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Mentosftw wrote on 2013-03-21 07:03
People who wear heavy armor is really gonna get screwed over by having much lower balance.
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Yakumo Yukari wrote on 2013-03-21 07:04
Quote from Mentosftw;1052923:
People who wear heavy armor is really gonna get screwed over by having much lower balance.
1300 dex for capped balance
What is Nexon thinking
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Prae wrote on 2013-03-21 07:09
-Carefully treads thread-
From my understanding, that dex really only applies to the 50% of balance due to stats. I think Nexon's just trying to make balance enchants and what not, more useful, rather than the player relying solely on stats alone. Is it not still possible to reach 80% balance, even with this readjusted dex-balance ratio?
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ca25nada wrote on 2013-03-21 07:19
Quote from Mentosftw;1052914:
That curve is bs.
That curve is just a guess what the dex requirement
could be for balance +50 based on the requirements for +1 to +37.
(I personally doubt the dex requirement will be that high though; probably at 600dex at most considering that the end-game lv.1 base stats are around 800~900ish dex.)
Edit: the data for the first +1~+39 balance dex requirements for the graph supposedly came from
here
Edit2:
Quote from radionoise;1052903:
I was thinking it'd be more like 400~500 dex which seemed fair... but 1300? That's bs. ALTHOUGH I would argue the accuracy of his findings just a little, seeing as I saw an increase of 27% balance for 170 dex (or 160 if first 10 is ignored) instead of 200+ like the chart shows.
I guess this does merit a full release of Sukima's restraints so he can continue doing what he's been doing though.
The balance value on the graph should 3% higher than what is displayed.
The person who made the graph made it start from 1% balance whereas the source data started from 4% balance.
(so 36% balance on that graph actually refers to 39%)
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Aubog007 wrote on 2013-03-21 08:26
So, clothing still MAY be a bit better and balance is lulzworthy.
Balance is... Restored...Whitehorse
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December wrote on 2013-03-21 09:57
I do find it silly that players cap Balance way too early.
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Xemnas wrote on 2013-03-21 09:58
Quote from December;1052967:
I do find it silly that players cap Balance way too early.
it shouldn't be impossible for everyone except extreme end game players though.
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Kaeporo wrote on 2013-03-21 10:50
This update made balance a viable statistic instead of some silly shit that inconvenienced warriors during their first rebirth.
I'm primarily concerned with the change to defense/protection and the addition of protection piercing. With all of those additions to the game, why would you give a fuck about the balance stat?
That being said, 1300 is completely absurd. Hopefully we'll see that stat requirement lowered.
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Aubog007 wrote on 2013-03-21 10:53
Quote from Kaeporo;1052997:
This update made balance a viable statistic instead of some silly shit that inconvenienced warriors during their first rebirth.
I'm primarily concerned with the change to defense/protection and the addition of protection piercing. With all of those additions to the game, why would you give a fuck about the balance stat?
That being said, 1300 is completely absurd. Hopefully we'll see that stat requirement lowered.
I cannot respond in a serious manner without referring to puns.
... Cause everything needs a use?
Fuck it, everything needs to be balanced.
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Tropa wrote on 2013-03-21 12:17
Quote from Aubog007;1052999:
Fuck it, everything needs to be balanced.
Oh no you didn't...
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JoeyDee9 wrote on 2013-03-21 13:39
Okay, so refering back to the magic a couple pages back. While 1 charge of certain skills seem to out damage their pre-new formula counterpart is seems that the 5 charged version are drastically weaker. From my personal testing I've come up with this formula for the test server and ice spear.
(Base_Damage*Charge_Multiplier)+(Magic_Attack*Coefficient)*Mastery_Bonus
For 5 charges
(240*6.5)+(607/5*.9)*1.15=1919.649 and my character has never gone above 1919. This formula also yields 401 damage at once charge which also works out for my character. Further testing has shown that this yields my exact ice spear max with any number of charges.
After some more testing this formula has proven accurate for ice bolt, fire bolt, and lightning bolt to within 2 damage even at max charges. It also seems bolt mastery stacks with elemental mastery.
Note: I'm not quite sure where 2 damage was lost from, while ice spear testing no damage was mission but the formula is constantly 2 damage higher than my max in game.
Lets throw in my NA character stats (240*6.5)+(875/5*.9)*1.15=1975.125. Now my max damage with 5 charge IS on NA was 2721 tested on foxes the same way I did the test character.
Based on my observation and data, some magic got nerfed while others got buffed. I'll gather more data after my classes today. Anyone else feel free to pick about my formula.
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Xemnas wrote on 2013-03-21 13:42
So it is a nerf to magics?
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JoeyDee9 wrote on 2013-03-21 13:47
Quote from Xemnas;1053113:
So it is a nerf to magics?
I believe fireball and thunder got buffed, but as I don't have these on NA I can't 100% verify. I haven't yet snagged my damages for bolt spells on NA nor have I tossed my NA character through the current magic damage calculator for bolts. Only thing I'm certain of now is a nerf to IS damage with the new formula.
Edit: I also really want to test out hailstorm on test but I need to find a staff first
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Zeo wrote on 2013-03-21 14:17
Quote from JoeyDee9;1053114:
I believe fireball and thunder got buffed, but as I don't have these on NA I can't 100% verify. I haven't yet snagged my damages for bolt spells on NA nor have I tossed my NA character through the current magic damage calculator for bolts. Only thing I'm certain of now is a nerf to IS damage with the new formula.
Edit: I also really want to test out hailstorm on test but I need to find a staff first
Are you sure? So... the formula I did back on page 44 was wrong? Because at endgame Int (1500)... they do get more damage with the new formula than what we would get with current formula right now. s:
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JoeyDee9 wrote on 2013-03-21 14:23
Quote from Zeo;1053126:
Are you sure? So... the formula I did back on page 44 was wrong? Because at endgame Int (1500)... they do get more damage with the new formula than what we would get with current formula right now. s:
Okay let me clarify some more stuff I have found. Single charge damage is higher. The problem is compounded skills. Magic attack hardly means anything to them anymore. The 6.5x damage on an IS only effects the base damage. So weather your one charged or 5 the damage your int adds seems to be constant.
I'm about to look at the old formula and compare my bolt damages on test to it since I can't get on mabi right now.
Edit: if I'm right it would mean fire bolt, hailstorm, and ice spear damage is lower and everything else is higher.