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Shiver got a reaction from Luna in Dungeon, Instance, & World Boss Drop Listing
Dungeon, Instance, & World Boss Drop Listing
Contents
Post 1: Introduction, Updates
Post 2: Color Key & Loot Explanation
Post 3: Dungeons
Post 4: Instances
Post 5: World Bosses
Post 6: Miscellaneous
Introduction
The aim of this listing is to provide information about the dungeons, instances, and world bosses available on Core Fiesta. This guide will not walk you through how to do them, but rather give you data about the bosses and drops they provide.
If you see any information that is wrong or missing, please let me know.
*All information is subject to change based on future patches.
Updates
5/30/15
Split World Bosses into major and minor sections, added 6 hour spawn world bosses.
5/29/15
Added information on Death Knight Lair (big thanks to Meruem for that information), updated drops for Noitome's Lair, added coordinates for Psiken and Chimera, updated color key for readability, and added miscellaneous section.
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Shiver reacted to DoughyCookie in 110 Set Effects
This thread will be for suggestions regarding the 110 set effects. Feel free to suggest changes for any class, as it'd be nice to get everyone's opinion.
Won't be including tricksters as they've already been changed.
Edit 5/30: Added in Holy Knight, Warlock, and a 2nd Wizard suggestion. Changed Guardian and 1st Wizard suggestion.
Sharpshooter - Current
2 Pieces: Increased attack rate of Power Shot.
3 Pieces: Reduced SP consumption of Piercing Shot
4 Pieces: Increases the effect duration of Piercing Shot
Sharpshooter - Suggestion (By Shiver)
2 Pieces: Increased attack rate of Poison Shot
3 Pieces: Reduced SP consumption on Bone Shot
4 Pieces: Increased duration on Bone Shot
Reasoning: Sharpshooters are a single target focused class, so enhancing an AOE (Piercing Shot) did not make sense, so switched the effects to single target skills. And although power shot is a single target skill, it is not normally used in a Sharpshooters rotation as it essentially decreases your dps.
Ranger - Current
2 Pieces: Increased attack rate of Bone Shot
3 Pieces: Reduced SP consumption of Multi-Blood Shot
4 Pieces: Increases the effect duration of Multi-Blood Shot
Ranger - Suggestion (By Shiver)
2 Pieces: Increased attack rate of Piercing Shot
3 Pieces: Reduced SP consumption of Nature's Mist
4 Pieces: Increases the effect duration of Nature's Mist
Reasoning: Enhancing bone shot (a sharpshooter skill 100+) doesn't make sense on a Ranger 110 set, so switched skill to an AOE (Ranger only skill 100+). For 3/4 pieces, Multi-Blood Shot is infrequently used so it'd make sense to switch these effects to one of the 2 main AOEs (Nature's Mist and Piercing Shot).
Guardian - Current
2 Pieces: Reduced SP consumption of Purge (Actually rebirth, text error)
3 Pieces: Reduced cooldown of Awaken
4 Pieces: Reduced SP consumption of Awaken
Guardian - Suggestion (Combination of Me & Zephry)
2 Pieces: Increased duration of Rebirth
3 Pieces: Reduced SP consumption of Rejuvenate
4 Pieces: Increased HP restoration amount of Rejuvenate
Reasoning: The 2 piece effect is currently useless by reducing the SP cost of a party buff that lasts an hour. The 3/4 piece effect was empowering an AOE heal, which are HK only after level 100. So changed it to a single target heal, the basis of Guardians.
Note: Didn't do cooldown of Rebirth for 2 pieces or cooldown of Rejuvenate for 4 pieces as Zephry suggested, as these are both effects of another Guardian set that is currently available (The level 100 LN set).
Holy Knight - Current
2 Pieces: Increase HP restoration amount of Recover
3 Pieces: Reduced SP consumption of Invigorate
4 Pieces: Increased duration of Invigorate
Holy Knight - Suggestion (Me)
2 Pieces: Increase HP restoration amount of Recovery (Same as current)
3 Pieces: Reduced SP consumption of Invigorate (Same as current)
4 Pieces: Increase HP restoration amount of Invigorate
Reasoning: Slight change, Invigorate (with no empowerments in duration or cooldown) can already be used infinitely, as it's cooldown is shorter then it's duration, so I feel more use would be gotten out of increasing how much it heals not how long.
Wizard - Current
2 Pieces: Reduced cooldown on Purge
3 Pieces: Reduced SP Consumption of Frost Nova
4 Pieces: Increased effect duration of Frost Nova
Wizard - Suggestion (By Me)
2 Pieces: Reduced cooldown on Inferno
3 Pieces: Reduced SP consumption of Frost Nova (Same as current)
4 Pieces: Increased attack rate of Frost Nova
Reasoning: Changed the 2 set effect to an AOE as that is the basis of wizards. Changed the 4 piece effect as (in my opinion) increased duration on Frost Nova is near useless.
Wizard - Suggestion 2 (By Zephry)
2 Pieces: Reduced cooldown on Ice Field
3 Pieces: Reduced SP consumption of Frost Nova (Same as current)
4 Pieces: Increased effect duration of Frost Nova (Same as current)
Reasoning: Purge effect is rather lackluster. Ice Field would've been a better choice.
My thoughts: I agree on the 2 piece effect, it should reduce the cooldown of an AOE not Purge. For the 3/4 piece effect, 3 should reduce the sp consumption of a different AOE and the 4 set effect should increase the damage of that same AOE. I think the increased duration to be useless, and would rather see damage, but of course am open to others opinions.
Warlock - Current
2 Pieces: Increased attack rate on Fire Bolt
3 Pieces: Reduced SP consumption on Inferno
4 Pieces: Increased effect duration of Inferno
Warlock - Suggestion (Zephry)
2 Pieces: Increased attack rate of Fire Ball
3 Pieces: Reduced SP consumption of Inferno
4 Pieces: Increased attack rate of Inferno
Reasoning: Original set effects from retail. (Note: 3/4 piece effects empower a wizard only skill after 100, but so far this is the only suggestion). Also, fire bolt's last upgrade is like.. 4x or 5x.. makes no sense for this skill to be on a 110 set effect.
Knight - Current
2 Pieces: Increased effect of Mock
3 Pieces: Reduced cooldown of Whirlwind
4 Pieces: Reduced SP Consumption of Whirlwind
Knight - Suggestion (By Multiple People)
2 Pieces: Increased effect of Mock
3 Pieces: Increased attack rate of Degro Slash
4 Pieces: Reduced SP consumption of Degro Slash
Reasoning: The 2 piece effect is fine, makes perfect sense. For the 3/4 piece effect, it should be switched with the gladiator set as Whirlwind is a gladiator only 100+ skill and degro slash is a knight only 100+ skill.
Gladiator - Current
2 Pieces: Increased effect duration of Bone Slicer
3 Pieces: Reduced SP consumption of Degro Slash
4 Pieces: Increased attack rate of Degro Slash
Gladiator - Suggestion (By Multiple People)
2 Pieces: Increased effect duration of Bone Slicer
3 Pieces: Reduced cooldown of Whirlwind
4 Pieces: Reduced SP consumption of Whirlwind
Reasoning: 2 set effect is fine, makes sense. For 3/4, see the reasoning under Knight.
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Shiver reacted to Amor in [EVENT] Free Item Mall Coins
Added 7k coins to all accounts! Another 19 and you guys get 3.5k more! Wow wasn't expecting this 0.0
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Shiver reacted to Amor in [EVENT] Free Item Mall Coins
Alright, I've given out another 3.5k coins to all accounts! Another 26 likes and you guys get 3.5k more coins!
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Shiver reacted to Amor in Patch Log #039 - 24 May 2015
Restarted server. This time evasion should be decreased properly.
Updated Launcher:
- Updated help window picture.
- Updated news section, it is now automatic.
- Fixed voting window bug.
- Added new function to remove some ads on the voting page.
- Improved voting window function.
- Fixed other bugs and made some other improvements.
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Shiver reacted to Amor in Patch Log #039 - 24 May 2015
Updated 110 armour stats, minimum of 2 should be given when dropped. Resilience skill for spectres now increases magic and physical defense based on base stats and bonuses. Resilience cool time has been reduced to 15 seconds. Increased Resilience buff time to 30 minutes. Diminish now increases your damage based on base stats and bonuses for 6 seconds. Diminish cool time has been increased to 2 minutes 30 seconds. Changed Diminish description. You can no longer power up Resilience cool down. Nimble Defence now increases your evasion by a static amount. Nimble Defence buff now lasts 30 minutes. Updated Nimble Defense skill description. Updated some more 114/120 armour/weapon prices. Spectre 110 set skill effect for 2 pieces now reduces cool down of force slash by 15%. Reaper 110 set skill effect for 2 pieces now increases attack damage of razor claw skill by 30%. Updated Thorn Cave mobs stats. Puppet Hellgait jewellery no longer drops from mobs. Normal Malephar mount should now be permanent. Star of Doom necklace should not give 67% resistance. Fragment of Doom (Blue) now gives 7% Magic Defence Power. Fragment of Doom (Red) now gives 7% Magic Defence Power. Twin Kovar Ring (Blue) now gives 9% Magic Defence Power. Twin Kovar Ring (Red) now gives 9% Magic Defence Power. Kovar's Necklace now gives 72% resistance. Kovar's Earrings now gives 7% critical rate. Killer's Order attack damage has been increased. Debuffed Incubus Agole's MR debuff skill. Fixed Lightning Chain skill. It now damages the first target hit and ricochets to several other targets. Updated Lightning Chain skill description. Removed 95 jewels from Magrite. Reduced Eglack and Salare respawn times to 15 minutes. Shard instance has been renamed from Hideout to Shard Temple. Ghosty instance has been renamed from Cave of Memories to Ghosty's Cave. Updated Ghosty instance loading screen. Updated Shard instance loading screen. Added 5 new faces for males and females. Added 8 new hair dyes . Renovated Beauty Shop. Added Event Phino. Added 1st to Cap Medal Added 2nd to Cap Medal Added 3rd to Cap Medal Added Crisp White Shirt (30 Days) Added Facebook 'Like' T-Shirt (Permanent) Added Beating Heart T-Shirt (30 Days) Added Blueberry Blue Skinny Jeans (30 Days) Added Black Skinny Jeans (30 Days) Added Cherry Skinny Jeans (30 Days) Added Cream Soda Pink Skinny Jeans (30 Days) Added Mini Sweetheart Transparent items have been given individual icons. Increased transparent weapon skins critical rate to 6%. Added 12% aim to transparent weapon skins. Level 66 vault now gives 120% exp card. Removed all Hellgait jewellery from characters whom had it. EDIT:
Thorn Cave mini boss and boss evasion should be decreased properly now. Updated Launcher:
Updated help window picture. Updated news section, it is now automatic. Fixed voting window bug. Added new function to remove some ads on the voting page. Improved voting window function. Fixed other bugs and made some other improvements. -
Shiver reacted to Amor in [EVENT] Free Item Mall Coins
I've added 3500 coins to everyone's account. Only 9 more likes until another 3500 coins!
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Shiver reacted to LessQQMorePewPew in Core Fiesta Trailer
Too bad for me that I'm too late for the video contest deadline. Someone at work was sick so I had to work for her instead, so I didn't had any time to post it on the forums. Don't pay any attention to the stripes through the Auras, I was going to fix that, but I've been busy with work and my exams. Anyways, enough with all the excuses, enjoy the video.
Ps. Congratulations to the winners.
https://www.youtube.com/watch?v=gbMMIfnb-wE
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Shiver got a reaction from Zephry in End-Game Content
This is the 110 Malephar Jewel set that can only be obtained by raiding HC ML and is a rare drop.
Now let's look at 100 OJs which drop like flies at both Magrite and Black Shadows.
The main difference is that the 100 OJs have more Resistance and more magic defense power than the 110 Malephar Jewels. Which really makes no sense seeing as they're 10 levels lower and MUCH easier to obtain.
All the other stats on the Malephar Jewels are higher but not so much higher that someone would change to them over the 100 jewel set. So I'd say they just need a general overall stat boost to make them an actual upgrade over the 100 set.
They don't need to be removed in general, just from Magrite.
Right now Magrite is filled to the brim with drops. She's dropping 110 sets, 100 orange jewels, magrite weapons, and 95 jewels. That's a lot to be dropping all from one boss. 95 jewels in particular seem out of place here since they're not really for the level range that is killing Magrite and there's already two other locations that drop them (Guardian Masters and Black Shadows).
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Shiver got a reaction from LessQQMorePewPew in End-Game Content
This is the 110 Malephar Jewel set that can only be obtained by raiding HC ML and is a rare drop.
Now let's look at 100 OJs which drop like flies at both Magrite and Black Shadows.
The main difference is that the 100 OJs have more Resistance and more magic defense power than the 110 Malephar Jewels. Which really makes no sense seeing as they're 10 levels lower and MUCH easier to obtain.
All the other stats on the Malephar Jewels are higher but not so much higher that someone would change to them over the 100 jewel set. So I'd say they just need a general overall stat boost to make them an actual upgrade over the 100 set.
They don't need to be removed in general, just from Magrite.
Right now Magrite is filled to the brim with drops. She's dropping 110 sets, 100 orange jewels, magrite weapons, and 95 jewels. That's a lot to be dropping all from one boss. 95 jewels in particular seem out of place here since they're not really for the level range that is killing Magrite and there's already two other locations that drop them (Guardian Masters and Black Shadows).
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Shiver got a reaction from Zephry in End-Game Content
Gonna have to respectfully disagree with those of you who are against this statement.
It wouldn't matter if you were doing with a small group of people or a group of 100. Currently the only classes who can hit the mobs enough to do somewhat consistent damage are tricksters/archers and that's at only at about a 50% success rate with our current aim values.
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Shiver reacted to Luna in Patch Log #037 - 10 May 2015
Here's the graphic from our Facebook page. Hope you guys like the update!
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Shiver reacted to Zephry in End-Game Content
Large list of stuff that should be implemented:
More areas to farm 110 armor
Like Adealia Valley is a big map, maybe introduce more Eglack and Salere and make the drop rate 100% since they spawn every 30 mins?
Make an instance to farm 110 gear. Something reasonable, like Burning Adealia or a remake of a certain dungeon already in the game.
Nightmare Queen weapons
I don't know what Karen Danish is. If you're gonna put these Nightmare Queen's in I hope it's from an instance. People complain that because of a certain guild already controlling the main raiding boss for 114 weapons (Chimera) that they can't catch up to them with just Psiken weapons. Of course Chimera's should still remain the strongest till Karen is killable for Succubus Queen weapons.
Thorn Cave
The mobs evasion are still too high. Make it reasonable enough so people with atleast 1.8k aim can hit the boss 9 out of 10 times.
The mini-boss Incubus Agole debuff is 2stronk. It's as if we are fighting Helga. His debuff removes 10k mdef and he hits with mdmg. None of us can tank it unless it's kept perma stunned/frozen and with our aim, and his resist rate...yeaaaah it's not happening.
Jewels
I don't know about anyone else but I feel like Malephar 110 Jewels should be the very best in game right now, considering how rare and hard they're to get. Getting a 100 OJ is much easier and they can be better.
Magrite
Please remove 95 jewels from her drop rate, along with 95 armor if it's there.
Rename certain dungeons
Your special made dungeons like Hideout and Cave of memories should be renamed to something more relevant. I don't know something like Magistrate Shard Room? Ghosty's Cave? Ghosty's Sanctuary?
Skills
Lightning Chain shouldn't need to be set down like an aoe and affect everything in the vicinity from just a single target (Let's say something like Ice Field or Electronic Shock). Instead of an AOE fear how about something like a 3 second stun or paralyzing? (lol I doubt it'll happen) It's not very support-friendly when playing with others and suddenly they have to run for the mob they were attack.
Should add more tiers to Mock, Knight only after 100+.
Should increase how much aggro you generate from Fatal Shout.
Killer's Order does as much damage as Claw Lunge at 7 soul. Instead of it doing that amount of damage, how about making it where with each soul gathered, you do more damage. 1 soul = 5 or 10% of HP, 2 soul = 10 or 15% of HP.
Misc
One Hands sold in the NPC still give 10% damage and etc. How about when changing it to 5 or 7.5%, making the statless shields give 5% def and mdef too?
Make boss type monsters (chief, world boss, elite, etc) have a small chance to be affected by DoT debuffs.
Malephar Mount from quest still not perm. I activated it and it's still 30 days. :<
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Shiver got a reaction from Skooma in Patch Log #038 - 17 May 2015
Apologies, the way it was written in the patch notes implied a decrease. You meant armor, we read it as everything.
I'm checking in game now and it does in fact seem fine as far as I can tell.
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Shiver got a reaction from Zephry in Patch Log #038 - 17 May 2015
Apologies, the way it was written in the patch notes implied a decrease. You meant armor, we read it as everything.
I'm checking in game now and it does in fact seem fine as far as I can tell.
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Shiver got a reaction from LessQQMorePewPew in Patch Log #038 - 17 May 2015
Apologies, the way it was written in the patch notes implied a decrease. You meant armor, we read it as everything.
I'm checking in game now and it does in fact seem fine as far as I can tell.
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Shiver got a reaction from DoughyCookie in Patch Log #038 - 17 May 2015
Apologies, the way it was written in the patch notes implied a decrease. You meant armor, we read it as everything.
I'm checking in game now and it does in fact seem fine as far as I can tell.
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Shiver got a reaction from Amor in Patch Log #038 - 17 May 2015
Apologies, the way it was written in the patch notes implied a decrease. You meant armor, we read it as everything.
I'm checking in game now and it does in fact seem fine as far as I can tell.
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Shiver reacted to Amor in Patch Log #038 - 17 May 2015
You can longer mount in 110 abyss.
You can no longer use teleport scrolls in 110 abyss.
You now respawn at the correct location when you die in the 110 abyss.
You now respawn in an appropriate location when you die in Helga's Tomb.
110 abyss statue no longer drops psyken weapons.
Ghosty instance no longer bugs your character when you dc from the instance.
Heat of Fury no longer decreases healing effects.
Heat of Fury now does 107 damage.
Increased damage range on Heat of Fury slightly.
Heat of Fury now only deals 2% of your max hp as damage to you. (Still kills you, don't think I can fix that).
Binding Blow now uses the force slash animation (jumps to area).
Binding Blow now binds your target to their current location damaging them for 3% of their max hp for time specified on skill. (It still stuns for 1 second.)
Binding Blows area, range and number of people affected now increases with each skill upgrade.
Changed Heat of Fury description and abstate description.
Changed Binding Blow description.
Adealia mobs no longer drop 110 blue armour.
110, 115 and 120 Blue armour can now be enhanced to +10.
114 and 120 armour should now sell for 98 silver.
110, 115 and 120 armour should now sell for 106 silver.
Corrected Strex boots name.
Correct Lisom pants name.
Correct Strex helmet name.
It is now almost impossible to get 120 OJ's from psiken mobs.
It is now almost impossible to get 120 OJ's from 110 abyss mobs.
More than doubled the amount of mobs in the 110 abyss.
Increased 110 abyss mobs experience.
Updated Vitality skill description. It now provides more accurate information on your damage increase and defence decrease.
Re-added damage boost to heat of fury.
Updated Heat of Fury, it now only boosts your damage by 20%. (Will balance if more skill upgrades are added.)
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Shiver reacted to Skunk in Patch Log #037 - 10 May 2015
Reduce more pls.
Still missing things a ton with roundabout 3k aim.