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Friggerton wrote on 2013-04-09 16:54
Instant casting = instant charging with no mana cost? I might actually dabble in magic now if it won't cut into my limited crash shot mana pool.
:skip:
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Kenero wrote on 2013-04-09 16:59
Quote from Friggerton;1065499:
Instant casting = instant charging with no mana cost? I might actually dabble in magic now if it won't cut into my limited crash shot mana pool.
:skip:
That's right... any intermediate spells cast by instant cast consumes no mana.
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Tropa wrote on 2013-04-09 17:00
Quote from Iyasenu;1065497:
please be a bug, lmao.
30 damage? good god no.
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radionoise wrote on 2013-04-09 17:09
Would be funny if it isn't a bug and now there is a place for "tanking" like there is in other MMOs.
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ironwoman wrote on 2013-04-09 17:11
[spoiler]
피어싱
Piercing
- 몬스터 ëŠ¥ë ¥ì¹˜ì— ì˜í•œ ë°©ì–´ ìƒí–¥ê³¼ 보호 ì ìš© ê³µì‹ ë³€í™”ì— ì˜í•´ 피어싱 효율ì´
ê°ì†Œí•˜ì˜€ìŠµë‹ˆë‹¤.
The effectiveness of piercing has been reduced by buffing the monster's defense and protection
- ì´ì— 대한 ë³´ì™„ì„ ìœ„í•˜ì—¬ 피어싱 ë ˆë²¨ 당 ë°©ì–´, 보호 ê°ì†Œ 수치를 ìƒí–¥ ì¡°ì •í•˜ì˜€ìŠµë‹ˆë‹¤.
- To compensate, the amount of Defense/Protection per piercing level has been buffed => This is what I like to hear :]
차징 횟수와 ê´€ë ¨í•œ ê³µì‹ ìˆ˜ì •
Formula Change regarding #of charges
- ìºë¦í„° ëŠ¥ë ¥ì¹˜ì— ì˜í•´ ì¡°ì •ëœ ìˆ˜ì¹˜ê°€ 차징 íšŸìˆ˜ë§Œí¼ ì ìš©ë˜ë„ë¡ ìˆ˜ì •ë˜ì–´ 최종 대미지가
ìƒí–¥ ë˜ì—ˆìŠµë‹ˆë‹¤.
- someone... help (???) -# of charge applies the value of character stats by the # of charges (assuming this is int/magic attack) now, so the max damage output by magic is higher (yay!)
- ë§ˆë²•ì˜ ê²½ìš° 마법 ê³µê²©ë ¥ 수치, ì—°ê¸ˆìˆ ì˜ ê²½ìš° ëŠ¥ë ¥ì¹˜ì— ì˜í•œ 수치 ì¡°ì •ì´ ìžˆìŠµë‹ˆë‹¤.
- There has been adjustments for magic attacks for magic, and ability adjustments for alchemy.
[/spoiler]
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Mentosftw wrote on 2013-04-09 17:15
Tanking will never be attained in mabi in the traditional sense of luring aggro permanently and not letting your party get hit.
Basically the closest thing we'd ever get is a giant using wind guard.
Anything else is not practical because the tanker would be stunlocked indefinitely.
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Perfectio wrote on 2013-04-09 17:22
Wouldn't surprise me. Thing is Mana Shield has always been hilariously overpowered, we just haven't noticed it because of how dependent most of us are on it. Considering that without reforge or a lot of MATK we can reduce incoming damage by about 60%.
Think of how much content MS obsoletes ALONE:
Prot/Defense
Wounds (and thus methods of healing wounds like First Aid/Wound Healing Potions)
Healing/Party Healing
Imo current Rank F or so efficiency should be base rank 6 efficiency, and an uncapped MS should have current rank 9 or so at rank 1.
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Friggerton wrote on 2013-04-09 17:53
If we were to incorporate realism: blunt weapons should ignore a % of def, since that's what they're made to do (since you usually can't slash through metal armor.) Just a thought.
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Zeo wrote on 2013-04-09 17:57
Quote from ironwoman;1065507:
[spoiler]
차징 횟수와 ê´€ë ¨í•œ ê³µì‹ ìˆ˜ì •
Formula Change regarding #of charges
- ìºë¦í„° ëŠ¥ë ¥ì¹˜ì— ì˜í•´ ì¡°ì •ëœ ìˆ˜ì¹˜ê°€ 차징 íšŸìˆ˜ë§Œí¼ ì ìš©ë˜ë„ë¡ ìˆ˜ì •ë˜ì–´ 최종 대미지가
ìƒí–¥ ë˜ì—ˆìŠµë‹ˆë‹¤.
- someone... help (???) -# of charge applies the value of character stats by the # of charges (assuming this is int/magic attack) now, so the max damage output by magic is higher (yay!)
- ë§ˆë²•ì˜ ê²½ìš° 마법 ê³µê²©ë ¥ 수치, ì—°ê¸ˆìˆ ì˜ ê²½ìš° ëŠ¥ë ¥ì¹˜ì— ì˜í•œ 수치 ì¡°ì •ì´ ìžˆìŠµë‹ˆë‹¤.
- There has been adjustments for magic attacks for magic, and ability adjustments for alchemy.
[/spoiler]
So the formula apply for each charge now, instead of only one, for Magic and Alchemy? If so... that's good, which mean our magic endgame will be slightly higher than what we can get with endgame current formula.
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Johny wrote on 2013-04-09 18:01
Quote from Iyasenu;1065484:
30 minutes is still FAR too long of a cooldown for a regular skill.
They should think about lowering its cooldown to something similar to the other "Limit Break" skills, like Final Hit/Final Shot/Frenzy.
Maybe not as low as Frenzy's 3 minute cooldown, but like 5 minutes like Final Hit/Shot would be much more manageable, wouldn't it?
Doesn't matter how much damage it does, an enemy that dies from 5k damage won't give any more rewards if it dies from 30k damage.
And with a casting time like that, I don't think people would wanna choose that slow, bloated-cooldown, meteor strike over other more spammable magics/skills except in certain circumstances. And that huge AP cost does not suit a "situational" skill.
Well consider this then....at rank 1 the skill has a damage base of 12000 damage....
Let's assume Meteor strike gets a massive boost from magic attack....1000+ int= 200 magic attack...stave can have a potential 84 magic attack from special upgrades...so 284+ 60 from fire mastery...+52? from upgrades....396 magic attack...+ another 40 m. atk from fire master title...+ another 60 from magic attack enchants...
496 magic attack...I really can't imagine how huge of a boost it will be, but considering one of the training requirements said "Deal 300,000 damage on enemies" I'm pretty sure it MIGHT be able to hit for 120,000 damage non-crit at rank 1... imagine doing that kind of damage every 6 minutes....yea....
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Kenero wrote on 2013-04-09 18:02
Overall... this is a buff/nerf to mages.
Buff in that mages can now run with intermediate magic, can instant cast spells with no mana and 5 charges, have a one hit skill (Meteor Strike), and can move by casting.
It's a nerf in that in general, it's a nerf in damage and in terms of charges.
However, what mages lose in damage, they gain utility (able to move and cast int spells) in combat.
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radionoise wrote on 2013-04-09 18:02
The new lance has a small chance to freeze enemies like ice dragon.
The new knuckle can increase damage by 12.5% for 8 seconds.
They now join their sister bow that has 15% damage unlimited arrows to form the triforce of OP weapons.
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Zeo wrote on 2013-04-09 18:05
Quote from Kenero;1065535:
Overall... this is a buff/nerf to mages.
Buff in that mages can now run with intermediate magic, can instant cast spells with no mana and 5 charges, have a one hit skill (Meteor Strike), and can move by casting.
It's a nerf in that in general, it's a nerf in damage and in terms of charges.
However, what mages lose in damage, they gain utility (able to move and cast int spells) in combat.
So you're telling me that the editted formula from this new patch doesn't do much? That's lame. I'd rather do higher damage than have better utility because I want to deal more damages, and even with the "utility" Many other skillsets will still outdamage us, even if we can instant-cast every 3 minutes or uses Meteor Storm every 30 minutes. :l
I'm really upset about this.
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Johny wrote on 2013-04-09 18:06
Quote from Kenero;1065535:
Overall... this is a buff/nerf to mages.
Buff in that mages can now run with intermediate magic, can instant cast spells with no mana and 5 charges, have a one hit skill (Meteor Strike), and can move by casting.
It's a nerf in that in general, it's a nerf in damage and in terms of charges.
However, what mages lose in damage, they gain utility (able to move and cast int spells) in combat.
So they didn't fix the formula?
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FallenDanny wrote on 2013-04-09 18:07
Quote from Kenero;1065535:
Overall... this is a buff/nerf to mages.
Buff in that mages can now run with intermediate magic, can instant cast spells with no mana and 5 charges, have a one hit skill (Meteor Strike), and can move by casting.
It's a nerf in that in general, it's a nerf in damage and in terms of charges.
However, what mages lose in damage, they gain utility (able to move and cast int spells) in combat.
So the New formula wasn't changed to apply to each charge after the 1st? Someone said earlier that it did. :what: