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wildk wrote on 2013-12-26 09:03
Quote from Kaeporo;1176158:
It seems that Elemental Wave improves the duration of Shock by one second per rank, in addition to the damage and range bonuses.
I've also read that the Shadow Golem has improved skills in addition to having access to Taunt and higher stats.
Does wave do anything to frozen blast as rank increases, maybe like improve def/prot lowered, duration or range? Seems weird for the player to be able to have access to same skill with same stats even at r1.
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Kaeporo wrote on 2013-12-26 13:44
Quote from wildk;1181879:
Does wave do anything to frozen blast as rank increases, maybe like improve def/prot lowered, duration or range? Seems weird for the player to be able to have access to same skill with same stats even at r1.
Not that I know.
Shock:
+10% Damage
+15 Seconds
+300 Range
Life Drain:
+25% Explosion Damage
+10% Health Absorption
Heat Buster:
+25% Damage
+2 Extra Hits
Summon Golem:
+ Gains Taunt
+ Improved Stats (+500 Health, 295 Max at r5)
I'm been searching for more info on the skills but i've come up empty handed for the most part. Perhaps the following reference would be of use?
http://cafe.naver.com/mabinogidsg/book43614/10828
It has info on a bunch of other skills as well.
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frncsjhnhawaii wrote on 2013-12-26 15:46
With the Vate talent including close combat, how would a human warrior include alchemy into their play style? Assuming the auxiliary weapon slot is already used for another skillset, is giving up dual wielding and 2h swords worth having alchemy too?
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wildk wrote on 2013-12-26 17:17
Quote from frncsjhnhawaii;1181906:
With the Vate talent including close combat, how would a human warrior include alchemy into their play style? Assuming the auxiliary weapon slot is already used for another skillset, is giving up dual wielding and 2h swords worth having alchemy too?
I'd say it's mainly improves the DPS/versatility for hardcore alchemists, mages and giant-lance users.
Allow me to bring you to an old thread
http://mabination.com/threads/73741-Is-there-really-an-upcoming-meele-nerf../
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Azuresereph wrote on 2013-12-26 17:28
Not sure if this has been asked or not (was to lazy to look through the entire thread >_>) but the alchemy max damage form guard cylinder mastery. How is that put into alchemy damage? Is it a percent increase or just a flat increase when loading the skills.
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frncsjhnhawaii wrote on 2013-12-26 17:30
Quote from wildk;1181921:
I'd say it's mainly improves the DPS/versatility for hardcore alchemists, mages and giant-lance users.
Allow me to bring you to an old thread
http://mabination.com/threads/73741-Is-there-really-an-upcoming-meele-nerf../
Had to do quite a bit of reading, but thanks. Looks like I'll be using the Vate era to get through blunt and/or axe masteries while trying to get the Shock title.
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Tropa wrote on 2013-12-26 17:39
Quote from Azuresereph;1181924:
Not sure if this has been asked or not (was to lazy to look through the entire thread >_>) but the alchemy max damage form guard cylinder mastery. How is that put into alchemy damage? Is it a percent increase or just a flat increase when loading the skills.
Flat increase, adds into skill's base damage.
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Azuresereph wrote on 2013-12-26 17:43
Quote from Tropa;1181929:
Flat increase, adds into skill's base damage.
Alright thank you!
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Natteke wrote on 2014-01-04 09:28
I got a question
maybe someone asked it and i missed it, i'm sorry if that is the case
Which of the new skills are in transmutation talent or the exp goes into transmutation talent?
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Kapra wrote on 2014-01-04 18:13
Quote from Natteke;1184565:
I got a question
maybe someone asked it and i missed it, i'm sorry if that is the case
Which of the new skills are in transmutation talent or the exp goes into transmutation talent?
All Druid skills are in Magic talent, not Cleric or Pharmacy. All Diva is in Music, not Cleric or Puppetry. Likewise, all Vate is in Battle Alchemy, not Transmutation or Close Combat. Also, Hero skill don't give talent experience for any talent. =\
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Raishii wrote on 2014-01-04 23:50
A question about the training reqs for Hydra Transmutation. When it says "apply poison to x enemies" the poison is the damage dealt to the enemies, right? And if it is, you will keep getting training exp for each time those enemies take poison damage, right? I'm sorry if I'm wording this in a weird way.
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Tropa wrote on 2014-01-05 00:07
Quote from Raishii;1184660:
A question about the training reqs for Hydra Transmutation. When it says "apply poison to x enemies" the poison is the damage dealt to the enemies, right? And if it is, you will keep getting training exp for each time those enemies take poison damage, right? I'm sorry if I'm wording this in a weird way.
I think it'll apply once, like windmill, not 100% sure though.
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Raishii wrote on 2014-01-10 00:52
Last question: Can Guard Cylinders gain prof from using a skill with them and by taking damage? (Not sure if that's been asked or not)
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Tropa wrote on 2014-01-10 01:00
Quote from Raishii;1186359:
Last question: Can Guard Cylinders gain prof from using a skill with them and by taking damage? (Not sure if that's been asked or not)
I believe it can gain prof both ways.
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Samwan wrote on 2014-01-13 05:35
I put this site someone linked to into google translate about heat buster: cafe.naver.com/mabin____ogidsg/book43614/10828 (remove the "____" it didn't let me post this for some reason
I noticed that it has different data then our wiki, specifically the range and, I believe splash range(unless my engrish knowledge and context-awareness fails me).
NA wiki says it has 500 range and...I never checked the wiki for it until now, apparently NA wiki doesn't have details about splash range, so nevermind that part.
Either way, the website that looks like the korean wiki, says heat buster has a range of 450-600 depending on rank , does it change, is it different then ours, or is there wrong data somewhere?
While I'm at it, are there any other barely-mentioned alchemy changes with vate, or just the new skills? I kind of can't believe the "revamp" ends being so incomplete...what about towers, pretty much all construct alchemy skills, the literally useless masteries, I never saw anyone mentioning this one, but the damage gain from stamina for sand/wind seems way too bad, I actually dont see why they even do a tiny bit more damage now.
The damage output from those skill was useless before, and it still is, it feels random that they even buffed it up that tiny bit if it still can't finish off almost-dead enemys, I had to hotkey chain cylinder so I can single charge enemys when I have to finish something off...it shouldn't be like that, but then again, maybe they want us to switch skillsets in situations like that, in which case I'd just personally hate that part of the game.
Also wind/sand can be loaded so fast, that if you want to shoot it after using for example water cannon, you can't do it, because the game thinks you're still in water cannons animation, or something like that. it takes its usefullness away a lot, even makes counter a better alternative most of the time...heat busters extra damage from stamina is probably ok considering elemental waves 3 hits, it'll be like 135% of your stamina goes into the end-damage (~2k at 1500SP).
I'm sure I forgot to mention some things though, but instead of putting alchemy a nice new hat on, they should have changed more of the original body, gameplay feels bugged and balancing is poorly thought out or non-existant in some skills...really, why did they change something utterly useless about mana crystallization if its not useable anyway?...