Posts by xVyenna

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    Fire and Ice res lower the dmg of close combat mobs. When you are at 55-60% block they won't be able to deal any dmg before you will kill them. And in Ice run you need magic res because that is the only way to lower the dmg of long ranged mobs.


    From my experience, the items I use in catacombs are good for DT, ice, hell, erebus and ochao all together. The only difference comes from the fact I am dragon mage and I have to buff instead of actually do the killing. We still go in party instead of multi accounting a run because time is money. But from what I know none of my partners use any elemental res but a set of items good for everything.

    For def against monsters' attacks you can read here. Unless Shadow changes the way PvM works, the text I created is a must read for every player, new or experienced.

    The vs. monsters general bonus works against all monsters. In addition to it, some monsters, not all, have a particular weakness. I didn't address any word on this because the vs x type of monsters is needed only in certain parts of the game, not everywhere. It helps if you ask what you need, so I won't spend my next 2 days listing all monsters and their weakness.


    At this point in the game you should also keep in mind that you can do any run, farm in any map and ignore the next bonuses: lightning res, wind res, fire res, ice res, dark res, earth res. If there will be any change in the way PvM works, it will be posted in my Basics for Beginners asap.

    While stacking stones is useful for saving space, the alchemist can't tell the difference when it refines ores, so it will consider the stacked stones as a single stone. Patch good for saving space but not for refining ores as I will have to split them back to be able to use them.

    Snipas If you have better knowledge, please contribute to the Guides section with a better overview on how certain resistances work. I still think you are using a much more complicated model but I am not going to argue on the subject here.

    Edit: please ignore my previous post from earlier today. It seems we had a reboot and now piercing does the good decent values that it had before the update. It is not related to the amount of def and avg dmg res bonuses lower the amount of piercing dmg.


    However, mobs at metins 95-105 with long range dmg have zero dmg piercing.

    Let me do the math for you, in few easy steps:

    • before the update mobs had the same dmg, so nothing is changed here, I guess is around 8-900. It is a dmg completely absorbed my my def so by what logic now they also pierce more than my def since the update was about solving the relation between def and piercing dmg?
    • before the update I was receiving piercing dmg based on the items I was wearing, never more than around 880.
    • after the update mobs do same dmg but piercing dmg has been increased. Not only that but also the piercing dmg delivered by players is also higher.
    • you are getting into too much details, I farm in Thunder, sometimes, metins, and I was curious what has changed.
    • Piercing dmg is the full dmg of a mob piercing your passive res, please check my post in Basics for Beginners titled Understanding PvM Resistances

    After this update the long range mobs in the maps for metins no longer deal any piercing dmg, even tho their dmg is around 730-790, according to my def that absorbs their dmg completely. Close combat mobs deal around 130 dmg to 774 def 8% avg res and pierce 1000-1100 my resistance. I think their dmg should allow them to pierce 900 or whatever their max dmg is, much less than 1100.

    This is the update I was waiting for a long, long time. I was afraid the damage numbers produced by skills will become too high now compared to the little resistance it is left but it is good, a nerfing of +6 stones is not necessary. The ability to tank, however has changed dramatically, it is no longer possible to tank 5-6 players and live to tell the tale.

    I don't think more players will start to build PvP now that it is easier to roll some good bonuses but now it seems high lv PvP accessories and top alchemy is required. Also, I don't think players will quit because they ended up with tons of items with the same stats, none of them sellable for the foreseeable future.


    Thanks guys for the update!