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Tropacat wrote on 2012-05-17 19:19
Quote from iloveyou;866065:
Hold sword in dunbarton, after 1 minute, kill everyone, including you.
Yea, I like this sword now.
Yes, lets buff the already overpower magnum even more.
My elf does 2k non-crit magnum, now 6k non-crit with this bow, and 18k crit with crit! Oh, it has linear AOE too?? Yes!
Increased range so I can snipe noob from 2 kilometer away? YESSSS
How about an ego version that give 500% damage bonus on top of normal magnum damage, and infinite range for RANGERNOGI TASTICCCC!
The elf community thank you!
>Your nation user name.
♥
@Aria
I like your Great bow idea, but I did make a giant-only ranged attack set.
Quote from Tropacat;852162:
Hand held cannons;
Held by giants only.
Ammo is Cannon balls and Gunpowder.
Skills would be
Cannon Shot: The basic cannon skill
-Medium load time
-Small cool-down time
-Big range
Smite Blast: A cannon skill that allows the user to fire a cannon ball that exploads on inpact.
-Slow load time
-Medium cool-down time
-Medium range
-Splash damage
Power Ball: A cannon skill that shoots a powered cannon ball that has a line-like AoE
-Slow load time
-Slow cool-down time
-Long range
-Line-like AoE
Cannon Revolver: A skill that allows the user to load more then one cannon ball into the cannon, beware this causes massive stamina usage
-Medium low time
-Slow cool-down time
-Big range
Cannon Mastery: A passivly mastery that adds damage and critical to cannon skills.
-Adds damage when a hand cannon is held
-Adds critical when a hand cannon is held
-Adds base stats
-Adds range and decreases cool-down times to cannon skills
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Slayerj wrote on 2012-05-18 01:58
Great bows...if only for giants and humans (making humans have much longer load times and in g16s2 much longer cool downs). That sounds nice, maybe give a bit of a str boost for giants to go with their dex? >.> I always wondered why dex did stuff for range...if you don't have the strength to pull the bow back in the first place...
A new atala skill and knock-back/knockdown for it would be lovely. >.> Maybe a 3-4 second cool down as well instead of this 7 second BS we have now.
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Kenero wrote on 2012-05-18 04:18
Mabi update: Music playing cannot be used at the same time another player is playing. To be able to play music, the set distance between player is far enough where the music does not overlap. Exception to this is an ensemble party in which multiple people can play at the same area.
Robe Slot change in which upon equipping does not replace the character model. New items, wings, capes, backpacks, etc. can now be equipped in the robe slot.
Weapons/Armors/Shields can now be hotkeyed into a slot. Clicking or pressing on it will replace your current weapon slot (i.e. if you were on weapon slot II, it will replace the current held weapon in slot II), however if you do not have inventory to host your equipped weapons, it cannot be done.
When equipping a bow, arrows will automatically be equipped, starting from the bottom right hand side of your equipment window, also when player runs out of arrows, they will auto equip the next set of arrows in their inventory. This feature can be disabled in the options menu.
"Spiritual Retainer" is now added into the skill menu in its own tab. Spiritual Retainers is a scripted text one can set the following option:
*If HP is below __% use item(Slot) up to __%: Slot 1, Slot 2, Slot 3
*If MP is below __% use item(Slot) up to__% : Slot 1, Slot 2, Slot 3
*If Stamina is below __% use item(Slot) up to __% : Slot 1, Slot 2, Slot 3
*If Injury is above __% use item(Slot) until __%: Slot 1, Slot 2, Slot 3
[_] If Potion Poisoning, disable Spiritual Retainer 1
[_] If Potion Poisoning, disable Spiritual Retainer 2
[_] If Potion Poisoning, disable Spiritual Retainer 3
[_] If Potion Poisoning, disable Spiritual Retainer 4
Example:
*If HP is below 40% use item up to 90%. Slot 1 - Hp300 x 20, Slot 2 - Hp100 x 40, Slot 3 - Hp30 x 90
In this case, should your HP hit below 40%, the system will automatically consume Hp300 until you have at least hit 90% hp. Should hp300 be out, it will go to slot 2 and use hp100 when hp is below 40% and will heal til 90%. If hp100 is out, it will use slot 3 or hp 30. Should all 3 slots be empty... the script will be disabled.
Spiritual Retainer can be toggled on and off.
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Aubog007 wrote on 2012-05-18 07:29
Spirit retainers sound like maplestory's auto pot.
More cash shop.
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Tropacat wrote on 2012-05-18 11:01
Quote from Kenero;866452:
Robe Slot change in which upon equipping does not replace the character model. New items, wings, capes, backpacks, etc. can now be equipped in the robe slot.
Weapons/Armors/Shields can now be hotkeyed into a slot. Clicking or pressing on it will replace your current weapon slot (i.e. if you were on weapon slot II, it will replace the current held weapon in slot II), however if you do not have inventory to host your equipped weapons, it cannot be done.
When equipping a bow, arrows will automatically be equipped, starting from the bottom right hand side of your equipment window, also when player runs out of arrows, they will auto equip the next set of arrows in their inventory. This feature can be disabled in the options menu.
I love this.
Just a list to round up what I want.
- Watercannon's damage increased(at least 30%+)
- Windblast has a splash effect
- AoE water alchmic skill
- Every magic attack adds +1 point to Healing/Party healing
- Enchants that effect Healing and First aid
- More Water and Fire Alchemic Enchants
- Golem summoning to have it old damage back, and the summoned golem will have it's own AI.
- Defense and Protection do more, Heavy armor should give more Def/Prot
- Add the two Trinity Staff magic skills(Fire and Lightning)
- Add more Dungeons and Shadow missions
- Add blacksmith manuals for Hurricane, Earthquake and Tower cylinders, Targe shield and Dustin helmet.
- Add Cressida, Hebona and Trinity set Sewing patterns
- Adv/HM/Elite Dungeons and and missions will have a small chance of droping Adv toolkits and reforge cleaners.
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Aubog007 wrote on 2012-05-18 12:54
Golem and Mixed alchemy buffs (shock, rain casting, frozen blast, etc etc.
Probably sand burst tweaks. Water and Fire are fine, Wind needs to be changed.
I expect something big for mabi is in the works in the future on KR.
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Invalid wrote on 2012-05-18 13:07
Magic Elemental Hammer
Works like a trinity staff except it deals physical and magical damage.
Equip the hammer
Charge a bolt
Use the bolt.
Player swings the hammer to strike the charged bolt, sending it flying towards the enemy. (Longer range)
After using the hammer for a while without switching, the hammer charges to the element used.
Now the player can use INT magic.
After more uses, the hammer super charges and deals true damage (penetrates defense and protection)
(Super charge usable only once after charge. Must recharge after. The Player can hold off using the super charge until later, does stack)
So the player can run around with 15 super charges and blow them off on a boss dealing true damage.
Closer the player is to the monster, more physical damage is dealt. The monster can be struck with the hammer dealing bonus damage.
Super charged lightning will paralyze the enemies (Players can attack), ice will freeze them(Players cannot attack), fire will burn them dealing DoT.
With enough strength, the player can knock DOWN any mob with ping defense (Forgot what they were called lol)
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Maenad wrote on 2012-05-18 14:39
Moonstone Meteor - Advanced non-elemental Magic skill:
"Hundreds of years ago, the evil wizard Jabchiel rained death upon the land of Erinn in the form of the Moonstones. Though forbidden for many years, research has finally created a controllable method of harnessing this power.
Summons a Moonstone to the tip of your staff to hurl at enemies. Once thrown, the stone will be propelled to incredible speed by magical force."
This skill has a cast time of 5 seconds. While casting, the user will hold the staff straight up with one hand, somwhat reminiscent of Ice Spear cast, and blue moonstone pieces will appear to fly into a point above your staff. After casting, a small Moonstone will appear. It will continue its accretion further and get larger every 3 seconds. The stone may then be hurled at any enemy you can see. The execution animation involves taking a step forward, and swing the staff downward towards the target(also reminiscent of Ice Spear anim, but with more impression of large weight), and launching the stone at the target; which will travel slower at first, and continually speed up(the attack is not instant). The skill has a linear AoE and explodes when it hits the target. Inflicts extremely high damage, Unlike Hailstorm, you may only throw a Moonstone once per use. Used during the day, it goes into a 50 second-cooldown. At night, the cooldown is only 5 seconds. The further the stone goes, the faster it goes; the more damage it does. Max range is as far as you can see - Striking from that far would do 150% damage or so, half that would be 70% or so, right next to you'd be 10% damage.
Rank Novice:
50~100 damage per charge.
1 charge maximum.
Rank F:
100-138 damage per charge.
1 charge maximum.
Rank C:
212~270 damage per charge.
2 charges maximum.
Rank 9:
333~392 damage per charge.
2 charges maximum.
Rank 6:
430~512 damage per charge.
3 charges maximum.
Rank 3:
560~620 damage per charge.
4 charges maximum.
Rank 1:
600~750 damage per charge.
5 charges maximum.
How to obtain:
-Read 'The Origin of Moon Gates'. You will gain the keyword 'Jabchiel's Wrath'.
-Talk to Berched using the keyword. He will talk about how the spell has been explicitly forbidden, but that a much more controllable method was being researched. He asks you to bring him a Moon Stone from each residential area.
-Go to each Housing Castle area and mine a Moon Stone. Return to Berched.
-Berched attempts to use the stones but finds they are too small. He says he can use them to temporarily teleport you to where larger, more pure stones can be found.
-Prompted: Go, Stay. Select Go and you will enter a Shadow Mission.
-The mission takes place on Ladeca. Around the area are a large number of Moonstone Golems. These golems are extremely strong. When defeated, the golems fall apart into Giant Moonstones. Pick up one(Warning: They are extremely large in the inventory, taking up 3x8 inventory squares.). The mission has a time limit of 5 minutes, at the end of which you will teleport back. If you have a Giant Moonstone at this time, the mission succeeds.
-Berched will get a bit excited and take the stone. He says to come back after 3 nights have passed.
-Return. Berched says the research has succeeded, and that for helping him, if you are sufficient enough with Magic, you may learn it as well. At this point, to proceed you must have r1 Magic Mastery, and at least rank 9 of Ice Spear, Fireball, Thunder, and Blaze.
-Berched will say that he must truly test your proficiency by battling you.
-A shadow mission will be started - Takes place on the mini plateau where Berched's house is, has no house, and has barrier blocking exit. Berched will use an edited EMAT-style AI. He can use INT Magic without charging his staff, and will occasionally use Moonstone Meteor. He takes zero damage from any non-magic skill.
-Berched will teach you the skill.
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Tropacat wrote on 2012-05-18 16:44
Quote from Araria;866602:
[SPOILER="Spoiler"]Moonstone Meteor - Advanced non-elemental Magic skill:
"Hundreds of years ago, the evil wizard Jabchiel rained death upon the land of Erinn in the form of the Moonstones. Though forbidden for many years, research has finally created a controllable method of harnessing this power.
Summons a Moonstone to the tip of your staff to hurl at enemies. Once thrown, the stone will be propelled to incredible speed by magical force."
This skill has a cast time of 5 seconds. While casting, blue moonstone pieces will appear to fly into a point above your staff. After casting, a small Moonstone will appear. It will continue its accretion further and get larger every 3 seconds. The stone may then be hurled at any enemy you can see. The skill has a linear AoE and explodes when it hits the target. Inflicts extremely high damage, Unlike Hailstorm, you may only throw a Moonstone once per use. Can only be used once during daytime. At night, the skill merely goes into a 50 second-cooldown. The further the stone goes, the faster it goes; the more damage it does.
Rank Novice:
50~100 damage per charge.
1 charge maximum.
Rank F:
150~250 damage per charge.
2 charges maximum.
Rank C:
400~500 damage per charge.
3 charges maximum.
Rank 9:
750~900 damage per charge.
4 charges maximum.
Rank 6:
1150~1400 damage per charge.
4 charges maximum.
Rank 3:
1800~2100 damage per charge.
4 charges maximum.
Rank 1:
2000~2500 damage per charge.
5 charges maximum.
How to obtain:
-Read 'The Origin of Moon Gates'. You will gain the keyword 'Jabchiel's Wrath'.
-Talk to Berched using the keyword. He will talk about how the spell has been explicitly forbidden, but that a much more controllable method was being researched. He asks you to bring him a Moon Stone from each residential area.
-Go to each Housing Castle area and mine a Moon Stone. Return to Berched.
-Berched attempts to use the stones but finds they are too small. He says he can use them to temporarily teleport you to where larger, more pure stones can be found.
-Prompted: Go, Stay. Select Go and you will enter a Shadow Mission.
-The mission takes place on Ladeca. Around the area are a large number of Moonstone Golems. These golems are extremely strong. When defeated, the golems fall apart into Giant Moonstones. Pick up one(Warning: They are extremely large in the inventory, taking up 3x8 inventory squares.). The mission has a time limit of 5 minutes, at the end of which you will teleport back. If you have a Giant Moonstone at this time, the mission succeeds.
-Berched will get a bit excited and take the stone. He says to come back after 3 nights have passed.
-Return. Berched says the research has succeeded, and that for helping him, if you are sufficient enough with Magic, you may learn it as well. At this point, to proceed you must have r1 Magic Mastery, and at least rank 9 of Ice Spear, Fireball, Thunder, and Blaze.
-Berched will teach you the skill.[/SPOILER]
Seems interesting, But I dislike the day-time cooldown.
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Maenad wrote on 2012-05-18 17:04
Quote from Tropacat;866673:
Seems interesting, But I dislike the day-time cooldown.
That's to compensate for the absolutely massive damage. 2500 per charge calculated like Hailstorm is easily 15k damage non-crit. If anything, the cooldown only being 50 seconds at night is like massively overpowered. I was thinking that it would only do a small percent of that damage if the enemy isn't at max range, and obviously wouldn't use Hailstorm's calculation. Probably the inverse of Firebolt, 1st charge worth 1x, 2 worth 1.5x, 3 worth 2x, etc.
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iloveyou wrote on 2012-05-18 17:07
Quote from Tropacat;866673:
Seems interesting, But I dislike the day-time cooldown.
Same. This is like the first skill that is a pain in the ass to use. I get it, it is OP, but you don't have to restrict it so much.
Reduce the OP-ness, and make it available all time of day.
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Maenad wrote on 2012-05-18 17:33
Quote from iloveyou;866697:
Same. This is like the first skill that is a pain in the ass to use. I get it, it is OP, but you don't have to restrict it so much. Reduce the OP-ness, and make it available all time of day.
Okay, I edited and readjusted. Also added a bit of info, and added an extra part to the skill quest.
Edit: added animation descriptions to skill description.
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Darkboy132 wrote on 2012-05-19 07:44
Fix hitbox frames of Smash... Its so annoying when you Thunder something and someone just Smashes it...
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iloveyou wrote on 2012-05-19 16:53
Quote from Darkboy132;867267:
Fix hitbox frames of Smash... Its so annoying when you Thunder something and someone just Smashes it...
cuz thunder suck.
Do Ice spear, they can't smash your mob now. Like a boss.
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Maenad wrote on 2012-05-19 16:55
Quote from iloveyou;867472:
cuz thunder suck.
Do Ice spear, they can't smash your mob now. Like a boss.
That moment when they Flame Burst it instead, and you end up getting hit because of a dumb glitch... - -