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Maenad wrote on 2012-07-24 11:59
Quote from Spaghedeity;916624:
The way you wrote it says that damage done to an ally is deducted from your MP. Basically your mana shield affecting them, with double the effiency of regular mana shield.
It has actually 3x the efficiency, with master title. But that's because you can use it on up to 7 people.
But yeah, you can't just cast it on eachother.
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Spaghedeity wrote on 2012-07-24 12:01
Less OP then, but it looks too interesting for devcat to consider qq
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Zyferous wrote on 2012-07-24 13:36
Quote from Araria;916615:
Fairly certain that since the damage is TRANSFERRED, not simply deducted from your own MP, if two people used it on eachother, it'd completely cancel out the individual effects.
I don't get it. If person A and person B use it on each other, when person A gets hit, person B loses x number of MP. When person B gets hit person A loses x number of MP. It wouldn't cancel out, because neither of them are taking direct damage from any attack. Essentially, person A gets mana shield at 3x efficiency using person B's mana pool and vice versa. So yes, this makes mana shield worthless in anything non-solo.
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Maenad wrote on 2012-07-24 13:54
Quote from Zyferous;916664:
I don't get it. If person A and person B use it on each other, when person A gets hit, person B loses x number of MP. When person B gets hit person A loses x number of MP. It wouldn't cancel out, because neither of them are taking direct damage from any attack. Essentially, person A gets mana shield at 3x efficiency using person B's mana pool and vice versa. So yes, this makes mana shield worthless in anything non-solo.
The damage is transferred to you. Person A casts on person B. Person B gets hit and person A takes that damage. Person B then casts on person A and gets hit, causing a scenario where person A would take damage, but afflicted by the status, person B intercepts that damage. Infinite loop ensues.
Conclusion: Doing so cancels the status to counteract the channel crash that would ensue from the channel trying to resolve an infinite loop.
Technicalities don't matter when it can easily be said that as a balancer, casting it on eachother cancels it out.
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Zyferous wrote on 2012-07-24 14:06
Quote from Araria;916671:
The damage is transferred to you. Person A casts on person B. Person B gets hit and person A takes that damage. Person B then casts on person A and gets hit, causing a scenario where person A would take damage, but afflicted by the status, person B intercepts that damage. Infinite loop ensues.
Conclusion: Doing so cancels the status to counteract the channel crash that would ensue from the channel trying to resolve an infinite loop.
Technicalities don't matter when it can easily be said that as a balancer, casting it on eachother cancels it out.
Well, all you'd have to do is have the damage go directly to the mp pool, similar to mp lost when charging spells.
Anyways, it sounds interesting, but I think the mana efficiency should be LESS than that of mana shield.
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Maenad wrote on 2012-07-24 14:08
Quote from Zyferous;916676:
Well, all you'd have to do is have the damage go directly to the mp pool, similar to mp lost when charging spells.
Anyways, it sounds interesting, but I think the mana efficiency should be LESS than that of mana shield.
I think the mana efficiency should be MORE than mana shield, but scale with the number of affected allies. Less than Mana Shield with 1 or 2 allies, but more with 3 or more.
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Darkboy132 wrote on 2012-07-26 05:23
Pursuit Mastery?
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Darkboy132 wrote on 2012-07-27 21:10
-Merge Dischord with Smash. Keep the skill itself, but have it rank up as Smash is being ranked.
-Show stats/effects of all Trans and Demigod skills.
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Darkboy132 wrote on 2012-07-27 21:10
-Merge Dischord with Smash. Keep the skill itself, but have it rank up as Smash is being ranked.
-Show stats/effects of all Trans and Demigod skills.
-Rank 1 Sword Mastery: Lets Humans wield Giant Swords and Elves wield Human Two-Handed Swords.
-Rank 1 Blunt Mastery: Lets Humans wield One-Handed Giant Weapons.
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Maiqtheliar wrote on 2012-07-27 22:00
Quote from Darkboy132;919549:
-Merge Dischord with Smash. Keep the skill itself, but have it rank up as Smash is being ranked.
-Show stats/effects of all Trans and Demigod skills.
-Rank 1 Sword Mastery: Lets Humans wield Giant Swords and Elves wield Human Two-Handed Swords.
-Rank 1 Blunt Mastery: Lets Humans wield One-Handed Giant Weapons.
If we're going along those lines, let giants dual wield claymores at r1 sword mastery, axes for r1 axe mastery, and at r1 blunt mastery we should triple wield blunts. That or let giants use glas's swords.
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Maiqtheliar wrote on 2012-07-27 22:00
Quote from Darkboy132;919549:
-Merge Dischord with Smash. Keep the skill itself, but have it rank up as Smash is being ranked.
-Show stats/effects of all Trans and Demigod skills.
-Rank 1 Sword Mastery: Lets Humans wield Giant Swords and Elves wield Human Two-Handed Swords.
-Rank 1 Blunt Mastery: Lets Humans wield One-Handed Giant Weapons.
If we're going along those lines, let giants dual wield claymores at r1 sword mastery, axes for r1 axe mastery, and at r1 blunt mastery we should triple wield blunts. That or let giants use glas's swords.
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Aiyas wrote on 2012-07-27 22:34
I'm all for giants being able to dual wield axes.
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Monarchist wrote on 2012-07-27 23:00
That would be a bit over-powered; dual wield francisca's.
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Slayerj wrote on 2012-07-27 23:14
How about both humans and giants just get dual wield axes?
instrument egos that increase the buff bonus and duration as well as dmg. Male gives a stronger buff, female gives a longer buff in the end.
Skills now tell (in their skill icons on your skill bar and window) what they do exactly (like discord does).
Even more bard enchants. More Sword enchants. More Axe enchants. More blunt enchants. More 2h enchants. More wand enchants. More bow enchants. More crossbow enchants.
The effects from magic music have a chance to activate WITH bard skills at rank 9 playing with 40% chance, and 5% more every rank. (Let me clarefy that you can only play stat + song effects at rank F-2 and any effect at rank 1)
Hovering the mouse over your loaded skill will tell you the dmg is should do on a mob with 0 def and 0 protection and no element.
Using handy craft you can now pack firewood into campfire kits (removing them from the cash shop but replacing them with some camp fire kit that as a bonus or something lol)
The same can be done with tents but they can only hold 3 people and require a lot of work.
The enchant bundle quest at Belvast can be done up to 10 times per character per real life day now.
All instruments can be artisan and S/R upgraded.
Friends list amount tripped. (lol) And can be better organized now.
Enduring performance change. At rank 9 it adds a 50% hp regain buff, and at rank 1 it's only 100% It also only activates with a perfect or inspiring performance. At rank D the skill also adds magic def. (A total of 10% at rank 1, playing perfect adds 1, and inspiring adds 3. This part is not effected by music playing rank or enchants)
Lullaby now keeps mobs asleep for a TINY bit longer. (I think I'm the only one that wants this cus fffff nothing is ever asleep long enough for me to so much as smack it, and I got elf speed on my bard @,@)
New action added, book writing. Players can buy books from the shop in Dunbarton and write up to 40 pages in them. Players are limited to 5 books of their own, but may trade and read others. (Events may be held with this in the future~)
And lastly, gem max size increase to 15cm. 10.01cm-15cm are 5x rarer than 3 10cm diamonds in a row. They give a lot more stats to egos as well as offering some very special rewards from NPCs. They can be found in Iria and from ancients (VERY rarely) as well as a 0.1% drop rate from some elite missions.
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Slayerj wrote on 2012-07-27 23:14
YAY! Fucking double post~ =,=