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Haydrian wrote on 2010-12-18 02:59
Well with the news that abc provided (
this) a HUGE question got shoved on my plate.
"Should i stay or should i go...back?"
For the past few months I've been playing as a new main "Haydrian" and have been doing outstanding with this character. R2 refine with fails done, r1 Wm, R1 defense, ect. and have figured out coloration and all that good sauce.
However to those that know me from before also know that I had a higher total (1.5 area - been awhile since I looked) main that is pretty boss. The beef i had was with name (and the fact i switched him to Infra out of the pure symbolism of it all).
So it goes down to this.
Should I go back to my previous main and patiently wait for these name change cards to fix the name and live happily ever after or should i stay on hayd and not have to both using the 17k NX and continue starting from the ground up once more.
What do you guys think? This is a decision that i will be debating over the remainder of the month and will decide come January '11. Any and all input would be appreciated in helping me decide my mabi-fate, haha.
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Cannibal wrote on 2010-12-18 03:01
We don't even know if we'll get the cards, so I think you should just continue with Haydrian.
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Phunkie wrote on 2010-12-18 03:03
Play as Haydrian.
But you really had a horrible time with a character simply because of its name? That sucks. :(
I love the name Hatecraze.
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Haydrian wrote on 2010-12-18 03:04
Quote from Phunkie;251501:
Play as Haydrian.
But you really had a horrible time with a character simply because of its name? That sucks. :(
I love the name hatecraze.
I'm too anal retentive for my own good. Believe you me.
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Zid wrote on 2010-12-18 03:06
The better question is if the cards will come over to NA.
Since KR got it at G14...
But I'll say, pick the one that you are most comfortable with and represents you, who you are, the most.
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Haydrian wrote on 2010-12-18 03:13
Quote from Zid;251508:
The better question is if the cards will come over to NA.
Since KR got it at G14...
But I'll say, pick the one that you are most comfortable with and represents you, who you are, the most.
This is true and why I'm thinking it over logically. Knowing NA nexon's track record though it wouldn't come to me as a shock if they implemented it which is what raises my question in the first place. I stopped getting my hopes up awhile ago.
So really the question boils down to..
Champion VS Infra black
Since that's really the only difference except current total Lvl/skills and name. I wont lie i've been tempted to return to hate just on the basis that he's significantly stronger than any of my previous mains which normally got passed off with at about 500-700 TL. Infras have grown on me significantly but due to my love of defense and wing fetish Champions win out most of the time.
These cards being announce is just another thing for me to think about for the coming year, as I have made several goals for the coming year that involve changes to make me enjoy this game like i used to. Being strong again would undoubtedly help in this effort. Thus the discussion :).
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Meikeru wrote on 2010-12-18 03:18
From what I heard that with the new masteries the Infra's stat gains are worthless b/c Champions stat gains aren't fixed. I haven't looked into it so it may be wrong.
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Haydrian wrote on 2010-12-18 03:28
Quote from Meikeru;251524:
From what I heard that with the new masteries the Infra's stat gains are worthless b/c Champions stat gains aren't fixed. I haven't looked into it so it may be wrong.
Uhm.. wha?
What do you mean not fixed exactly? Infra blacks get randomized stat gains and have a boost in critical. Where as Champions have mostly fixed stat gains based on their other paladin skills ranks with higher defense and protection rates. So if you mean "aren't fixed" as in randomized you have them backwards. But if there is something I'm missing then i'm very curious. I havent looked too much into the G13 classes and masteries since they don't interest me in the least. If theres something in them that gives paladins a big leap then i believe my choice is already made.
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Meikeru wrote on 2010-12-18 04:02
I dunno, I remember the gist of it all. I read it about a week ago so there are probably some holes in my memories. Imma go check and see if I can find the article.
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EndlessDreams wrote on 2010-12-18 04:25
Quote from Meikeru;251524:
From what I heard that with the new masteries the Infra's stat gains are worthless b/c Champions stat gains aren't fixed. I haven't looked into it so it may be wrong.
Err... Champions' stat gains is a fixed amount. New Masteries doesn't hurt Infra at all. It is completely independent of any transformation. Unless you are getting 999 of dex or strength at transformation, the stats bonus of Infra will always be beneficial.
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jking012 wrote on 2010-12-18 04:33
if you look at it from this standpoint... your gonna put allot of time and effort into Haydrian to make up around 1k lvls even at 50 current rb every week it'll still take you what? 1000/50 =20 rb's? and if those are cards thats 20 x 7,900 nx = 158k nx sooo equally around 158 dollars... now you could go with this.. Haydrian and spend 158 dollars to get him back... by time g14 comes out OR stick with hatecraze lvl him up as equally and spend 18 dollars to change his name :/
and you wont be 1500 total when g14 comes out if you free rb. UNless you probably manage to lvl to 80-90 every rb :/
unless you don't mind >.>
so ask yourself this is your "anal retentive" feelings worth 158 dollars?
PS: and if you think nexon won't take advantage of a simple NAME CHANGE to earn 18 BUCKS so easily... your kidding yourself. Nexon's been doping out MORE AND MORE NX infused events for awhile now... come on people >.>
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Haydrian wrote on 2010-12-18 05:01
Quote from jking012;251634:
if you look at it from this standpoint... your gonna put allot of time and effort into Haydrian to make up around 1k lvls even at 50 current rb every week it'll still take you what? 1000/50 =20 rb's? and if those are cards thats 20 x 7,900 nx = 158k nx sooo equally around 158 dollars... now you could go with this.. Haydrian and spend 158 dollars to get him back... by time g14 comes out OR stick with hatecraze lvl him up as equally and spend 18 dollars to change his name :/
and you wont be 1500 total when g14 comes out if you free rb. UNless you probably manage to lvl to 80-90 every rb :/
unless you don't mind >.>
so ask yourself this is your "anal retentive" feelings worth 158 dollars?
PS: and if you think nexon won't take advantage of a simple NAME CHANGE to earn 18 BUCKS so easily... your kidding yourself. Nexon's been doping out MORE AND MORE NX infused events for awhile now... come on people >.>
That's my thoughts pretty much too.
I prem RB whatever character I'm currently working on. I get bored without AP to burn so free rebirthing only occurs on rare instances where i dont play often at all. I'll be generally 1k total on hayd by g14 comes and if I went back to hatecraze roughly 2k total. It is a large leap indeed. Thus why this is actually crossing my mind at all. normally after i leave a main they aren't thought of ever again to be revived.
The things I'm mroe worried about than cash are as follows:
-Tranformation
-Ego Weapon
-Having to get another es'd + upgraded armor for hate.
Basically the things personalized to a character. Hayd has a muramasa ego still that i have decided to keep. I'm kind of wanting to have champion back where as Hate is Infra. Plus hayd has my ideal armor set-up sans a dustin helm. So in that sense hayd is the better choice. But as for time Hate would make sense to return to.
It's something to contemplate..
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Kaeporo wrote on 2010-12-18 16:01
Paladin
Melee Damage (109-134)
Average Melee Damage (129)
Ranged Damage (84-134)
Average Ranged Damage (124)
Critical (5%)
ADACT (129)
Dark Knight
Average Melee Damage: 75
Activation rate: 25% Strength Bonus (360) Damage (108-144) Average Damage (136) Average Contribution (34)
Activation rate: 25% Strength Bonus (200) Damage (60-80) Average Damage (76) Average Contribution (19)
Activation rate: 50% Strength Bonus (120) Damage (36-48) Average Damage (45) Average Contribution (22)
Average Ranged Damage: 92
Activation rate: 50% Dexterity Bonus (360) Damage (72-144) Average Damage (129) Average Contribution (64)
Activation rate: 25% Dexterity Bonus (200) Damage (40-80) Average Damage (72) Average Contribution (18)
Activation rate: 25% Dexterity Bonus (120) Damage (24-48) Average Damage (43) Average Contribution (10)
Average Critical: 22%
Activation rate: 25% Critical (36%) Average Contribution (9%)
Activation rate: 50% Critical (20%) Average Contribution (10%)
Activation rate: 25% Critical (12%) Average Contribution (3%)
ADACT 114
Melee: Paladin generally provides much greater average damage than Dark Knight, at the cost of critical.
Range: Paladin generally provides slightly greater ADACT than Dark Knight, trading the Dark Knight's critical boost for improved average damage.
Magic: Dark Knight is obviously the better choice. Primarily for the increased mana pool, as intelligence nears its cap.
Defense: This comes down to personal preference.
The Paladin's improved defense and protection are extremely useful against weaker enemies, while also supporting the transformation late-game by increasing the players ability to tank hits through skills like Mana Shield and Eclipse of Rings. Additionally, while the Paladin has a 30% chance of Heavy Stander auto-retaliation the passive skill is only activated 80% of the time.
The Dark Knight's improved health/mana pool are extremely useful when combined with mana shield. That being said, the improved health value can potentially double that of a Paladin's added health, making the Dark Knight bulkier in most situations. Dark Heavy Stander auto-retaliation kicks in 20% of the time, while activating 100% of the time.
Other: The Dark Knight has an exclusive skill that's mostly worthless (especially with Lure of Ballad and uncapped animal taming) in addition to Dark Knight Disarm, which allows for potentially infinite transformation. Disarm almost guarantees that your transformation which last longer than a Paladin's, although the majority of players will rarely (if ever) abuse disarm. Paladin's also get a crazy amount of stamina but who really cares?
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EndlessDreams wrote on 2010-12-18 18:42
Abusing disarm is really useful in 4x exp situations and/or dungeons you normally is hard without transformations. It isn't that expensive to keep up if you put yourself in severe pot poisoning, especially on a Friday.
Pot poisoning makes pots super effective. You may or may not have to transform a few times to get the roll you want before you need to go infinite though.