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Romanji wrote on 2012-08-08 17:56
Quote from Aubog007;929047:
The only fun thing my guild does on mabi is camp people with pvp or adniel each other in SMs.
Or troll.
Bliss loves to troll.
I only EvG when people ask me to.
When its on and people attack me I normally try to make it as enjoyable for everyone as it possibly can be. Then turn it off. Its a waste of durability.
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Tropacat wrote on 2012-08-08 18:44
ForFun
[SPOILER="Spoiler"]Minecraft Talent
• Mining Mastery
• Hoe Mastery
• Axe Mastery
• Sword Mastery
• Sheep Sheering Mastery
• Handicraft
• Blacksmithing
• Refine
• Enchant
• Potion making
• Carpentry
• Cooking
Level 15: +20 Str, +15 Dex, +30 Stamina
Level 16: +40 Str, +30 Dex, +80 Stamina[/SPOILER]
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Aubog007 wrote on 2012-08-08 19:07
Quote from Romanji;929401:
I only EvG when people ask me to.
When its on and people attack me I normally try to make it as enjoyable for everyone as it possibly can be. Then turn it off. Its a waste of durability.
I just freeze people.
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Johny wrote on 2012-08-09 01:42
I've had an idea about chain-casting for a while now. Now with g17 adding talents with a ranking system, i finally found a base for my idea. Here goes:
(Warning: wall of text!)
Mabinogi chain-casting mastery skill.
Special, modified version of chain-casting for players. Casts additional charges when skill is active. Mana useage equal to the cost of all charges + additional cost depending on rank. Additional mana cost is reduced each rank depending on the amount of charges. Speed Cast is increased depending on the skill rank. Wand durability loss increased by 50% when skill is active.
Skill acquirement: Speak to Berched about skills after Grand Master for mage has been acquired.
Quest:?
Details:
Additional charges are cast depending on skill rank when skill is active. This skill can be toggled on and off.
-Mana cost reduction from elemental and/ or bolt masteries is ignored when this skill is active.
-This skill is not stack-able with meditation (cannot have meditation and Chain-casting active at the same time).
-Mana cost is equal to the mana cost of all charges + the additional percentage depending on rank (i.e. rank f chaincasting, 3 charge r1 lightningbolt costs: 15+24%= 15*(1+.24)= 18.6 mp consumed. Mana cost reduction on wands or equipment affect mana cost).
-Cast-speed increase is equal to the base cast speed of 1 charge+ the additional cast time increase depending on rank (i.e. rank 1 chain-casting and fireball: 4+50%= 4*(1+.5)=6 second cast time. Cast time upgrades on wands affect cast-time).
-Intermediate magic can be chain-cast with this skill at rank 5. Intermediate magic cannot chain-cast without the use of wands or a staff.
-Hailstorm and Blaze are unaffected by this skill.
-Wand/Staff Durability loss is increased by 50% when this skill is active.
-Fusion bolt cannot be used when this skill is active.
-Proposed stat increase at rank 1 chain-casting: 40 int, 75 mana points
Rank N: Chaincasting +1, Additional mana cost +10%, Cast Speed increase +6%
Rank F: Chaincasting +2, Additional mana cost +24%, Cast Speed increase +18%
Rank E: Chaincasting +2, Additional mana cost +22%, Cast Speed increase +17%
Rank D: Chaincasting +2, Additional mana cost +20%, Cast Speed increase +16%
Rank C: Chaincasting +2, Additional mana cost +17%, Cast Speed increase +15%
Rank B: Chaincasting +2, Additional mana cost +15%, Cast Speed increase +14%
Rank A: Chaincasting +3, Additional mana cost +34%, Cast Speed increase +40%
Rank 9: Chaincasting +3, Additional mana cost +33%, Cast Speed increase +38%
Rank 8: Chaincasting +3, Additional mana cost +32%, Cast Speed increase +36%
Rank 7: Chaincasting +3, Additional mana cost +31%, Cast Speed increase +34%
Rank 6: Chaincasting +3, Additional mana cost +30%, Cast Speed increase +32%
Rank 5: Chaincasting +4, Additional mana cost +60%, Cast Speed increase + 65%, Intermediate magic is able to be chain-cast.
Rank 4: Chaincasting +4, Additional mana cost +58%, Cast Speed increase +60%
Rank 3: Chaincasting +4, Additional mana cost +54%, Cast Speed increase +58%
Rank 2: Chaincasting +4, Additional mana cost +52%, Cast Speed increase +54%
Rank 1: Chaincasting +4, Additional mana cost +50%, Cast Speed increase +50%
494 ability points to acquire rank 1.
Proposed additional bonuses:
+1 magic damage per rank (rank N= +0% magic damage, rank 1= +15% magic damage, only affects magic damage when skill is active)
or
Chain-casting Mastery title bonuses;
+15% magic damage, +50 mana points, Chain-casting mana cost -25%, Chain-casting cast speed -25%
End.
Basically a skill like alchemy's chain-cylinder skill, except the chain-casting is fixed. I'm still tweaking here and about but yea this is my idea of the theoretical chain-casting skill.
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Zyrus wrote on 2012-08-09 02:05
[SPOILER="Spoiler"]
Quote from Johny;929782:
I've had an idea about chain-casting for a while now. Now with g17 adding talents with a ranking system, i finally found a base for my idea. Here goes:
(Warning: wall of text!)
Mabinogi chain-casting mastery skill.
Special, modified version of chain-casting for players. Casts additional charges when skill is active. Mana useage equal to the cost of all charges + additional cost depending on rank. Additional mana cost is reduced each rank depending on the amount of charges. Speed Cast is increased depending on the skill rank. Wand durability loss increased by 50% when skill is active.
Skill acquirement: Speak to Berched about skills after Grand Master for mage has been acquired.
Quest:?
Details:
Additional charges are cast depending on skill rank when skill is active. This skill can be toggled on and off.
-Mana cost reduction from elemental and/ or bolt masteries is ignored when this skill is active.
-This skill is not stack-able with meditation (cannot have meditation and Chain-casting active at the same time).
-Mana cost is equal to the mana cost of all charges + the additional percentage depending on rank (i.e. rank f chaincasting, 3 charge r1 lightningbolt costs: 15+24%= 15*(1+.24)= 18.6 mp consumed. Mana cost reduction on wands or equipment affect mana cost).
-Cast-speed increase is equal to the base cast speed of 1 charge+ the additional cast time increase depending on rank (i.e. rank 1 chain-casting and fireball: 4+50%= 4*(1+.5)=6 second cast time. Cast time upgrades on wands affect cast-time).
-Intermediate magic can be chain-cast with this skill at rank 5. Intermediate magic cannot chain-cast without the use of wands or a staff.
-Hailstorm and Blaze are unaffected by this skill.
-Wand/Staff Durability loss is increased by 50% when this skill is active.
-Fusion bolt cannot be used when this skill is active.
-Proposed stat increase at rank 1 chain-casting: 40 int, 75 mana points
Rank N: Chaincasting +1, Additional mana cost +10%, Cast Speed increase +6%
Rank F: Chaincasting +2, Additional mana cost +24%, Cast Speed increase +18%
Rank E: Chaincasting +2, Additional mana cost +22%, Cast Speed increase +17%
Rank D: Chaincasting +2, Additional mana cost +20%, Cast Speed increase +16%
Rank C: Chaincasting +2, Additional mana cost +17%, Cast Speed increase +15%
Rank B: Chaincasting +2, Additional mana cost +15%, Cast Speed increase +14%
Rank A: Chaincasting +3, Additional mana cost +34%, Cast Speed increase +40%
Rank 9: Chaincasting +3, Additional mana cost +33%, Cast Speed increase +38%
Rank 8: Chaincasting +3, Additional mana cost +32%, Cast Speed increase +36%
Rank 7: Chaincasting +3, Additional mana cost +31%, Cast Speed increase +34%
Rank 6: Chaincasting +3, Additional mana cost +30%, Cast Speed increase +32%
Rank 5: Chaincasting +4, Additional mana cost +60%, Cast Speed increase + 65%, Intermediate magic is able to be chain-cast.
Rank 4: Chaincasting +4, Additional mana cost +58%, Cast Speed increase +60%
Rank 3: Chaincasting +4, Additional mana cost +54%, Cast Speed increase +58%
Rank 2: Chaincasting +4, Additional mana cost +52%, Cast Speed increase +54%
Rank 1: Chaincasting +4, Additional mana cost +50%, Cast Speed increase +50%
494 ability points to acquire rank 1.
Proposed additional bonuses:
+1 magic damage per rank (rank N= +0% magic damage, rank 1= +15% magic damage, only affects magic damage when skill is active)
or
Chain-casting Mastery title bonuses;
+15% magic damage, +50 mana points, Chain-casting mana cost -25%, Chain-casting cast speed -25%
End.
Basically a skill like alchemy's chain-cylinder skill, except the chain-casting is fixed. I'm still tweaking here and about but yea this is my idea of the theoretical chain-casting skill.
[/SPOILER]
I have always wanted this except for one thing, totally game breaking. You do realize I can cast fireballs in 1.5 secs and have 3 in the air before the first hits with this pro-posed change? Allowing me to totally dominate any and all missions and dungeons without mana deflector mobs. If this was implimented I would be able to do practically anything with very little effort. 3 min lingering darkness runs? yup. 10 min elite sulphur spider runs?...maybe 15. Don't get me wrong I would celebrate this heavily...but in order to do this you need to nerf damage while active by maybe 50% and even then I could still do some serious domination.
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Tropacat wrote on 2012-08-09 02:08
Quote from Zyrus;929812:
[SPOILER="Spoiler"][/SPOILER]
I have always wanted this except for one thing, totally game breaking. You do realize I can cast fireballs in 1.5 secs and have 3 in the air before the first hits with this pro-posed change? Allowing me to totally dominate any and all missions and dungeons without mana deflector mobs. If this was implimented I would be able to do practically anything with very little effort. 3 min lingering darkness runs? yup. 10 min elite sulphur spider runs?...maybe 15. Don't get me wrong I would celebrate this heavily...but in order to do this you need to nerf damage while active by maybe 50% and even then I could still do some serious domination.
Should be watered down like Chain cylinder and only work with Bolts.
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Johny wrote on 2012-08-09 02:20
Quote from Zyrus;929812:
[SPOILER="Spoiler"][/SPOILER]
I have always wanted this except for one thing, totally game breaking. You do realize I can cast fireballs in 1.5 secs and have 3 in the air before the first hits with this pro-posed change? Allowing me to totally dominate any and all missions and dungeons without mana deflector mobs. If this was implimented I would be able to do practically anything with very little effort. 3 min lingering darkness runs? yup. 10 min elite sulphur spider runs?...maybe 15. Don't get me wrong I would celebrate this heavily...but in order to do this you need to nerf damage while active by maybe 50% and even then I could still do some serious domination.
The idea is to increase dps for mages. However you do bring up a very, very important point that has sprung up various times while asking my fellow mabi friends for opinions. It does seem very over-powering. Hence I was aiming to set it up as an end-game skill (cannot be obtained unless you are a grandmaster mage). I also attempted to extend the charge time of each chain-casted advanced magic with additional time (6 second fireballs with rank 1 chain-casting). I did not consider speed cast pheonix fire wands however, and the only way to balance that is to either 1) nerf damage, or 2) make it so this skill does not stack with cast time reduction upgrades at all and perhaps increase the cast time further from ranks 5 and up.
Indeed a very important point you have brought up.
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Johny wrote on 2012-08-09 02:28
Quote from Tropacat;929813:
Should be watered down like Chain cylinder and only work with Bolts.
We already have that.
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Zyrus wrote on 2012-08-09 02:34
Quote from Johny;929840:
The idea is to increase dps for mages. However you do bring up a very, very important point that has sprung up various times while asking my fellow mabi friends for opinions. It does seem very over-powering. Hence I was aiming to set it up as an end-game skill (cannot be obtained unless you are a grandmaster mage). I also attempted to extend the charge time of each chain-casted advanced magic with additional time (6 second fireballs with rank 1 chain-casting). I did not consider speed cast pheonix fire wands however, and the only way to balance that is to either 1) nerf damage, or 2) make it so this skill does not stack with cast time reduction upgrades at all and perhaps increase the cast time further from ranks 5 and up.
Indeed a very important point you have brought up.
Then make rank 1 +1/2 charges for inter magics instead. Would increase the DPS plenty without world domination (although I would definately dominate with that still)
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Johny wrote on 2012-08-09 02:49
Quote from Zyrus;929857:
Then make rank 1 +1/2 charges for inter magics instead. Would increase the DPS plenty without world domination (although I would definately dominate with that still)
Hmmmm~ Or~ Int magics get a 150% increase in cast time! muahaha! That would make a 10 second charge fireball, 8.6~ secs with pheonix fire wand xD. By the time your done charging that, anything that has survived will have stood up and be charging you. Thunder would charge in 7.5 seconds and Is would charge in 4. In this case IS would be the most over powering spell, but at the hefty price of 240 mp per chain-cast.
Now that I'm looking at it, this set up would effectively cut current cast time by half for int magic.
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Altava wrote on 2012-08-09 05:59
How about a Moon Gate to Sidhe Sneachta.
That'd be swell.
[S]when did they take out so many of the moongates and since when do they not run on a schedule oh my god what is this[/S]
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Ikezawa Hanako wrote on 2012-08-09 07:13
Simple change:
Elemental Reforges are now available for wands (the elemental reforge available depends on the element of the wand, and the probability of getting that element is roughly the same as getting *any* element on any non 1H weapon that is not egoed.
Elemental Reforges add damage for magic skills of that element (so Lightning 2 would give 11.1% Lightning damage, Fire 2 11.1% fire damage), etc.
This damage is added to Elemental Mastery damage, similar to elemental master titles (so Fire 2 on a PFW with Master of Fire title would give 36.1% Fire Damage total)
Staves can get any elemental reforge.
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Johny wrote on 2012-08-09 23:19
Quote from Ikezawa Hanako;929989:
Simple change:
Elemental Reforges are now available for wands (the elemental reforge available depends on the element of the wand, and the probability of getting that element is roughly the same as getting *any* element on any non 1H weapon that is not egoed.
Elemental Reforges add damage for magic skills of that element (so Lightning 2 would give 11.1% Lightning damage, Fire 2 11.1% fire damage), etc.
This damage is added to Elemental Mastery damage, similar to elemental master titles (so Fire 2 on a PFW with Master of Fire title would give 36.1% Fire Damage total)
Staves can get any elemental reforge.
This sounds interesting, but I think it would be pointless for a number of reasons. 1st reason is magic already has a natural elemental multiplier to it. Use icebolt against a red skeleton and you'll see what i mean. 2nd, I believe reforges that increase elemental mastery bonus damage already exist (well, i've seen reforges for bolt mastery damage at least, i don't know about the elemental masteries). Finally, reforges that add base damage directly to the spells are better at raising magic damage in the end IMO.
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Johny wrote on 2012-08-09 23:28
Quote from Altava;929967:
How about a Moon Gate to Sidhe Sneachta.
That'd be swell.
[S]when did they take out so many of the moongates and since when do they not run on a schedule oh my god what is this[/S]
The moongates that lead to the dungeons were taken out in g7? And as of the recent g16s2, moongates function similar to Irias mana tunnel system, except they run at night and don't recover mp (which would be nice if they did).
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Darkboy132 wrote on 2012-08-10 01:14
-Defense skill should add base Magic Defense.
-All skills that affect defense should also affect magic defense.
-Magic Mastery needs to contribute to both magic damage and defense.
-Lullaby's sleep ability and Frozen Blast's effect has a thirty second cooldown.
-Enduring Melody should increase HP regen slightly.
-Harvest Song needs to start earlier.
-Vivace should contribute to Bow/Xbow Aim Speed.
-Daily Quests that provides AP Pots.
-More Instruments, including the Violin