MoonX Mir 3 - Coming Soon™

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smoochy boys on tour
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Mythra

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First and foremost I'd like to thank Jamie for sharing his files and allowing us to use as we deem because this project would not be possible without him so big thanks man, these files are awesome and the sheer amount of work that have gone into these files deserve mad respect.

Discord link: https://discord.gg/DMh8Qd4

Download links:

About us.
We're a very experienced small team of two (this is not not our first server, be it Mir or other games) so you can expect quality and balanced content. We are not english native speakers but I'd like to think I can hold my own in a converstion as such I'll be the public face, sort of community manager but you'll be able to find us both in our discord (which is currently private but will be made public very soon).


About the server.
Small introduction to our mindset: I'm a very competitive player and the class balance is of utmost importance to us (this is specially true when it comes to PvP) so I can guarantee you that it's our priority that all clases are viable. As for the fun factor, I don't like unfun and unrewarding mechanics, specially those heavy-RNG ones that require a lot of time and resources only to end up with something you don't like so we'll avoid those mechanics and even if there's one we'll make it as easy as possible.


  • Exp rate: Exp is completely custom, it's faster than a medium rate (if you compare it to Hells' Insanity we're faster than that mostly because you're not stuck at lvl 85).
    We do use Zircon files but we have completely reworked the exp to make a progressive experience to prevent players from being stuck in the same level for weeks/months. The exp rate does slow down as you progress but there are methods available to players to fix that (we're not disclosing that info yet but it's already in game). The exp table has not been adjusted blindly, in fact, we spent a couple days adjusting the exp table using maths to calculate the exact amount of exp per level and % per mob to make sure the leveling process feels smooth.

  • Drop rate: Again, totally custom. The server itself has a 500% drop rate for most common-low level stuff however the equipment (specially the existing ones from zircon) drop rate has been increased in low level zones (i.e: Holy Palace) to make sure you're not undergeared when you outlevel the zone were in.
    My take on gearing progression is... I don't want a level 140 player with the same gear they had at lvl 80 because that feels bad and discouraging. However the endgame is not just about getting the equipment but also upgrading it.

  • Gold rate: Custom gold rate, might need balancing according to feedback as there are PLENTY gold sink mechanics.

  • Skill & Companion rate: Both are x10, there's not much to elaborate here as their leveling rate is but a minor part.
Server features.
  • Rebirth system: Has been reworked. There are multiple rebirths that give you bonus stats, with their own name colour and buff icon to track the extra stats.
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  • FP System: Fame Point system, obtained from killing subs and bosses.
    • Upgrade skills to lvl 4 and 5
    • Item rental

  • Companion loot filter modeled after PoE: To filter by item category and rarity.
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  • Boss tier system implemented. All subs and bosses have had theirs stats increased and drop modified. Bosses range from Tier 1 to 10 and they include:
    • Tier 1: Weak bosses like WT, BK and EC.
    • Tier 2: MTK, RME, Queen of Dawn and some more.
    • Tier 3: EE, ZT, Ferocious Ice Tiger and more.
    • Tier 4: Banyo Lord, Leoric, Sumerian King and newer bosses
    • Tier 5: Khazard, Crystal Spider ,Ying & Yang Lord and a bunch more.
    • Tier 6-9: Super bosses that will require big groups, this include bosses like Doom Claw, Tadanga and Dragon King plus the City Lords which will spawn in cities
    • Tier 10: Evil Mir. Good luck killing it... LOL
    • There are 40ish bosses available for you to kill (not taking into account invasion bosses and city lords) and every single one is announced as they respawn (no need to kill mobs to open the KR). We'll add even more later on.

  • Drops.
    • Highest level Weapons, Amulets, Wings, Boots and Shields drop only from bosses and group zones.
    • Numa set has been reworked. If you want an extra edge over the enemy (not gamebreaking) in PvP this is the go to set.
    • All subs/bosses give FP, refining materials (Crystals, Fragments and Refinement Stone) and equipment. Higher tier have better chance to drop
    • Subs: Drop level 100-120 equipment (no weapons)
    • Tier 1-2: Drop level 120 equipment (and weapons)
    • Tier 3-5: Drop lvl 140 equipment (new items)
    • Tier 5-9: These bosses were supposed to drop higher level items but I don't want someone to get lucky and get a item way too early that could alter class balance so we just added lvl 140 items with increased drop chance. As players progress, we will add more items.

  • CHB and Weapon glow (they're meant to be OP weapons and rarely accesible).
  • Emblems have auras/glows. Wings are now equipable and give stats, you can also refine them. You can now combine Emblems, Wings and Weapon glows to be a walking disco!

  • Shield outter sprites added.
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  • Consumables (potions) and Oils (benes and such) are removed from the drop and are now available in town shops to prevent drop littering and reduce the player input. Picking up potions and organizing them can feel like a chore sometimes.

  • Most of the already existing zones (Lair, Goru, Ice Palace, Banyo, Dragon Abyss and the likes) have had their stats reworked and drop added to offer more variety and actually give them a purpose so that they weren't obsolete. Also makes it harder to reach KR, I liked the guild wars in Zircon that happened along the way to KR.
  • Some zones have been emptied because there's no need for them yet. They will be reworked for future use.

  • Globalized city with all the basic NPCs (crafting and rebirth included), they're outside of Safe Zone to encourage PvP, the idea behind such a big city is to be able to hold invasion events and the likes.
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  • suWnolc.jpg

  • New mobs & zones. This is just a teaser of sorts, there are many more we're not disclosing because it's not fun to know everything before you start playing.
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Class balance and minor changes.

1. Classes

  • Wizard.
    • Teleport cooldown reduced from 8s to 250ms to match the casting animation and has been allowed in all maps where you could use RT, scroll of random teleport still remains the faster choice.
    • Frost Bite duration is now calculated like this: 1 + MagicLvL. Basically, at lvl 0 it will last for 1s and each additional magic level adds 1 second. The maximum duration is 6 seconds at level 5. The previous duration was too much, using it in PvP to dodge an incoming burst of damage but having to sit through the entire duration felt bad and I didn't want it to be used to wipe out lures with little to no input.
    • Tempest: THIS CHANGE IS NOT YET EFFECTIVE. It's very likely that its PvP damage will be reduced but the change is not yet in place because I need to receive feedback from mass PvP to adjust the damage accurately. The reason I don't nerf it straight out is because now you actually can counter Wizards in PvP and I want to see how things play out before nerfing Tempest.
  • Warrior.
    • Increased PvE damage. They felt much weaker compared to other classes after we modified the existing zones so we increased their PvE global damage. The lack of damage was a glaring weakness, this is specially true when you encountered mobs with obsecene amounts of DC and would just wreck the warrior because lifesteal couldn't keep up
    • Defiance: Grants 30% max AC and 35% max MR. Reduces DC by 15%.
    • Might: Grants 15% DC. Reduces max AC and Max MR by 30%.

  • Taoist.
    • Blood Lust: 5% DC + 1% extra per magic level up to +10% DC at lvl 5.
    • Elemental Superiority: 5% MC/SC + 1% extra per magic level up to +10% MC/SC at lvl 5. Elemental attribute escales with level.
    • Resilience and Magic Resistance: Escales with skill level and player level following this formula (5 * magic lvl * char lvl / 100) so if you're level 200 and the spell is level 5 you will get 0-50AC.
    • Life Steal: Grants 1% per skill level to a maximum of 5% at level 5.
    • Mass Purification: cooldown increased to 30 seconds.
    • Infection: Damage reduced. The nerfs to critical chance and PvE damage didn't affect Infection so it was incredibly overpowered after everything was balanced so this nerf was necessary because they were the fastest leveling class by far as it was before.
    • Empowered Evil Slayer and Empowered Explosion Talisman no longer have an internal cooldown. Taos in mass PvE are awesome due to Infection but they were lacking a little bit in small scale lures so it's a nice improvement.
    • Summon Shinsu and Infernal Demon: Level, stats, movement speed and attack speed increased. Pets used to be kind of useless because they were SO slow they would just wander around aimlessly and if they actually managed to hit someone they hurt like a wet noodle but now they're a younger and overpowered version or Arnold Schwarzenegger.

  • Assassins.
    • They receive extra damage from subs and bosses. Previously they could just facetank any single target encounter with little to no input while dealing obscene amounts of damage which is absurd. Assassins should fill the role of damage dealer, if you need a tank you can always have a Warrior with purely defensive stats (and low damage of course)
    • Dragon Repulse.
      • Previous changes have been discarded because it was not well received. Damage WILL be increased in open beta as I receive feedback from players to compensate for Massacre nerfs.
    • Massacre.
      • Damage reduced by 30% to prevent Assassins from chaining Massacre and clearing an entire screen of mobs. To compensate for this nerf Summon Puppet got a global damage boost.
    • Summon Puppet
      • Damage increased. As I mentioned earlier, the Assassin was the one most affected by the stats revamp, as such, Summon Puppet had become an obsolete spell that had very little use outside PvP. The main reason for this increase of damage is to add a little extra AoE burst in PvE. In PvP you can actually nuke someone if they don't move away, whoever dies to this deserved it considering the delay.
      • Cooldown slightly decreased (from 30 to 25 seconds).
    • * These changes are not permanent, specially the Summon Puppet one because I'm fully aware that it will bring changes to PvP, that's why we have closed beta in the first place, to offer feedback after testing these changes.
2. Items.
  • Added Ginsengs to potion shop and bigger potions added but they're much more expensive.
  • Elixir of Purification: Increased cost to 150.000 and cooldown to 30 seconds. This change is not final, further testing and feedback needed.
  • Removed Exp, Drop and Gold rate from items (sets and crafted weapons too).
  • Several items from the Game Shop have had their stats increased (Horse Armours, stat drugs, etc...) because they were obsolete in the current game. Some of these will have an improved version that will drop from bosses or obtained by FP rental.
3. Equipment.
  • Many items had stats that in my opinion didn't make sense to be there so I've removed them because it was a gargantuan task to keep track of them all and balancing all the gear was unnecesarily hard so we've taken them out and they will be added back (if needed) in a more controlled and progressive way. You might have noticed by now that I don't like messy stuff that is hard to keep track off so the reason behind these changes is to help me establish a solid template for each item type and what stats should it have so it's easier to adjust in case there's something broken.
  • Some of the stats removed from items (not all of them):
    • HP and Mana > Will be added back to sets. I want defensive stats and offensive ones to go hand in hand.
    • Agility, Accuracy, Evasion and Block > There are other ways to gain these back.
    • Exp, Drop and Gold Rate > Completely gone, these rates are completely custom and there's no need for any more buff.
    • Adv. Resistances > Removed from some items and added to others. Players will have x3 ADV to each element if they have good gear, if they want x5 ADV they will have to sacrifice some offensive power or be lucky with item drops.

  • White Horse: Is the go to horse if you want HP regen. It gives +7 Comfort and will be the prefered horse for everyone until they can get comfort 20 naturally without a horse (with new and more powerful items).
  • Red Horse: Offensive horse. Gives 0-50 DC/MC/SC. Removed AC, MR and Comfort.
  • Black Horse: Defensive horse. Gives +1000 HP and 0-25 AC/MR. Removed DC/MC/SC and Comfort.
4. Stats.
  • Life Steal.
    • It now works as intended. Previously you would heal yourself for a maximum of 750 HP or 1500HP if you were an Assassin (with spells only).
    • Reduced the amount of Life Steal you can obtain to a maximum of 10% if you're a warrior or 16% if you're an Assasin.
    • As of now you will be able to heal yourself for more than 750-1500 HP but it will require better equipment. The reason behind these changes was to make Life Steal a stat you can rely on at all levels, something that was not possible to do the way it worked before.

  • Critical Chance.
    • Dealing a critical strike now increases the damage by 20% instead of 100%
    • Reduced the amount of Critical Chance you can obtain from various sources and completely removed from the weapon crafting system.

  • Critical Damage (PvE).
    • Reduced the amount of Critical Damage (PvE) you can obtain from various sources.
    • Companion can no longer roll Critical Damage (PvE).

  • I know these changes might sound crazy to you and I understand everyone likes HUGE numbers across the screen but hear me out. The server was properly balanced up to the release of Lost Land where damage skyrocketed and it only got worse as players stacked the previously mentioned stats. The current situation is so out of control that players were dealing so much damage that defensive stats couldn't keep up and were there just for show except HP where monsters suddenly had to have 5 times more HP to keep up but this is not the proper way to do thing so I decided that he best way to solve this was to nerf the main culprits to a reasonable amount that is easy to keep in control and won't allow damage to spike up to the sky. By reducing the impact these stats brought it will encourage players to hunt for newer and more powerful items instead of just upgrading their weapon. Needless to say that these changes are not final and further testing is needed plus I have to modify all the mobs to adjust to the current player strenght.

  • Block and Evasion.
  • Reduced the amount you can get. Should this be too low we'll add Evasion to armours and Block to shields in the upcoming new items.
  • Paralysis, Silence and Slow: Reduced the amount you can obtain.
    • Paralysis and Silence: 10%
    • Slow: 20%
    • These stats are something I'm very concerded about due to the PvP interactions so these are certainly NOT final.
5. Others.

- Item parts removed.

Poison and bosses health regen.

I've mentioned before that I don't want people soloing bosses unless it's very weak bosses and players are much higher level so we've made some changes to the way bosses can regen their health.
  • HP Regen 0: This is the standard you're used to and the one that weaker bosses have. They regain 2% HP every 6-7 seconds approx.
  • HP Regen 1: The boss will regen 10% of their HP every 5 seconds it's not affected by pois.
  • HP Regen 2: The boss will regen 20% of their HP every 5 seconds it's not affected by pois.
  • HP Regen 3: The boss will regen 30% of their HP every 5 seconds it's not affected by pois.
  • HP Regen 4: The boss will immediately regain ALL of its HP and is completely immune to all sorts of damage if not poisoned.
Game Shop.
This server is something we're making entirely for fun and don't have any plans to make money out of it. There will be donations for those that wish to take a shortcut and even though there are items in the game shop that increase your stats, they do so in a reasonable way and they're something you will be able to get and maintain by just playing the game. Character power comes mostly from level, gear, hermit and rebirths so it doesn't matter how much someone could possibly spend because you have to PLAY if you want to win.

- [T] Tonics that increase stats have been slightly buffed.
- [P] Marks have been buffed.
- [T] Marks have a huge stat boost but their duration has been reduced to 10/10 and will be removed from the Game Shop and added to the drop list and they will be tradeable.
- Tonic of Collection [T] duration increased to 7 days. Price remains the same.
- Refiner's Ore (Safe Master): The one that allowed you to reach 100% refine chance will be removed from the Game Shop.
- Refine Extractor: Removed from the Game Shop, the Stat Extractor stays.

Exp penalty.
Players receive less experience when killing monsters that are lower level, -10% exp per level above the monster.

Guild cap.
Guilds are capped at 30 players max to prevent a single guild dominating the entire server.

Observer mode.
It is permanently enabled to allow players to monitor possible cheaters.
 
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Nutz

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Feb 16, 2019
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When it live? The insanity server is now dried... repeat grind to do the abandon town and rebirth over and over and over.
 

Mythra

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I can't tell you an exact date right now because I'd rather wait a couple days to release a finished product than a half assed one. That said, I might be able to give you a release date in two, maybe three days.
 
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awesome

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Can the ores be available on the weapon stores
and all NPC accessories upgradeable, level able and refine able

---------- Post Merged at 01:22 AM ---------- Previous Post was at 01:20 AM ----------

It wont be necessary to mine

---------- Post Merged at 01:33 AM ---------- Previous Post was at 01:22 AM ----------

Also raise the price of accessory upgrades so the limit can be the gold price
 

Mythra

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Aug 6, 2015
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Can the ores be available on the weapon stores
and all NPC accessories upgradeable, level able and refine able

---------- Post Merged at 01:22 AM ---------- Previous Post was at 01:20 AM ----------

It wont be necessary to mine

---------- Post Merged at 01:33 AM ---------- Previous Post was at 01:22 AM ----------

Also raise the price of accessory upgrades so the limit can be the gold price

I don't like the idea of mining either, you'll be able to buy most of the materials needed for item upgrades (master refine, special refine and crafting) but there will be materials you'll only be able to get from mobs, subs and bosses to encourage players to explore and hunt (this will incite guild fights too which is something I'd like to see, guilds competing for bosses)

The companion filter looks just like Insanity Mir one

Yes, we're completely aware of that and I don't think there's anything wrong with it considering that's the most comfortable and user friendly we could come up and there's no reason to change it because it's similar to someone else's. As for the idea itself it is something we already had in mind and it was inspired by PoE because both of us do play from time to time. That's all there is to it, nothing more that.
 
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Skibadee

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So its just another high rate....would rather stick to insanity thanks
 

Vaeborg

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I don't like the idea of mining either, you'll be able to buy most of the materials needed for item upgrades (master refine, special refine and crafting) but there will be materials you'll only be able to get from mobs, subs and bosses to encourage players to explore and hunt (this will incite guild fights too which is something I'd like to see, guilds competing for bosses)



Yes, we're completely aware of that and I don't think there's anything wrong with it considering that's the most comfortable and user friendly we could come up and there's no reason to change it because it's similar to someone else's. As for the idea itself it is something we already had in mind and it was inspired by PoE because both of us do play from time to time. That's all there is to it, nothing more that.


It looks great, but I think balanced you will do here in pvp...
tao on this files is too good and assasin ;)
I hope you will not make such an error as hells
 

Mythra

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Aug 6, 2015
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New content is scheduled for right after we finish reworking the existing one which we plan to finish by tomorrow so you'll have new content when it goes live but then again you have to go through the existing one first as a sort of introduction and basic gearing process.
 

TheRealHavok

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Jan 17, 2018
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There's literally no point in playing anything other than Zircon unless someone brings in completely new added content in terms of items maps skills etc
 
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Mythra

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I do appreciate your input, I really do, but if you're going to come to my post and tell me there's no point point in playing our server because you don't like it (weird because you certainly haven't played it but okay, people can make their own opinions based on the given info without actually trying it out firsthand) or that you will stick to some other server then by all means, please do so. However if you're not interested in this server at all and you're not providing any meaninful comment I'd like it if you just saved it for yourself because it's clearly unnecesary and out of topic.
 
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Mythra

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Also a small TLDR for the lazy ones in case I didn't make myself clear enough, there will be custom content. The content from Zircon is just the start and is VERY far from actually being end-game content, we're not going to launch a carbon copy with faster rates but with brand new & shiny stuff.
 
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