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ashkanz wrote on 2012-07-06 00:49
Quote from Spaghedeity;901696:
^^^^^^^^^^^^
This is why g1 should be made harder again. It forced people to socialize when they were starting out. Then G2 made them learn how to solo, then g3 made them get to know stronger players. Seriously, it worked beautifully.
But then there WAS people like me, who finished G 9-12, then did G1-2 ( still haven't done G3 :/ )
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Spartaaaaa wrote on 2012-07-06 18:25
-Different difficulty levels for C1. Old C1 would be Adv
-Charge should be able to block bolt magic attacks
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Dungeon revamp
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Kollin wrote on 2012-07-06 18:33
Quote from Spartaaaaa;902234:
-Different difficulty levels for C1. Old C1 would be Adv
-Charge should be able to block bolt magic attacks
-Dungeon revamp
I actually think that they have a dungeon revamp they plan to work on already. Or at the very least, have admitted that dungeons need to be reworked. Hopefully they will get on that.
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Tropacat wrote on 2012-07-06 20:37
Water Spout - Water Alchemy - AoE
A water alchemy skill that lets you charge multiple crystals into a Cylinder. When ready to use point the cylinder in the the detection, try to hit as many enemies has you can. The longer you charge it, the larger the damage it deals and area of effect it covers.
• Linear AoE
• Use up to 10~15 Water Crystals
• Use stamina while charging
• Ignores Protection for Critical chance
• 30 Second cooldown time
• Mobs that are more then half the range away will only take 70% damage
• Attacking Range
[SIZE="2"]rN 500 / 600(Full charge)
rF 700 / 850(Full charge)
r9 800 / 900(Full charge)
r5 900 / 1000(Full charge)
r1 1000 / 1200(Full charge)[/SIZE]
When used, the skill will have a prep time of 1~2 seconds, when the prep time is finished(5 Water crystals are already used), you click the skill again and it will auto-charge up other crystals for more damage and range, Crystals will be added to the Cylinder every 0.75 sec, a number will be displayed on the said of the Skill icon. You can shoot off the skill at anytime, even in mid charge. 3~5 stamina will be used per charge.
rN: 50~75 Prep Damage
rF: 80~100 Prep Damage / 10~25 Dmg Per Added crystal (Can now load 3 extra crystals)
rE: 95~125 Prep Damage / 15~30 Dmg Per Added Crystal
rD: 110~140 Prep Damage / 20~35 Dmg Per Added Crystal
rC: 125~155 Prep Damage / 25~40 Dmg Per Added Crystal
rB: 135~170 Prep Damage / 30~45 Dmg Per Added Crystal
rA: 150~185 Prep Damage / 35~50 Dmg Per Added Crystal
r9: 165~200 Prep Damage / 40~55 Dmg Per Added Crystal (Can now load 5 extra crystals)
r8: 180~220 Prep Damage / 45~60 Dmg Per Added Crystal
r7: 195~235 Prep Damage / 50~65 Dmg Per Added Crystal
r6: 205~250 Prep Damage / 55~70 Dmg Per Added Crystal
r5: 220~265 Prep Damage / 60~75 Dmg Per Added Crystal (Can now load 7 extra crystals)
r4: 235~275 Prep Damage / 65~80 Dmg Per Added Crystal
r3: 245~290 Prep Damage / 70~85 Dmg Per Added Crystal
r2: 260~315 Prep Damage / 75~90 Dmg Per Added Crystal
r1: 275~330 Prep Damage / 80~100 Dmg Per Added Crystal(Can now load 10 extra crystals)
Master title: the Water Spout Master
+20 Water Alchemic Damage
+25 Stamina
-10 HP
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Slayerj wrote on 2012-07-08 03:56
[SPOILER="Spoiler"]New bait system for fishing. I got the idea after a certain NPC that sells fished lied to me at Port Cobh. (Use them as bait my ass!) You can use any food item or fish as bait for fishing. Some fish will bite more commonly to some bait than others and some fish will only bite when you use a specific type of bait. There are still plenty of fish that will bite regular bait but not as many as before. You can even handy craft a few new hooks as well. Hooks are also just bait but can be used a few times. If you let the fish get away you have a 70% chance to lose your hook. If you catch the fish you have a 20% chance you lost your hook to the fish.
Change to the CC wand upgrades. At the moment, having a chain cast wand and rank 1 of that element type means nothing. You get the extra dmg but you still pay 100% full mana price despite the -20% you should be getting. That changes with this.
Fusion bolt now starting at rank A also takes away -5% mp cost. Unlike the other masteries the MP cost is only -15% at rank 1.
Lutes and other instruments (as of the next update with bards) now have new upgrades. Higher dmg upgrades, less sp use upgrades, and even a upgrade that makes it slightly easier to play songs and get a good performance.
For Alchemists a pasive skill that is only rank Novice. Over Stuff (lame name i know) This skill allows you to stuff up to 5 more crystals into cylinder and amp the dmg even further. The drawback is it uses nearly 2x the dura and takes what ever the original sp cost was +10. You do not load all the crystals at once and you cannot get into Over Stuff from chain cylinder until your first 5 charges are loaded. EX: If you have 4 already in and you get the % for +2 at once, you will not go into 6, just 5. From that 5 how ever you can put 1-4 extra in with Chain Cylinder.
Pets can now rebirth into any animal they were in the past at the age of 10. Pets can now do Shadow mission if they're total level is 70 and up.
New shadow missions. These mainly focus around...
Protecting the alter so mobs can't escape out of it (I have no idea if that's how it works. XD)
Clearing out the underground waterways (I know there's a mission like that but this is slightly different)
Guiding a group of Tara guards though (a few different missions) different parts of the shadow world.
Exp re-balance for the Beach of (insert the name here I'm too lazy to look it up atm) mobs so they now give more exp and drop the goods SEMI, ONLY SEMI, more commonly.
Pallyz get a new skill which is just a passive for int. Note it will not be better than DKs, they will still get the better but remember, it's still random. (DK's int roll that is)
A dungeon arena added near Maiz. In this dungeon you are turned into a Wolf or Cat (Human for pally or DK) and Bear or Falcon. Wolf/Cats are balanced and Bears have great melee while Falcons are fast and have 4 hits instead of 3. Wolf/Cats have rank 9 melee skills (basic ones, no WM) and rank 9 magics. Bears have rank 5 Melee skills and rank D Magics. Falcons have rank D Melee skills and rank 5 Magics. All start at level 20. The dungeon is only 2 short floors before 1 long floor and beating it awards you stars. Stars can be traded in for massive amounts of Expl Exp, 150-300k regular Exp, and several different life skill items and materials along with pots and 50-100k gold. (Depending on how many stars you stack up.) It's nothing major, just a fun little thing to do. You go in with no items and once you die your out unless something drops a feather. Gold is a rare drop and there is a NPC merchant on the 2nd floor. The max that can enter is 8 and the stars do not split the more people you bring BUT the floors get slightly longer and the boss changes. There is no time limit and stars stack in your special inventory and be stored on pets/bank, but not traded or sold.
Party quests no longer split the exp, what it says is what you get. 12k? 8 people? 12k to all 8 people. PQs can also be done solo with a solo version. Solo version offer 5% less exp and gold and normally have 1-2 more requirements, killing an extra mob or two or what not.
New TMs based around the same setting as Warden of the Gods (Ya know, g14 area-ish places)
Forest Purification gives slightly more exp. Runes Egg game gives slightly more exp and is just a tiny bit more balanced and now, like shadow missions, has Beginner, Int, Adv, and HM. Just talk to the dragon to select which one.
And lastly, Maids and Butler buff. Butlers now sell first aid Items like Maids instead of shity flowers. :-/ They also sell a few weapons instead of magic powders. The maid now sells magic powders in the general goods inv however. (As she is the more magic combat aligned one after all...) Both can repair normal clothing but the the female repairs magic clothing too and the male PD armor. They have 30min more summon time, making them 3.5 hours. (I'm not 100% sure if they have this or not...) both can get combat mastery and magic mastery but the male can get rank 1 combat mastery where the female can only get rank 9, while she can get rank 1 magic mastery, and the male can only get rank 9.
...I'd say that wraps it up for now. lol Well.... Rank 9 requirements for magical musical knowledge changed from (I think it's 30% at rank 9 to 35%) ALL rank up books, become trad-able as well as the basic magic books. I NEVER saw a reason they couldn't bee. :-/[/SPOILER]
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Username wrote on 2012-07-08 14:26
Dual Cylinder.
Half the load times, but decrease damage at lower ranks :v higher ranks less penalty.
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ashkanz wrote on 2012-07-08 18:05
Quote from Username;903658:
Dual Cylinder.
Half the load times, but decrease damage at lower ranks :v higher ranks less penalty.
i would think its twice the load time, more damage.
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Xemnas wrote on 2012-07-08 18:24
Giant axe and Blunt weapons available to humans (need at least r5 of the respective masteries to wield)
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Chaosruler wrote on 2012-07-08 18:40
Quote from Slayerj;903418:
For Alchemists a pasive skill that is only rank Novice. Over Stuff (lame name i know) This skill allows you to stuff up to 5 more crystals into cylinder and amp the dmg even further. The drawback is it uses nearly 2x the dura and takes what ever the original sp cost was +10. You do not load all the crystals at once and you cannot get into Over Stuff from chain cylinder until your first 5 charges are loaded. EX: If you have 4 already in and you get the % for +2 at once, you will not go into 6, just 5. From that 5 how ever you can put 1-4 extra in with Chain Cylinder.
call it overload instead .-.
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Xemnas wrote on 2012-07-08 18:52
Quote from Chaosruler;903794:
call it overload instead .-.
Call it Ceaseless Recharge.
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Slayerj wrote on 2012-07-08 19:24
Quote from Xemnas;903800:
Call it Ceaseless Recharge.
Dark souls ftw..XD
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Darkboy132 wrote on 2012-07-09 01:20
-Be able to cast Party Healing, Blaze, and Fusion Bolt on Staffs at Rank 5.
-Be able to cast Fireball, Ice Spear, Thunder on Staffs w/o charges with both spells and respective elemental masteries at Rank 1.
-Increase the Int gain for Magic Mastery.
-Have Elemental Masteries increase the effects of Elemental Shields.
-Have Magic Mastery increase the effects of Healing, Party Healing, Meditation, and Mana Shield.
-Outlaw Bandit Badge: Sell for 10,000 Ducats, dropped by Outlaws at 100% rate.
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Ikezawa Hanako wrote on 2012-07-09 20:08
New mage enchants:
Omega:
Rank 5 Suffix for Clothing
Enchant Enabled Rank Regardless
+2 Magic Attack
If Magic Mastery Rank 1 then Magic Attack +2%
If Fireball Rank 1 then Magic Attack +2%
If Thunder Rank 1 then Magic Attack +2%
If Ice Spear Rank 1 then Magic Attack +2%
+10% Critical
Location:
Amethyst Golems
Crystal Golems
Forest Purification Reward
Peaca (all difficulties: 1% drop rate on Normal, 3% drop rate on Basic, 10% on intermediate)
Archmage
Rank 5 suffix enchant for Wands and Staves
Enchant Enabled Rank Regardless
+2% Magic Attack
If Magic Mastery rank 5+, then +50 MP
If Magic Mastery rank 1, then +20 Int
If wearing the Master of Fire title, then +2% Magic Attack
If wearing the Master of Lightning title, then +2 Magic Attack
If wearing the master of Ice title, then +2 Magic Attack
Location: Sulfur Spider (all difficulties: 1/2500 on Basic, 1/1000 on Intermediate, 1/500 on Advanced, 1/100 on Hard, 1/10 on Elite)
Mana Aegis
Prefix Enchant for Shields
Exclusive Enchant Scroll
Rank 9
If Defense Rank 1, then Magic Defense +10
If Mana Shield Rank 6+, then Protection +3
If Magic Mastery Rank 1, then Protection +2
5~15 Int
10~20 MP
Location: Ancient-titled Monsters.
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Slayerj wrote on 2012-07-09 20:49
[SPOILER="Spoiler"]Frost bite
Rank 2 Prefix Enchant for wands and staves. Enchant regardless of Rank
+15int
+10mp
+1-3% magic attack to ice magic
If Ice mastery rank 1 + 10-25int
If Ice mastery rank 1 +15-25mp
If Ice bolt rank 1 +20-25int
If Ice Spear rank 1 +1-2% magic attack
If Ice shield rank 9 +10int
If Hail Storm Rank 1 +40int and 5-15mp
Drops from Peaca int end chest (1/2000) Drops from Elite Fomor Attack (1/1000)
Magma is the fire version and The Spark are the Fire and Lighting versions of this.
Healing Mastery. (I may have said this before lol) Adds more MP and Int for a total of 15 of each as well as +15% more healing at rank 1. Costs 300ap to get rank 1 however. It also makes the magic shields use less mp and protect more and at rank 1 half their cool downs.
Cylinder Mastery, makes you use less SP, gives SP per rank and also adds (at rank 1) a total of 10min dmg to your alch skills and 15max as well as SLIGHTLY (rank 1 only and by 1%) increasing the chance for chain cylinder.
Clothes, Light armor, and Armor now have 1 more upgrade they can receive after they have all of their upgrades. For the cost of 1 dura, a S and R upgrade stone, and 100k you can take the Clothes to Simon, or the Light/Heavy armor to Edern and get +5def, +3% protection and +1% melee/range/and mage pd. This does not apply to armor and clothes with PD on it. (Any clothes or armor that comes with PD cannot get this upgrade.)
Tailoring and Blacksmithing are now easier to get higher ranks. (Without the use of reforges it is now semi easy to get a high grade item made) This also applies to Carpentry but not as high.
Magic mastery now adds +10int till rank 9 in which it switches to 15, then 20 at rank 5-1. However the skill now costs 50more ap to rank. The increased cost doesn't come into effect until rank 7 and is spread out over the ranks.
Magic def is no longer 20int = 1. Now every 15int = 1 magic def. This is not really to nerf mages, but as to give them more magic def and also give those that do not wish to mage a semi fighting chance when it comes to a magic mobs attacks.
Blaze now gets a 1.35x modifier at rank 1 MM instead of the current 1.2x
First Aid now has 5-10% added onto it from the start.
Water cannon, Flame burst, Sand burst, Windblast, and all other alch skills gain 10 more min dmg and 10 more max dmg then what they currently have.[/SPOILER]
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Darkboy132 wrote on 2012-07-10 05:52
^
Magma Enchant exists already, Healing Mastery should be integrated with Magic Mastery, and MM doesn't need more AP to rank.