View Full Version : I'm excited by the new updates
Pierce
04-15-2012, 01:43 AM
I think I'll give Mabi one more chance, Magic is better than ever, we got what we deserved, after... 15 generations, LOL. Anyways, we deserve it. (insert rant about other classes being too OP in previous generations).
And this actually made me laugh, got me thinking, and then a little worried I guess???! Do you remember HOW MANY threads about this subject have been made?? People who thought this skill was too OP and needed a NERF?? Yes.... I'm talking about this...
Players can now be attacked while in the Windmill animation
LOL, what's the impact on game play now?!
Also, NEW SPIRIT WEAPONS!! I wonder if they'll buff bolt spirit weapons (regular wands)... y'know... chaincasting is cool but a little weak in harder dungeons and missions. chaincasting should be a skill, we also need teleport #not, lol
but all in all the game seems more playable and refreshing, the PVP videos made me remember SUPER SMASH BROS, melee...!! remember link and fox and all those cool characters fron n64??? ness was my favorite <3.
http://upload.wikimedia.org/wikipedia/en/thumb/4/42/Supersmashbox.jpg/250px-Supersmashbox.jpg
what else... oh yes... I don't understand these, statistically speaking, how does 1 point have an effect at all???
Healing restores 1 more health for every 10 MP
Party Healing restores 1 more health for every 5 MP
somebody explain please, what's the elasticity here???
new interface is great as well...
so discuss. this ain't a thread about "lol the new updates", as you can see I'm talking about specific subjects without being too boring :chin:
I've been around...
also, Chiyuri, in case you read this, could you explain your theory about the new elf with black hair?? I'm very interested in reading your answer, I can't find it in the thread you originally mentioned it.
Slayerj
04-15-2012, 01:50 AM
Nothing major has changed for me regarding WM but I don't solo. Though I don't spam pots after WMing 2-3 times anymore >.> So that's nice <3 Uh, as for the healing thing. That's int, not MP. Every 20int you get a point towards magic attack and defense. I think with def it's a % really on how much less dmg you take. And it's a % towards attack. With healing, you basically do healing/party healing + that number. I THINK anyway.
Pierce
04-15-2012, 01:55 AM
Nothing major has changed for me regarding WM but I don't solo. Though I don't spam pots after WMing 2-3 times anymore >.> So that's nice <3 Uh, as for the healing thing. That's int, not MP. Every 20int you get a point towards magic attack and defense. I think with def it's a % really on how much less dmg you take. And it's a % towards attack. With healing, you basically do healing/party healing + that number. I THINK anyway.
I see!! Well that makes much more sense! I thought they were talking about mana efficiency; 1 single hp per every 10 mp does not make any difference, I think... particularly for players who have like 300 hp.
thanks xD!
radionoise
04-15-2012, 01:56 AM
The WM change is actually a buff.
Pierce
04-15-2012, 02:07 AM
The WM change is actually a buff.
how so?
Kaeporo
04-15-2012, 02:08 AM
The WM change is actually a buff.
That's arguable. We lost both the health reduction and the invulnerability frames from windmill usage. Every time I use windmill in order to knock mobs off me only to have a straggler run in and melee me during the animation (thus setting me up to get mauled by the whole group), I question why I wasn't using magic instead of range. Not to mention, enemies with distanced attacks can attack you while you're busy spinning.
Defensively, it might be worse. Most players have less than 400 health. Most mobs hit over 40 damage per attack.
radionoise
04-15-2012, 02:11 AM
how so?
You don't lose HP when using windmill anymore. The invincibility frames are not a problem because now there's AoE pets that stun/knockback enemies on summon and in most situations, WM invincibility merely postponed the inevitable anyway.
Far more meleers have died from losing HP than from not having a few invincibility frames.
EndlessDreams
04-15-2012, 02:15 AM
That's arguable. We lost both the health reduction and the invulnerability frames from windmill usage. Every time I use windmill in order to knock mobs off me only to have a straggler run in and melee me during the animation (thus setting me up to get mauled by the whole group), I question why I wasn't using magic instead of range. Not to mention, enemies with distanced attacks can attack you while you're busy spinning.
Defensively, it might be worse. Most players have less than 400 health. Most mobs hit over 40 damage per attack.
Most players may have less than 400 health, but almost all players have more than 400 health when transformed. It is a really good buff for melee players since it WM don't put them in danger anymore. AoE pets, especially Ice Dragons, takes care of the lack of invulnerability most of the time except during commerce.
Sometimes, I do notice that some melee monster seem to wait for certain parts of WM animation to go by before attacking. I don't know if that happens to some people.
Sekwaf
04-15-2012, 02:15 AM
I too like all the changes. I'm making an elf warrior in preparation for the knuckle combat to come. I like the new WM, it takes away the cheapness of the skill for me. No more WM spam (or atleast not nearly as much). The magic revamp is amazing as well (especially meditation). I like the new era Mabi is heading into.
Mentosftw
04-15-2012, 02:26 AM
It's great to freely chain wm after every normal hit made. It's now a lot more desirable to use normal hit when before it was just to save yourself from getting smashed. As said before it's better with trans and mana shield as well because you don't lose a huge chunk of hp or mp. It's good for dk's since they have huge hp and mp pools.
NomadTrooper
04-15-2012, 02:58 AM
A a mage/archer I say the new windmill sucks. I only use it when mobed, and now it don't work. I guess I could throw NX at that problem, but dragon summons freeze my computer making me die anyway. At least it's spammable now right? Those mimics never stood a chance!
Conor
04-15-2012, 03:15 AM
I'm a little confused about the Healing and Party Healing buffs... So since I have like 500 or 600 mana, my heals will be x+50/60 for heal?
KEL331
04-15-2012, 03:27 AM
...That's int, not MP. Every 20int you get a point towards magic attack and defense. I think with def it's a % really on how much less dmg you take. And it's a % towards attack. With healing, you basically do healing/party healing + that number. I THINK anyway.
I'm a little confused about the Healing and Party Healing buffs... So since I have like 500 or 600 mana, my heals will be x+50/60 for heal?
That is correct.
20INT=1% magic atk/def.
There should also be new enchants that raises your magic atk % like mana needle, mana conjurer, etc.(might have different names in NA)
EDIT : This also seem to apply to mobs as well.
Those with high INT will deal more magic dmg.
Tropa
04-15-2012, 09:07 AM
The WM change is actually a buff.
Not for Alchemists. :[
Chiyuri
04-15-2012, 09:23 AM
also, Chiyuri, in case you read this, could you explain your theory about the new elf with black hair?? I'm very interested in reading your answer, I can't find it in the thread you originally mentioned it.
The theory is mostly just that that NPC is quite probably a Milletiant as well. The equipment she has is very Milletiant-like and we all know how Milletiant elf can get black hair.
Here is an example of a japanese Black Hair Elf (she's epic too)
http://www.youtube.com/watch?v=CGohB_g63ms&feature=BFa&list=UU5YTCrOBBgn1T7Koxol3snQ&lf=plcp
Kingofrunes
04-15-2012, 09:32 AM
I've felt the wm pain when fighting master bandits. I get of a wm and get wacked immediately after by another goblin/giant/human.
I hate Master Goblin/Master/Giant duo aggros :/
But that's another matter all together.
GALO SENGEN
04-15-2012, 09:33 AM
That's arguable. We lost both the health reduction and the invulnerability frames from windmill usage. Every time I use windmill in order to knock mobs off me only to have a straggler run in and melee me during the animation (thus setting me up to get mauled by the whole group), I question why I wasn't using magic instead of range. Not to mention, enemies with distanced attacks can attack you while you're busy spinning.
Defensively, it might be worse. Most players have less than 400 health. Most mobs hit over 40 damage per attack.
More like an excuse for nexon to make us buy more knockback/stun pets
Paradise
04-15-2012, 10:20 AM
i use wm very often and i dont even need to summon pets, so wm invincible frames removal is not an excuse
for melee, Wm is better now, and that's what counts
Elleanior
04-15-2012, 10:52 AM
This also seem to apply to mobs as well.
Those with high INT will deal more magic dmg.
That explains everything (regarding those imp mages)...
GALO SENGEN
04-15-2012, 11:43 AM
i use wm very often and i dont even need to summon pets, so wm invincible frames removal is not an excuse
for melee, Wm is better now, and that's what counts
gooby pls
this affects tanks seriously
No summon pets here....and I'm not missing the invincibility frames much. Basically, I just have to be smarter about managing aggro and not dive face first into situations I can't possibly handle.
In other words, far more engaging combat.
radionoise
04-15-2012, 02:44 PM
I hate Master Goblin/Master/Giant duo aggros :/
Nice thing about being an elf... Bandits DO NOT AGGRO when you're mounted on a pet. Guess who can do combat while mounted?
It's like 24/7 raincasting for bounty hunting. It's so easy for an elf that it feels like cheating :P
EndlessDreams
04-15-2012, 02:56 PM
Nice thing about being an elf... Bandits DO NOT AGGRO when you're mounted on a pet. Guess who can do combat while mounted?
All three races can do combat while mounted... if you didn't know.
Yes, Lance Charge can be done while mounted.
I, for one, can't kill a full spawn of master bandits with only Lance Charge quickly enough...
radionoise
04-15-2012, 03:02 PM
All three races can do combat while mounted... if you didn't know.
Yes, Lance Charge can be done while mounted.
It's not very practical to do lance charge compared to smash/wm if you're melee or magnum/crash if you're range by a long shot.
Tedio
04-15-2012, 03:06 PM
These recent updates have easily convinced me to start playing again. Love the new windmill.
vvachu
04-15-2012, 03:25 PM
In general MP stands for mana points, but in this scenario it might stands for magic attack in mabi. So for the healing, every 10 MA will give you 1 more healing point, likewise with party heal. If you want to test this injury yourself then check your magic, calculate the extra healing it should give + your healing rank and heal yourself.
Like KEL331 said the more INT you have, the stronger you are as a mage. More INT = more magic atk = more power for mages and better tanking with mana shield since most mage skill are influenced by magic attack now
EndlessDreams
04-15-2012, 03:33 PM
It's not very practical to do lance charge compared to smash/wm if you're melee or magnum/crash if you're range by a long shot.
It is still a way to combat while on pet though. It is also possible to kill a group of Master Bandit with just Lance Charge only as well. (Without Transformation)
Another way is WM/Smash/Melee spam on Dragon/Tiger... assuming the person have it.
Azareel
04-15-2012, 07:30 PM
gooby pls
this affects tanks seriously
http://www.gamesprays.com/files/resource_media/preview/dolan-duck-gooby-pls-6689_preview.jpg
theres no such thing as tanks
iloveyou
04-15-2012, 07:52 PM
It is still a way to combat while on pet though. It is also possible to kill a group of Master Bandit with just Lance Charge only as well. (Without Transformation)
Another way is WM/Smash/Melee spam on Dragon/Tiger... assuming the person have it.
This. Due to bandit have almost no protection/defence, any decent lance charge are more than likely to one hit KO everything.
Elf are good at mounted combat but that doesn't mean we human/giant don't have anything. If we really want to "cheat" the aggo system, we can.
Pierce
04-15-2012, 09:38 PM
In general MP stands for mana points, but in this scenario it might stands for magic attack in mabi. So for the healing, every 10 MA will give you 1 more healing point, likewise with party heal. If you want to test this injury yourself then check your magic, calculate the extra healing it should give + your healing rank and heal yourself.
Like KEL331 said the more INT you have, the stronger you are as a mage. More INT = more magic atk = more power for mages and better tanking with mana shield since most mage skill are influenced by magic attack now
Yeah, that makes much more sense, and gives mages a fair advantage, considering 600 INT used to be the cap (for blaze), and before the current damage formula, the most damage we got from INT was like 30, per attack, which was ridiculous... let's remember adv magic got nerfed so this formula didnt give mages an unfair advantage.
TalesofMabi
04-17-2012, 01:31 PM
i for one do enjoy being able to wm in trans freely with out risking 80+ hp a use, plus as a Hybrd the updates to come won't be to much of a problem ^-^ if anything it'll make me faster
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