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Darkboy132 wrote on 2014-12-22 10:17
Quote from Kaeporo;1258260:
That version of Shockwave is basically just Shock. I think the skill is perfectly fine as-is.
That mana cost needs a reduction.
-Apostle Raid Difficulty: EXP increased from 500k to 1m, additionally rewards 10k Crusader EXP. Drops five items.
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Tropa wrote on 2014-12-22 16:54
Gelum - Suffix - Hand Gear - Rank 5
+8% Frozen Blast Success Rate
+18~25 Magical Ice Max Damage
+10~16 Magical Ice Min Damage
+20% Repair Cost
- Drops from Secret Underground Waterway
Ignis - Suffix - Head Gear - Rank 5
+10% Heat Buster Damage
+15~23 Magical Fire Max Damage
+8~13 Magical Fire Min Damage
+20% Repair Cost
- Drops from Red Dragon In the Shadow Realm
Tempest - Suffix - Foot Gear - Rank 5
+15 Rain Casting Duration
+19~32 Lightning Magical Max Damage
+11~17 Lightning Magical Min Damage
+20% Repair Cost
- Drops from Guardian of Partholon
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Kaeporo wrote on 2014-12-23 23:15
Windmill:
No longer resets mob AI.
Holy Contagion:
No longer deals damage based on your maximum health. Damage bypasses defense/protection/mana shield/etc.
Solo: 60
Easy: 80
Normal: 120
Hard: 160
Apostle: 200
Magic Dampening
Magic defense bonus is raised to +30
Grants an additional magic protection bonus of +10
Celestial Spike:
Explodes on the 10th tick, dealing 200% of your base damage in a radius of 150.
Residual damage is increased by your magic attack stat with a 5.0 coefficient.
Sinful Thorns
Damage/duration are equal to that of celestial spike.
All affected targets simultaneously explode on the 10th tick.
Weighed Conscience
Movement Speed reduction is increased to 50%.
Duration is increased to 10 seconds.
Wounding Soul
Residual damage bonus raised to +50.
Additionally improves explosion damage by 50%.
Spreading Faith
Range bonus increased to 400.
Additional increases the explosion radius by 150.
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Darkboy132 wrote on 2014-12-25 02:11
-Crusader Skill's cooldown is lowered from 40 seconds to 35 at Rank 9, and to 30 at Rank 1. Cooldown is still shared.
-Guarded Footsteps: Learn method as raiding captain decreased from 10 -> 5 and now also applies to Lieutenants.
-Recovering Touch: Learn method all-clear Weekly Order decreased from 4 -> 1.
-Deepening Trust: Mana recovery increased from 38 -> 150.
-Binding Needle: Stun now applies to all monsters. Still does not work when Girgashiy is not stunned.
-Breaking Lies: Learn method sub-skill requirement decreased from 14 -> 10.
-Christening Blades: Learn method crafting divine weapon decreased from 3 -> 1 and now also applies to receiving a divine weapon drop from Girgashiy.
-Girgashiy now uses Holy Confinement in Solo Raid at 60% HP.
-Girgashiy now uses Soul Absorption in Solo and Easy Raids at 25% HP, but damage is reduced from 100% -> 50%.
-Orders:
--Daily:
---Too Fast to Die is moved from a Daily to Weekly.
--Weekly:
---Removed: Unfathomable Victory (beat Girgashiy without hitting it), Nothing But A Number (beat Girgashiy at age 10, Lightning Speed (beat Girgashiy in <10 minutes), Finishing Blow (last hit finish)
---New Objective: Close Call: Defeat Girgashiy with one minute remaining.
---New Objective: Mighty Enemy: Defeat Girgashiy on Normal or higher difficulty
---New Objective: Divinity-less: Defeat Girgashiy without using any Crusader Skills
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Tropa wrote on 2014-12-26 18:56
New Upgrades for stuff
Ice Wands
[SPOILER="New Upgrades"]
Magical Frost 1[0-4]
Decreases Target movement speed by 3%
+1 Duration
Magical Frost 2[1-4]
Decreases Target movement speed by 4%
+2 Duration
Magical Frost 3[2-4]
Decreases Target movement speed by 5%
+3 Duration
Magical Frost 4[3-4]
Decreases Target movement speed by 7%
+4 Duration
Magical Frost 5[4-4]
Decreases Target movement speed by 10%
+5 Duration[/SPOILER]
Fire Wands
[SPOILER="New Upgrades"]
Heavy Heat 1[3-4]
+150 Fireball Radius
+5% Mana Usage
Heavy Heat 2[4-4]
+300 Fireball Radius
+10% Mana Usage[/SPOILER]
Water Cylinders
[SPOILER="New Upgrades"]
Nozzle Tuning 1[3-4]
+100 Watercannon Range
Nozzle Tuning 2[4-4]
+150 Watercannon Range
Burst Pressure 1[2-4]
+50 Watercannon Splash Radius
+3% Stamina usage
Burst Pressure 2[3-4]
+50 Watercannon Splash Radius
+5% Stamina usage
Burst Pressure 2[4-4]
+50 Watercannon Splash Radius
+8% Stamina usage[/SPOILER]
Fire Cylinders
[SPOILER="New Upgrades"]
Heat Beam 1[3-4]
+100 Flameburst Range
-25 Flameburst Width
Heat Beam 2[4-4]
+150 Flameburst Range
-50 Flameburst Width
Heavy Pressure 1[3-4]
+10% Heatbuster Damage
+3% Stamina usage
Heavy Pressure 2[4-4]
+15% Heatbuster Damage
+5% Stamina usage[/SPOILER]
Wind Cylinders
[SPOILER="New Upgrades"]
Frost Beam 1[3-4]
+100 Frozen Blast Range
+10% Freezing Success Rate
-30 Frozen Blast Width
Frost Beam 2[4-4]
+150 Frozen Blast Range
+15% Freezing Success Rate
-50 Frozen Blast Width
Vortex Cannon[4-4]
Windblast now hits everything in it's path.
+25% Stamina usage[/SPOILER]
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Darkboy132 wrote on 2014-12-27 01:29
Shooting Rush/Bullet Storm position lock feature needs to burn in hell. What went on in DevCAT's mind when implementing such a dumb feature that constantly gets in the way? :shoe:
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Kaeporo wrote on 2014-12-27 06:56
Crisis
- Radius reduced to 500 at Rank 1.
Firebolt
- Load Time increased to 2 seconds at Rank 1.
Vivace
- Magic casting speed bonus raised to +20% at Rank 1.
- Alchemy loading speed bonus raised to +20% at Rank 1.
Heat Buster
- Stamina coefficient raised to 1.2
- Splash damage raised to 80%
Hydra Transmutation
Stamina coefficient reduced to 0.04
[SIZE="4"]Elemental Wave[/SIZE]
Existing Wave Combinations:
Summon Golem:
- Magic protection is increased to 80
Life Drain:
- Knockback damage raised to 75%
- Health absorption raised to 35%
New Wave Combinations:
Barrier Spikes:
- Creates a circular protective barrier around the player; acts as a single Barrier Spike.
- Additional Barrier Spikes health: +0~25%
- Additional Barrier Spikes protection: +0~15%
Barrier Spikes appear to be made of metal
Rain Casting:
- Lightning damage now reflects the player's lightning bolt damage.
- Additional Water Cannon damage: +0~25%
Rain Cloud appears to be electrified
Sand Burst:
- Blinds all enemies in a 3000 radius area centered on the player.
- Additional blind duration: +0~25%
Player fires a palala crystal into the air, which explodes like a flare
Wind Blast:
- Obtains an area of effect; radius is 600 (acts like Crisis)
- Hits five times
- Additional knockback distance: +0~25%
Mirrors Merrow's Rising Dragon; enemies are sucked into a vortex and scattered randomly
Water Cannon:
- Obtains a large area of effect; radius is 800
- Additional damage: +0~25%
Mirrors Neid's Water Cannon
Flame Burst:
- Deals 6.25x damage in a single hit, pulling enemies toward the player
A flame variant of Merrow's Tidal Wave
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Darkboy132 wrote on 2014-12-27 08:13
Quote from Kaeporo;1258853:
New Wave Combinations:
No Mana Crystallization?
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Tropa wrote on 2014-12-27 09:10
Quote from Darkboy132;1258860:
No Mana Crystallization?
That skill needs to be removed or revamped entirely.
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Kaeporo wrote on 2014-12-27 09:39
Quote from Tropa;1258868:
That skill needs to be removed or revamped entirely.
Yeah. Mana Crystalization sucks so much that they should probably just remove it.
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I dislike the inclusion of Golden Time. It feels redundant; if anything its attributes should be transferred to Elemental Wave. It would be neat if Golden Time instead afforded various alchemy-related bonuses, perhaps with some drawbacks.
*Elemental Attributes: +10~65%
Bonus Critical Damage: +10~50%
Load Time Penalty: -25%
Duration [sec]: 10~40
Cooldown [sec]: 300~180
* Elemental Attributes are actually increased by 10~50% and then divided in half.
* Normalizes negative attributes
Example(s):
Abyss Cylinder
- Water (36+65)/2 = 50
- Other (-12+65)/2 = 26
Gospel Cylinder
- All (0+65)/2 = 32
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Tropa wrote on 2014-12-27 11:37
Quote from Kaeporo;1258869:
[SPOILER="Golden Time revamp"]
I dislike the inclusion of Golden Time. It feels redundant; if anything its attributes should be transferred to Elemental Wave. It would be neat if Golden Time instead afforded various alchemy-related bonuses, perhaps with some drawbacks.
*Elemental Attributes: +10~65%
Bonus Critical Damage: +10~50%
Load Time Penalty: -25%
Duration [sec]: 10~40
Cooldown [sec]: 300~180
* Elemental Attributes are actually increased by 10~50% and then divided in half.
* Normalizes negative attributes
Example(s):
Abyss Cylinder
- Water (36+65)/2 = 50
- Other (-12+65)/2 = 26
Gospel Cylinder
- All (0+65)/2 = 32[/SPOILER]
I actually like this, however, I will miss being able to "snap cast" elemental wave whenever I can.
This change will bring alot of value to the Golden Time master title, even rivaling Hydra Transmutation Master.
Also, Tower Cylinder(50+65)/2 = 57.5 to all Elements, good lord almighty.
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Kaeporo wrote on 2014-12-27 15:36
Quote from Tropa;1258871:
I actually like this, however, I will miss being able to "snap cast" elemental wave whenever I can.
This change will bring alot of value to the Golden Time master title, even rivaling Hydra Transmutation Master.
Also, Tower Cylinder(50+65)/2 = 57.5 to all Elements, good lord almighty.
You would still be able to "snap cast" elemental wave.
If the marbles are filled, you can use elemental wave.
If the marbles are not filled, you can use elemental wave but doing so sends it into a cooldown.
If the marbles are filled and the skill is in cooldown, you can use elemental wave.
If the marbles are not filled and the skill is in cooldown, you cannot use elemental wave.
---
Yeah, I figured that the changes to Golden Time would make its master title very useful.
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Tropa wrote on 2014-12-27 16:32
Quote from Kaeporo;1258883:
You would still be able to "snap cast" elemental wave.
Oh, opps, misread that part.
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Darkboy132 wrote on 2014-12-28 20:29
-All Party and Squad recruitment banner no longer cancel on their own.
-Defense with Shield Damage Reduction lowered:
--Small: 50% -> 25%
--Medium: 70% -> 50%
--Large: 100% -> 70%
-Defense, Counterattack, and Windmill now allows movement during successful animation (remove animation lock).
-Defense, Counterattack, Windmill, Final Hit, Charge, Bolt/Healing Magic, Doppelganger, can be loaded during Smash's animation, and now allows movement after Smash's hit.
-Counterattack now reflects full damage rather than simply base damage.
-Counterattack critical rate is now both the player's and the enemy's combined, rather than the enemy's alone.
-Final Hit damage decreased 400% -> 150%.
-Final Hit no durability consumption now applies to all weapons instead of only swords, blunts, and axes.
-Combat Mastery: Humans and Elves now have the same stat growth as Giants.
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DefinitelyNotTwin wrote on 2014-12-28 21:30
Quote from Darkboy132;1258977:
-All Party and Squad recruitment banner no longer cancel on their own.
-Defense with Shield Damage Reduction lowered:
--Small: 50% -> 25%
--Medium: 70% -> 50%
--Large: 100% -> 70%
-Defense, Counterattack, and Windmill now allows movement during successful animation (remove animation lock).
-Counterattack now reflects full damage rather than simply base damage.
-Counterattack critical rate is now both the player's and the enemy's combined, rather than the enemy's alone.
-Final Hit damage decreased 400% -> 150%.
-Final Hit no durability consumption now applies to all weapons instead of only swords, blunts, and axes.
That would totally work :O
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New Item & New Transformations: Ninja Split toe shoes and Ghost Armor/5th tier /choseable rank transformations
and Super Saiyan