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Default MyDecember's pure AP raccoon guide (no HV)

Hey guys.

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 Some of the information may be a bit outdated, however most of it is still very useful.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

( most of that was copy pasta 8D )

MyDecember's Pure AP PvP Raccoon Guide

THIS GUIDE HAS BEEN REVISED! CHECK BELOW TO SEE UPDATES!
Jan 17 '07 = Updated to eTO's implement
Jan 17 '07 = New section 8!
Feb 23 '09 = Quick Third Job Updates by Dani

Dani here, I'm going to update the guide right now so that its -somewhat- up to date with revo... It may take a while, sorry. ;_;


Finally, the long awaited AP guide has been made! Sorry it took so long, i had to seek out any flaws and etc. Because my knowledge on AP is not as great as my knowledge on HV. Hopefully this guide will be just as good as my HV one ^_^

This guide will almost look like the HV guide since i copied and pasted the first two sections.

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.

Section Outline:
1) What are stats
2) Builds
3) Skills that you should get at 1st job
4) Skills 2nd job
5) 3rd job skill
6) Comparing Card Fling with One Pair and Full House
7) HELP!
8) Basic understanding of an pure AP


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



PowerBlow

Charm type's melee attack that is based off AP. Not very strong until you get titanium wrist.

* Required Level: 1
* TM needed to learn: 1
* TM need to master: 2
* Items needed to master: 7 thiefmon cards
* Cost of card: 300 galder
* Pre-requisite: N/A


Lv-MP-Cool time-Power Rise
Lv1 30 3s 120%
Lv2 34 3s 130%
Lv3 38 3s 140%
Lv4 42 3s 150%
Lv5 46 3s 160%
Lv6 50 3s 170%
Lv7 54 3s 180%
Lv8 58 3s 190%
Lv9 62 3s 200%
Lv10 78 3s 210%
Master 94 3s 240%

Formula = AP * Power Blow's Power Rise


Titanium Wrist

This will increase power blow damage like a god. You will hit higher than majority of power class AND some foxes are your level. This is a passive skill.

* Required Level: 40
* TM needed to learn: 3
* TM needed to master: 3
* Items needed to master: 38 Tree Pens
* Cost of card: 12,000 galder
* Pre-requisite: Level 10 Power Blow


Lv-Added Power Rise
Lv1 +20%
Lv2 +25%
Lv3 +30%
Lv4 +35%
Lv5 +40%
Lv6 +45%
Lv7 +50%
Lv8 +55%
Lv9 +60%
Lv10 +65%
Master +80%

Formula: AP * (Power Blow's Power Rise + Titanium Wrist Rise Ratio)


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)



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)


Skunk Pouch

Throws poop at the enemy that knocks them out for a couple for seconds.

* TM Level Required: 40
* TM points needed to learn: 3
* TM points needed to master: 3
* Items needed to master: 20 of those weird green stuff dropped by Giana
* Cost of card: 12,000 galder
* Pre-requisite: N/A


Lv-MP-Cool time-Length
Lv1 120 5s 2s
Lv2 130 5s 3s
Lv3 140 5s 4s
Lv4 150 5s 5s
Lv5 160 5s 6s
Lv6 170 - 7s
Lv7 180 - 8s
Lv8 190 5s 9s
Lv9 200 5s 10s
Lv10 210 5s 11s
Master 240 5s 12s

Length is referring to how long they cannot move. At mastered level, they cannot move for 12 second.

Physical Training

Raises Max HP

* Required TM level: 45
* TM points needed to learn: 2
* TM points needed to master: 2
* Items needed to master: 23 Thick Radish
* Cost of card: 9,000 galder
* Pre-requisite: N/A



Lv-HP Increasement
Lv1 500
Lv2 600
Lv3 710
Lv4 830
Lv5 960
Lv6 1100
Lv7 1250
Lv8 1410
Lv9 1580
Lv10 1760
Master 2360





There's two ways to go with this build.

Powerblow
Sturdy Shield
Titanium Wrist
2nd job (card strike)
Dodge Master
2nd job (super hit)
Skunk Pouch
Physical Training
2nd job (one pair)

OR

Powerblow
Dodge Master
Titanium Wrist
2nd job (card strike)
2nd job (super hips)
Sturdy Shield
Skunk Pouch
Physical Training
2nd job (one pair)

Reason is: AP raccoons just doesnt have the HV to make mana reflector worth it in PvP. Thus, magic class WOULD have an advantage over pure AP, skunk pouch would be more suitable for AP. Not only does it prevent the magic class from moving, it'll do the same to any other class. You would want physical training to increase your HP so you can be more beefier.

With skunk pouch, this also prevents many class from using the old "hit and run" tactice. While they cant move, you would combo them with powerblow, card fling, one pair in any order to take them out.

Section 4: 2nd job skills



Card Strike

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

* 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


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


As i recommended, there's two way to go with these builds.

Powerblow
Sturdy Shield
Titanium Wrist
Card Strike
Dodge Master
Super Hips
Skunk Pouch
Physical Training
One Pair

or

Powerblow
Dodge Master
Titanium Wrist
Card Strike
Super Hips
Sturdy Shield
Skunk Pouch
Physical Training
One Pair


1st build is getting super hips much later while having more defense to start out with.

2nd build is getting super hips asap (because it owns so much) while putting off sturdy shield to get dodge master asap since it's a requirement for super hips.


Section 5: 3rd job skills (extra section)



These skills has NOTHING to do with AP 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

Not sure how the formula works. Sorry D:


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: 6 Janus mask
* 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%

These are the only 3rd job skills implemented right now on eTO.

Pretty much as AP build, you can get power charging if you want or full house.

Section 6: Comparing Card Strike to One Pair and Full house

If you want to see the damages you'll be earning with these skills, it'll be much higher than those who are pure HV build.

This will help you understand more about these builds and types of skills AP users uses.



Comparing time ;o

4114

Card Fling
Level 200 (all bonus into AP)
Stats = (1610AP + 50HV * 8) * 2.65
Damage without Dodge Master: 5,326.5
Damage with Dodge Master: 5,803.5

One Pair
Level 200 (all bonus into AP)
Stats = (1610 + 50HV * 8) * 4.6
Damage without Dodge Master: 9,246
Damage with Dodge Master: 10,074

Full House
Level 200 (all bonus into AP)
Stats = [1610AP + 8 * (12LK+50HV)] * 4
Damage without Dodge Master: 8,424
Damage with Dodge Master: 9,144


3124

Card Fling
Level 200 (all bonus into AP)
Stats = (1410AP + 50HV * 8) * 2.65
Damage without Dodge Master: 4,796.5
Damahe with Dodge Master: 5,273.5

One Pair
Level 200 (all bonus into AP)
Stats = (1410 + 50HV * 8) * 4.6
Damage without Dodge Master: 8,326
Damage with Dodge Master: 9,154

Full House
Level 200 (all bonus into AP)
Stats = [1410AP + 8 * (25LK+50HV)] * 4
Damage without Dodge Master: 8,040
Damage with Dodge Master: 8,760


2134

Card Fling
Level 200 (all bonus into AP)
Stats = (1210AP + 50HV * 8) * 2.65
Damage without Dodge Master: 4,266.5
Damage with Dodge Master: 4,743.5

One Pair
Level 200 (all bonus into AP)
Stats = (1210AP + 50HV * 8) * 4.6
Damage without Dodge Master: 7,406
Damage with Dodge Master: 8,234

Full House
Level 200 (all bonus into AP)
Stats = [1210AP + 8 * (37LK+50HV)] * 4
Damage without Dodge Master: 7,624
Damage with Dodge Master: 8,344


1144

Card Fling
Level 200 (all bonus into AP)
Stats = (1010AP + 50HV * 8) * 2.65
Damage without Dodge Master: 3,736.5
Damage with Dodge Master: 4,266.5

One Pair
Level 200 (all bonus into AP)
Stats = (1010AP + 50HV * 8) * 4.6
Damage without Dodge Master: 6,486
Damage with Dodge Master: 7,314

Full House
Level 200 (all bonus into AP)
Stats = [1010AP + 8 * (50LK+50HV)] * 4
Damage without Dodge Master: 7,240
Damage with Dodge Master: 7,960

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.

I don't think MyDecember can help you anymore, since the last time I saw him was in February last year, and he wasn't on for very long at all. He's currently busy with his life and all to the point that he can't go on the internet, apparently.

Basic Undestanding of a Pure AP

Pure AP are much weaker than HV, but they are more strategy-tactile based. They require much more effort to kill a boss or a player, but the outcome will make you take down a powerhouse build: the Pure HV (-gasp-)

Yes, that's a pure AP. They are weaker, and they are like bunnies. They combo alot, only exception is a pure AP has skunk pouch (your best friend for 12 seconds)

If you are strategic enough, you can skunk, card strike - one pair - power blow - skunk over and take down your opponent. yes it's dirty, but not many people can combo like that.



I've made a pure AP, really easy to level. In pvp, it was a bit difficult to kill people due to having not much defense to guns and magic. With skunk pouch, i found it much easier.

In boss situation, i couldnt tank tombeth OR skull until around 100. Compared to HV.




Credit to pictures goes to Mytrickster Wiki ^O^

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

Last edited by Dani; 02-23-2009 at 06:40 PM.
 
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06-22-2008   #2 (permalink)
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I'm following this guide right now for my Coon but is there anyone willing to update this??
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12-17-2008   #3 (permalink)
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well i went with a 3214 build i wasnt sure what skilsl there were n what hey used. im still low level like 15 and have been putting points in ap. any suggestions on where i should put points for on this build. thanks
 
12-17-2008   #4 (permalink)
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3214?

Do you mean 3124 (with the 2 in Sense rather than Magic)? It's pretty pointless having 2 or mroe in magic unless you're a Magic Type (or a Bunny lolol).

As for your question, putting your points in AP, HV, HP or a mix is fine, Raccoons are pretty diverse so I don't really have a recommendation for you.
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12-18-2008   #5 (permalink)
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You know...i think im going to make one of these guides...little more up-to-date.
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12-08-2010   #6 (permalink)
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i know this guide is somewhat out of date but, Whats the Math formula for estimating AP? I saw a formula on HV on the other Guide in Section7, but nothing for AP...
 

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