IGN: namess
Job: Wind Archer
Job Level: Level 214
Description of Bugs:
Bug #1 - Trifling Wind: The skill's activation rate is currently INCORRECT on AriesMS. The "proc rate" of the skill is supposed to be 50% (+10% from Hyper Passive) from any attacking skill, and OF THAT 60% chance, you have a 20% chance for the Trifling Wind activation to create an "Enhanced Soul Energy", which is the Purple Trifling Wind Arrow that does more damage, and +1 hit due to Hyper Passive. This means that whenever you attack as a Wind Archer, regular Trifling Wind (Green Arrow) activates at a 48% chance, and the Enhanced Version (Purple Arrow) activates at a 12% chance, giving you the total of 50% (+10% from Hyper Passive) activation rate.
Currently in AriesMS, Trifling Wind has a 90% activation rate. Right now, Trifling Wind (Green Arrow) has a 50% (+10% chance from Hyper Passive) activation rate, but the Enhanced Soul Energy (Purple Arrow) has a SEPARATE activation rate, instead of being part of that 60% activation rate. On top of that, the Hyper Passive, "Trifling Wind - Enhance", is applying TWICE, once to the Regular Trifling Wind, and once to the Enhanced version.
The current bugged formula on AriesMS for Trifling Wind's activation rate:
Enhanced Arrow: 20% (+10% from Hyper Passive) = 30% Rate
Regular Arrow: 50% (+10% from Hyper Passive) = 60% Rate
Total: 90%
The correct formula for Trifling Wind's activation rate:
Enhanced Arrow: 50% (+10% from Hyper Passive for Trifling Wind) x 20% = 12% Rate
Regular Arrow: Trifling Wind Activation Rate - Enhanced Arrow Activation Rate = 50% (+10% chance) - 12% = 48% Rate
Total: 60%
Dummy Guide to how Trifling Wind's Activation Rate is currently working and how it's supposed to work:
As you can see from my screenshot below, Song of Heaven and Howling Gale's combined "Times Used" equals to 653, and Trifling Wind is activating 616 times, giving a 94%~ activation rate in this DPM test. Multiple tests will show that the activation rate is somewhere around 90%, which reflects the currently bugged formula for Trifling Wind.
Bug #2 - Gale Barrier: This skill currently just lets you tank pretty much EVERYTHING for 45 seconds (of the 90 second cooldown), giving Wind Archers a 50% invincibility up-time. The Elemental charge system is currently missing, and the buff simply lasts for the entire 45 second duration. (Example: You can AFK mule on a Wind Archer in Normal/Hard Will during P2 test and not die, abusing this bug for more Will Stones.)
How the skill is supposed to work: Upon using the skill, at Max Level (Level 30), you are given 450 Elemental (a charge system). For every 1% HP of damage you were supposed to take, you lose 1 Elemental charge instead of your HP. This means that at Level 30 (with Matrix levels). you can tank 450% Max HP damage, or four 1-Hit KOs moves, and live with 50% HP remaining on the fifth 1-Hit KO move that you are hit with by a boss. Upon losing all Elementals, the skill is immediately canceled, even if there are still remaining seconds on the buff duration.
More Information on how the skill is supposed to work: Reddit
Job: Wind Archer
Job Level: Level 214
Description of Bugs:
Bug #1 - Trifling Wind: The skill's activation rate is currently INCORRECT on AriesMS. The "proc rate" of the skill is supposed to be 50% (+10% from Hyper Passive) from any attacking skill, and OF THAT 60% chance, you have a 20% chance for the Trifling Wind activation to create an "Enhanced Soul Energy", which is the Purple Trifling Wind Arrow that does more damage, and +1 hit due to Hyper Passive. This means that whenever you attack as a Wind Archer, regular Trifling Wind (Green Arrow) activates at a 48% chance, and the Enhanced Version (Purple Arrow) activates at a 12% chance, giving you the total of 50% (+10% from Hyper Passive) activation rate.
Currently in AriesMS, Trifling Wind has a 90% activation rate. Right now, Trifling Wind (Green Arrow) has a 50% (+10% chance from Hyper Passive) activation rate, but the Enhanced Soul Energy (Purple Arrow) has a SEPARATE activation rate, instead of being part of that 60% activation rate. On top of that, the Hyper Passive, "Trifling Wind - Enhance", is applying TWICE, once to the Regular Trifling Wind, and once to the Enhanced version.
The current bugged formula on AriesMS for Trifling Wind's activation rate:
Enhanced Arrow: 20% (+10% from Hyper Passive) = 30% Rate
Regular Arrow: 50% (+10% from Hyper Passive) = 60% Rate
Total: 90%
The correct formula for Trifling Wind's activation rate:
Enhanced Arrow: 50% (+10% from Hyper Passive for Trifling Wind) x 20% = 12% Rate
Regular Arrow: Trifling Wind Activation Rate - Enhanced Arrow Activation Rate = 50% (+10% chance) - 12% = 48% Rate
Total: 60%
Dummy Guide to how Trifling Wind's Activation Rate is currently working and how it's supposed to work:
As you can see from my screenshot below, Song of Heaven and Howling Gale's combined "Times Used" equals to 653, and Trifling Wind is activating 616 times, giving a 94%~ activation rate in this DPM test. Multiple tests will show that the activation rate is somewhere around 90%, which reflects the currently bugged formula for Trifling Wind.
Bug #2 - Gale Barrier: This skill currently just lets you tank pretty much EVERYTHING for 45 seconds (of the 90 second cooldown), giving Wind Archers a 50% invincibility up-time. The Elemental charge system is currently missing, and the buff simply lasts for the entire 45 second duration. (Example: You can AFK mule on a Wind Archer in Normal/Hard Will during P2 test and not die, abusing this bug for more Will Stones.)
How the skill is supposed to work: Upon using the skill, at Max Level (Level 30), you are given 450 Elemental (a charge system). For every 1% HP of damage you were supposed to take, you lose 1 Elemental charge instead of your HP. This means that at Level 30 (with Matrix levels). you can tank 450% Max HP damage, or four 1-Hit KOs moves, and live with 50% HP remaining on the fifth 1-Hit KO move that you are hit with by a boss. Upon losing all Elementals, the skill is immediately canceled, even if there are still remaining seconds on the buff duration.
More Information on how the skill is supposed to work: Reddit
Ignore my Level 1 Gale Barrier. You get +10 Elemental Charge/level.
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