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Tropa wrote on 2014-09-13 07:34
Quote from Darkboy132;1246996:
It has a reward bonus...? I thought it was some sort of chance to find a rare relic or something...? At least according to the KR tester thread.
The skill itself has a chance to increase the value of user-restored relics.
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Darkboy132 wrote on 2014-09-13 07:37
Quote from Tropa;1246997:
The skill itself has a chance to increase the value of user-restored relics.
Where'd you get that information from...?
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Tropa wrote on 2014-09-13 07:40
Quote from Darkboy132;1246998:
Where'd you get that information from...?
The skill itself.
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Darkboy132 wrote on 2014-09-13 08:16
Ah, I see.
Wouldn't it be better to remove Artifact Investigation's cooldown entirely though? I haven't gotten the skill yet but it doesn't seem necessary for it to have that.
-Sketching cooldown lowered to 30 seconds. 1 minute and a half is a bit too much.
-Doppelganger changes:
--No longer consumes 8 stamina on load; it just consumes a flat 7% on use.
--Number of souls is consistent with the number of attacks.
--Stamina damage modifier increased from 0.21 -> 0.5. For a 1:1 target, it's pretty weak compared to Fighter, Lance Smash or Shuriken Charge.
--When the initial target dies, the clones attack the next nearest target.
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Jake wrote on 2014-09-14 14:50
Quote from Kapra;1244487:
Things are automatically false until proven true. It is currently rumor status, as nobody has ever proven that Dual Guns can miss.
As a person that also mains Dual Guns, I have yet to see a normal attack miss and would like proof that it does.
Old discussion, but yeah. I coincidentally caught it while recording for a video yesterday.
[video=youtubeold;leI5MwWWF2o]http://www.youtube.com/watch?v=leI5MwWWF2o[/video]
Happens at 18 seconds
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Tropa wrote on 2014-09-15 08:15
Alchemy Tweaks
Can Now load offensive alchemy skills while moving.
Certain skill may not be loaded while in motion, and will force the user to stop to load;
- Summon Golem
- Hydra Transmutation
- Rain Casting
- Barrier Spikes
Loading alchemy skills while moving will consume 50% more Stamina and Mana.
Spell Walk Changes
Stamina drain is lowered to 3 Stamina per second
Bolt Spells and Healing will use 50% extra Mana
Int Spells and Party Healing will use 100% extra Mana
Meditation
Effects are doubled while standing still.
Effects are increased to 1.5 while sitting.
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Mystickskye wrote on 2014-09-16 12:11
You know what'd be great? NPC shop buyback because I'm an idiot and sold my (expiration scroll used!) Automatic ES instead of the junk I got from the sketch daily :|
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Jake wrote on 2014-09-16 14:03
Quote from Mystickskye;1247691:
You know what'd be great? NPC shop buyback because I'm an idiot and sold my (expiration scroll used!) Automatic ES instead of the junk I got from the sketch daily :|
If
fucking
only
i want so bad
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Darkboy132 wrote on 2014-09-17 00:32
Transformation Mastery, Cooking, Taming Wild Animals, and Fishing respective journals can be accessed from the skill window.
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Zekkii wrote on 2014-09-17 05:19
Bolt Revamp
Icebolt, Firebolt, and Lightning bolt are automatically CC+4 with r1 skills. Mana cost is reduced to half. Firebolt damage formula is changed so that firebolt damage is cut by 33.33%, and Icebolt damage is increased by 15%. Lightning bolt no longer loses damage from chaining or knocks back enemies. Durability usage from bolts is reduced to reflect other skillsets. Fusion bolt is now CC+4 but load time is tripled.
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ZeroPantz wrote on 2014-09-17 14:25
The ability to lock your hotkeys like you actually can in about any other MMORPG out there.. Honestly, it is so annoying when you accidentally left click on one of them and they vanish.
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Tyskiyomy wrote on 2014-09-17 19:33
Quote from Zekkii;1247818:
Bolt Revamp
Icebolt, Firebolt, and Lightning bolt are automatically CC+4 with r1 skills. Mana cost is reduced to half. Firebolt damage formula is changed so that firebolt damage is cut by 33.33%, and Icebolt damage is increased by 15%. Lightning bolt no longer loses damage from chaining or knocks back enemies. Durability usage from bolts is reduced to reflect other skillsets. Fusion bolt is now CC+4 but load time is tripled.
Iffy, but I would also add to take off lightning bolt's fading...
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Zekkii wrote on 2014-09-17 21:32
Quote from Tyskiyomy;1247891:
Iffy, but I would also add to take off lightning bolt's fading...
Guess I should explain.
1. The idea of using a weapon for a single skill is rather antiquated and boring, so giving all wands the ability to CC+4 would allow players more variety
2. Firebolt does too much damage, Icebolt doesn't do enough so it's rarely used
3. Fusion bolt at lower charges is useless but getting to higher charges is strained by lag and load time
The knockback thing is just something that personally annoys me.
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Darkboy132 wrote on 2014-09-17 21:35
Quote from Zekkii;1247905:
Guess I should explain.
1. The idea of using a weapon for a single skill is rather antiquated and boring, so giving all wands the ability to CC+4 would allow players more variety
2. Firebolt does too much damage, Icebolt doesn't do enough so it's rarely used
3. Fusion bolt at lower charges is useless but getting to higher charges is strained by lag and load time
The knockback thing is just something that personally annoys me.
Tyski's talking about lightning bolt auto-canceling after 15 seconds.
CC Fusion Bolt needs to be changed; right now it's treated as if it were a single bolt.
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Tropa wrote on 2014-09-17 22:13
- Cylinder Penalties are removed
Why are these necessary? Each element has like two or four skills. There isn't any type of "specialization" in the skillset, so why are penalties needed?