-
Darkboy132 wrote on 2015-05-22 07:27
Quote from Twin;1275979:
Special Upgrades level cap raised too level 15.
Uh... Why? Level 6 cap is fine.
-
Kaeporo wrote on 2015-05-22 08:48
[SIZE="6"]Exploration Changes:[/SIZE]
Exploration Quests
All exploration quests have their exploration experience reward increased to 300% of the current value.
Players may only repeat an exploration quest once per (real-life) day.
Arc Lich
Arc Lich spawns are stabilized. The lich will spawn every night between 2200 and 0600.
The Arc Lich will only spawn after a total of 50 enemies are defeated within an offering circle in the center of Metus.
The Arc Lich now possesses the Fast Regeneration passive skill.
Darkness-Hoarding Lich is changed from sketching the lich to defeating the lich.
Exploration Artifacts
Restored artifacts now award 2x the current amount of exploration experience.
Compound artifacts award exploration experience equal to 2x the value of all pieces.
Example: It takes (5) Courcle Terra Cotta Slabs to form an artifact.
Current reward is equal to 845 exp.
Revised formula updates this to ((1690)5)2 or 16,900 exploration experience.
Players can rarely recover the following enchants from compound artifacts:
Duke
Arena
Gathering
Rafting
Elephant Statues now award 9,000~10,000 exploration experience.
Renes-Egg Guarding
Mutated Cessairs occasionally spawn in place of Desert Ghosts starting at Round 8.
Legatus' Gift
Always awarded. Rewards remain the same.
Golden Marble
Always awarded starting at round 10.
Rewards are rarely pre-reforged (2 Rank = 2%, 1 Rank = 1% chance)
Blue Dragon's Crystal
Always awarded starting at Round 15.
New enchants added to reward table:
Frozen
Chorus
Colossal
Welcome
Laurel Wreath
-
Darkboy132 wrote on 2015-05-22 08:59
Quote from Kaeporo;1275990:
The Arc Lich will only spawn after a total of 50 enemies are defeated within an offering circle in the center of Metus.
Speed up and make ton more monsters. Because there aren't 50 by the time 6:00am strikes.
The Arc Lich now possesses the Fast Regeneration passive skill.
That would actually make Arc Lich impossible to kill. An invulnerable monster with Fast Regeneration can't be countered since there's no way to sufficiently wound it. It'll just outheal the DoTs and Steed Self-Destructs and those don't wound.
Darkness-Hoarding Lich is changed from sketching the lich to defeating the lich.
*crumples up paper and throws it at Arc Lich*
- Revert Shuriken Rest's animation back. It doesn't fit with the ninja theme well, it looks more samurai-ish, especially in the pose where they prepare to commit suicide.
- Meditation F -> D spell books put back in secret shops. Unlocking them were challenges. There's no reason to do Stewart's secret shop anymore (other than some worthless title and maybe Transformation Mastery), and you still have to do Fleta's Chore for Aeira's MK B -> A.
- Mana Recovery now requires Rank 9 Meditation instead of E.
- Lightning Rod quest now requires Rank 9 Lightning Bolt, Mastery, Shield, and Thunder instead of F.
- Saga Black Dragon no longer counts for Lightning Rod quest, just like how Saga Dragons don't count for Meteor quest/training.
- Lightning Rod quest: New objective: Kill Arc Lich. Between Thundering Black Dragon and talking to Stewart.
- Hail Storm quest now requires Rank 9 Icebolt, Mastery, Shield, and Spear instead of F.
- Hail Storm quest: Hunt 20 Ice Worms/Wyverns is changed to attack them with Icebolt 20 times.
- Hail Storm quest: New objective: Ice Spear White Dragon 30 times. Between Icebolting Wyverns and killing Mirror Witch.
- Both Lightning Rod and Hail Storm quest now require giving Stewart 20 Lightning and Ice elementals, respectively, as the first objective.
- Meteor Strike quest now requires Rank 9 Firebolt, Mastery, Shield, and Ball instead of 1.
- Meteor Strike quest: Attack with Firebolt lowered from 100 to 20.
- Meteor Strike quest: Attack Dragon with Firebolt 100 times changed to Attack Dragon with Fireball 10-15 times.
- Meteor Strike quest: New objective: Talk to Stewart. After killing Red Dragon.
- Int Magic no longer drop from Strange Books. Instead, they and AR pages all now have a chance to drop from Uladh dungeon end chests except for Beginner and Alby Normal.
- Exploration pages now have a chance to drop from Iria dungeon end chests.
- Drop rate for Int, Expl, and AR pages from their natural drop mobs increased to something reasonable.
- Exploration pages 1, 2, 5 seal cost: 5 -> 50.
- Exploration pages 3, 4 seal cost: 30 -> 125.
- Ancient book fragments are now a drop rate from Strange Books.
-
M wrote on 2015-05-22 20:26
[SIZE="5"]Forge a new Fantasy![/SIZE]
[SIZE="2"]The upgrade update.[/SIZE]
[SIZE="4"]Reforges:[/SIZE]
Reforges can now consist of 4 lines.
- The 4th line can only be obtained on initial NPC reforges and cannot be obtained via credne.
- Any item created/obtained before this update is ineligible for 4 lines.
- This 4th line can be rerolled like normal refoges using credne or fine reforges.
[SIZE="4"]Potential Reforge [new]:[/SIZE]
"Potential" reforges are considered reforges in that they offer the same bonuses as regular reforges; however, it is possible to obtain reforges from any equipment category on any item, thus increasing the possibility and potential for reforges. Ranks for "potential" reforges are determined separate from regular reforges.
IE: Bohemian Shoes reforged at R1, Range Attack lvl 20, Speed level 5, and Dex lvl 3 can receive an additional "Potential reforge" of, for example, at R1 Elemental level 3, dual gun damage level 10, and charge without shield.
New items added:
- "Potential Reforge Revealer Tool" - Reveals potential reforge lines (0~3) located below your traditional reforges. Can only be used on an item which hasn't already been revealed. (If an item renders 0 potential lines, the item has no potential and cannot be used with any of the other potential items)
- "Potential Reforge Magnifier Tool" - Has a chance of increasing your potential reforge lines rank and numbers, but will not change the reforges themselves. Can fail.
- "Potential Reforge Scrambler" - Rerolls your potential reforge stats; will never add a line or increase in rank. Cannot fail, but has a chance to lower item rank.
- "Magic Potential Reforge Scrambler" - Same as normal reforge scrambler, no chance to lower item rank.
(All cost NX with the last one being a limited edition NX item)
[SIZE="4"]Special Upgrading:[/SIZE]
Special upgrades can now be increased to step 9. Upon reaching step 9, your item radiates the color of it's upgrade and emits small bursts of colored flame into the air. Additionally, your name scrolls across the top of the screen (similar to cooking the best of a dish).
Special upgrading from 6 -> 9 work as follows*:
- Step 6 -> 7 | Requires 2 UG stones, 40% success rate.
- Step 7 -> 8 | Requires 2 UG stones, 40% success rate
- Step 8 -> 9 | Requires 2 UG stones, 1 Forgers Elixir, 35% success rate
*Upon failure, all items nuke just like step 5 -> 6.
New item added:
"Forgers Elixir" - An item that enables reforging from step 8 -> 9. It is imbued with magical properties, allowing it to potentially surpass its physical limitations and become a weapon of legend.
(This item also costs NX)
-
Slayerj wrote on 2015-05-22 20:40
Fusion bolt between two players will do the dmg equal to your rank of fusion bolt. So if you have rank 1, and your friend has rank 9, you will do rank 1 dmg % and they will do rank 9 dmg %.
Staves that required charges in the past to use int magic no longer require this. However they may still be charged to further boost an elements dmg.
Tower Cylinders now take 1.5 seconds to set up and may use elemental wave, golem, spikes, and gain the boosts of elemental orbs.
Meditation no longer slows one to a walk and no longer fully stops your stamina regin. Instead now it is cut to 25% and then 50% at rank 9. (If we ever get it, rank 5-1 should be 75%
Hailstorm now slows by 15%-30% (depending on rank) on hit and splash. Snap cast Hailstorm will load up a full charge right away now.
Thunder now reduces the load speed of skills for monsters by .5-1.5 seconds, depending on rank, after they've been hit with the main part of the attack.
Meteor Strike cooldown reduced to 10 minutes, now uses 15% of your mana at ranks F-9, 20% at ranks 8-5, and 25% at rank 4-2, and finally 30% at rank 1.
Meteor Strike now ignores 5-10% physical and magical defense and 1-5% physical and magical protection.
Load time changed to 3 seconds. Load time mana use removed, mana isn't used till the skill is triggered.
Lightning rod cooldown changed to 25 seconds at rank 1.
Failing to freeze a monster with frozen blast will reduce it's movement speed by up to 40% This can be further increased by masteries and upgrades.
Flame burst cone angle increased the further out it goes, dmg reduced by 5-10% at the outer rim of the attack. Crit chance ignored protection.
Heat buster dmg increased to 700-2000 at rank 1. Now ignores 10 magic defense and 5 magic protection at rank 1.
Splash damage increased to 80%
Sand Burst range changed. 600 for rank F-9. 800 for 8-6, 900 for rank 5-1 (tired of having to stand directly under a flying blinker to use it)
Water cannon gains a 50% splash starting at rank 9 (range is similar to rank 5 smash splash range). The range increases at rank 5+ to be similar to smash rank 1 splash range. The splash does not agro.
Barrier spikes HP increased depending on some amount of SP.
Chain Cylinder cooldown cut by 2 seconds for every charge already in the cylinder when it activates. It will not activate if there are 4 out of the 5 charges in the cylinder.
(Giant thing about improving and adding new items to the Synthesis table and having the mastery effect the min price needed, etc etc etc)
(Giant thing about adding another function to synthesis to synthesis metals into equipment to strengthen them a maximum of 3 times, etc etc etc)
(Giant thing about fixing how maps are rendered and loaded, etc etc etc)
(Giant thing about changing up lots of blacksmithing and tailoring recipes to incorporate new things, etc etc etc)
(Giant thing about adding minigames to carpentry, magic craft, and engineering when crafting actual gear, etc etc etc)
Endless floor dungeon idea: Must be total level 1k+ to enter (on at least 1 character on your account)
Some endless dungeon really. Every floor has +1 room (starts with 5 rooms) and the mobs get harder and harder. (no advy heavy bull shit) every 10 floors is a boss and every 5 floors is a mini boss, every 25 floors is a 'rest' room with a mini reward and a place to repair your gear at 99%)
Every 50 floors is a major boss.
Rooms start to change up past floor 30, to be abyss size and past 50 to be either abyss or other maps from the game, similar to knights training dungeon.
Depending on how far you get, you get better rewards, boosts of exp, etc.
Idk what else to it really. Needs a lot more thought put into it.
-
Tropa wrote on 2015-05-22 22:14
Healing
[Base Heal Amount + 4% of the Target's Maximum Health] * Other Modifiers
Party Healing
[Base Heal Amount + 20% of the Target's Maximum Health] * Other Modifiers
Life Drain
Now heals additional health on the knock-back tic.
- 25% of the damage dealt will insta-heal the user
[SIZE="3"]New Special Clothing Upgrades[/SIZE]
Special clothing will now be able to receive Mana and Stamina usage reduction. as well as other effects.
Rejuvenation 1 - 1-3
-4% Stamina Usage
Rejuvenation 2 - 2-3
-8% Stamina Usage
Rejuvenation 3 - 3-3
-12% Stamina Usage
Concentration 1 - 1-3
-3% Mana Usage
Concentration 2 - 2-3
-4% Mana Usage
Concentration 3 - 3-3
-5% Mana Usage
Unlocking - 3-3(Cressida Wear only)
-10% Chain Cylinder Cooldown
Vitality - 3-3(Karis Wizard Suit only)
+5% Magic Casting Speed
Dexterous - 3-3(Bohemian Wear only)
+6% Aiming Speed
-
M wrote on 2015-05-22 23:17
Quote from Tropa;1276065:
Vitality - 3-3(Karis Wizard Suit Outfit only)
+5% Magic Casting Speed
Curious, why not trinity? Karis is such old content.
-
Tropa wrote on 2015-05-22 23:49
Quote from M;1276076:
Curious, why not trinity? Karis is such old content.
It was the iconic mage outfit back then, as for Trinity, I was tempted to have a higher mana reduction upgrade.
-
Kapra wrote on 2015-05-23 00:56
Quote from Darkboy132;1275992:
- Mana Recovery now requires Rank 9 Meditation instead of E.
Missed the whole dialogue about how Stewart says not every skill has to be so complicated to get and its okay if things are simple every once in a while? Remember, the focus isn't the endgame, its the early and mid game. Getting mana recovery sooner rather than later is better. It's about the process of reaching endgame, not being endgame.
Quote from Darkboy132;1275992:
- Lightning Rod quest: New objective: Kill Arc Lich. Between Thundering Black Dragon and talking to Stewart.
- Hail Storm quest: New objective: Ice Spear White Dragon 30 times. Between Icebolting Wyverns and killing Mirror Witch.
- Meteor Strike quest: New objective: Talk to Stewart. After killing Red Dragon.
We should be removing specific instances, not adidng more. "Attack red dragon, black dragon, white dragon" it should be just attack dragon. . .
Also I don't see the point in uniforming the skill methods. Notice how the people who are complaining that Lightning Rod or whatever skill isn't on the same level as x other magic skill are the people who are deciding the categories for themselves. DevCAT isn't designing these skills with them being part of a set in mind. Even NPCs say there is no hardcoded rule of ice, lightning, fire, that's just the easiest way for beginners. You're just reinforcing these rigid rules that Hailstorm, Meteor Strike, and Lightning Rod have to be equal, which I don't think is something to be encouraged in a game about variety.
This paragraph may seem like I'm trolling but just try to take it seriously. What if things just weren't black and white? What if there was 2 bolt-tier fire magics, 4 intermediate-tier ice magic, 3 advanced-tier lightning magic? Are you going to demand there be 4 of each element in each tier? Do you REALLY want things to be so uniform and bland? You want them to just give us skills for the sake of skills?
Quote from M;1276052:
- Any item created/obtained before this update is ineligible for 4 lines.
*uses a reforge removal tool*
-
Slayerj wrote on 2015-05-23 02:13
Inspiration now gives talent exp to cleric as well, and has 2x training from cleric too.
-
Darkboy132 wrote on 2015-05-23 17:32
Lightning Rod:
- Damage lowered to be on par with a 2 or 3 charge Hail at equivalent ranks.
- Now has a load time of 3 seconds, now taking 5 seconds in all to get a full charge.
- Now uses 100 MP for loading and 50 MP for charging up, totaling to 150 MP, and now uses MP while loading and charging instead of execution.
- Charge damage bonus is replaced with Electrocution debuff. Enemies with the debuff are stunned for 1 sec per 3 sec, immediately canceling any loaded skill they have, but deals no damage. Lasts for 15 sec, for a total of 5 shocks. Works on Mana Deflector but not Adv Heavy mobs.
- Knockdown is replaced with a three second stun.
Elemental Masteries:
- MP usage cut now affects Chain Casting.
Snap Cast:
- Reverted back to pre-Renovation. 0 sec load time, 5 charges, and 0 mana cost every 1 minute; huge boons, absurdly fast skill.
Fireball:
- Load time increased to 3 seconds. The Renovation Fireball can go under 1 second, being potentially drastically faster than bolts, resulting a Fireball being launched once per 7 seconds. Last I checked, my Fireball does slightly more damage than Act 7, which has a 14 second cooldown.
Thunder:
- Load time increased to 2.5 seconds.
- Standby time reverted back to Pre-Renovation. Wasn't this the primary feature of Thunder? With the new times it only gives me enough to get one charge.
- Standby no longer disallows switching weapons.
Other:
- Delayed impact of Ice Spear, Fireball, and Thunder now take account of the weapon used to launch them, rather than any other weapon on hand by the time they impact.
-
koishi-sempai wrote on 2015-05-23 17:44
you might as well delete the skill
meanwhile, shooting rush does upwards of 20k on a 4 second cooldown with zero charge time to a fireball sized area, maybe we should double the CD to 8 and reduce the multiplier to 250%
seriously i don't know whether you're biased or just clueless (more like both)
-
Tropa wrote on 2015-05-23 19:34
Shooting Rush
- Damage multiplier lowered to 250%
- Cooldown raised to 10 seconds
- Consumes 2 bullets per target
Bullet Storm
- Consumes 2 bullets per target
Lightning Rod
- Cooldown raised to 90 seconds
Hydra Transmutation
- Stamina coe is decreased down to 0.4
- Debuff is now viable on monsters and lingers for 10 seconds
Climatic Crash
- Damage lowered to 300%(x2)
Crisis Escape
- Lowers all stats and base damage by 30% after turning back to normal.
-
Darkboy132 wrote on 2015-05-23 19:45
Quote from Tropa;1276163:
Lightning Rod
- Cooldown raised to 90 seconds
That would make it function similarly to Meteor; huge burst damage with long cooldown.
-
Slayerj wrote on 2015-05-23 19:54
[SPOILER="It's a joke obviously"]Lightning bolt and Ice bolt removed. They're completely useless ya know?
Shockwave taken out as well. It's not good enough and not worth fixing.
Healing and party healing removed as well. No use with a nimbus, am I right?
Snap cast now on a 10 minute cool down. It's just too OP with anything less.
Mana evaporation is now back, this needed to stay a thing. Mages are broken without it, they get to do more than 1 element at once without needing a staff and they can use other skill sets too!
Ice spear MP cost 3x and dmg cut by 50% unless fully charged. Too op now that we can hit frozen shit. Needs a major nerf.
Thunder removed, it's worthless.
Fireball cast time increased to 6 seconds a charge. It's too fast and does far too much dmg.
Magic shields removed. They're pointless and too strong when you do use them.
Mana shield removed, it's waaaaaaaaay too powerful.
Hailstorm mana cost increased to 2x what it is now.
Meteor strike mana increased to a flat 300 at every rank. Dmg lowered by 20% and the AoE size decreased. Cooldown lowered to 5 minutes. (That might be too powerful though)
Lightning Rod now uses 400mp and has a 10 second charge time where it will use another 150. Dmg decreased to be that of old thunder.
But every other skill in Mabinogi at this very moment is 1000% perfect and needs 0 change. They are all well balanced and I see no problem with them at all.[/SPOILER]
We can now craft chairs with carpentry.
You can now craft a bed at rank 1 carpentry. This boosts rests effects greatly! However it's 2x4 in your inv. It can be dyed as well.
Carpentry's new mini game has you carving the wood to match the image of the weapon (shown on the left) as closely as possible. It's a short mini game, and can be skipped for a random grade (with a chance to fail still).
Synthesis's mini game can also be skipped and doing it just helps increase your chances (and lows the reduced stats on the time). The mini game shows each of the three items and slowly moves them into a single blob. You just need to click the cracks in the circle to break out your new item. After one click, cracks will appear that when clicked will advance the mini game along faster, and glowing spots as well. Glowing spots only show up at rank 9+ and the higher the rank, the more spots. These slightly further the mini game but are mainly there as a +1 to any item stat that would have been lowered bellow the base grade. At any rank of the mini game a red glowing spot can be found. These are +1 for base grade to increase.
Fragmentation has a similar mini game. The only difference is to increase how many parts of the item you get back.
Something something synthesis item pool increased.
Ice Spear, Thunder, and Fireball via alch crystals will now always be a crit. They are only the base dmg of the spell based on your mana crystallization rank. Their load times have been decreased to be the same as magic +.5-1 second based on rank.
Golden Time's duration increased to 1min at rank 1.
Journal AP finally given to us here in NA (though lowered to not be as powerful in KR, maybe like..half as much.)
New cash shop item. Colorful metal dye. It's the same as a metal dye just with a lot more metallic colors to pick from~ It's about $2 for 1, or $11 for 10+1 (I did not think up a price while thinking up how nice this would be to have..) It can be traded an unlimited amount of times.
We can now buy fashion slot keys for 5 days for 500k (limit to 3 a month per account) at any tailor NPC.