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Dani 06-20-2008 01:37 PM

MyDecember's pure HV raccoon guide (no AP)
 
Hey guys.

You may have already guessed, but I did NOT write this. All credit goes to MyDecember for making this awesome guide for HV coons. Some of the information may be a bit outdated, however most of it is still very useful.

Oh yeah, I'll get pictures for where he had pictures in this guide later. D:

Oh, and I can't really answer questions or anything for this cuz I don't know anything about HV coons. D;




MyDecember's Pure HV PvP Raccoon Guide


EDIT: THIS GUIDE HAS BEEN REVISED. PLEASE LOOK AT THE LIST BELOW TO SEE THE UPDATES.

- Jan 6 '07 = New skill reccomended (Physical Training)
- Jan 7 '07 = Judgement Claw's calculation has been fixed
- Jan 7 '07 = One pair formula and calculation has been added
- Jan 7 '07 = New section has been added! Section 6
- Jan 9 '07 = New section has been added! HELP!
- Jan 12 '07 = Copyright code added
- Jan 13 '07 = Pictures of raccoon has been edited! (Were not showing up)
- Jan 17 '07 = Updated card fling and stretch information
- Jan 17 '07 = New section has been added! Section 8!
- Feb 1 '07 = Three New Section has been added!
- Feb 2 '07 = Finished Stat Manipulation Section
- Oct 18 '07 = New section added.
- Nov 26 '07 = A note for those who are confused. Please check the new section that was updated on oct 18
- Feb 23 '09 = Third job skills, reworking training areas

Dani here, I'm going to try to update this guide so that its up to date with revo.

This may be not be reproduced under any circumstances except for personal/private use. It may not be placed on any other sites without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited and a violation of copyright.

Sites that has permission to use this guide:

Mytrickster.net
Mytrickster.net wiki

These sites do not have to follow the disclaimer or copyright law. For others, please e-mail mizukori250@gmail.com and or PM me on this site to use this guide.


DISCLAIMERS: IF YOU WISH TO USE THIS GUIDE, ALL YOU GOTTA DO IS CREDIT. IF YOU DECIDE TO PLAIGIRISE AND I FIND OUT, I WILL HUNT YOU DOWN. RAWR.

Section Outline:
1) What are stats
2) Builds
3) Skills that you should get at 1st job
4) Skills & Damage Calculation for 2nd job
5) 3rd job skill (extra section)
6) Comparing Card Fling with One Pair and Judgement Claw(requested)
7) HELP!
8) Basic understanding of an HV raccoon
9) Leveling Guide
10) Equip Ideal
11) Stat Manipulation
12) Hybrid HV raccoons

Section 1: What are stats?

It is like this. Like every house, there's a foundation. The stats is like the windows, the wall, the roof and ceiling. The walls are pretty much what will defend you, and the roof is how you are going to finish your build.

Like stats, your build which can vary from 1234, 1324, 1144, etc. If your foundation, and how you distribute your bonus points into your stats will determine how strong your house will be. In this case, your raccoon.

In trickster online, there are 12 stats. Each of these stats has their own special effect. These stats are broken up into 4 sections, called types. Types are the charecteristic that will help build these stats.

These four types are Power, Magic, Sense, Charm. All builds are refered to this order, so a 1234 or a 1324 is pretty much 1Power/2Magic/3Sense/4Charm, or 1Power/3Magic/2Sense/4Charm.

Within each of these types, there are different stats that helps your house. Or your character.

These stats are:

Power Type
AP - Attack power. This is the damage output when you whack something
AC - Accuracy. This is your accuracy to any melee attacks, in a nutshell, physical attack. This also affects gun damage.
DX - This is your attack speed. DX stands for delay, so if your DX is 10, this mean your delay is long. If your DX is at 0, it means you have no delay. DX works backwards unlike other stats, making it very difficult to understand.

Magic
MA - Magic attack. This is the damage output for magic attacks.
MD - Magic defense. This is your defense against magic attacks.
MP - This is the amount of MP you have to use skills. In a better view, it's like your stamina. Lets say your MP (stamina) is 50, and you have a skill that uses 20MP. You have enough stamina to use that skill twice, but you dont have enough stamina for the 3rd time because your tired. MP works just like that, and like stamina, taking a drink or eating (some items recovers MP) will help recover your MP.

Sense
WT - This is how much weight you can carry.
DA - Detect ability. This affects throwing skills damage, and also increases chance of finding items when drilling.
LK - This is your critical rate. This is also the accuracy for long range and magic attacks.

Charm
HP - This is your health. This is like... your fatigue. Like fatigue, if your fatigue is low enough, you'll pass out. Health pretty much is how beefy you are and how much damage you can absorb. Fatigue can be easily recuperated with drink and food, and vice versa with health.
DP - Defense. This is your defense against physical attacks.
HV - Hit evasion. This is your evasion against both physical, magical and long range hits.



Section 2: Builds

Like i said earlier, the build is like the foundation of a house. This determines the look (at the end how strong, weak, etc.), the price (price to pay ex. time and money for gears) and endurance (like a house built to survive earthquake, how well your character will survive in the long run.)

There are many builds, but there are going to be 4 main builds that i will express alot throughout this guild. These builds are:

4114 - 3124 - 2134 - 1144 and more people who want magic instead of sense-
4114 - 3214 - 2314 - 1414 (the damage will be the same in the end except for 1 skill)

Right now, i reccomend to have sense over magic because of accuracy, and a 3rd job skill does more damage if you have LK so that is what my reccomendation is.

4114

Pros

* Raw damage
* Very fast
* Be able to take out things very fast


Cons

* Very little weight
* Very poor crits
* Bad driller


3124

Pros

* Decent damage compared to 4114
* 2x more crits than 4114
* 2x the weight than 4114
* Ok driller


Cons

* Must slower than 4114
* Poor accuracy


2134

Pros

* Ok damage
* 3x more crit than 4114
* 3x weight than 4114
* Good driller


Cons

* Very low accuracy
* Very slow


1144

Pros

* 4x more crits than any other build
* 4x more weight than any other build
* You'll be drilling like a god


Cons

* You'll be whacking 0
* You can hardly attack fast
* Accuracy? What accuracy?



Section 3: Skills that you should get at 1st job


http://www.trickster.jp/trickster/ab...ra_raccoon.gif



I am only reccomending skills to HV build. If you dont like what i reccomend, than that's your choice. Only skills that i believe will benefit the most will be posted.

Dodge Master

Raises HV for a period of time.

* Required Level: 10
* TM needed to learn: 1
* TM needed to master: 2
* Items needed to master: 35 duck mole paw
* Cost of card: 1,000 galder
* Pre-requisite: N/A


Lv-MP-Cool time-Evasion Rise-Length

Lv1 80 10s 10% 60s
Lv2 100 10s 13% 65s
Lv3 120 10s 16% 70s
Lv4 140 10s 19% 75s
Lv5 160 10s 22% 80s
Lv6 180 10s 25% 85s
Lv7 200 10s 28% 90s
Lv8 220 10s 31% 95s
Lv9 240 10s 34% 100s
Lv10 260 10s 37% 105s
Master 300 10s 45% 120s

Formula: HV+HV gained from armor*rise (10% = 1.1, 45% = 1.45)


Galder Throw

Throws 100 galder to deal fixed amount damage (dont get powerblow because raising TW is a waste of TM points and powerblow wont be worth it if you dont get TW, making GT a better sub until 2nd job. If you want powerblow, go ahead and get it.)

* Required TM level: 20
* TM points needed to learn: 2
* TM points needed to master: 2
* Items needed to master: 53 acorn bracelet
* Cost of card: 4,000 galder
* Pre-requisite: N/A


Lv-MP-Cool time-Galder Throw Power-Fixed damage-Critical Damage
Lv1 20 2s 200% 200 300
Lv2 22 2s 250% 250 375
Lv3 24 2s 300% 300 450
Lv4 26 2s 350% 350 525
Lv5 28 2s 400% 400 600
Lv6 30 2s 450% 450 675
Lv7 32 2s 500% 500 750
Lv8 34 2s 550% 550 825
Lv9 36 2s 600% 600 900
Lv10 38 2s 650% 650 975
Master 44 2s 800% 800 1200


Sturdy Shield

Raises defense for a period of time.

* Required TM level : 30
* TM points needed to learn: 2
* TM points needed to master: 2
* Items needed to master: 37 green bookmarks
* Cost of card: 6,000 galder
* Pre-requisite: N/A


Lv-MP-Cool time-Defensive Rise-Length
Lv1 100 10s 10% 40s
Lv2 120 10s 12% 44s
Lv3 140 10s 14% 48s
Lv4 160 10s 16% 52s
Lv5 180 10s 18% 56s
Lv6 200 10s 20% 60s
Lv7 220 10s 22% 64s
Lv8 240 10s 24% 68s
Lv9 260 10s 26% 72s
Lv10 280 10s 28% 76s
Master 320 10s 34% 90s

Formula: DP+DP from equips*rise (10% = 1.1, 34% = 1.34)


Mana Reflector

The amount of damage that is reduced from magic attack is reflected back to the caster.

* Required TM level: 20
* TM points needed to learn: 2
* TM points needed to master: 2
* Items needed to master: 20 cylinder seal
* Cost of card: 4,000 galder
* Pre-requisite: N/A


Lv-MP-Cool time-Length-Magnification ratio
Lv1 100 5s 20s 20
Lv2 120 5s 22s 22
Lv3 140 5s 24s 24
Lv4 160 5s 26s 26
Lv5 180 5s 28s 28
Lv6 200 5s 30s 30
Lv7 220 5s 32s 32
Lv8 240 5s 34s 34
Lv9 260 5s 36s 36
Lv10 280 5s 38s 38
Master 340 5s 44s 44

Formula: Amount of damage reduced and reflected= (evasion power 0.01+0.3) x magnification ratio

Side note: Capped at approximately 80%


Shield All

Increases defense for a period time that affects both user and party members
(Shield all and sturdy shield DP bonus stacks)

* Required TM level: 25
* TM points needed to learn: 3
* TM points needed to master: 3
* Items needed to master: 11 Snake Skins (thanks Chester)
* Cost of card: 7,500 galder
* Pre-requisite: Mana reflector level 10


Lv-MP-Cool time-Defense Rise-Length
Lv1 200 10s 6% 100s
Lv2 210 10s 7% 105s
Lv3 220 10s 8% 110s
Lv4 230 10s 9% 115s
Lv5 240 10s 10% 120s
Lv6 250 10s 11% 125s
Lv7 260 10s 12% 130s
Lv8 270 10s 13% 135s
Lv9 280 10s 14% 140s
Lv10 290 10s 15% 145s
Master 320 10s 18% 160s

Formula: DP+DP from equips*rise (6%=1.06, 18%=1.18)


These are ALL the 1st job skill i recommend. You can get physical training, but you are going to be potting anyways.

The order that i reccomend to learn these skills are:

Galder Throw
Dodge Master
Sturdy Shield
2nd Job skill (Card strike)
2nd Job skill (Super hips)
Mana reflector
Shield all
2nd Job skill (Metamorphosis)
2nd Job skill (Wild Nail)

NOTE: Okay, so I've made a raccoon up to level 50 or so (not much of an achievement at all, orz), and I found myself never using galder thrower at all. If you have the Pharoh set now with soil and dark comps, you could be killing monsters easily anyways. However, its up to you if you want to skip Galder Thrower or not.


Why do i reccomend these skills? Not only will you be very beefy towards melee, be able to dodge crits (excluding guns), and allowing mages to kill themselves due to mana reflector, but you get nice damage, and a strong AoE skill (full house).

Section 4: 2nd job skills and damage calculation


http://mytrickster.net/wiki/images/1...coon2ndjob.jpg



Card Strike

Throws a card that is range (accuracy is based off LK) that consumes one empty card or special card. Counted as physical damage.

* Required TM level: 41
* TM points needed to learn: 2
* TM points needed to master: 2
* Items needed to master: 18 Maro Toy Card (this is the boy, not the girl)
* Cost of card: 10,200 galder
* Pre-requisite: N/A


Lv-MP-Cool time-% (If the special card has an incription)-Magnification ratio
Lv1 100 3.2s 307% 2.05
Lv2 105 3.2s 315% 2.10
Lv3 110 3.2s 322% 2.15
Lv4 115 3.2s 330% 2.20
Lv5 120 3.2s 337% 2.25
Lv6 125 3.2s 345% 2.30
Lv7 130 3.2s 352% 2.35
Lv8 135 3.2s 360% 2.40
Lv9 140 3.2s 367% 2.45
Lv10 145 3.2s 375% 2.50
Master 160 3.2s 397% 2.65

Formula: (AP + HV 8) x magnification ratio

HV is the total amount from equips + dodge master.


Super Hips

Prevents critical hits from monsters 100 level higher than you and lower.

* Required TM level: 55
* TM points needed to learn: 5
* TM points needed to master: cannot be mastered
* Items needed to master: N/A
* Cost of Card: 30,000
* Pre-requisite: Dodge master level 10


Formula: Base level (yours) + 99

Metamorphosis

Turns the user into a wolverine. During this stat, the user may ONLY use judgement claw. Special affect take place during this transformation.

These affects are:

1. You cannot sit down in this mode
2. All buffs used before hand are carried over
3. If you leave the map, you'll return to normal
4. You can use pots
5. You will transform back to normal if your MP reaches 0
6. When exceeding 90%, you can still run
7. When mutation ends, your HP and MP will be at 50%

* Required TM level: 115
* TM points needed to learn: 4
* TM points needed to master: 3
* Items needed to master: 8 (Those wheel things dropped by king yamu. Forgot what they are called)
* Pre-requisites: N/A


Lv-MP-Cool time-DP & HV magnification ratio-Length-DX increase-AP & LK decrease
Lv1 500 200s 1.30 50s +1 20%
Lv2 530 200s 1.40 55s +1 21%
Lv3 560 200s 1.50 60s +1 22%
Lv4 590 200s 1.60 65s +1 23%
Lv5 620 200s 1.70 70s +2 24%
Lv6 650 200s 1.80 75s +2 25%
Lv7 680 200s 1.90 80s +2 26%
Lv8 710 200s 2.00 85s +3 27%
Lv9 740 200s 2.10 90s +3 28%
Lv10 770 200s 2.20 95s +3 28%
Master 860 200s 2.50 110s +4 30%

Formula for rise:
- DP x magnification ratio
- HV x magnification ratio

Formula for decrease:
- AP x decrease (20% = 1.20, 30% = 1.30)
- LK x decrease (20% = 1.20, 30% = 1.30)


Wild Nail (Uh, lolwut at this name. Judgement Claw sounds way more epic D:... )

Strikes the foe with a powerful claw attack based off HV. Only usable during "mutation" form.

* Required TM level: 125
* TM points needed to learn: 3
* TM points needed to master: 3
* Items needed to master: 7 (Forgot the name, but it's the teeth thing dropped by those tooth plants in swamp dungeon 3)
* Pre-requisite: Mutation level 10


Lv-MP-Cool time-Attack power-Magnification ratio
Lv1 200 2s 120% 1.20
Lv2 220 2s 135% 1.35
Lv3 240 2s 150% 1.50
Lv4 260 2s 165% 1.65
Lv5 280 2s 180% 1.80
Lv6 300 2s 195% 1.95
Lv7 320 2s 210% 2.10
Lv8 340 2s 225% 2.25
Lv9 360 2s 240% 2.40
Lv10 380 2s 255% 2.55
Master 440 2s 300% 3.00

Formula: Total HV with Mutation, Equips and Dodge Master 16 Judgement claw magnification ratio


NUMBER CRUNCHING TIME

Card strike damage

4114

Level 100 (all bonus into HV)
Stats = (414AP + 49HV 8) x 2.65 Magnification Ratio
Damage without Dodge Master = 2135.9
Damage with Dodge Master = 2603.36

3124

Level 100 (all bonus into HV)
Stats = (314AP + 49HV x8) x 2.65 Magnification Ratio
Damage without Dodge Master = 1870.9
Damage with Dodge Master = 2338.36

2134

Level 100 (all bonus into HV)
Stats = (214AP + 49HV x 8) x 2.65 Magnification Ratio
Damage without Dodge Master = 1605.9
Damage with Dodge Master = 2073.36

1144

Level 100 (all bonus into HV)
Stats = (114 AP + 49HV x 8) x 2.65 Magnification Ratio
Damage without Dodge Master = 1340.9
Damage with Dodge Master = 1808.36

Judgement Claw

4114 - 3124 - 2134 - 1144

Level 100 (all bonus into HV)
Stats = 49HV x 16 x 3.00 Magnification Ratio
Damage without Dodge Master = 5,800
Damage with Dodge Master = 8,526

(Thanks raisin for pointing out the miscalculation i made e.e)

The damage will be the same among any build because only HV is used, and all the build has HV. These are damage WITHOUT HV ADDED ARMOR. Imagine the damage if you had armor adding HV. Hawt damage ;o

Now, you are probably wondering "what idiots goes out and number crunches for others." I want other people to realize the damage and potential of an HV build raccoon and stop making them sound so mediocre. Of course that doesnt mean AP build sucks, and i may make a guide towards AP raccoons, but this is the magnitude of HV build raccoons.

I would reccomend learning skills in this order:

Galder throw
Dodge Master
Sturdy Shield
Card Strike
Super Hips
Mana Reflector
Shield All
Metamorphosis
Wild Nail

Section 5: 3rd job skills (extra section)



These skills has NOTHING to do with HV build, these are just extra 3rd job skills that many people wanted to know about.

Power Charging

Damage is based off HP, pretty much a stronger version or high pressure.

* Required TM level: 135
* TM points needed to learn: 4
* TM points needed to master: 3
* Items needed to master: 5 Dirty floccus (the greyish one, not the white one)
* Pre-requisite: High Pressure level 10


Lv-MP-Cool time-Attack range-Power
Lv1 240 10.0s 120 300
Lv2 280 10.0s 130 330
Lv3 320 10.0s 140 360
Lv4 360 10.0s 150 390
Lv5 400 10.0s 160 420
Lv6 440 10.0s 170 450
Lv7 480 10.0s 180 480
Lv8 520 10.0s 190 509
Lv9 560 10.0s 200 540
Lv10 600 10.0s 210 570
Master 720 10.0s 240 660

Formula: Current HP x Modifier Pattern
Modifier Pattern = 0.3299/0.4619/0.5939/0.7259/0.8579/0.9899/1.1219/1.2539/1.3859/1.5179/1.6499/ 1.7819/1.9139/2.0459/2.1779
Damage is also dependent on the distance traveled by target when pushed.
Obstacles reduce damage.

This math confuses Dani. Orz. Q_Q


Full House

Uses 5 cards that attacks enemies around the users (up to 5). If the damage miss, the damage is delt back to the user.

* Required TM level: 150
* TM points needed to learn: 4
* TM points needed to master: 3
* Items needed to master: 10 Trump
* Pre-requisite: One pair level 10, Skunk Pouch level 10


Lv-MP-Cool time-Power
Lv1 260 6.0s 320
Lv2 280 6.0s 360
Lv3 300 6.0s 400
Lv4 320 6.0s 440
Lv5 340 6.0s 480
Lv6 360 5.0s 520
Lv7 380 5.0s 560
Lv8 400 5.0s 600
Lv9 420 5.0s 640
Lv10 440 5.0s 680
Master 500 4.0s 800

Formula: [AP + 8 * (LK+HV)] * 4

Heavy Hit

Attack in a hit the hit can move the monsters.

* Required TM level: 140
* TM points needed to learn: ?
* TM points needed to master: 3
* Items needed to master: 5 purple worm cards
* Pre-requisite: Metamorphosis level 1

Formula: [(Current HP 8) + AP] Power

There's not really any information on the wiki about how much mp/power/ect the skill has per level on the wiki besides showing what is has at levels 10 and at mastery. I don't have a raccoon ingame, so I can't really discover this myself, sorry. ;_;

(Summon) Card Soldier

Uses an Empty Card from the inventory to summon a card soldier to attack enemies.
Must be in a transformed state.

* Required TM level: 170
* TM points needed to learn: 6
* TM points needed to master: 4
* Items needed to master: 5 purple worm cards
* Pre-requisite: Metamorphosis Master

Level-MP-Cooldown-Power
1 400 4 seconds 243%
2 430 4 seconds 267%
3 460 4 seconds 302%
4 490 4 seconds 339%
5 520 4 seconds 378%
6 550 4 seconds 405%
7 580 4 seconds 460%
8 610 4 seconds 489%
9 640 4 seconds 534%
10 670 4 seconds 598%
Master 820 4 seconds 792%

Number Crunching

4114

Level 100 (all bonus into HV)
Stats = [414 + 8 * (6+49)] * 4
Damage without Dodge Master = 3416
Damage with Dodge Master = 4121.6

3124

Level 100 (all bonus into HV)
Stats = [314 + 8 * (12+49)] * 4
Damage without Dodge Master = 3208
Damage with Dodge Master = 3913.6

2134

Level 100 (all bonus into HV)
Stats = [214 + 8 * (18+49)] * 4
Damage without Dodge Master = 3000
Damage with Dodge Master = 3705.6

1144

Level 100 (all bonus into HV)
Stats = [114 + 8 * (24+49) * 4
Damage without Dodge Master = 2792
Damage with Dodge Master = 3497.6



These are the only 3rd job skills implemented right now on jTO and kTO.

If you want to get full house, then i reccomend this if your HV build.

Galder Throw
Dodge Master
Sturdy Shield
Card Strike
Super Hips
Mana Reflector
Shield All/Physical Training
Mutation
Judgement Claw
One Pair/Physical Training
Skunk Pouch
Full House
Physical Training

If you want to get Power Charging, then i reccomend this if your HV build.

Galder Throw
Dodge Master
Sturdy Shield
Card Strike
Super Hips
Mana Reflector
Shield All/Physical Training
Mutation
Judgement Claw
Physical Training/Shield All/None
High Pressure
Power Charging

Physical training is also a good skill for PvP. Why? With more health you can withstand more attacks. 1 on 1 battles with no pots will be much easier to achieve victory. (Thanks Ronin)

Section 6: Comparing Card Strike to One Pair and Judgement Claw

As requested, many people may take the path to one pair instead of judgement claw. I will be comparing Card fling to one pair damage for pure HV build for people who wish to take the one pair path instead. I will also show the contrast between Judgement Claw and One Pair's damage for pure HV.

Before we get started, let's look at one pair ;O

One Pair

A much stronger version of card fling that consumes 2 empty/special card instead of 1.

- Required TM level: 125
- TM points needed to learn: 3
- TM points needed to master: 3
- Items needed to master: 10 Tramp Card (The card thingy dropped by Jokers)
- Pre-requisite: Card Fling level 10

Lv-MP-Cool time-Power Rise-Magnification ratio
Lv1 140 10s 330% 2.2
Lv2 150 9.5s 360% 2.4
Lv3 160 9s 390% 2.6
Lv4 170 8.5s 420% 2.8
Lv5 180 8s 450% 3.0
Lv6 190 7.5s 480% 3.3
Lv7 200 7s 510% 3.5
Lv8 210 6.5s 540% 3.7
Lv9 220 6s 570% 3.9
Lv10 230 5.5s 600% 4.1
Master 260 4s 690% 4.6

Formula: (AP + HV * 8) * magnification ratio


Comparing time ;o[/i]

4114

Card Strike
Level 200 (all bonus into HV)
Stats = (814AP + 99HV * 8) * 2.65
Damage without Dodge Master: 4255.9
Damage with Dodge Master: 5200.36

One Pair
Level 200 (all bonus into HV)
Stats = (814 + 99HV * 8) * 4.6
Damage without Dodge Master: 7387.6
Damage with Dodge Master: 9027.04

Judgement Claw
Level 200 (all bonus into HV)
Stats = 99HV x 16 x 3.00 Magnification Ratio
Damage without Dodge Master = 11,880
Damage with Dodge Master = 17,226

3124

Card Strike
Level 200 (all bonus into HV)
Stats = (614AP + 99HV * 8) * 2.65
Damage without Dodge Master: 3725.9
Damahe with Dodge Master: 4670.36

One Pair
Level 200 (all bonus into HV)
Stats = (614 + 99HV * 8) * 4.6
Damage without Dodge Master: 6467.6
Damage with Dodge Master: 8107.04

Judgement Claw
Level 200 (all bonus into HV)
Stats = 99HV x 16 x 3.00 Magnification Ratio
Damage without Dodge Master = 11,880
Damage with Dodge Master = 17,226

2134

Card Strike
Level 200 (all bonus into HV)
Stats = (414AP + 99HV * 8) * 2.65
Damage without Dodge Master: 3195.9
Damage with Dodge Master: 4140.36

One Pair
Level 200 (all bonus into HV)
Stats = (414AP + 99HV * 8) * 4.6
Damage without Dodge Master: 5547.6
Damage with Dodge Master: 7187.04

Judgement Claw
Level 200 (all bonus into HV)
Stats = 99HV x 16 x 3.00 Magnification Ratio
Damage without Dodge Master = 11,880
Damage with Dodge Master = 17,226

1144

Card Strike
Level 200 (all bonus into HV)
Stats = (214AP + 99HV * 8) * 2.65
Damage without Dodge Master: 2665.9
Damage with Dodge Master: 3610.36

One Pair
Level 200 (all bonus into HV)
Stats = (214AP + 99HV * 8) * 4.6
Damage without Dodge Master: 4627.6
Damage with Dodge Master: 6267.04

Judgement Claw
Level 200 (all bonus into HV)
Stats = 99HV x 16 x 3.00 Magnification Ratio
Damage without Dodge Master = 11,880
Damage with Dodge Master = 17,226


Section 7: HELP!

You messed up? Dont wanna restart? looking for hope? I CAN HELP! XD

All you gotta do is tell me what skills you have and what your lvl is base/tm, how much tm points left AND your build + BP distribution.

I will do any personal calculations for you, tips, and anything to help you.



Basic understanding of a pure HV

I've had people ask me, why HV?

A pure HV is pretty much a overpowered power class.

A pure HV with great eqiups adding TONS of HV can deal well over 25k+ of damage, not to mention also great dodge making them ideal for soloing bosses and wiping out pvp.

No, they are not invincible, they can easily be taken down by a well strategized player. Sticky foot is enough to hurt you enough since your pure HV, skunk pouch can leave you as good as a stray dog.

Of course monsters/people wont hit you alot, maybe never, but skunk pouch + AR is enough to own you. especially if you didnt mana reflect before mutating.

A pure HV is as good as a pure AP, but what about damage? Damage isnt the only thing, also strategy and use of good skills is the best way to be a great player.



I've been working hard on my HV dude, i can now solo and tank tombeth/skull. If you dont believe me, get me a rosemary/foe card and i'll show you/tank for you.

Why i would choose AP over HV? Because im not only in it for pvp, but for boss killing. A pure HV suffers massively in training, takes alot of time and MP pots.

Leveling Guide

These are only ideal area's to level at. I will be posting 2 ways:

The first one is easy leveling. Monster's will be easier to level, ideal if you are whacking your way up to 50/40. Good for beginners.

The second way is hard leveling, much faster experience, more cost on potions and monster's will be harder to kill. Ideal to manipulate skills for bonus TM exp.


First Way

After you've created your SIMPLY FAAABULOUS raccoon, you'll be dumped into a short tutorial.

As soon as you're dumped out of the tutorial, start the story quest and just follow the quests untill you finish chapter 1. You should be level 11, so either whack stuff to death in path to coral or in the thiefmon map till you get to 15, then start chapter 2 of the story quest and by the end of it you should be around level 18. Start desert keyquests (if you can, I forgot the min. level that you can start them) or whack stuff outside of town till 20, then start the last part of the episode quest. By the end of this, you should be level 24 or so. After this, just finish off keyquests and make your way to Megalopolis.If you finished all the desert beach keyquests, then you can do the megalopolis key quests till 35 or so I think, then if you have the Pharoh set, do the pharoh quest which bumps you up to level 40.

Will finish later...


These are only recommended. I took the second way on both my raccoon and cat. You should find your own training spot and leave it towards that. Train at your own pace.


Equip Ideal

Helmet - Always Always Always get an HV helmet. By level 50, get a brim with 8HV+
At 70, Caberset with 12HV +
At level 90, silver helmet with 15 HV +
At around 110, get 18HV +. 130, 21HV +
By 150, you should be rich enough to get 25HV + helmets.

Shield - Since you have so much HV, stick to HP shield. Don't worry about DP, in the long run, DP does nothing to the amount of damage you will be dodging. With more life, you can dodge more often and put that HV into it's full potential.
At 50, prick with 700+ HP.
At 68, get a odd square with 800+ HP.
At 80, square screen with 1.2k+ HP.
At 100, with 1.8k+ HP.
At 120, with 2.2k+ HP.
Well, I don't have clear memorization of all the shields but: At the black parma shield thing, get at least 2.6k+ or more.

Weapon - Since you will be using skills over whacking, sharp all the way. Self explanatory. Or master if you can find one with more AP bonus than sharp.

Innerwear - If you have one, use a santa vest. If not, duo doctor with high DP. Or you can use knee pad, but that would be pretty sad.

Accessory - Use sign of card and dodge all necklace. If you're lucky, you can get 8HV+ on both giving a whopping bonus of 16. You can also go for guard well, but like I said, dodging will prevail =D
PPP are fine and I would recommend Vitality over guard well. Better to have more HP than DP if you're going to be pure HV.

Pet - Use UFO immediately. Stick to UFO until 100 and get fairy angel red. You can also use fairy red at level 80, but the HV is not as high when you compare it to UFO.


Stat Manipulation

You are all going what in the world is stat manipulation?

This is very important in determining the most out of your raccoon. You must understand how HV will prevail over DP.

First, you must understand the stat manipulation of a charm.

For HP, the way it's determined is through this formula: 90+LV*30. This means:

At level 10: You would have 390 HP.
At level 50: You would have 1590 HP.
At level 100: You would have 3090 HP.

For DP, the way it's determined is through this formula: LV*4-8. This means:

At level 10: You would have 32 DP.
At level 50: You would have 192 DP.
At level 100: You would have 392 DP

For HV, the way it's determined is through this formula: (LV-1)/4. This means:

At level 10: You would have 1.125 HV which is rounded to 1.
At level 50: You would have 12.25 HV which is rounded to 12.
At level 100: You would have 24.75 HV which is rounded to 25.


Now that you understand how to determine your stats, let's manipulate it.

Now, we all know DP is how much you block off AP. Let's say you are both level 100.

Buffalo level 100 with pure AP so his AP is 810.

Now your DP at level 100 is 392. If you put everything into DP, it would be 788.

Now, let's put this into combat position. 810-392 = 418. You would be taking 418 damage easily. But this is where HV comes into position.

You're your probably thinking, "But in PvP it does less." You can determine the amount of damage you will take by these formulas:

For regular hitting: Enemy AP - Your DP = Amount of damage taken
For regular hitting in PvP: (Enemy AP - Your DP) * .3 = Amount of damage taken

So like i said earlier, 810-302=418. In PvP you would take, and I'm serious, exactly 125.4 damage. Now you're going WTF? Have your HP ever been 0? Taking damage in trickster is all done perfectly with math. Meaning if you are at 0.4HP, you do not die.

Physical damage skill: (Enemy AP - Your DP) * mag ratio of skill = damage taken
Physical damage skill in PvP: (Enemy AP - Your DP) * mag ratio of skill * .3 = damage taken

Now that you see how damage is taken, let's go onto hit ratio.

Now let's see how the HV equation works.

I don't know how to dumb this part down, but I'll try my best.

This formula:

Enemy Evasion * 2.5 = AC needed to hit 100%


For example, let's say you have 100 HV. It would be 100*2.5=250 AC needed to hit 100%.

Now the buffalo at level 100 would have 75 AC. The percentage that he'll hit you is: (75 / 250) * 100.

This mean it would be 30% that he would hit you each regular hit. You would dodge 70% of the time. Now let's say he has bullseye and you have dodge master.

Your HV is now 145, and his AC is now 108.75.

Now the chance that he'll hit you is 30%.

Now let's say he doesn't have bullseye but you have dodge master.

Your HV is 145 and his AC is 75.

The chance of him hitting you is now only 20.69% now.

Now let's put a buffalo with no bullseye at level 100, but a raccoon with 140 HV without dodge master. The raccoon has dodge master but the buffalo does not.

Your HV would be 203, while his AC is 75.

Chance he'll hit you is 14.78%.

Hope this has given you an idea on how dodge works. Yes 14.78% is a very low chance of hitting. I have 127 HV on my raccoon with dodge master. This mean a level 100 power would hit me 23.62% of the time.





------------------------------

Section 12: Hybrid HV Raccoons

I'm still surprised I get e-mail from people who still thinks I play trickster. Sadly I hardly play any MMORPG and then i had this ONE guy ask me about Hybrid HV raccoons. As my "farewell" to mytrickster, I'll add this one last section.

AP-HV Raccoon
You can distribute this build in many ways. 1:3, 2:3, 1:1. Remember, if you want more punch, make the ratio AP:HV. If you want to dodge more, make the ratio HV:AP.

If you dont get this, this is what I mean:

1:3 HV:AP. For every 1 HV points, you put in 3 AP points. If it was 1:3 AP:HV, its for every 1 AP point, you put 3 HV points. Simple enough.

As an AP-HV raccoon, You'll actually be swinging in around powerblow over card strike. What I mean is you would most likely end up replacing card strike with powerblow. Why?

1) card strike is a ranged attack as most of it's damage is based off AP.
2) powerblow has titanium wrist. Titanium wrist will make powerblow much stronger than card strike.
3) Full house would be a better damage dealer skill over card strike.

This means you will be using powerblow, full house and on occasions, mutation+judgement claw (feel free to post the english name for these skills. I've never seen the new names.)

-------------------------------------------

DEF/HP:HV Hybrid Coons

So, you want to tank while dodging eh?

I highly reccomend this to experience players if they want to try this build. You still continue to follow the HV path, only I would reccommend spreading your points among a 2:3 ratio. Def/HP:HV or 1:3.

With this build, You will be able to tank bosses (tenter for example) and know that you can take hits more than a pure HV. I would rather say go with HP since more life is better, but if you rather see the 0 damage pop up instead of 50 popping up, feel free the pump up def.

This build, you would probably rely on card strike more than powerblow. The shield skills + physical training is a MUST for this build. I have never tested this build in pvp, but I know HP:HV coons are mage killers. Why?

Their high HP + high HV makes the arrow rush + whatever magic go back to the caster. With your high HP, u can tank more magic than a pure HV coons making you a fortress against magic users.

------------------------------------

These two hybrid builds were the ones I got through e-mail. Feel free to e-mail me about other hybrid builds. my e-mail is mizukori250@gmail.com and dont expect a fast reply. I'm really busy with life
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Ok i've seen people who has messaged me (via e-mail, my e-mail is mizukori250@gmail.com) about the skill names of some of these skills and new stuff that has been added.

Unfortunately, I DO NOT play trickster anymore. But I will post that:

Judgement Claw -> Impelling Rage
Mutation -> Metamorphasis
Power Charging or High Pressure (not sure which one, clarification would be nice. e-mail me stuff u want me to update) -> High Nail???

And another note is that Full House consumes 5 slug g cards? <--- Verification please.

Again please let me know if i need to edit this guide, i'll be doing a edit of all skills once i collect all the information.

Go ahead and keep those e-mails commin.


(I miss you Colette. ]; )








Hope this explains a bit about HV. if not, please let me know.
Feel free to comment if I've made any mistakes.



Credit to pictures goes to Mytrickster Wiki ^O^

Credit to HK47’s Site Trickster Online Stats Gen for helping me with number crunching.

Credit to jWiki for HV formula and some other stuff that I did not know (marked in guide)

Mowarrior 06-24-2008 08:17 AM

Old
 
This guide is really outdated and guides should be more easy to understand.:boo:

Sanichi 06-24-2008 08:47 AM

actually it one of the best out there regardless :3
Dani u forgot his pictures...
Quote:

Section 3: Skills that you should get at 1st job

http://www.trickster.jp/trickster/ab...ra_raccoon.gif


Section 4: 2nd job skills and damage calculation

http://mytrickster.net/wiki/images/1...coon2ndjob.jpg

[Mod Edit] - Please do not quote a whole guide, it takes up a lot of space! (removed quote except for pictures)


Tardar 06-24-2008 11:14 AM

Quote:

Originally Posted by Mowarrior (Post 20158)
This guide is really outdated and guides should be more easy to understand.:boo:

Yes we know the training information is outdated. But the skills are generally accurate.
I'd like to see you write a guide that can top this one.

Lightomatic 06-24-2008 11:43 AM

lol nicely done! you train where everybody else trains cause theres partys thats it lol.

asaulter 07-01-2008 09:35 AM

Skills names are wrong, both in guide and after hybrids clarification. Anyone willing to help update?
judgment claws=wild nails
mutation=metamorphosis

methOny 08-03-2008 05:45 PM

Kinda old.

but still useful.

vonz 08-28-2008 07:13 AM

ty for this guide kinda useful for me it helped me a lot ^_^

FirenzeWarweik 06-22-2009 03:34 PM

I'm thinking about using this guide for my HV Raccoon, but seeing the 3rd job skills, I'm not sure at all, since most of them are based on AP and not on HV.

So, what about it? =S

Esper 06-22-2009 03:52 PM

The reason why pure HV is better for Gamblers is because of the recoil damage from Full House. The more AP you stack, the higher the recoil damage will be compared to someone who stacks more HV.


Just get enough HV and your damage will actually match the same as a pure AP user for One Pair and Card Strike damage.

FirenzeWarweik 06-24-2009 04:15 PM

Got it, a lot of thanks! So, I'll continue with my HV Raccoon, I hope successfully! ^^

HirokoAzuri 07-09-2010 12:50 PM

Um...what if you're not lucky in getting uniques (Pharaoh set)? I used Galder Throw often on my old coon that I messed up on (so I'm redoing it) and I ended up broke fast since I didn't have anything good to sell until about lvl 35+

iTaker 07-09-2010 01:33 PM

dont know if following this guide would be too smart considering how old it is

Gaap 07-12-2010 12:45 AM

Quote:

Originally Posted by HirokoAzuri (Post 1287459)
Um...what if you're not lucky in getting uniques (Pharaoh set)? I used Galder Throw often on my old coon that I messed up on (so I'm redoing it) and I ended up broke fast since I didn't have anything good to sell until about lvl 35+

I'll go by order from what you said. I'm no HV Coon (but semi Pure AP until I froze him), but I can spill a bit of facts..

1. There are event equipment that can be compound with elemental att. The most unnoticeable ones are the daggers a Fox would use. But there are a few event ones like the Witch's Apprentice Parasol or the Hodori Hammer 60. Unless you have MyShop Pts to spare to go on equipment such as the Beginner Gacha town.. (Which it's a must if feel like spending. At least get a Active Shield and Sword. ;o; )

2. If you are really new, I suggest to use your Galder Throw wisely. Otherwise keep that skill as luxury skill if you have lots of galders to spare.

3. Not much a way to re-earn galders quick, other than vending Beach questies or be a "random" (will not put insult name) and grab the galders from Tap 1. (I even did that at my nub Sheep for the lulz...) Other than that... Not much on the new player's options. :py56:

...and that's it. This is just my opinion and may not be accurate. /sleeps now

xInspireD 02-01-2011 09:15 AM

Thanks this helped =D

Zunie 03-18-2011 08:41 PM

Just a curious would it be wise to start pumping my extra points into HP when i hit level 200 for a Pure HV/HP hybrid? Because i hear that HV is capped at 199 base or something like that. Thanks

Esper 03-18-2011 08:44 PM

What you're thinking of is dodge rate, which is capped at 95% (not sure about HV value).
You'll always want to figure out a way to increase your HV since it helps power Card skills and debuffs.

Zunie 03-18-2011 08:56 PM

Ohh alright thanks a bunch for your help!


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