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Reyaxris wrote on 2013-04-10 02:51
Quote from Kaeporo;1065909:
Several magic skills were just buffed, to include Ice Spear and Hail Storm.
I'll post some stuff.
:O Do post. Aside from the sea of magic misery, it'd be nice to see a bit of good news.
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Kingofrunes wrote on 2013-04-10 02:51
Well here's a quick vid I did of the overview of magic. I apologize for the semi bad quality here. Fraps didn't like KR Test client in windowed mode me thinks.
[video=youtube;9AJFi2O3UUA]http://www.youtube.com/watch?v=9AJFi2O3UUA&list=UU0DhyKcWbaXmDU7XfOKMXRQ[/video]
7k crit on Adv mobs and the fire damage aftermath was pitiful
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ironwoman wrote on 2013-04-10 03:00
Quote from Kaeporo;1065899:
1. Meteor Storm - Situational garbage. The load time and cooldown are both dreadful while the damage is only slightly above average.
2. Instant Cast - It seems fine to me.
3. Moving Cast - The combined stamina and mana consumption kills the usefulness of this skill.
4. Magic Weapon Mastery - I absolutely adore the bolt magic damage bonus and the intermediate magic casting rate reduction is also welcome.
Overall: Unsatisfactory.
- DevCat signficantly reduced the damage of the only magic skills which currently matter while adding a small number of highly situational AP dumps.
- DevCat should reduce the complexity of the magic talent. They should adopt the "KISS principle" (Keep it Simple, Stupid.)
There are two new ranged weapons.
Bhafelsepaer Hunter:
Damage: 12~26
Critical: 19%
Durability: 21
Pierce: Lv1
Reforge Allowed, Enchants/Upgrades enabled
Black Dragon Knight Bow:
Damage: 65~149
Critical: 40%
Durability: 22
Level 1 Pierce
Reforge Allowed, No Enchants, No Upgrades
The Bhafelsepaer Hunteress makes them broken.
Meh. I already have a nearly unlimited supply of sharp bolts, though i'm sure that a bunch of people will go nuts over the new weapons.
The new weapons:
Leanghirith Bonebreaker
25-55 min dmg, 32-64 max dmg, pierce lv 3
Special effect: Has a chance to freeze enemies for 5 seconds
Upgrades:
Max dmg +4, Bal -2 ; 16 prof ; 0~3 upgrade
Max dmg +6, Bal -2 ; 22 prof ; 1~3 upgrade
Max dmg +8, Bal -2 ; 28 prof ; 2~3 upgrade
Bal +2 ; 15 prof ; 0~3 upgrade
Bal +4 ; 20 prof ; 1~3 upgrade
Bal +8 ; 25 prof ; 2~3 upgrade
Min dmg -5, Max dmg +5, Dura -5, Pierce +2 ; 80 prof ; 3~3 upgrade
Artisan Upgrade
Gem upgrade: Max dmg +3, crit +3
Gem upgrade 2: dura +2
Leanghirith Chaser
8-16 min dmg, 20~56 max dmg
Attack speed set bonus +4
Upgrades:
Dura -1, Max dmg +5, crit +5 ; 20 prof ; 0~0 upgrade
Max dmg +4, Bal -2 ; 30 prof ; 1~1 upgrade
Max dmg +6, Bal -2 ; 40 prof ; 2~2 upgrade
Max dmg +8, Bal -2 ; 50 prof ; 3~3 upgrade
Bal +2 ; 25 prof ; 1~1 upgrade
Bal +4 ; 35 prof ; 2~2 upgrade
Bal +8 ; 45 prof ; 3~3 upgrade
Dura -2, Max dmg +10 ; 60 prof ; 4~4 upgrade
Artisan Upgrade
Gem upgrade: Max dmg +3, bal +1
Gem upgrade 2: dura +2
So lances can have potential piercing level of 10 after that godly lance gets released? I like that. Time to save even more money.
The knuckles seem, meh. Although within 8 seconds, I suppose you can do alot with the chains with 12.5% damage boost.
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Namiri wrote on 2013-04-10 03:17
I'm not sure whether I should find this ironic or not. But despite magic supposedly having the least population using it there sure are a lot of people talking about it. Meanwhile the fact that we're probably going to need 200%+ crit to even get a crit due to the protection buff that monsters got is just glossed over...
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ironwoman wrote on 2013-04-10 03:22
Quote from Namiri;1065920:
I'm not sure whether I should find this ironic or not. But despite magic supposedly having the least population using it there sure are a lot of people talking about it. Meanwhile the fact that we're probably going to need 200%+ crit to even get a crit due to the protection buff that monsters got is just glossed over...
Well, if we got a whole new formula for def/prot, damage, balance, etc, I'm sure the crit formula will change too. Or crit from stat or enchants at least.
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Anwell wrote on 2013-04-10 03:26
Int. magic and Blaze still ignore protection right? Also does Meteor Strike ignore protection?
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truefire wrote on 2013-04-10 03:59
Quote from Anwell;1065923:
Int. magic and Blaze still ignore protection right? Also does Meteor Strike ignore protection?
Hailstorm doesn't, so it's not likely. Then again, 30 minute cooldown. If they can't at least allow protection to be ignored for crit on a 30-minute cooldown skill, then something's wrong.
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Kaeporo wrote on 2013-04-10 04:02
Quote from truefire;1065935:
Hailstorm doesn't, so it's not likely. Then again, 30 minute cooldown. If they can't at least allow protection to be ignored for crit on a 30-minute cooldown skill, then something's wrong.
Skills which have an actual area of effect always ignore protection when determining your critical hit rate. Hail Storm deals splash damage, not unlike Magnum Shot.
Edit(1):
One final note:
Water Cannon, Firebolt, Ice Spear, and Hail Storm now deal 500% damage at five charges instead of 650%.
Someone verify this claim.
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Phunkie wrote on 2013-04-10 06:36
Quote from Perfectio;1065858:
>experienced mages telling you to run the fuck away from magic because of this shitty patch
>durrhurr im becoming a mage because I'm edgy and i like big numbers
Huh?
I'm becoming a Mage because it looks fun. That's all there is to it. :)
>durrhurrdurrhurr
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Slayerj wrote on 2013-04-10 07:07
I just can't stop thinking about all the ways they could have an should have done the magic change...*sigh* If anyone needs me, I'll be in the idea thread posting something before bed. T,T lol (Yes I know it's still in testing but still, it just makes me super worried..)
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Zeo wrote on 2013-04-10 11:47
Quote from Kaeporo;1065936:
One final note:
Water Cannon, Firebolt, Ice Spear, and Hail Storm now deal 500% damage at five charges instead of 650%.
Someone verify this claim.
WTF? Ice spear and Hailstorm only deal 500% now? That's even more fucked up. DevCat just love to screw up magic again and again... should've just left it at 650% for full charges.
Like people said, I know this is still in testing server but still... it make me worried that this stupid thing will actually make it out to the live server, making Magic even more useless after a while...
Especially if they don't change the formula so it would apply for each charge, not to only one charge.
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Kenero wrote on 2013-04-10 12:08
Quote from Zeo;1066085:
WTF? Ice spear and Hailstorm only deal 500% now? That's even more fucked up. DevCat just love to screw up magic again and again... should've just left it at 650% for full charges.
Like people said, I know this is still in testing server but still... it make me worried that this stupid thing will actually make it out to the live server, making Magic even more useless after a while...
Especially if they don't change the formula so it would apply for each charge, not to only one charge.
Actually we're suspecting that a lot of these changes are bugs.
Especially since Mana Shield no longer factors in defense/protection magic defense/protection to the formula..\
As well as the ability to move after casting Ice Spear.
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Tropa wrote on 2013-04-10 13:00
Quote from Kaeporo;1065936:
Water Cannon, Firebolt, Ice Spear, and Hail Storm now deal 500% damage at five charges instead of 650%.
Someone verify this claim.
This better be a glitch
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Zeo wrote on 2013-04-10 14:09
Quote from Kenero;1066087:
Actually we're suspecting that a lot of these changes are bugs.
Especially since Mana Shield no longer factors in defense/protection magic defense/protection to the formula..\
As well as the ability to move after casting Ice Spear.
I'd hope so. I'm not liking those Magic nerf changes so far...
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shogungari wrote on 2013-04-10 22:33
Sorry to break up the conversation, but would it be alright if I asked how much defense/prot the new heavy armor gives? I'm trying to see if it's worth it to skip Lance Mythril and save up for this instead. I also heard something about the armor giving a passive defense/prot bonus on top of its normal stats, but I might've misread. Can anyone clarify that?
Also, in terms of the new skill's cool down, isn't that from the perspective of someone trying to solo a missions or dungeon? Wouldn't it be better to factor in eight people?
Take Caves of Scacath for example. The trash mobs on the way to Merrow aren't worth the effort, but the ghosts and Merrow herself? That's all five meteors, and considering how powerful people are that'd deal a huge chunk of damage. Granted, you couldn't spam Lord missions, but from their difficulty I don't think they were made to be.
Also, does meteor hurt allies? It's silly to ask, but I want to make sure because a simple strategy I could do for getting all the mobs together would be to run in, windguard, taunt (which now doesn't count on CP), and hold everyone's attention while my mage buddy gets the 4 Mars Djinn needed to summon a flaming rock from space to incinerate anything not them or me.