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Xemnas wrote on 2013-04-17 17:16
Quote from radionoise;1069616:
10 hours or so more til it goes live...
what
no
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Azareel wrote on 2013-04-17 19:57
Quote from Tropa;1069620:
Up side, see how much damage the capped alchemists will do, down side, seeing magic go down with barely a pop.
Fixed for you.
Here's to hoping the magic patch gets some last-minute changes, or that the next patch will compensate.
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Zekkii wrote on 2013-04-18 03:02
Is it time to ruin the hopes and dreams of starry-eyed young magicians everywhere yet?
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radionoise wrote on 2013-04-18 03:22
Quote from Zekkii;1069979:
Is it time to ruin the hopes and dreams of starry-eyed young magicians everywhere yet?
Good:
Meteor Strike Master = 50 magic attack. Yep, a title equivalent to 250 INT.
Scathach prefix title goes from 10 magic attack to 40 magic attack.
Okay:
Magic Weapon Mastery looks unchanged.
Dat CD:
Meteor Strike still has 30 min CD. BTW those outrageous skill requirements of "hit 100k dmg" just mean that you need to hit 10 enemies for 10k dmg, you're not actually gonna go hit 100k dmg.
Instant Cast still has 3 min CD and looks unchanged.
To learn Meteor Strike you need r1 Fireball and r1 Fire Mastery and then to complete some quest.
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Froglord of DESTINY!!! wrote on 2013-04-18 03:32
While on the topic of enemies getting a damage buff, remember that enemies before this patch did less damage than what they were supposed to do.
as an example: Shadow archers/fighters/lancers had prop weapons with 0 attack, 0 crit, 0 balance, 0 injury and 1 dura. This means that they would do less damage to players if said mob were to use bare hands (although impossible since their prop weapons are bound to them)
The same thing goes for any mob they've introduced after g9 by the looks of it, since all the mob weapons are for graphic purposes only and have no stats which hindered their performance.
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Anitiun wrote on 2013-04-18 03:35
So, did everything went live or just the new magic and alchemy changes?
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radionoise wrote on 2013-04-18 03:39
Quote from Anitiun;1070003:
So, did everything went live or just the new magic and alchemy changes?
Everything will go live soon, but not yet since maintenance is still ongoing.
Those reports are just data mined(?) findings from KR players reported shortly before game is up.
Edit:
Mage active talent bonus is now 10 INT, 5 WILL, 10 MP, 5 SP instead of just 10 INT and 10 MP.
Level-up bonus is now 0.5 INT, 0.25 MP, 0.25 WILL instead of simply 0.5 INT.
Edit2:
Maintenance extended 7 more hours.
[Image: http://puu.sh/2CfL3]
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Froglord of DESTINY!!! wrote on 2013-04-20 06:23
I'm not surprised that they forgot that other equipment are under different categories as well labeled under "heavy" and "light".
Helmets, light headgear
Boots, light footwear
Gauntlets, handwear or gloves
If they wanted this to be balanced in anyway to accommodate the damage boost of mobs, they'd allow other equipment types to gain bonuses to rather than torso light and heavy armors, while allowing normal upgrades just as well for other types of protective gears.
Then again, it's Devcat, they're not really bothering to study their players because they're making boobies in mabinogi 2 bounce at the current time to bother.
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Aubog007 wrote on 2013-04-20 14:09
For the stat caps. I can test that out when the hybrid talents come out, because i can RB as a talent that gives stamina, and once these hit r1. I will have >1k base stamina (white number) so i can test to see if it caps out at 999.
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Kaeporo wrote on 2013-04-20 14:37
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Milk wrote on 2013-04-20 15:17
I don't know why they dont just add hell glove and shoe upgrades now.