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Darkboy132 wrote on 2015-08-26 20:25
[SIZE="4"]
Tanking:[/SIZE]
Taunt:
- Now learnable by all races. As a human, I'd like to be useful to my party by directing all aggro to me and leaving my party mates out of harm.
- Lure cap removed.
- Range increased to 10m for Humans/Elves and 15m for Giants.
- Taunt animation sped up at higher ranks, reduced to 0.5 seconds at rank 1.
- Taunted enemies' aggro can no longer be stolen throughout its duration until the Taunter dies (in similar vein to Divine Link), even if another person uses Taunt. Only applies to Giants.
- Taunt duration is doubled when used under the effects of Wind Guard.
Berserk:
- Removed. This skill is redundant due to Wind Guard, and I don't think Humans/Elves should have pseudo-stun and knockdown immunity, keeping in line with Giants as effective tankers. Also not really necessary anymore due to Rage Impact.
Wind Guard:
- No longer usable if a Lance is equipped alongside.
- Now allows walking.
- Potion restriction removed.
- Skill limit restriction removed, sans any skill that moves the character a large distance (Assault Slash, Charge, Evasion, etc.).
- Frozen Blast no longer cancels Wind Guard.
- Wind Guard now renders the user immune or untargetable to certain skills (e.g. Poison, Ice Spear freezing, Frozen Blast, Puppet's Snare, etc.) if Defense skill is up, like Berserk and some Advanced Heavy mobs.
- Defense and Protection bonus reduced to 60, resulting in less massive numbers and encouraging Defense skill.
- Defense's Party Defense bonus moved to Wind Guard and applied to all its ranks, with its range increased to 10m and Defense increased to 20, and now gives 10 Protection, 10 Magic Defense, and 5 Magic Protection.
- Stamina use increased to 10 for loading and 2 per sec while activated.
Defense stat:
- Strength:Defense ratio reduced to 20:1 or 30:1.
Defense skill:
- Renamed to Block or something that differentiates from Defense stat.
- Damage reduction effect removed.
- Animation lock on blocking removed, allowing immediate action once it triggers.
- Cooldown reduced by half and allows only the use of normal attacks while active when used under Wind Guard.
- Party Defense moved to Wind Guard.
Counterattack:
- No longer causes invincibility frames.
- Giant damage increased to 300% from opponent and self.
- Human/Elf damage increased to 250% from opponent and self.
- Now factors in the user's critical rate.
- Animation lock on countering removed, allowing immediate action once it triggers.
- Cooldown reduced by half and allows only the use of normal attacks while active when used under Wind Guard.
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Darkboy132 wrote on 2015-09-06 21:37
Quote from revdb;1284238:
[UB]Summon Golem[/UB]
At rank 1, 10% chance to randomly summon a magic golem instead of a snow golem. Master title increases golem stats by 10% and adds an extra 10% chance to summon a magic golem. When summoning a shadow golem, if that summon would have normally produced a magic golem, you get a magic shadow golem with massively increased stats, skill ranks and movement speed. Unnerf golems (give back r1 windmill and cylinder size modifier) and give golems instant skill load like players.
I think the idea of being able to summon Magic Golem out of a chance would be interesting. However, I don't think it needs to be bigger again, wasn't it considered OP because of its massive size heavily contributing to Windmill range back then?
[SIZE="4"]Alchemy:[/SIZE]
I've fiddled with it recently and I do feel some lackluster in it.
Shadow/Theatre Mission Crystal Reward:
- Now a completely separate, guaranteed reward from the main drop.
Tower Cylinder:
- Can now use all alchemy skills, including Elemental Wave.
- Now has a mastery skill:
- Alchemy Range and Efficiency increase moved to this mastery skill. So it no longer has them by default, and requires players to work for it.
- Decreases Install action load time to 4.5 in ranks C-A, 4.0 in ranks 9-6, 3.5 in ranks 5-2, and 2.5 at rank 1.
- Rank 9 effect: Knockback no longer cancels Install.
- Rank 5 effect: Gives the Tower Cylinder wheels, enabling it to walk.
Ice Mine:
- Dungeon restriction removed, allowing it to be placed in field areas. Other players cannot trigger it and won't be hit by it unless in PvP.
- Frozen enemies can now be hit but take less damage like Ice Spear.
- Now uses Water Crystals in crafting rather than Ice Spear.
- Dual Gun and Ninja can now target Ice Mines.
Alchemy Mastery:
- Remove "Make a crystal with/without magic" and give all their training points to "Make a crystal".
- Include Metal Conversion as a new training requirement.
- Split "Call an ally or create a structure" training requirement into two separate methods.
- Include Hydra Transmutation under "Call an ally".
- Include Rain Casting under "Create a structure".
Elemental Alchemy:
- All alchemy skills now train "Defeat an enemy" with all respective alchemy element skills, rather than being solely limited to Water Cannon, Flame Burst, Sand Burst, Wind Blast, and Heat Buster.
Mana Crystallization:
- No longer has anything to do with magic, with their crystals removed.
- Renamed to "Crystallization", with its icon and description altered.
- All alchemy skill crystals that were removed in Enlightenment can now be recreated with this skill, and now drop in missions again. Also allows creation of basic elemental crystals. This skill increases their crafting success rate.
- Skill crystals produce additional effects to their respective skill, such as increased damage, range (Wind Blast), chance effect (Frozen Blast), etc.
- Now has crystals for Water Cannon, Wind Blast, Sand Burst, Flame Burst, Heat Buster, and Hydra Transmutation. Additionally can create Magic Golem crystals.
- Option added to use the skill crystals over the basic elemental crystals.
- Eabha no longer trades crystals for gold.
- Training requirements modified to include all alchemy crystals, but varies by rank.
Metal Conversion:
- Mini game now has a 100% chance to reward ore fragments if completed successfully. Gem chance doubled (10% at rank 1) and Diamond chance increased by 10x (5% at rank 1).
Transmutation:
- "Succeed in Mana Crystallization" removed, leaving only "Succeed in Crystal Production", increasing its training difficulty by requiring other transmute methods.
Wind Blast:
- Can now be charged multiple times up to 5x, which increases range. Now affected by Chain Cylinder as a result.
- Load time increased to 0.5 sec.
- Base range reduced due to the above, resulting less range at 1/2 charge but equal at 3 and more at 4/5 charges.
Sand Burst:
- Can now be charged multiple times up to 5x, which increases blind duration. Now affected by Chain Cylinder as a result.
- Load time increased to 0.5 sec.
- Base blind duration reduced due to the above, resulting less duration at 1/2 charge but equal at 3 and more at 4/5 charges.
Flame Burst:
- Charge count effect changed from damage to number of hits. A single charge's damage is now always that of full five-charges from previous damage increasing effect.
- Max number of charges is now based on rank; F-6 is 3, 5-2 is 4, and 1 is 5 (equivalent to the current max number of hits).
Barrier Spikes:
- Dungeon restriction removed, allowing it to be placed in field areas. Other players ignore the spikes' collision and cannot directly attack it unless in PvP.
- Reflect damage now affects all damage sources (the thing can reflect Stomp, which isn't directly physical), ignores Defense and Protection, and can kill.
- Reflect damage now affects players in PvP.
- Player Health bonus changed from reflect damage bonus to spike health bonus.
- No longer cancels if setup fails due to some error message. This here is incredibly irritating, getting canceled and forcing me to reload the skill.
- Load time decreased to 1 sec.
- Despawn time decreased to 1 sec, almost immediately after the spikes touch the ground.
Rain Casting:
- Deaggro effect removed.
- Thunder effect now starts at Rank 5 and its damage increased to 100~ per tick.
- Now amplifies Frozen Blast's freeze chance.
- Training requirement "Defeat an enemy with Water Cannon under cloud" changed to "Use Water Alchemy under cloud".
- Now amplifies Wind Burst and Shock damage.
- Training requirement "Use Wind Alchemy under cloud" added.
- Load time reduced to 5 seconds (1 sec cylinder, 4 sec cloud). How in the world does this take longer to make than a giant flaming meteor?
- Cooldown is now invoked after it has finished loading rather than during.
- Water Crystal requirement reduced to 2.
- No longer uses Clay Crystals.
Frozen Blast:
- Damage effect now harms all targets in its range rather than only the selected target.
- Physical Defense decrease changed to Magical Defense and increased to 30.
- Physical Protection decrease changed to Magical Protection and increased to 15.
Shock:
- Damage increased to 500~ and give it the ability to crit. For an "advanced" alchemy spell that's both difficult to acquire and get past Novice, why is it so damn weak?
- Shocking monsters and PvP players now damages them.
- Elemental Wave: Water buildup changed to Fire. This is a fire elemental skill, not a water one.
Life Drain:
- Give the damaging knockback portion the ability to crit.
- Lost Health damage bonus now also restores health rather than just doing only damage.
- Now usable at full health, but skips to the damaging knockback portion.
- Now usable in Dark Knight Disarm, but doesn't heal and skips to the damaging knockback portion.
- Wind Crystal requirement reduced to 1.
- Elemental Wave buildup changed to 25% Water/Fire/Wind/Earth.
Summon Golem:
- revdb's magic golem idea.
- Rank 5 effect: No longer switches back to user if they are hit unless incapacitated.
- AI improvements here and there.
- Give the Golem Genesis instant loading skills.
- Give the Golem Rank 1 Giant Renovation Stomp.
- Revert Windmill rank back to 1. Our Chandelier/Giant Gold Spider forms have significantly larger range than player characters, but nowhere huge compared to the old Golem's range. With the Golem's max size around/slightly higher than the spiders, it wouldn't be doing much harm as it was back then.
- Elemental Wave buildup changed to 15% Water/Fire/Wind/Earth. Golem's attacks additionally buildup 1% of each per hit.
Hydra Transmutation:
- Magic Defense reduction reduced to 20.
- Magic Protection reduction reduced to 10.
- Hydra can now critical. Damage is lowered a bit to compensate in the event it reaches ridiculously high numbers.
- Now triggers Hide cooldown immediately after setup.
- Hydra is now a mob like Barrier Spikes and Summon Golem, meaning it can be attacked and killed. All ticks will force aggro onto it if the mob hasn't been aggro'd.
Elemental Wave:
- Can now be used when any Attribute Marble reaches 100% rather than requiring all four. Has no effect on the buildups of attributes that have yet to reach 100%.
- Training requirements "Use a Water/Wind/Clay/Fire Enhanced Skill" added.
- Current attribute marble bonus values halved at 50-99%, now requiring 100% to get the full bonus.
- Attribute marble reset now occurs after using an enhanced skill, rather than on Elemental Wave's usage.
- Water Cannon: Fires up to ten scattershot Water Cannons at random targets in front of the user, each hit dealing 15% damage. Also increases damage distance range, doing more damage on further targets. Also immediately triggers Chain Cylinder even if its on cooldown. Only consumes 100% Water Attribute.
- Wind Blast: Fires a sonic blast of wind, increasing gale range and hits all targets in its linear path. Also immediately triggers Chain Cylinder even if its on cooldown. Only consumes 100% Wind Attribute.
- Sand Burst: Pumps powerful blasts of earth into the ground, which erupt under and around the target. In addition to becoming a small area of effect around the target, blind inflicted requires up to five hits to remove. Also immediately triggers Chain Cylinder even if its on cooldown. Only consumes 100% Clay Attribute.
- Flame Burst: Becomes a spinning ballerina of flaming death, attacking as an 360 degree area of effect, and deals up to three extra hits. Also immediately triggers Chain Cylinder even if its on cooldown. Only consumes 100% Fire Attribute.
- Barrier Spikes: Summons one, two side-by-side, or three triangle form iron/copper/silver/gold/mythril spikes with increased Health, Defense, Protection, and damage reflect, and reflects up to 100% wounds. Counted as a single entity for Barrier Spike limits. Only consumes 100% Clay Attribute.
- Rain Casting: Creates a gigantic cloud that rains faster and higher damaging thunders (even for the lower ranks), along with bigger boosts to production and gathering rate, and a chance for +1 extra item. Only consumes 100% Water and Wind Attributes.
- Heat Buster: Splash damage increased to 100%, now matching the initial target's received damage. Now only consumes 100% Fire Attribute.
- Frozen Blast: Now only consumes 100% Water and Wind Attributes.
- Life Drain: Draining portion now heals wounds.
- Shock: Additional damage replaced with 0.5~1 sec faster discharge. Now only consumes 100% Wind and Fire Attribute.
- Hydra Transmutation: Hydra appears larger and three of the four heads spit fire, water, and wind breaths like Uroboros. In addition to a larger attack radius and more health and defense, each breath has varying effects. Consumes only 100% Clay Attribute.
- Earth: Unchanged, being more "balanced" of the four.
- Fire: More damage, halved defense cut.
- Wind: Defense cut changed to force walk (like white Uroboros).
- Water: Double defense cut, less damage.
Golden Time:
- Duration removed, no longer resetting Attributes to prior values and maintaining them at 100%.
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Kapra wrote on 2015-09-07 02:26
- Shadow Missions and Theatre Missions no longer have alchemy crystals (with the exception of Arats) in their main end chest drop pool.
- A second drop pool added that contains Fire Crystals, Water Crystals, Wind Crystals, Clay Crystals, Arrows, Bolts, and Mana Bullets.
- Something from this drop pool will always spawn from the chest (in addition to the regular rewards) but only one of them. With arrows, bolts, and mana bullets each having a 25% chance of dropping and each crystal type having a 6.25% chance of dropping.
- I would say the same being done with Dungeons but editing existing dungeon rewards would be nearly impossible due to shitty coding.
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Roflorz wrote on 2015-09-07 03:11
Quote from Kapra;1285928:
but editing existing dungeon rewards would be nearly impossible due to shitty coding.
Not that you'd be the one to be editing any of this even if it were possible, so I don't see why you're concerned with that. + Why isn't this the case for SM/TM rewards?
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Kapra wrote on 2015-09-07 04:58
Quote from Roflorz;1285932:
Not that you'd be the one to be editing any of this even if it were possible, so I don't see why you're concerned with that. + Why isn't this the case for SM/TM rewards?
Why Dungeons are shit:
http://mabination.com/threads/84901-Dungeon-Drop-Mechanics
Dungeons being so tied to the core of the game is probably one of the big contributing factors why they decided to make Shadow Missions, which aren't as dependent. (And why they still haven't updated dungeons. . .) Just guessing though.
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Darkboy132 wrote on 2015-09-11 18:30
Create books similar to "It's a 'paper airplane' that flies" and "Enchant, Another Mysterious Magic". The latter seemed like a pretty damn helpful in-game tip, but removing it and not replacing it are probably going to leave novice enchanters clueless.
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Roflorz wrote on 2015-09-11 19:03
Quote from Darkboy132;1286322:
Create books similar to "It's a 'paper airplane' that flies" and "Enchant, Another Mysterious Magic". The latter seemed like a pretty damn helpful in-game tip, but removing it and not replacing it are probably going to leave novice enchanters clueless.
I doubt many people actually read through most of these books. And there's a wiki for a reason.
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Kapra wrote on 2015-09-12 00:31
Quote from Darkboy132;1286322:
Create books similar to "It's a 'paper airplane' that flies" and "Enchant, Another Mysterious Magic". The latter seemed like a pretty damn helpful in-game tip, but removing it and not replacing it are probably going to leave novice enchanters clueless.
You realize the enchant book was from a homestead fishing event right? I don't think it'd have much of an effect on novice enchanters. Unless they searched the wiki and found out the book exists through there. In which case, I created an
Archived Category on the wiki a few years ago just for things like this, and added those books into the category yesterday, so novices can still find the book if they look (and doubtful they know the book exists if they don't look).
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Kapra wrote on 2015-09-19 05:10
- In Commerce, there is now a cooldown for when a bandit can respawn in a spot that it just died in. For the love of god stop showing up in the same spot 3 times in a row with less than a 5 second gap.
- The bandit spawning AI is now smart enough to not spawn bandits right on top of players who are in commerce.
- Bandits can no longer block paths completely, always leave a gap so the vigilant people can be rewarded, rather than punishing people for doing commerce in general.
- Remove the cooldown that is forced upon you when you revive at the same spot multiple times. The bot problem isn't worth effing people over for. And if you REALLY want to be greedy, at least make Nao not take five hours to revive you.
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Darkboy132 wrote on 2015-09-19 06:09
Quote from Kapra;1286872:
Remove the cooldown that is forced upon you when you revive at the same spot multiple times. The bot problem isn't worth effing people over for. And if you REALLY want to be greedy, at least make Nao not take five hours to revive you.
Wasn't it originally there to counter people from spawning in place during raids or something? Kind of a pointless thing though since the landmarks aren't so far away from the boss.
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- Active Life Talent Production and Gathering EXP Bonuses is now solely restricted to the respective talent, rather than all talents benefiting.
- Active Life Talent Smuggler notice now only applies to Mercantile or Treasure Hunter talents.
- Commerce Mastery:
- Now increases the chance of finding an Outlaw in their homestead.
- Now has a chance to negate merchant rating decrease from trading with Smuggler.
- Remove the damage penalty on Backpacks and Handcarts so it's more newbie friendly.
- Bandit spawn now scales with the party's average goods, if applicable, rather than only the person who triggered it. This here is to prevent a pair of newbies and experienced people coming across Master bandits left and right who will constantly murder the former.
- Scale Outlaw Hunting to be based on Shadow Mission total level so newbies can do it and not get mauled by Veteran/Master bandits.
- Outlaw bounty auto increases every few minutes and/or increase the player theft bounty. 10% of every player's stolen goods seems really, really low.
- Expand ducat shop, such as putting in demonic mats.
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Kapra wrote on 2015-09-19 06:15
Quote from Darkboy132;1286876:
Wasn't it originally there to counter people from spawning in place during raids or something? Kind of a pointless thing though since the landmarks aren't so far away from the boss.
Then if they insist on Commerce only being in Uladh and Raids only being in Iria, they should make it only do that in Iria.
Quote from Darkboy132;1286876:
- Commerce Mastery:
- Now increases the chance of finding an Outlaw in their homestead.
I don't like the idea of Commerce Mastery influencing bounty hunting, would rather that be its own separate entity or skill (though that sounds like a weird skill).
Am I the only one who thought Part Time Job Mastery would've been a thing in Merchant Talent? Its like they literally just made Commerce Mastery in G17 so Gold Strike has some talent to go to and not be by itself or thrown in Adventure talent.
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Darkboy132 wrote on 2015-09-19 06:22
Quote from Kapra;1286877:
Then if they insist on Commerce only being in Uladh and Raids only being in Iria, they should make it only do that in Iria.
Ah right... It heavily penalizes solo commerce. :sigh:
I don't like the idea of Commerce Mastery influencing bounty hunting, would rather that be its own separate entity or skill (though that sounds like a weird skill).
Hunting Mastery! But now that you mention it, it does kind of sound awkward.
Am I the only one who thought Part Time Job Mastery would've been a thing in Merchant Talent? Its like they literally just made Commerce Mastery in G17 so Gold Strike has some talent to go to and not be by itself or thrown in Adventure talent.
Ehhh, never really thought about a mastery for Part Time Jobs, since it's horribly outdated. Would be nice to have it revamped one day.
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Kapra wrote on 2015-09-19 06:30
Quote from Darkboy132;1286879:
Hunting Mastery! But now that you mention it, it does kind of sound awkward.
[Image: http://ft.trillian.im/d8946682d6c7da7bef24121282783a3ada1b2a88/6BEyGW2VGABCmi6epwmGOZq7vO41f.jpg]
^Forever alone. =<
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Darkboy132 wrote on 2015-09-20 03:35
Drastically increase Whole BBQ Bear and Lead profit, along with other commerce items like these. Despite being a limited item, no one ever trades them compared to Triple Pasta or Highland Ore because they're literally worthless.
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Kapra wrote on 2015-09-20 03:56
Heat Crystals and Palala Crystals in Taillteann are literally the same thing. Make one of them be different.