The new Experimentarium is here! But the form of submission hasn't changed a bit! Here it is: Experiment: What do you want to test? Question: What would you like to know? Reason: Why do you want to test this, specify the rumors, ideas and theories regarding the subject and your own assumptions if you have any. Don't forget that you need to specify as more details as possible if you want your experiment done right. You can find more information about our new system of request selection here. Have a pleasant time playing! Upd.Date changed !NB Experimentarium does not accept requests about L2 Store. This thread is not for discussion!
experiment: critical damage bonusses from jewels work on ertheia warrior skills ? question: jewels like baium queen ant works with ertheia skills ? reason: my reason first reason i dont know even this atack skills types second reason i wanna bought them before update to avoid high prices on next update
experiment: luc and enchanting items question: how much % increase chance for enchanting r99 armor and weapon (plz don't test on bows) from +3 to +4, than to +5 and so on till +8 with base luc, +15 luc and +20 luc reason: <3 enchanting
can you make it up to +10? since with the ertheia patch it will give a purple-glow that seems to be "must-have" for some players ig atm and maybe even ask how many time shis luc turn on during the enchants test experiment: ertheia eviscerator dex and str dps question: which is better for a fighter? reason: new class have really different kind of set-up , go full phisical hit with caps atk.spd and crt.rate or hit you hard as a rock? how to test: just boost an ertheia fighter dex 'till he caps atk spd and critical rate (try with a +5/+10/+15/+20) and register his dps and skill damage , then do the same with str stats (+5/+10/+15/+20) and register his dps and skill damage
experiment: comparing skull edge and r grade shaper in pvp question: in this update the damage of dagger s80 is more than damage of r grade weapon, how u showed on old experiment ( https://4gameforum.com/showthread.php?t=20516i) wanna know if the damage will be the same also in next update. and if the bonus of pvp bestows on s grade dagger increase according with enchant. can you test it? ty reason: because i wanna know what will be the best weapon for dagger in next update.
experiment: othel stats question: acuracy vs evasion reason: it gona help chose strategy on olympiad experiment: othel bluf on ertheia question: what is sucesate bluf on enemy?on ertheia cronic reason: now is around 2%
experiment: cha (charisma) % stat question:what % give p. atk.,p. def., attack spd.m.atk., m.def.,castingspd., max hp, max mp, and ,max cp at warrior class (test with cha dyes and w/o dyes to test different) reason:if its good or not
experiment: int and feoh wizzard dmg question: how much dmg diffrencec on d.elf feoh wizzard with int dye (+5, +10, +15) reason:how much dmg will go up with dyes and without.
experiment: blessed zaken earring question: i want to know the drop rate with 85,86,86,87,88 and 89 level character. reason: informational reasons
experiment: dual class passive skill(mental and physical attribute increase) and othell rogue skill(shadow chase/flash,powerbluff,dark paralsysis). question:which works for each skill. reason: to understand what an othell need most and before,physical attack or mental attack.
experiment: sayha seer's air rush skill's benefits question: what boosts increases sayha seer's chance to land knock back/knock down effects (is it mental attack; is magical or phisical trait passive skill from dualclass boosting it etc.) reason:to describe how sayha seers could increase chances to land their most-important pvp skill. test could be performed on few steps: 1. check results on target without jewels on the sayha seer and without dualclass skills learned 2. make the same test with magical trait skill from dualclass learned (requires 2 dualclass certificates) 3. make the same test with phisical trait skill from dualclass learned (requires 2 dualclass certificates) 4. make the same test with full or partial set of mental attack jewels (b. zaken, soul baium, coc earring etc) thanks in advance! best regards, tiarka
experiment: harp reward box from the quest "waiting for paagrio" question: what the box drops and with what chances reason: know how worthy is to do this quest in terms of money and drops.
experiment: chance of triggering luc question: i wanna know what is the chance of triggering luc and don't take damage from deadly blows. reason: i have seen/heard/felt making/taking from 40k to 80k dmg to some ppl as and they don't die, i wanna know if it's worth investing money on +5 luc dyes.
experiment: do pve/pvp weapons affect servitor damage at all, as well as what effect does noble emblem have on servitors, does the element increase provide any extra damage for the servitors or only for the summoner and to what extent? thank you
experiment: lidia, nurka, gustav drops. kill 100 or more of each and share results. now they drop only bewr/bear with low chance. rune stones and belt with 1% chance . or something more?
https://l2wiki.com/Blessed_Zaken's_Earring https://4gameforum.com/threads/23814/ https://4gameforum.com/threads/10522/
experiment: fortune pocket lvl 5 question: chance to obtain 1b. adenas (if there's any) reason: as i read in patch notes you can obtain max 10 million opening fortune pocket lvl 5 but russian server made an experiment with this results https://4gameforum.ru/showthread.php?t=794348. but what about our server?
the new overenchant rate of mage weapons experiment: overenchanting mage weapons question: how the overenchating rate of mage weapons improved with the update reason: there are hardly any mage weapons above +6 or +7. what is the chance of going higher after the update! what happend in comparison with old statistics?
experiment: sayha's luck rune and its influence to drop probability question: in the description, there's said that "increases the chance of drops by 10% for 10 minutes" for the rune lvl 4. i would like to know, from where are those 10% calculated? say, when i have item with 1% probability to drop without the rune and i put this rune on, will the drop probability increase like 1% + 10% (rune bonus) resulting in final 11% probability of the drop of the said item or does it mean, the 1% is taken as a base probability, from which is the 10% taken, so the result will be 1% + (10% from that 1% means 0,1%) resulting in 0,1% increase of drop probability of the said item (meaning final 1,1% probability of dropping the said item with the rune on)? reason: if it's the first option, then it would be awesome if it's the second one ... well, not so much. it's hard to tell how the bonus is calculated just from description and since the learning fee of the skill is rather high, it would be great to know how the whole thing works p.s. assuming, that in case of xp and sp the bonus is taken from the base value the mob/raid gives and all bonuses then counts together to give the final result (like vitality bonus + mentoring bonus + xp/sp buff bonus for example). wonder if the same applies on the drop runes that ertheias can make thank you for your reply.
experiment : i want you to test the skill laterat hit from eviscerator class. question : what is the chance to land on mobs/boss lower,same and higher lvl and does the debuff stays on the mob/boss like all the other debuffs of all classes? reason : i realised that on higher mobs and same lvl mobs it lands hard and not 9/10 like all other debuffs from other classes and that its like bullseye and dissapear from mob after 2-3 sec of cast.it doesnt stay for whole duration.