-
Spaghedeity wrote on 2012-08-04 08:24
Quote from Darkboy132;926271:
-Increase Dischord Damage by 100% for all ranks (600% at Rank 1).
-Increase Dischord Effect Duration to 7 seconds starting from Rank 9 and to 10 seconds starting from Rank 5.
-Allow player Normal Attacks and Smash to bypass enemy Intuition and Reserve Attack.
As for the dischord buff, maybe. It'd be nice if the dischord damage could at least stack against my weapons windmill. Increased duration, maaaybe. You realize the poison only lasts for 3 hits at all ranks.
As for the bypassing intuition, no. I like that, because it makes you think about a damn enemy, instead of just "RUN UP AND SMASH GO GO DO IT AGAIN".
lf>more interesting AIs
-
Darkboy132 wrote on 2012-08-04 08:30
Quote from Spaghedeity;926380:
As for the dischord buff, maybe. It'd be nice if the dischord damage could at least stack against my weapons windmill. Increased duration, maaaybe. You realize the poison only lasts for 3 hits at all ranks.
As for the bypassing intuition, no. I like that, because it makes you think about a damn enemy, instead of just "RUN UP AND SMASH GO GO DO IT AGAIN".
lf>more interesting AIs
Hits? You mean seconds? 3 is too short.
Seems kind of unfair that all Fighter Skills and Dischord can bypass Intuition...
-
Spaghedeity wrote on 2012-08-04 08:49
No I mean hits... the slowdown lasts much longer than the poison. The poison lasts for three hits, as in, it will deal damage 3 times.
-
iloveyou wrote on 2012-08-04 15:13
Quote from Darkboy132;926383:
Seems kind of unfair that all Fighter Skills and Dischord can bypass Intuition...
Classless game bro, just go rank them if you don't want to bother with intuition. Let not forget smash have a low cool down compare to fighter skill/dischord.
-
Maiqtheliar wrote on 2012-08-04 21:51
Long boredom post.
[SPOILER="Spoiler"]Thoughts
Ego weapons
uncap to 100
exp amount needed from 40+ is repeated
Can see total exp for an ego stat and exp until next level.
daily food for egoes. can be fed to ego 10 times a day, changes daily and is random.
Gives 100 times to value, ranges from hairbands to gems to dustin armors, but no gacha only items.
All items give 20% more exp, no cap to single item exp (meaning no 10% cap anymore).
Can ego exploration tikka cane, cooking knife, and fishing pole.
Bow down to the inevitable 500 max iron mace.
Magic
10 int per magic attack.
Holy magic added.
Holy magic is mostly support.
Holy magic skills: heal, party heal, mana shield, holy magic mastery, blaze, bless, revive.
Holy magic mastery r1 would be 20% less mp cost for healing spells, 10% less for the others. 20% more of an effect for all skills except mana shield, which gets 15%
more of an effect.
Bless will confer blessed and holy (without the dura usage of holy of course) effects on an item, but a failure will take away one min' dura from the item. 50% chance
of success at rN, goes up by 2% per rank. Magic attack/defense has no effect.Master title increases success rate by 12% (making it 100% with r1 holy magic mastery).
Cast time is 2 seconds and takes 50 mp at any rank per use.
Revive takes 3 seconds to load, 50 mp used. rN revives your ally at 5% hp. Every rank increases the amount healed by 5%, starting at r9 6% stamina is recovered per
rank, starting at r5 7% mp is recovered per rank. Master title increases hp recovery by 10%, stamina recovery by 10%, and mp recovery by 10%.
Alchemy
Will and int increase the effectiveness.every 30 will/int is 1% more damage, which stacks with mastery skills.
Summon golem goes back to what it was before, although with 20% less overall damage.
Wind blast can do collision damage.
Dark alchemy added.
Skills include: life drain, life expulse, energy shield, invert alchemy, dark alchemy mastery.
Dark alchemy mastery increases effectiveness of dark alchemy skills by 20% at r1.
Life drain deals damage dependant on how much hp you drain, being 10x damage for the amount of hp drained at r1.
Life expulse afflicts you with the drained status and puts your hp at 1, you do 9x the damage it does to you to all enemies around you. The attack range is equal to
that of life drain.
Cannot use life drain while drained.Drinking any hp potion or using healing magic will kill you while under the effects of drained. No one can use life expulse until
30 seconds after the last one was used. Healing from others is half as affective while drained. Not effected by will/int amount.
Energy shield is mana shield, but half as effective and it takes stamina. Not usable with mana shield, makes stamina elixirs go away in 1 minute instead of 5.
Invert alchemy is a toggle skill, makes alchemy skills have different effects. Dark alchemy mastery and the respective alchemy mastery increases the damage, only
effects attack alchemy. Cooldowns, load time, etc is the same as normal. No inverted life drain.
Inverted water cannon pulls the enemy towards you, if the enemy is close enough it does 10x damage compared to normal water cannon.
Inverted flame burst attacks once for the damage of all the bursts, to the enemy, splash range of hailstorm.
Inverted wind blast pulls the enemy towards you from up to twice the range of a bolt spell. The enemy is then stunned for .2 seconds per rank of wind blast, it also
does damage depending on how far the enemy was.
Inerted sand burst immobilizes the enemy, time the enemy is inert depends on sand burst rank and enemy cp compared to yours.(still no good for damage)
Inverted heat buster has fireball explosion radius and does a fifth of the damage of normal heat buster in that radius every 3 seconds for 15 seconds.
Inverted shock can only be used on a single monster, does 20x the damage of shock every 5 seconds for the normal time duration to that enemy.
[/SPOILER]
-
Aubog007 wrote on 2012-08-04 23:10
Quote from Tropacat;926372:
[SIZE="3"]New Class: Elemental Bender[/SIZE]
[SPOILER="Spoiler"]This class allows one to Manipulate an Element, This requires focus and practice, but once you master it, you'll be able to do amazing things.
• Skill damage/Effects are effected by a Base stats and Elemental enchants. [Str = Fire] [Int = Water] [Dex = Wind] [Will = Earth]
- Elemental damage will be displayed on the Charterer screen.
- The cap for this is 500, 1 damage every 10(X Stat)
- This means you can get up to 50 base Elemental damage, enchantless.
• Requires no Weapons to use, not effected by any held weapons.
• Unlike Alchemy, You cannot use it consistently, a Bar/Gauge will be displayed when you start uses Elemental bending attacks. When using Bending attacks, the Bar will decrease but will slowly rise when Bending skills aren't in use. When the Gauge drops to 0%, the user is unable to use Any Bending skills for 3-minutes.
- Gauge count is 50, 75 with Rank1 Elemental Manipulation Mastery
- Gauge Points restore 1 point each second
• Constant use of One element will increase damage, if you use another Element, the damage bonus will disappear.
• Using a different Element after another will not reset the Gauge.
• Ignores Critical Protection.
Manipulation Mastery
Allows one to truly understand the abilities of Elemental bending, ranking will increase your damage as well as adding to useability.
• Adds damage to all Bending skills and Gauge Points
r1: 10% Damage / +25 Gauge Points
[SIZE="3"]Fire Skills[/SIZE]
[SPOILER="Spoiler"]
Flare Cannon
[SIZE="1"]The caster charges a compressed ball of heat and then fires it into the target, it can explode on impact.
• Has splash damage, Splash damage is half of Target's damage
• Range is 1000
rF 500% Damage / 1.5sec load time / 8 Gauge Points
r9 1000% Damage / 1.4sec load time / 6 Gauge Points
r5 1750% Damage / 1.3sec load time / 6 Gauge Points
r1 2500% Damage / 1.2sec load time / 5 Gauge Points[/SIZE]
Overheat
[SIZE="1"]The caster will cause the surrounding area to rise drastically in temperature causing damage to all enemies.
• Damages all enemies in the area over time as well as increase Fire Elemental damage
• 30 Second Cooldown time
• Doesn't Crit
rF 50% damage per every 5 seconds / Prep time 2sec / Duration 25sec / 15 Gauge Points / Increases Fire Elemental Damage by 5%
r9 100% damage per every 5 seconds / Prep time 2sec / Duration 30sec / 14 Gauge Points / Increases Fire Elemental Damage by 10%
r5 250% damage per every 5 seconds / Prep time 2sec / Duration 40sec / 12 Gauge Points / Increases Fire Elemental Damage by 15%
r1 400% damage per every 5 seconds / Prep time 2sec / Duration 50sec / 10 Gauge Points / Increases Fire Elemental Damage by 20%[/SIZE]
Spark Blitz
[SIZE="1"]The user Rapidly shoots small balls of fire out of his/her hands, be aware this can take a toll on the Elemental gauge.
rF 75% Damage per shot / 15 shoots max / 5sec Cooldown / 1.5 Gauge Points per shot
r9 150% Damage per shot / 20 shoots max / 5sec Cooldown / 1.5 Gauge Points per shot
r5 300% Damage per shot / 25 shoots max / 4.5sec Cooldown / 1.5 Gauge Points per shot
r1 450% Damage per shot / 30 shoots max / 4sec Cooldown / 1 Gauge Points per shot[/SIZE]
Volcanic Kick
[SIZE="1"]The user jumps into the air and delvers a devastating blow on the target by slamming his/her foot, leaving them with a burn.
• Need to hit the target at least once to use this.
• 10 Second Cooldown time
• Has splash damage
rF 1000% / Burn damage per-sec 300% / Burn Duration 5sec / 30 Gauge Points
r9 1750% / Burn damage per-sec 500% / Burn Duration 7sec / 27.5 Gauge Points
r5 2500% / Burn damage per-sec 750% / Burn Duration 8sec / 25 Gauge Points
r1 3000% / Burn damage per-sec 1000% / Burn Duration 10sec / 20 Gauge Points[/SIZE]
Singe Assault
[SIZE="1"]The user covers the whole body with flames then charges at high speeds. This will hit all enemies in his/her path.
• 50 second Cooldown time
• All enemies hit will be knock-backed and receive the same amount of damage.
• The user picks the detection where to charge to(Much like Focus fist)
• Takes 3seconds to prepare
rF 500% Damage / 800 Charging Range / 30 Gauge Points
r9 1000% Damage / 1000 Charging Range / 28 Gauge Points
r5 2500% Damage / 1200 Charging Range / 26 Gauge Points
r1 3000% Damage / 1500 Charging Range / 25 Gauge Points[/SIZE][/SPOILER]
[SIZE="3"]Water Skills[/SIZE]
[SPOILER="Spoiler"]Riptide
[SIZE="1"]Allows the user to manipulates two balls of water and ruthlessly lashes out on the target, ending with a slam.
• Hits 5 times, the last hit does the most damage.
• 8 Second cooldown time.
• Can attack from 400 distance.
rF 250% Per hit / 500% Final hit / 3.5 Gauge Points per hit
r9 650% Per hit / 1300% Final hit / 3 Gauge Points per hit
r5 800% Per hit / 2000% Final hit / 3 Gauge Points per hit
r1 1000% Per hit / 2500% Final hit / 2.5 Gauge Points per hit[/SIZE]
Undertoe
[SIZE="1"]The user controls a unit of water and binds the target, the target will be unable to move and is open to all attacks.
• Doesn't work on monsters that have Advanced heavy stander.
• Binded monsters will have increased damage on them.
• 1200 range.
• 10 second Cooldown time.
rF 3sec Bind time / 50% extra damage done on Target / 15 Gauge Points
r9 7sec Bind time / 75% extra damage done on Target / 13 Gauge Points
r5 11sec Bind time / 100% extra damage done on Target / 11 Gauge Points
r1 15sec Bind time / 150% extra damage done on Target / 10 Gauge Points[/SIZE]
Whirlpool
[SIZE="1"]The user controls a spinning mass of water that damages all enemies near the user.
• The user cannot move while the skill is in play, but still can attack with any skills that don't require movement.
• Can be canceled by clicking the hotkey.
• 15 second Cooldown time.
• 3 second Prep time.
• Enemies caught inside the Whirlpool will be stunned and pushed out.
rF 50% damage per second / 250 Range / 10sec Duration / 20 Gauge Points
r9 100% damage per second / 300 Range / 20sec Duration / 18 Gauge Points
r5 150% damage per second / 450 Range / 25sec Duration / 16 Gauge Points
r1 200% damage per second / 500 Range / 30sec Duration / 15 Gauge Points[/SIZE]
TidalWave
[SIZE="1"]The User uses a massive amount of energy and summons a giant Tidalwave then sends it at his/her unsuspecting foes.
• Has a Large/wide AoE
• The user is unable to move for 3seconds after using the skill.
• 10 second prep time
• 3 Minute Cooldown time
rF 2000% damage / 1200 range / 50 Gauge Points
r9 2500% damage / 1400 range / 48 Gauge Points
r5 3000% damage / 1700 range / 45 Gauge Points
r1 3500% damage / 2000 range / 40 Gauge Points[/SIZE][/SPOILER][/SPOILER]
Like what you see? I'll do Air and Earth if I get good responses. :oops:
Yes, I know, I should tweak around with the Damage, I don't wanna make this Class overpowered, though I want this to be a secondary class.
p.s. Couldn't come up with any real good names. :/
[SIZE="1"]*Expecting Negative comments, mostly from people who don't read the whole thing.*[/SIZE]
Just watched an entire season of avatar.
WOULD be... Interesting.
-
Tropacat wrote on 2012-08-04 23:23
Quote from Aubog007;926759:
Just watched an entire season of avatar.
WOULD be... Interesting.
I love Avatar, I really do want a Elemental Bending class in Mabinogi, It could work.
But it would just be another Alchemy/Magic clone.
-
Darkboy132 wrote on 2012-08-06 06:32
-Remove the log-out penalty. Seriously just why the hell is it there...
-Allow Shadow Spirits to be absorbed w/o being in Demigod.
-
Slayerj wrote on 2012-08-06 07:37
Upgrades for headgear, leg gear/footwear, and glove/gaunts. They do NOT personalize the item how ever.
Upgrades include def/prot/and a few PDs.
Cloth stuff has 2 upgrades with 3 for the hat while light armor has 3 with 4 for the hat and heavy just has 4 for all of it.
New 'robes' that are more like cloaks/capes/idk what to refer to them as. They just hide a bit of the player. Like something that goes over the left or right side of the player or just a cape or what not.
New shields for all races, new axe weapons, new xbow weapons, new lances, large setup style instruments. These new instruments can not deal dmg ad take .8 seconds to set up but have a base music buff of 1-2 and music buff OR music duration upgrades.
HW can now be bought in the ducat shop for 50k for a stack.
Healing, Party healing, and Blaze, along with Range magic shield and Mana shield are now part of a non elemental mastery. The buffs to these skills are very minor and the entire mastery is only 100ap for 25int and 25mp total.
Fire shield, Ice Shield, and Lighting shield are now all effected by their respected elemental mastery and now increase how effective they are as well as reduce the MP cost. The shields are now changed to a passive buff that stick with anyone for (rank F) 30 seconds (rank 1) 160seconds. As well to this now your attack is changed to that element, as well is the extra dmg given by this increase by the rank and fire mastery rank. Example: the fire dmg then an extra 3 if the mob has no element, 2 if the mob is lighting element, 1 if the mob is fire element (or none), and 8.5 if the mob is ice element. (rank F)
The range in which the buff is delivered is still the same as it is now and does not increase. The caster is free to walk about and do any skill but if they do any other shield, even if they are out of range, the buff will disappear.
-
Darkboy132 wrote on 2012-08-06 08:41
Quote from Slayerj;927724:
Upgrades for headgear, leg gear/footwear, and glove/gaunts.
What about Robes?
-
Slayerj wrote on 2012-08-06 09:17
Quote from Darkboy132;927746:
What about Robes?
Most robes just hide the character's looks. It would be a tad unfair to most that want to keep their looks without paying for the decorative crap to get a bit of extra prot or def or what ever a robe might add. How ever I guess reforging for them for passive things like stomp, poison, -mp/sp use, ect.
-
Yoorah wrote on 2012-08-07 21:53
Quote from Araria;925246:
I can count one sealstone that has been broken by someone who hasn't quit on Ruairi.
Armelle, also from my guild, is another active seal breaker. She broke the Sliab Cuilin one. I got Abb Neagh, but I'm not very active these days. So maybe it's like 1.5 active users. :D
-
Slayerj wrote on 2012-08-07 22:20
100k gold bag. 3x2 spaces for 60k in any general shop.
150arrow/bolt bundles for humans in the shop. They cost around 400 more gold than a 100. (XD idk I'm not getting on JUST to check how much arrows cost and the wiki...may it R.I.P.)
75short/long jav bundles for 3-5k more.
AUTO reload function added. If you run out of arrows/bolt or javlins while in combat, you will automatically reload their item slot with the next ones in your inventory. The arrow/bolt/jav is determined the same way as hitting a hot key for drinking a potion.
AUTO drink MP/SP pot added. Drink a MP or SP hot when MP or SP fall bellow a number you set. (can not be more than 10% of your MP or SP) There is no HP version of this however and the MP one turns off when Mana Shield is on.
Play dead and Rock throw added for giants. Rock throw does 1dmg from giants.
Stomp now has instant load time with a .8 second cool down time. The cool down time does not decrease and starts after the animation for the skill is over.
New combat setting for range in the options menu. This setting is only activated if it is turned on from the options menu and you have a range type weapon equipped. (Not a javelin however.) Upon targeting a mob the skill will fire after you click and once the skill cool down is over (all .1 seconds of it lol) you will load the skill again and start to aim.
-
Tropacat wrote on 2012-08-07 22:25
Make Peaca Int worth running.
-
Yoorah wrote on 2012-08-07 22:31
The fun of running Peaca Int is worth it. D: