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Tropa wrote on 2014-09-09 22:48
Smash Recovery - 1 Handed Weapons
Effect: -1.5% Animation lock per level
- Does not stack with the same reforge
Windmill Recovery - 1 Handed Weapons
Effect: -1.5% Animation lock per level
- Does not stack with the same reforge
Spell Walk Stamina Reduction - Feet
Effect: -2.5% Stamina Drain per level
Healing Magic Wound Recovery - Gloves
Effect: 0.50% Wound Recovery per level
Sand Burst Range - Gloves
Effect: +25 Distance per level
Alchemy Charging Speed - Guard Cylinder
Effect: +1% Charging Speed per level
Bullet Slide Range - Body
Effect: +15 Distance per level
Grapple Shot Range - Body
Effect: +15 Distance per level
Explosive Kunai Duration - Head
Effect: +0.75 seconds per level
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Darkboy132 wrote on 2014-09-10 03:26
Quote from Tropa;1246283:
Smash Recovery - 1 Handed Weapons
Effect: -1.5% Animation lock per level
- Does not stack with the same reforge
Windmill Recovery - 1 Handed Weapons
Effect: -1.5% Animation lock per level
- Does not stack with the same reforge
I'd rather have weapon/attack speed boosts speed up a skill's animation.
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ttinchung111 wrote on 2014-09-10 05:15
Quote from koishi-sempai;1246160:
No.
Range had 5 years of metagame dominance and still outscales every other talent, it just takes longer to get there (Ele 6 R6 Bhafel combo with massive dex). Elves should have meaningful advantages in range but flat number buffs are an awful idea.
Outside of reforges, Range is.. pretty lackluster atm. Hardest to obtain stat, grind-wise, fewest useful combo skills, very item reliant, especially for a long time when their best weapon had like maybe 60 max at max upgrade, and it can all be ruined by lag. range needs either more skills or a buff, but a NERF to the reforges that buff it. Also when was range 5 years dominant? Warrior was best for a majority of the game, due to windmill, unless you mean pvp the unbalanced gametype.
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ironwoman wrote on 2014-09-10 05:23
Quote from ttinchung111;1246358:
Outside of reforges, Range is.. pretty lackluster atm. Hardest to obtain stat, grind-wise, fewest useful combo skills, very item reliant, especially for a long time when their best weapon had like maybe 60 max at max upgrade, and it can all be ruined by lag. range needs either more skills or a buff, but a NERF to the reforges that buff it. Also when was range 5 years dominant? Warrior was best for a majority of the game, due to windmill, unless you mean pvp the unbalanced gametype.
Ever heard of Bhafel Combo? Crash shot? Magnum shot? DPS?
With the right equips, range is still ok without reforges. But then again, other skillsets are item-reliant too. Also, lag ruins other classes as well.
Range is fine where it's at, the only problem is that on the Elves' side, the only real benefit is the noticeably higher DPS thanks to magnum. But as a race of Archery, there should be more advantages, such as less cd on Crash shot, higher damage multiplier, higher skill cap, etc.
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Kaeporo wrote on 2014-09-10 09:23
Quote from ironwoman;1246360:
Ever heard of Bhafel Combo? Crash shot? Magnum shot? DPS?
With the right equips, range is still ok without reforges. But then again, other skillsets are item-reliant too. Also, lag ruins other classes as well.
Range is fine where it's at, the only problem is that on the Elves' side, the only real benefit is the noticeably higher DPS thanks to magnum. But as a race of Archery, there should be more advantages, such as less cd on Crash shot, higher damage multiplier, higher skill cap, etc.
Pretty much. I hate reading comments from people who complain about accuracy issues. I've used a crossbow almost exclusively for the last 4~5 years and i've never had a problem with it. Perhaps i'm just mindful of the update that raised our minimum accuracy from 80% to 90% on running targets and buffed Arrow Revolver damage but it really isn't difficult to hit something consistently.
I do, however, agree that archery is far too gear dependent. Melee is as well but they trade a lack of unique skills for easy access to piercing levels. I think the following updates would be rather ideal:
- Elf Ranged Attack increases aim speed by 300% at Rank 1.
- Elf Ranged Attack increases max aim distance by 200 at Rank 1.
- Crash Shot Fragment Count is raised to 8 at Rank 1.
- Crash Shot Max Fragment Count reforge is reduced to 3 at 1 Rank.
- Elf Crash Shot cooldown is reduced to 4.5 seconds at Rank 1.
- Mirage Missile shock damage is increased by (magic attack * 5)
- Final Shot load time is reduced to 0 seconds.
- Final Shot duration is increased to 40 seconds.
- Guardian Bow now has a default piercing level of 2.
Those should give a wealth of variable bonuses to players across multiple stages of character progression.
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Tropa wrote on 2014-09-10 11:25
Languhiris Druid Robe
3 Defense[+0~2]
2 Protection[+0~2]
6 Magic Defense[+0~4]
3 Magic Protection[+0~2]
6 Durability[+0~12]
+12 Magic Attack[+0~6]
Magic Auto Defense 15.00%
Mana Usage Reduction 6
[SPOILER="Magic Craft - Rank 3+"]White Dragon Eye x2
White Dragon Blood x3
Ice Fabric x12
Ice Silk x12
Intact Shyllien x20
Any "Clothing" x1[/SPOILER]
Misc Changes
- Languhiris Circulet Now gives 4 Mana Usage Reduction Points
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Darkboy132 wrote on 2014-09-11 05:09
Would it be bad if Giants had Play Dead and Rock Throwing now?
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Tropa wrote on 2014-09-11 05:39
Quote from Darkboy132;1246478:
Would it be bad if Giants had Play Dead and Rock Throwing now?
As long as they nerf Crisis Escape.
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Aubog007 wrote on 2014-09-11 05:45
Why is everyone all on about crisis escape when it hasnt even been released yet.
Every damn time someone talks about a skill that isn't released, the end result is the opposite.
If crisis escape is so blatantly broken, it will serve no purpose to rank it to 1.
If it's so broken to avoid aggro, then ranking it to "get better" is a paradox.
Hell. If anything. Hide is more broken.
Play dead and pets are broken. Doubly so if you have a pet AI with WM.
Crisis escape is a "oh shit i fucked up" skill. I mean. Hell. Look at the name. Managing aggro should have been something you learned a long ass time ago. And pets too. Pets saved my ass against Adv heavy stander mobs for a long long time.
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Darkboy132 wrote on 2014-09-11 07:11
Quote from Aubog007;1246485:
Why is everyone all on about crisis escape when it hasnt even been released yet.
Every damn time someone talks about a skill that isn't released, the end result is the opposite.
If crisis escape is so blatantly broken, it will serve no purpose to rank it to 1.
If it's so broken to avoid aggro, then ranking it to "get better" is a paradox.
Hell. If anything. Hide is more broken.
Play dead and pets are broken. Doubly so if you have a pet AI with WM.
Crisis escape is a "oh shit i fucked up" skill. I mean. Hell. Look at the name. Managing aggro should have been something you learned a long ass time ago. And pets too. Pets saved my ass against Adv heavy stander mobs for a long long time.
Quote from Tropa;1245876:
For every 35 seconds, you can drop any/all aggro on you.
Because this.
Because it also has a 20 second duration; 15 second window to attack and deaggro is far too short.
Because it literally has no drawback.
Because it also makes Play Dead obsolete.
Hide and Play Dead come nowhere broken.
-Hide you can't use in combat.
-Play Dead takes up to a minute to deaggro, takes a while to get out of, and is counterable.
-Shadow Cloak requires a shuriken, has a 3 sec duration (6 with title), and has a minute cooldown that starts when the duration ends.
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Aubog007 wrote on 2014-09-11 07:44
And i think you missed the point completely.
Where would using this skill qualify as being broken? Where would using this skill be efficient?
Maybe soloing a field boss sure, but i think the obnoxious amounts of naos that one gets from events is far more OP than a bad player's skill.
Also if you are just playing dead waiting for the aggro to go away instead of actually actively shifting the aggro to something else, then sure, Crisis Escape is too OP then!
I have a huge problem sitting around doing nothing and now that i think about it. The only way i see crisis escape even being marginally useful is in Ghast rooms. Oh wait, reading the link suggests a short load time in which you can still get attacked. Oh boy!
Also, hide's main gimmick is skipping orb rooms, which crisis escape cannot do, unless you want to risk aggro.
Crisis is a broken skill, it actively aids in DPS and stops damage being done.
Rain Casting prevents aggro being a problem.
Shuriken skills i have no experience with.
Lullaby i never use, Crisis > that in terms of additional DPS in standard runs.
Crisis escape's name fits it perfectly, your oh shit panic button. That's it. Like Nao Bombs except they don't do damage.
TL;DR. Crisis Escape sucks. If you are relying on this skill. Well that speaks for itself.
P.S. Modded Golem AI is more OP than Crisis Escape.
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ironwoman wrote on 2014-09-11 15:33
Quote from Darkboy132;1246499:
Because this.
Because it also has a 20 second duration; 15 second window to attack and deaggro is far too short.
Because it literally has no drawback.
Because it also makes Play Dead obsolete.
Hide and Play Dead come nowhere broken.
-Hide you can't use in combat.
-Play Dead takes up to a minute to deaggro, takes a while to get out of, and is counterable.
-Shadow Cloak requires a shuriken, has a 3 sec duration (6 with title), and has a minute cooldown that starts when the duration ends.
Having this escape skill gets meaningless when you're just killing everything.
Why the fuck would I use this skill in a mission? Everything will be dead. There is no remote need to use this skill, except when training for stats.
When the skill is not really useful to people that already deal damage, it loses its effectiveness and is therefore not broken at all. For example, you could say shadow cloak is broken because it drops all aggro, but we know that it's not, because there is no real need to use this skill.
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Kiru wrote on 2014-09-11 15:48
I'd like to see some eprmanent pets added.
like new dog breeds.
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Darkboy132 wrote on 2014-09-11 17:53
Quote from Aubog007;1246508:
Where would using this skill qualify as being broken? Where would using this skill be efficient?
Maybe soloing a field boss sure, but i think the obnoxious amounts of naos that one gets from events is far more OP than a bad player's skill.
Pretty much everywhere. NPCs, Lord, etc. Not everyone has stockpiled Naos.
I have a huge problem sitting around doing nothing and now that i think about it. The only way i see crisis escape even being marginally useful is in Ghast rooms. Oh wait, reading the link suggests a short load time in which you can still get attacked. Oh boy!
And? The same thing happens to Play Dead and Shadow Cloak.
Crisis escape's name fits it perfectly, your oh shit panic button. That's it. Like Nao Bombs except they don't do damage.
Play Dead serves as an "oh shit panic button", except its more balanced. The addition of another one is completely unnecessary.
Quote from ironwoman;1246555:
Having this escape skill gets meaningless when you're just killing everything.
Why the fuck would I use this skill in a mission? Everything will be dead. There is no remote need to use this skill, except when training for stats.
When the skill is not really useful to people that already deal damage, it loses its effectiveness and is therefore not broken at all. For example, you could say shadow cloak is broken because it drops all aggro, but we know that it's not, because there is no real need to use this skill.
You're taking it from a standpoint where it's considered useless. And that's all more meaningful to get rid of it.
Tropa and I, on the other hand, think Crisis Escape is redundant and horribly broken. The fact that it can serve as a better, drawbackless replacement to another skill is just wrong in my opinion.
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ironwoman wrote on 2014-09-11 18:21
Quote from Darkboy132;1246611:
You're taking it from a standpoint where it's considered useless. And that's all more meaningful to get rid of it.
Tropa and I, on the other hand, think Crisis Escape is redundant and horribly broken. The fact that it can serve as a better, drawbackless replacement to another skill is just wrong in my opinion.
You're missing the point. We're saying this because it is useless in all situations, just like how useless play dead and shadow cloak is.
Yes, it's essentially a get out of jail free card, but not a one that is needed since there is not much applicable use for it, just like nao stones, since you won't die. It's a useless skill, which will mainly be used for stat growth.
Compared to the amount of stats some skills give and the potential damage, this skill is nowhere near broken, and to consider it so is laughable.