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Darkboy132 wrote on 2014-09-01 17:56
Quote from Tropa;1244341:
Nope.
Go test it out for yourself
*Doesn't do alchemy*
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Jake wrote on 2014-09-01 18:54
Quote from Darkboy132;1244328:
How good was the UI/AI improvement to Summon Golem? Would that help Act 9 to some extent?
Exactly, and I've heard dual gun regular attacks miss too. Personally I've never experienced it though.
Does Explosive Kunai have luck evasion? Because it randomly misses, but the target still gets speed debuffed. Or is the missing a glitch?
I've never experienced dual gun missing either, and I believe explosive kunai missing is a glitch
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Tropa wrote on 2014-09-01 22:39
New Dragon Weapons
Bhafel Blaster
Damage: 8~17
Injury: 0%~0%
Balance: 24%
Critical: 12%
Durability: 20
Alchemic Damage: +10
Upgrades 0/5
Repair Cost(97%): 18,000
Cylinder Modifier:
Water: +15%
Fire: +15%
Wind: +15%
Clay: +15%
Cylinder Modifier when Paired with Languhiris Guard
Water: +30%
Fire: +30%
Wind: +30%
Clay: +30%
Engineering - Rank 3+
Black Dragon Heart x1
Elemental Catalyst x1
Hillwen Alloy x30
Dragon Scales x8
Dragon Bone x6
Hexagonal Nut x10
Hexagonal Bolt x10
Cylinder x1
Bhafel Blaster Upgrades
First Upgrade Slot
Elemental Boost 1: +3 Alchemic Damage
Clay Crystal Solidification 1: +30 Barrier Spike HP & +3% Summon Golem Stats
Storm Enhancement 1: +1.5 Frozenblast Duration & +2 Rain Duration
Second Upgrade Slot
Elemental Boost 2: +5 Alchemic Damage
Clay Crystal Solidification 2: +60 Barrier Spike HP & +5% Summon Golem Stats
Storm Enhancement 2: +1.5 Frozenblast Duration & +4 Rain Duration
Third Upgrade Slot
Elemental Boost 3: +8 Alchemic Damage
Clay Crystal Solidification 3: +90 Barrier Spike HP & +8% Summon Golem Stats
Storm Enhancement 3: +1.5 Frozenblast Duration & +7 Rain Duration
Barrel Extension 1: +25 Alchemic Range
Forth Upgrade Slot
Elemental Boost 4: +12 Alchemic Damage
Clay Crystal Solidification 4: +120 Barrier Spike HP & +12% Summon Golem Stats
Storm Enhancement 4: +2 Frozenblast Duration, +6 Freeze Range & +11 Rain Duration
Barrel Extension 2: +50 Alchemic Range
Final Upgrade Slot
Elemental Boost 5: +18 Alchemic Damage
Clay Crystal Solidification 5: +150 Barrier Spike HP & +16% Summon Golem Stats
Storm Enhancement 5: +2 Frozenblast Duration, +10 Freeze Range & +15 Rain Duration
Barrel Extension 2: +75 Alchemic Range
All Upgrade Slots
Trigger Change: +4 Critical
Crystal Chamber Expansion: -0.5 Chain Cylinder Cooldown & +5% Stamina Usage
Gem Upgrades
Gem Repair: +2 Durability
Languhiris Guard
Defense: 0
Protection: 0
Magic Def: 10
Magic Prot: 8
Durability: 20
Alchemic Damage: +5
Upgrades 0/3
Repair Cost(97%): 15,000
Counts as a Medium Sized Shield for Shield Mastery
Magic Crafting - Rank 3+
White Dragon Heart x1
Elemental Catalyst x1
Intact Shyllien x30
Dragon Scales x8
Dragon Bone x6
Mysterious Herb Powder x15
White Dragon Blood x1
Guard Cylinder x1
Languhiris Guard Upgrades
First Upgrade Slot
Magic Ice Tempering 1: +3 Magic Defense, +1 Magic Protection & 5% Magic Passive Defense
Second Upgrade Slot
Magic Ice Tempering 2: +4 Magic Defense, +2 Magic Protection & 5% Magic Passive Defense
Final Upgrade Slot
Magic Ice Tempering 3: +5 Magic Defense, +3 Magic Protection & 5% Magic Passive Defense
All Upgrade Slots
Trigger Change: +4 Critical
Gem Upgrades
Gem Repair: +2 Durability
*Elemental Catalysts are a rare drop from Lord missions and Abyss Dungeons.
*Barrel Extension Upgrades only applies to casting range, not skill radius(Hydra Transmutation, Rain Cloud & Shock)
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Kapra wrote on 2014-09-02 01:58
Quote from Darkboy132;1244230:
I don't know about you, but I've missed ninja attacks consecutively and frequently. And since that can happen to one thing, it can happen to archery too.
Either way, luck evasion is stupid and doesn't need to exist.
Shurikens miss by design, they're made to not hit 100% of the time, it's not Passive Evasion. Passive Evasion is a player-only stat, it does not take into effect for monsters. In addition, I have never missed before with Dual Guns but have with Shurikens.
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Darkboy132 wrote on 2014-09-02 03:33
Quote from Kapra;1244446:
Shurikens miss by design, they're made to not hit 100% of the time, it's not Passive Evasion. Passive Evasion is a player-only stat, it does not take into effect for monsters. In addition, I have never missed before with Dual Guns but have with Shurikens.
Where'd you get that from? I frequently hear Luck Evasion being blamed for that.
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Twin wrote on 2014-09-02 03:35
Quote from Kapra;1244446:
Shurikens miss by design, they're made to not hit 100% of the time, it's not Passive Evasion. Passive Evasion is a player-only stat, it does not take into effect for monsters. In addition, I have never missed before with Dual Guns but have with Shurikens.
As a guy who main Gunner, it is possible to miss with Guns. *lord mission*
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Kapra wrote on 2014-09-02 05:34
Quote from Darkboy132;1244463:
Where'd you get that from? I frequently hear Luck Evasion being blamed for that.
Things are automatically false until proven true. It is currently rumor status, as nobody has ever proven that Dual Guns can miss.
Quote from Twin;1244464:
As a guy who main Gunner, it is possible to miss with Guns. *lord mission*
As a person that also mains Dual Guns, I have yet to see a normal attack miss and would like proof that it does.
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Homucifer wrote on 2014-09-02 11:43
I have missed before with guns but it usually only happens on my range upgraded ones.
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Tropa wrote on 2014-09-02 20:42
White Dragon Tweak
- Minions now have a spawn limit
- Reward EXP and gold increased
New White Dragon Attacks
Blizzard Breath
Languhiris will now be able to execute a "Flame thrower-like" frozenblast that'll hit and freeze anything in front of him.
- Deals 85~120 ice damage per hit
- Hits 8 hits.
- Magic Ice Shield will reduce damage and prevent the freezing debuff.
Hail Storm
Starting at 50% health he'll start summoning "hailstorm chunks" which will shower the area for it's duration
- Hailstorm occurs for around 10~15 seconds
- Deals 60~100 ice damage
- Magic Ice Shield will reduce it's damage
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Eiryie wrote on 2014-09-02 21:37
Eiry's spontaneous idea born of boredom:
Magic Shields!
- The user can now move around and use skills with magic shields active
- Toggled like Mana Shield. Cast time removed.
- Can be used simultaneously with Mana Shield.
- Consumes mana over time. (15 mana per second for the first second, then 1 mana per second as long as it remains active)
- Having Mana Shield active increases the mana cost of both skills by twofold.
- Flying Puppet Magic Shields will overlap, granting the user two shields.
- The more Magic Shields of the same type that overlap in a single area, the more powerful each individual magic shield will be. (For example, if two Natural Shields are overlapping, the total resulting reduction will be more than 200%)
Mana Shield!
- While using a Shield that gives Magic Def/Prot, Mana Shield efficiency is increased by 0.5
- While wearing armor that gives Magic Def/Prot, Mana Shield efficiency is increased by 0.25 for each piece.
- While wearing clothing that gives Magic Def/Prot and/or has a Magic-related or Alchemy-related set effect, Mana Shield efficiency is increased by 0.75 for each piece.
- Mana Shield efficiency is increased by 0.5% of the player's int. (200 int = +1 efficiency)
- Healing Wands now add +1.5 to efficiency instead of +0.5
- Mana use per second increased to 1.
-- Mana Usage Reduction set effect applies to this as well as damage received.
Mage with 800 int and full (4-piece) set gets +7 efficiency. (Total 1:9.5 - 100 damage -> 11 mana damage)
Warrior with 200 int and full magic armor gets +2 efficiency. (Total 1:4.5 - 100 damage -> 22 mana damage)
Maybe still underpowered? o3o;?
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Darkboy132 wrote on 2014-09-03 05:15
-All multi-hit skills (Somersault Kick, Pummel, Act 2: Threshold Cutter, Act 7: Climactic Crash, Kunai Storm, Sakura Abyss, etc) now only consume durability once. Proficiency is still given for all successful hits.
-Hail Storm now only consumes durability for the first ball. Proficiency is unaffected.
-Shadow Cloak now uses durability for only the tornado and not the cloaking part. Proficiency is unaffected.
-Defense skill now negates the following skills:
--Does not require shield:
---Lullaby's sleep.
---All AoE pets and their effects.
---Act 1: Inciting Incident's push.
---Act 6: Crisis's pull.
---Smokescreen's debuff.
---Shadow Bind's bind.
--Requires shield:
---Gold Strike's push w/ 3+ charges.
---Firebolt's push.
---Wire Pull's pull.
---Puppet's Snare's snare and damage over time, however it does not cancel puppet's snare and its detachment damage (cancelling defense gets you hit by snare and damage over time).
---Water Cannon's push at close range.
---Wind Blast's push.
-Defense skill no longer blocks Shuriken Charge at 2 charges, and 1 charge now requires a shield.
-Shadow Cloak's tornado now requires a shield in addition with defense skill to block push.
-Explosive Kunai's traps now requires a shield in addition with defense skill to negate stun and speed debuff.
-Defense skill now negates all 3 hits of Kunai Storm.
-Smash load time for monsters lowered from 2 secs to 1 sec.
-Defense skill and counterattack load time for monsters lowered from 1.5 secs to 1 sec.
-Act 6: Crisis no longer consumes stamina over time.
-Act 7: Climactic Crash stamina cost raised from 5 to 20, but now no longer consumes stamina over time.
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Syliara wrote on 2014-09-03 05:28
Quote from Eiryie;1244780:
Eiry's spontaneous idea born of boredom:
Magic Shields!
- The user can now move around and use skills with magic shields active
- Toggled like Mana Shield. Cast time removed.
- Can be used simultaneously with Mana Shield.
- Consumes mana over time. (15 mana per second for the first second, then 1 mana per second as long as it remains active)
- Having Mana Shield active increases the mana cost of both skills by twofold.
- Flying Puppet Magic Shields will overlap, granting the user two shields.
- The more Magic Shields of the same type that overlap in a single area, the more powerful each individual magic shield will be. (For example, if two Natural Shields are overlapping, the total resulting reduction will be more than 200%)
Mana Shield!
- While using a Shield that gives Magic Def/Prot, Mana Shield efficiency is increased by 0.5
- While wearing armor that gives Magic Def/Prot, Mana Shield efficiency is increased by 0.25 for each piece.
- While wearing clothing that gives Magic Def/Prot and/or has a Magic-related or Alchemy-related set effect, Mana Shield efficiency is increased by 0.75 for each piece.
- Mana Shield efficiency is increased by 0.5% of the player's int. (200 int = +1 efficiency)
- Healing Wands now add +1.5 to efficiency instead of +0.5
- Mana use per second increased to 1.
-- Mana Usage Reduction set effect applies to this as well as damage received.
Mage with 800 int and full (4-piece) set gets +7 efficiency. (Total 1:9.5 - 100 damage -> 11 mana damage)
Warrior with 200 int and full magic armor gets +2 efficiency. (Total 1:4.5 - 100 damage -> 22 mana damage)
Maybe still underpowered? o3o;?
Mana shield isnt underpowered as it is atm. It was well overpowered before the nerf, now its at a point it was meant to be at. Its a skill directed at mages or people with a lot of int because its the magic users "hp". Honestly, about the only tweak I would like for it at the moment is to extend the efficiency bonus from healing wands to all magic weapons. What you are proposing is pretty similar to what it was at before the nerf to an extent.
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koishi-sempai wrote on 2014-09-03 17:30
wtf I reduce 80% damage with my MS and you say its UNDERPOWERED
I...I dont even.
Eiryie I think a lot of your ideas come from the standpoint of someone who needs to get good at the game.
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Darkboy132 wrote on 2014-09-03 17:36
Quote from koishi-sempai;1245002:
wtf I reduce 80% damage with my MS and you say its UNDERPOWERED
80% damage reduction with what?
I think it'd be better if all wands took advantage of that efficiency rather than only just healing wand.
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koishi-sempai wrote on 2014-09-03 21:33
Quote from Darkboy132;1245003:
80% damage reduction with what?
I think it'd be better if all wands took advantage of that efficiency rather than only just healing wand.
If Mana Shield needs changes it should be on the nerf side because 80% damage reduction is ridiculous. This is, to an extent without reforges as well. (with enough MATK you can push it to near 90%)
It's balanced atm because only mages can get that damage reduction at the cost of suffering more chip damage due to no def/prot, and requires lots of MP pots to sustain it