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abc33kr wrote on 2013-03-20 07:03
Quote from ca25nada;1052047:
So I just logged in and checked the R1 damages:
[SPOILER="Spoiler"]It's the same.[/SPOILER]
Magic revamp is planned. It did not actually happen yet.
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JoeyDee9 wrote on 2013-03-20 07:03
Equiv rain casting is better than ever. It just takes some wind and water crystals to cast. All special alchemy crystals were removed and it just deducts the base crystals from your inventory.
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Yakumo Yukari wrote on 2013-03-20 07:05
Quote from JoeyDee9;1052046:
Let the day 1 testing fizzle out. I'm can almost guarantee some changes will be made to what we see today.
If you've ever played D&D all heavy armors come with a dex penalty (and a magic penalty but apparently mabi doesn't agree with that). It makes perfect sense to take a reduction to dex while wearing heavy armor. And it does by no means kill hybriding, you just have to suck up the loss of piercing and balance and deal with it. I know a player who does fighter in heavy armor because he likes the extra defense, the game isn't all about damage. Heavy armor may become a defensive players dream while light armor becomes a damage players paradise.
Because the standard for other games is totally the same for Mabi, right?
Just like people saying wearing heavy armour doesn't give you magic penalties.
And it's more hybridding with a bow. Goodness gracious, we can't wear armour and a bow if we want to, even though that was a perfectly valid combination used in actual medieval warfare.
But fashionogi.
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JoeyDee9 wrote on 2013-03-20 07:06
Magic was changed, the core damage formulas was. As a test I did a 5k standing non crit blaze. The first charge of thunder was also dealing over 1k damage. It seems magic just got a damage buff while alchemy was remastered.
This is with non upgraded wands and roughly 600 int. the maximum amount of damage a Mage can now possibly do now scares me.
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Anwell wrote on 2013-03-20 07:07
Quote from abc33kr;1052048:
Magic revamp is planned. It did not actually happen yet.
So there aren't any changes to magic damaging increases on the Rosemary, Hebona Set, or Ego wands yet on the test server? Are they atleast planning to? Since they are already planning to change the magic titles and % on enchants.
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ca25nada wrote on 2013-03-20 07:14
Quote from abc33kr;1052048:
Magic revamp is planned. It did not actually happen yet.
Test server. Also it was specifically regarding the base damages for magic skills.
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abc33kr wrote on 2013-03-20 07:21
Quote from ca25nada;1052053:
Test server. Also it was specifically regarding the base damages for magic skills.
http://mabinogi.gameabout.com/bbs/view.ga?id=310&row_no=13729&page=1
I thought the magic revamp that makes the formula final damage = base + charge*m.atk did not actually apply yet.
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Yakumo Yukari wrote on 2013-03-20 07:22
Quote from JoeyDee9;1052051:
Magic was changed, the core damage formulas was. As a test I did a 5k standing non crit blaze. The first charge of thunder was also dealing over 1k damage. It seems magic just got a damage buff while alchemy was remastered.
This is with non upgraded wands and roughly 600 int. the maximum amount of damage a Mage can now possibly do now scares me.
I somehow knew this was coming but didn't want to lose hope. Magic and alchemy renewal = Now you can only play as mages and alchs, everything else is severely underpowered and got hit with the nerfstick. Dammit Nexon.
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Mixleplex wrote on 2013-03-20 07:26
I wear a colossus armor set to go with my colossus when I use puppets. If heavy armor does severely nerf my dex... Aw man! Love the Alchemy and Magic buffs though.
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Yakumo Yukari wrote on 2013-03-20 07:33
Quote from Mixleplex;1052060:
I wear a colossus armor set to go with my colossus when I use puppets. If heavy armor does severely nerf my dex... Aw man! Love the Alchemy and Magic buffs though.
Lots of this. The good folks over in korea should take note of this post.
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Eliirae wrote on 2013-03-20 07:33
Quote from Yakumo Yukari;1052058:
I somehow knew this was coming but didn't want to lose hope. Magic and alchemy renewal = Now you can only play as mages and alchs, everything else is severely underpowered and got hit with the nerfstick. Dammit Nexon.
People can still do 10k+ smashes and 10k+ crash shots. As well as 6k windmills and all sorts of crazyness.
Mages being able to do that or more when they have to charge up their skills for 5+ seconds doesn't nerf everything else.
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Yakumo Yukari wrote on 2013-03-20 07:35
Quote from Eliirae;1052064:
People can still do 10k+ smashes and 10k+ crash shots. As well as 6k windmills and all sorts of crazyness.
Mages being able to do that or more when they have to charge up their skills for 5+ seconds doesn't nerf everything else.
The nerf to everything else isn't magic doing more damage. That's GOOD.
People can only do that kind of damage with reforges unless you're practically endgame, anyway.
The nerf to everything else is killing balance with (most) weapon types and nerfing hybridding.
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Locke wrote on 2013-03-20 07:36
You're complaining because the two most over-powered skill sets in the game got a little nerf, while the two weakest sets got a buff, roughly balancing them? Okay. How about this, all magic and alchemy takes five years to load and does 1 damage per charge, while if you so much as tap any enemy in the game with an arrow or lance, it dies the most horrible and painful death imaginable. I mained giant melee, how do you think I feel about the nerf? Sure it sucks, but you have to realize that it was deserved.
Hybrids can still put out massive damage, consistently. It's not as spectacular as it is now, but does it need to be? I think you may be overreacting a bit, not to mention that if it's really as considerable a nerf as you think it is, that means other people will inevitably complain and it'll get changed.
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Yakumo Yukari wrote on 2013-03-20 07:39
Quote from Locke;1052066:
You're complaining because the two most over-powered skill sets in the game got a little nerf, while the two weakest sets got a buff, roughly balancing them? Okay. How about this, all magic and alchemy takes five years to load and does 1 damage per charge, while if you so much as tap any enemy in the game with an arrow or lance, it dies the most horrible and painful death imaginable. I mained giant melee, how do you think I feel about the nerf? Sure it sucks, but you have to realize that it was deserved.
No, it's not deserved.
The solution isn't to nerf other skillsets, it's to buff magic and alchemy (which they've done). Don't put words into my mouth.
Nerfing other skillsets and buffing magic and alchemy isn't "balanced".
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Locke wrote on 2013-03-20 07:47
My point is that these skill sets have caused a gross over-centralized meta game in which, to be successful, you go to the either Ranged, which undoubtedly needed some sort of nerf purely from the merit of the power creep it represents, or melee, which while being a very good go-to option for stable damage, also is over-powered in its own right and is showing signs of power creep. The nerf is minor, and if anything, would bring these two skill sets that have been basically the only competitive sets as far as damage output for a while, and lower them to the level that magic and alchemy are put to due to their buff.
If anything is getting a truly noticeable nerf from this update, it would be puppeteer, and puppeteer has needed some sort of nerf since it was released. Sure, it takes dedication to two stats to achieve "end-game" puppeteer damage, but even the average player with just one of these stats fairly high can decimate almost anything hard-mode and below with high ranked puppet skills.