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Darkboy132 wrote on 2015-06-25 17:16
Rebirthing no longer resets titles, unequips everything, and no longer provides noob gear.
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Slayerj wrote on 2015-06-25 19:43
Alchemy Mastery:
Training requirements changed to no longer require making crystals without magic. Making crystals with magic training is doubled in how much % it gives.
Combat will typically net you 65-95% depending on rank.
Crystal making stays an option for gaining a small amount of % per every rank.
Rank 1 only requires 25% total from making crystals and 20% from synthesis and fragmentation.
Mana crystallization changes.
The attack can now critical hit normally.
You can now synthesis two magic crystals together or add base crystals to change the element of the attack slightly or completely.
Examples: Taking an ice spear crystal and adding 10 fire crystals to it will make the IS fire element instead.
Taking 5 wind crystals and putting them with a fireball crystal will make the attack 50% lightning based.
Taking 1 water crystal and putting it with a thunder crystal will make the attack 10% ice based.
Adding any earth crystals will lower the charge time by up to 2 seconds with 10 crystals.
Crystals of the same modifications stack.
As for combining more than one magic crystal, it has a decently high fail rate, taking up to rank 9 synth to give you 25%.
Thunder crystal + Ice Spear Crystal
You must throw in 5 Clay Crystals to keep the crystal stable.
You cast out a charge of iced electricity that hits and stuns several mobs in a line. They are then shocked 5 times and if killed the electricity moves on to the next target, shocking the new targets 5 more times. (Does not spread past that)
Thunder crystal + Fireball Crystal (5 clay crystals)
You launch a large ball of fire and electricity that explodes in a AoE, stunning them to the spot for a few seconds as they take 5 seconds of burning dmg. (Basically five hits of fire based dmg)
Fireball Crystal + Ice Spear Crystal (5 clay crystals)
Fire a ball of frozen fire into a group of mobs. All those in range freeze to the spot once the ball lands. After 3 seconds the ball explodes into flames, thawing out all mobs and knocking them back as it deals a burst of heavy dmg. Mobs frozen can still be hit, similar to ice spear.
I don’t know exactly how to do the dmg for these just yet…
As for an explanation of why this can be a thing with alchemy and not normal magic…
While bolts are small charges of an element, their int magic counterparts are much larger, consisting of large amounts of a single element. However, while in the form of a alchemy crystal, these spells can be fused together through synthesis as long as they are kept stable, as the new, nearly unstable spell, is but a crystal, able to contain the clashing of two large amounts of elements in a single spot.
Ice mines changed so that we may hit frozen targets (or be hit).
New mines, Fire and Electric.
Fire just explodes like a normal land mine would, dealing a very large amount of dmg.
Electric ones stun the targets, making them take 15% longer to use skills as well as slowing their normal attacks down by 20% with a tiny amount of dmg delt.
You may now make golem crystals again in order to further alter the golem using 25 elemental crystals in synthesis. Ice makes the golems attacks ice based as well as increasing its defense and protection by 10 and 5. Fire makes the golems attacks fire based as well as speeding up its attack speed and skill charge by 20%. Wind speeds up the golems movement speed by 15% and gives it 3 magic defense and 6 magic protection. Clay increases the golems base hp by 15%
Making a golem crystal requires what it currently takes to cast the skill. Golem crystals stack up to 500.
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Twin wrote on 2015-06-29 23:57
Note: Didn't play with any of these modifiers ingame, so these numbers may or may not change if actually tested
All speed sources now stack and is rebalanced
[SIZE="3"]----Nimble Movement---[/SIZE]
Functions
*User goes into Nimble stats. Base speed and stam draining (If moving) is permanently there long as Nimble status is up (can be toggle off)
*Skill will toggle off if stam reaches 0
*Increases speed by 310% at R1. Stacks with racial speed bonus and scales with Agility
*All physical weapons (no magic,alchemy,puppet or archery) can toggle this skill.
*Speed/Stam bonus will be decreased/increase respectively depending on how heavy the users weapon is.
*Receives speed and stam reduction nerf/increase if any armor is used
*Evasion usage efficiency slightly increases while in Nimble stats
*Nimble status makes the users base choosen running animation looks more dynamic and energetic and smoother
Note : This skill is basically a aggressive rush-down skill for Ninja. It benfit more from Ninja builds
[SIZE="3"]Charge[/SIZE]
Skill Changes
*Base Charge speed nerfed 300% > 290%
-Now scales with Agility and racial speed contributes to charge speed
*Now reduces Magic damage and ignores stun from magic related attacks
*Can now cancel into any defensive skill easier to approach target more safely
*Humans and Elves may now use charge without shields or the required reforged
-Chargeless shield reforge is now damage reduction reforge
-Humans has lower projectile reduction and damage output than Giants, and Elves less than humans
-Charge without a shield hurts the defense given. Still immune to all projectile stun
(the best comparison this reforge system will allow. That system will need a change too)
Note: Charge is a defensive and more safe version of Nimble Movement
[SIZE="3"]Sprint[/SIZE]
Increases base speed while costing a small portion of stam. Any weapon can use without any weapon/ Armor nerfs.
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Tropa wrote on 2015-06-30 21:56
Water Cannon
Now has a cone AoE behind the initial target that deals reduced damage to all enemies.
- AoE size is determined by Skill Rank and Charge count
- Enemies closer to the initial target receives 75% damage while enemies further away receive 50% damage.
- Enemies effected by the AoE will be either stunned or knocked back, depending on charges.
Wind Blast
- Deals 16% of the target's maximum health as extra damage on landing(most large monsters and bosses will ignore this).
- 30% of the distance flown will also be added to the landing damage.
Dischord
- Each additional enemy hit will increase the debuff duration by 1 second.
- Each additional enemy hit will increase the movement debuff by 5%.
Puppet's Snare
- Decreases the target's Defensive stats by 30%(rank 1).
- Deals 3% of the target's maximum health as extra damage per tic(most large monsters and bosses will ignore this).
Wire Pull
- Deals 12% of the target's maximum health as extra damage on landing(most large monsters and bosses will ignore this).
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callback wrote on 2015-07-01 07:28
DoTs ignore defense and magic defense. (protection still applied)
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Darkboy132 wrote on 2015-07-01 09:12
Quote from Tropa;1280423:
Wind Blast
- Deals 16% of the target's maximum health as extra damage on landing(most large monsters and bosses will ignore this).
Puppet's Snare
- Deals 3% of the target's maximum health as extra damage per tic(most large monsters and bosses will ignore this).
Wire Pull
- Deals 12% of the target's maximum health as extra damage on landing(most large monsters and bosses will ignore this).
Ehh... I think % health damage is a little too excessive. Throw in a newbie into Elite and they'll be able to kill mobs despite generally doing only 1 damage.
Quote from callback;1280479:
DoTs ignore defense and magic defense. (protection still applied)
Smash Bleed already does that, and even disregards Protection. However, it's still pathetically weak to be of any actual use.
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Tropa wrote on 2015-07-01 09:48
Quote from Darkboy132;1280485:
Ehh... I think % health damage is a little too excessive. Throw in a newbie into Elite and they'll be able to kill mobs despite generally doing only 1 damage.
With that logic, it'll take around 6~7 wind blasts to kill something.
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Kapra wrote on 2015-07-01 20:26
Quote from Tropa;1280487:
With that logic, it'll take around 6~7 wind blasts to kill something.
So? You think it's more important to make a skill more useful than considering balance? You're not DevCAT! D=
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Tropa wrote on 2015-07-01 21:32
Quote from Kapra;1280531:
So? You think it's more important to make a skill more useful than considering balance? You're not DevCAT! D=
[Image: http://wiki.mabinogiworld.com/images/9/93/Final_Hit.png]
The pinnacle of devcat's "balance making".
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Darkboy132 wrote on 2015-07-01 21:37
Quote from Tropa;1280487:
With that logic, it'll take around 6~7 wind blasts to kill something.
Verses thousands of Wind Blasts?
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Kaeporo wrote on 2015-07-01 22:28
Quote from Tropa;1280487:
With that logic, it'll take around 6~7 wind blasts to kill something.
The majority of those skills are supportive in nature. I agree with flat damage buffs in some cases but health-based damage is the sort of thing that we should be giving to demigod, if at all.
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Infighter wrote on 2015-07-02 09:01
[FONT="Arial"][SIZE="4"]Mana Crystallization[/SIZE]
Removed:
Thunder, Fireball, Ice spear crystals making
New:
Skill info
Gather the energy from the nature of the 4 elements to produce a more powerful alchemy crystal.
Brief description
Using a 5 charged bolt will create a 10+ damage crystal based on the element used at r1.
-Else, other thing could be that bolt-made ones increases the loading speed of crystals.
Using a 5 charged intermediate magic produces 25+ damage crystals based on the element used at r1.
Using a X-quality of cuilin may add damage to clay elements and additional health to spikes, more stats to golems.
Elements
Lightning = wind crystal
Ice = water crystals
fire = fire crystals
cuilins = clay (damage will depend on the quality of the stones)
You can ignore the amount of damage I added to the crystals. The idea is to make crystals that add additional damage.
Something like how bullets and arrows have additional damage depending on the type.[/FONT]
I think it would make the skill more useful as then people will want to have these crystals around their alchemy bags as well people could mass produce them for selling, etc. The request option will stay for those who doesn't have high stats on magic skills.
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Twin wrote on 2015-07-03 02:59
Eradication or Terminus in mabi o3o
Edit:/ Engraving nolonger means a item is high quality. Engraving can be done on any item starting at r9.
High quality items will now say ''professional grade''
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Twin wrote on 2015-07-17 05:52
Engraving nolonger means a item is high quality. Engraving can be done on any item starting at r9.
High quality items will now say ''professional grade''
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koroifox wrote on 2015-07-21 17:31
I think they should have a rwby event, and have all the main character weapons. Make scythes there own weapon class, explosive gauntlets, weisses sword a wand, and blakes uzi knives. I think alot of people would love this and I wish ther was a way to do this.