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Darkboy132 wrote on 2014-10-03 02:12
-Fireball and Kunai Storm can now be used when simply clicking on any part of the ground, but must register an enemy within range, akin to Spear of Light.
-Fireball's impact time reduced at 3 seconds starting at rank 9 and reduce to 1.5 seconds starting at rank 5.
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Kaeporo wrote on 2014-10-06 09:42
1. Nerf piercings effect on target protection to -3% per level.
-5% per level results in up to +75% damage at best
-4% per level results in up to +61% damage at best
-3% per level results in up to +37% damage at best
1a. Note that its' effectiveness is dependent on the target's protection stat.
1b. Note that this is a damage advantage over two-handed weapons.
1c. Dual-wielding must compete against higher elemental reforges and a higher smash damage multiplier.
2. Buff Lance Charge and Lance Counter
2a1. Reduce the Lance Charge cooldown to eight seconds at Rank 1.
2a2. Increase Lance Charge damage to 300% at Rank 1.
2b1. Allow Lance Counter to be used while mounted.
2b2. Increase Lance Counter damage from Self to 500% at Rank 1.
3. Add new skills exclusive to swords, axes, blunt weapons, and shields.
3a. Sword-exclusive: Critical Draw
Load Time: 3 seconds
Cooldown Time: 12 seconds
Damage: 300% (two-handed/dual wielding), 400% (one-handed)
Critical Damage: +500%
Lunge Distance: 800
- Character visually sheathes weapon and then lunges forward dealing heavy critical damage
- The attack deals no damage if the opponent blocks with defense
- The attack is sent into cooldown if cancelled.
3b. Axe-exclusive: Sever
Load Time: 0 seconds
Cooldown Time: 5 seconds
Damage: 400%
Residual Damage [per sec]: 150%
Residual Damage (duration): 15 seconds
Attack Speed Reduction: 70%
Target Immunity to debuff: 40 seconds
- Slash an enemy from bottom to top causing extensive injury and blood loss
- Targets struck by the attack will have difficulty fighting back
3c. Blunt-exclusive: Shatter
Load Time: 0 seconds
Cooldown Time: 20 seconds
Damage: 700%
Knockback: 500 distance
- Swipe your blunt weapon into the side of the target, knocking the target back
- Bypasses defense/protection entirely but not active defense/counter-attack/etc skills.
3d. Shield-exclusive: Shield Bash
Load Time: 0 seconds
Cooldown Time: 10 seconds
Damage: 200%
Stun Duration: 4 seconds
- Bypasses active defense/counter-attack/etc skills
- Higher priority than normal attacks but bested by Smash
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Darkboy132 wrote on 2014-10-06 17:37
Quote from Kaeporo;1250031:
3a. Sword-exclusive: Critical Draw
Damage: 300% (two-handed/dual wielding), 400% (one-handed)
Uh I don't understand...
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ttinchung111 wrote on 2014-10-06 23:47
Quote from Darkboy132;1250054:
Uh I don't understand...
Like skills you can only use with guns or shurikens, but with swords only.
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Darkboy132 wrote on 2014-10-06 23:53
Quote from ttinchung111;1250095:
Like skills you can only use with guns or shurikens, but with swords only.
No, why is one-handed damage stronger than dual or two-handed?
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Kaeporo wrote on 2014-10-07 02:05
Quote from Darkboy132;1250097:
No, why is one-handed damage stronger than dual or two-handed?
Gameplay? Balance
Conceptually? Improved accuracy when striking vulnerable points
It's better this way. Sword and shield still won't be viable but it won't be strictly punished.
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koishi-sempai wrote on 2014-10-08 02:29
YAMR (Yet Another Magic Rework)
Goals: Slight buffs to intermediate magic, shifting Firebolt power from early game to late game, increasing viability of Fusion Bolt by making it less clunky and situational. Making Magic Attack enchants meaningful.
All percentage buffs to magic damage compounds seperately (casting speed compounds normally).
Hebona Set adds 1.15x to final Fire and ice Bolt Damage
Langhuris Chaser Set adds 1.25x to final Ice Magic Damage
Bhafel Slayer Set adds 1.25x to final Fire Magic Damage
Elemental Mastery adds 1.15x to final Elemental Magic Damaage. Mastery Title adds an additional +.10 and Mastery Reforge adds 0.5% per level except for Bolt Mastery.
Magic Attack Enchants all increased by 4x their current values.
Used now gives 20-45 Intelligence, 25 MATK, 50 MP and 10% Critical, and has a Repair Modifier of 2.5x (largely to avoid running into the int cap issue)
Magic Weapon Mastery adds 1.5x to Final Bolt Magic Damage.
Firebolt Specific Changes:
Max Damage Enchants no longer add to Firebolt damage.
Combo Card Damage adds 1 + (Combo Card % / 100)x to Firebolt.
Firebolt Base Damage reduced to 70-90.
Firebolt MATK Coefficient raised to 0.45-0.65.
Firebolt Damage Multiplier reduced to 6x.
Firebolt Max Damage Reforge increased to 4 per level.
All Fusion Bolts are now individual skills with ranks equivalent to Fusion Bolt Rank.
Fusion Bolts have a fixed load time of 1.5 seconds per charge, reducible by Intelligence and Casting Speed reforges, to a minimum of 0.75 second per charge.
Fusion Bolts gain double the Magic Weapon Mastery bonus.
Fusion Bolts can now be Snap Casted
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Tropa wrote on 2014-10-08 02:37
Fusion Bolt
When Fusing magic with another player, both character's Magic Attack will be combined for damage calculations.
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Kaeporo wrote on 2014-10-14 11:26
- Piercing now ignores 3% of the target's protection per level
- Strength now increases Defense by 1 point per 30 strength
- Fomor weapons can now receive special upgrades
- Legendary weapons can now receive special upgrades
[SIZE="5"]Special Upgrade Changes[/SIZE]
Nerfed:
Wands
R-Type: +42% Critical Damage
S-Type: +56 Magic Attack
Dual Guns
R-Type: +53% Critical Damage
[SIZE="5"]New weapon types can receive special upgrades[/SIZE]
Shields:
R-Type: +9% Protection
S-Type: +42 Defense
Guard Cylinder:
R-Type: +20% Critical Damage
S-Type: +30 Alchemic Damage
[SIZE="5"]New Special Upgrade[/SIZE]
A-Type: Reduces durability loss rate
Very Slow/Slow: -55%
Normal/Shields: -65%
Fast/Very Fast: -82%
* 1 Durability is typically lost per 100 (blessed) attacks
* A6 Fast weapons would typically lose 1 durability per 555 (blessed) attacks
* Green Upgrade stones are much more common than Red/Blue stones
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koishi-sempai wrote on 2014-10-14 17:13
Lance Rework:
Lances can now attack inside minimum distance but all damage is reduced by 50% to enemies within minimum distance except Lance Counter and Lance Charge.
Lance Counter now does 400% damage + 2000% the countered attack's damage.
Lance Charge now deals 400% max * mounted multiplier * 1 + (reforge level /100) * to a 400 range radius around the target.
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Darkboy132 wrote on 2014-10-16 04:31
-Magnum and Crash Shot now benefit from Rank 5 Ranged Attack aim speed, but at half.
-Cursed Labyrinth rebalancing:
--Characters
---Millia is now an Alchemist rather than a Fighter/Mage hybrid.
---Imp is now a Fighter rather than a Warrior.
---Male Jiangshi is now an Alchemist rather than a Fighter.
---Female Jiangshi is now a Puppeteer rather than a Fighter.
---Mabinogi Manager is now a Puppeteer rather than a Warrior.
---Maike and Tarlach now have Rank 1 Snap Cast and Shockwave.
---Maike now has Rank 5 Magic Weapon Mastery.
---Tarlach now has Rank 5 Elemental Masteries.
---Male Vampire Hunter now has Rank 1 Arrow Revolver and a Leather Long Bow rather than a Composite Bow.
--Monsters
---Zombies no longer have any form of passive defense.
---Ogres and Trolls have reduced HP.
---Tiger Dolls are much slower than Rabbit Dolls.
---If anyone in the party has to fight Trickster, all party members are forced to stay behind to help out.
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Nedyaj wrote on 2014-10-17 04:53
Moar Instruments :gloom3:
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koishi-sempai wrote on 2014-10-18 13:01
Defense rework:
Protection for players is now a modifier for defense, equivalent to Final Defense = Base Defense * (1 + [Protection / 100]), with the same formula applying for magic defense and protection.
Protection retains its ability to reduce critical hit chance.
Protection of monsters is unchanged. However, Damage reduction from Protection and Magic Protection is capped at 50% for all monsters (monster strength would be improved in other areas)
Defense from Strength is reduced to 20 Str = 1 Def
Defense Damage Reduction Tiers:
1 Damage Reducton Per Point of Defense: 1-49
0.5 Damage Reduction per point of Defense: 50-99
0.25 Damage Reduction per point of Defense: 100 and up
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DennouNeko wrote on 2014-10-18 21:06
Another thing I had on my mind for a while...
Mana Shield now affects the speed at which Life Drain works.
The efficiency is calculated the same way as when calculating MP usage for regular damage, but target loses HP instead of MP (or both HP and MP at same rate?).
For example, r1 Life Drain sucks away 300 HP/s, but with 50% efficiency from Mana Shield the effective Life Drain speed would be 150 HP/s.
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Twin wrote on 2014-10-18 22:09
-Normal weapon rebalancing
-Demonic weapon rebalancing
*When holding any demonic weapon, the user now has a ''venom'' status that poisons the user, slightly faster than dk poison