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Johny wrote on 2013-03-20 21:54
Anyways, by the looks of this info, armor will finally have a purpose in this game!
Also, I just noticed, but mages with high int (over 1000!!!!) will be able to effectively tank advanced magic spells? 50% damage reduction on top of mana shield? Hmmm....(It's not like a mage cannot do this already but, even with 1150+ int a fireball from a ghost still kills half my mp D: )
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Iyasenu wrote on 2013-03-20 21:56
Does prot still lower the chance you'll get hit with a critical hit by 2% per prot?
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M wrote on 2013-03-20 21:56
Quote from Johny;1052574:
Anyways, by the looks of this info, armor will finally have a purpose in this game!
Also, I just noticed, but mages with high int (over 1000!!!!) will be able to effectively tank advanced magic spells? 50% damage reduction on top of mana shield? Hmmm....(Not like a mage cannot do that already but, even with 1150+ int a fireball from a ghost still kills half my mp D: )
protection formula is altered. 50 protection would not be 50% per se
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Johny wrote on 2013-03-20 22:01
Quote from ╔╦╗╒╕║╒╕;1052577:
protection formula is altered. 50 protection would not be 50% per se
If I read the formula correctly, it went like this: 50/(50+protection)
That means that 1000 int= 50 magic protection= 50/(50+50)=0.5=-50% damage. o3o Unless its different with magic prot?
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radionoise wrote on 2013-03-20 22:03
Quote from ironwoman;1052559:
Can you redirect me to Marle's formula then? I can't find it. Lances still do more damage in general than other melee weapons right? I'm assuming the penetration will still have good effect. If not, I regret making a lance recently :u
Supposedly it's (damage -def)*(50/(50+prot)).
I haven't seen a source for it, however. But if you look at that formula, reducing 16 prot on a 50 prot enemy would be around the same as only reducing 10 prot on a 50 prot enemy with our current formula. Besides, the less effective high prot is, the less it is necessary to debuff it.
On top of that, the defense part of lance piercing becomes pretty much useless if you can already negate most enemy defense with high dex.
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Johny wrote on 2013-03-20 22:06
Quote from radionoise;1052586:
Supposedly it's (damage -def)*(50/(50+prot)).
I haven't seen a source for it, however. But if you look at that formula, reducing 16 prot on a 50 prot enemy would be around the same as only reducing 10 prot on a 50 prot enemy with our current formula. Besides, the less effective high prot is, the less it is necessary to debuff it.
On top of that, the defense part of lance piercing becomes pretty much useless if you can already negate most enemy defense with high dex.
Unless you have lancers that wear heavy armor.
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Friggerton wrote on 2013-03-20 22:09
(read through about the first 10 pages)
Highlights for me (human ranger): that extra piercing damage ought to be nice. And...
[SIZE="5"]CELLO[/SIZE]
I love cello, and hope that they'll have those out by the time I start on harvest song to help with life skills. :skip:
EDIT
"Luck
- Increases the chance of automatically avoiding a ranged attack"
Awww....
Well, I'll be happy if they bring these out to compensate
http://wiki.mabinogiworld.com/view/Finest_Special_Arrow
:thumb:
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Zekkii wrote on 2013-03-20 22:31
That means one single point of protection reduces nearly 2%, while one hundred reduces less than 67%. Quite similar to the magic attack formula we have right now, it gets less effective the higher you get (in a way at least).
For lances, this is both bad and good. If a monster has 16 protection in the test formula, they would receive a 32% (66/50) boost with piercing level 8 from the protection portion of piercing (pierces 16 protection) where it would have been a smaller boost in our current system of 19% (100/84). However, for 90 protection mobs the same lancer would receive a 12% (140/124) boost in the test formula, where they would receive a 260% boost (26/10) in the current system.
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Johny wrote on 2013-03-20 22:32
Quote from Friggerton;1052591:
"Luck
- Increases the chance of automatically avoiding a ranged attack
This is a bit unnecessary methinks...unless Devcat plans to get rid of point and aim system....
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Perfectio wrote on 2013-03-20 22:33
So pretty much, instead of a good update that makes magic at least somewhat worth using, magic got the G13 treatment while physical classes now has easy access to Ancient Darkness (or Conceptual/Sight Avenger if pure melee/a giant) with 2 accessories, along with slashed armor costs to boot.
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Johny wrote on 2013-03-20 22:50
Quote from Perfectio;1052610:
So pretty much, instead of a good update that makes magic at least somewhat worth using, magic got the G13 treatment while physical classes now has easy access to Ancient Darkness (or Conceptual/Sight Avenger if pure melee/a giant) with 2 accessories, along with slashed armor costs to boot.
And natural Defense and Protection growth, and a new "piercing" stat apparently.
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Kingofrunes wrote on 2013-03-20 22:51
Quote from Perfectio;1052610:
So pretty much, instead of a good update that makes magic at least somewhat worth using, magic got the G13 treatment while physical classes now has easy access to Ancient Darkness (or Conceptual/Sight Avenger if pure melee/a giant) with 2 accessories, along with slashed armor costs to boot.
Not exactly. There's more to it than that. Not to mention they're not done with the magic revamp. This is just the first of many changes and all of these changes are highly likely to change by the time it's finalized. It is a TEST server after all.
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Zekkii wrote on 2013-03-20 22:52
Quote from Perfectio;1052610:
So pretty much, instead of a good update that makes magic at least somewhat worth using, magic got the G13 treatment while physical classes now has easy access to Ancient Darkness (or Conceptual/Sight Avenger if pure melee/a giant) with 2 accessories, along with slashed armor costs to boot.
From the sounds of it, they're not finished working on magic. It's probably best to wait and see how it turns out, I get the feeling a lot is going to be changed with this update in particular.
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Friggerton wrote on 2013-03-20 22:59
Quote from Johny;1052607:
This is a bit unnecessary methinks...unless Devcat plans to get rid of point and aim system....
Which I certainly wouldn't mind - though magnum shot and crash shot would perhaps be too easy to use (which I also wouldn't mind.)
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ironwoman wrote on 2013-03-20 23:10
Quote from radionoise;1052586:
Supposedly it's (damage -def)*(50/(50+prot)).
I haven't seen a source for it, however. But if you look at that formula, reducing 16 prot on a 50 prot enemy would be around the same as only reducing 10 prot on a 50 prot enemy with our current formula. Besides, the less effective high prot is, the less it is necessary to debuff it.
On top of that, the defense part of lance piercing becomes pretty much useless if you can already negate most enemy defense with high dex.
Well, this is a rough guess... but is it possible that there might be separate calculation for lance?
For example, one of the possibilities I was thinking was this: (damage -def)*(50/(50+prot))*(1+lance piercing), where the prot would stay the same, but there would be a multiplier because of lance piercing? I know I haven't seen real tests with lances yet with this system, but just wandering, it's just one of my wild guesses :x
Either way, I feel like lance would still be a good weapon to keep, since 10% is still a good boost. Is there a break point where dual wielding swords will beat lance?
Also, isn't it possible that this new formula might not get implemented at all in real servers?