a vendor npc near (tha_t06 200, 181) Splendid sword npc.Vendor doesn't necessarily need to have items for sale,just to get the Black Charm stone out of our inventory
## Rationale
you make it to lvl 6...and suddenly realise that one of you characters still has that cursed item in his inventory.