Natteke wrote on 2014-01-13 06:19
In royal alchemy update, RA had to find upgrades for cylinders
is the same for shields cylinders?
Tropa wrote on 2014-01-13 06:20
Quote from Samwan;1187394:
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?
I'm not really sure, I think it's from the lack of testing.
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.
Vate is just new skills, and I feel like Elemental wave is incomplete. Wheres the buff for raincasting, hydra and barrier spikes? Tower cylinders are awesome, I love 'em, but they already feel forgotten.
The masteries blow sadly, wish they'd remove the additional damage from watercannon and flameburst and make the masteries effect those instead.
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.
I almost always finish enemies off with windblast, but I agree, and don't forget that little amount of "damage" frozenblast tries to deal for some reason, but I guess the stun is useful for when the freeze fails.
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.[QUOTE]
as for the animation locks, I always cancels my watercannon/flame with the [backspace] key then load wind or sand, it works.
[QUOTE]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?...
I don't know what you mean by bugged, I think alchemy's game play feels in order and about mana crystallization.. yeah, I don't see why that skill still exists.
Samwan wrote on 2014-01-13 10:10
I mainly thought about that extremely annoying "animation lock", which I think you misunderstood, since I tried "canceling" water just now myself. Although of course it didn't do anything, since what I mean happens after you fired your water. Try water->wind, since wind loads practically instantly, it finishes loading before you can even fire it. Just like you can't instantly run after using a skill. It's not there for a long time if you look at the time in numbers, but it a battle it sure makes a big difference. For example you have 2 enemys run at you, my plan would be to shoot one with for example water and then shoot an instantly loaded sand burst - so I load sand...but I can't shoot it for like 1 second (maybe a bit less?).
And then theres also... if you switch to golem, game freezes for a few seconds, the fact that shock basically locks you in place because of displacement whenever it hits enemys(which can be bypassed by moving inbetween the hits, in some situations) chain cylinders visual cooldown, the one on the symbol, sometimes gets out of sync with the real cooldown and actually always seem to be a "bit" out of sync, I can always chain a skill just before the visual is ready, although sometimes it laggs behind for several seconds. Which reminds me that the visual thing on wind and sandburst "jump" when they're nearly finished loading, which makes it hard to predict exactly. Actually I just tested something, all "low cooldown" skills seem to have jumping cooldown visuals, the shorter the cooldown, the bigger the jump.
About towers again, I sometimes use them for fun myself, but they just can't keep up with upgraded cylinders except for heatbuster, I wonder how much that will do with r1 wave. Sure towers have large range, but in a way, you have more range with a "normal" cylinder since you can freely move around, reaching basically everything. Also you can't access shock and spikes while you have it set-up (and rain/golem although they are less important...and later also hydra). And flameburst is kind of ineffective with towers too, since you aren't allowed to move in any way and so you can't position yourself correctly to hit as many enemies as possible. In most of mabis content you can just forget about using them, especially if you're in a party... I always loved those, but it's so rare that I can use them...
While writing this, I remembered another 2 questions I had.
1.
From my calculations, the most damage a hydra should be able to do, assuming the clay mastery gives a 10% bonus on everything, stacking with cylinder bonus, which it most likely won't, should be something like 350 if I remember that right.
But how exactly does the damage work? youtube.com/watch?v=Ai4hRMXPXJI
It starts out at around 200, that goes up for like +200 each hit up to 1100. then it stays there for a while, then goes to 1700, stays there for a while, then back to 1100.
The Mdef/Mprot reduction doesn't stack each hit and goes below 0, and then only lasts for a few seconds, does it? That's the only explanation I find for that damage, and that extreme gap between min and max, although it looks more like there's a pattern to it, the numbers didn't seem random at all.
and 2.
When the informations about elemental wave were still very new, I remember someone writing that the elemental gauge for elemental wave gives you extra stats based on charge. Something like fire gauge gives hp, water gives mp, one gave stamina and the other didn't do anything.
Was that on test server only? I never heard of it ever again
Tropa wrote on 2014-01-13 10:33
Quote from Samwan;1187455:
I mainly thought about that extremely annoying "animation lock", which I think you misunderstood, since I tried "canceling" water just now myself. Although of course it didn't do anything, since what I mean happens after you fired your water. Try water->wind, since wind loads practically instantly, it finishes loading before you can even fire it. Just like you can't instantly run after using a skill. It's not there for a long time if you look at the time in numbers, but it a battle it sure makes a big difference. For example you have 2 enemys run at you, my plan would be to shoot one with for example water and then shoot an instantly loaded sand burst - so I load sand...but I can't shoot it for like 1 second (maybe a bit less?).
Oh yeah, sandburst has somewhat of a "animation lock" as you fire it off, watercannon's is barely noticeable to me. I'm able to juggle Windblast, Sandburst, Defense & Counter in those 2 v 1 situations.
And then theres also... if you switch to golem, game freezes for a few seconds, the fact that shock basically locks you in place because of displacement whenever it hits enemys(which can be bypassed by moving inbetween the hits, in some situations)
The lag when you switch to golem is indeed annoying and the shock displacement lag can be fixed if you shock your golem or a pet(such as spirits)
About towers again, I sometimes use them for fun myself, but they just can't keep up with upgraded cylinders except for heatbuster, I wonder how much that will do with r1 wave. Sure towers have large range, but in a way, you have more range with a "normal" cylinder since you can freely move around, reaching basically everything.
Yeah, but I sometimes use towers for the heck of it in TDB and always used them in falias, they have a place in stationary missions/mini-games.
(and rain/[S]golem[/S] although they are less important...and later also hydra).
Disagreed, raincasting is very useful, especially when you main WC like me, additional damage and no aggro problems.
1.From my calculations, the most damage a hydra should be able to do, assuming the clay mastery gives a 10% bonus on everything, stacking with cylinder bonus, which it most likely won't, should be something like 350 if I remember that right.
But how exactly does the damage work? youtube.com/watch?v=Ai4hRMXPXJI
It starts out at around 200, that goes up for like +200 each hit up to 1100. then it stays there for a while, then goes to 1700, stays there for a while, then back to 1100.
The Mdef/Mprot reduction doesn't stack each hit and goes below 0, and then only lasts for a few seconds, does it? That's the only explanation I find for that damage, and that extreme gap between min and max, although it looks more like there's a pattern to it, the numbers didn't seem random at all.
I believe the -M.defense effect to any/all mobs that get damaged by the hydra, as for the damage calculations, I'm not 100% sure on it.
and 2.
When the informations about elemental wave were still very new, I remember someone writing that the elemental gauge for elemental wave gives you extra stats based on charge. Something like fire gauge gives hp, water gives mp, one gave stamina and the other didn't do anything.
Was that on test server only? I never heard of it ever again
There was something about Fire giving 150 HP at 100%, Water giving 150 MP at 100% and Earth giving 150 SP at 100%, but that doesn't seem to be the case...
Kouki wrote on 2014-01-17 07:02
Does the hair/face the guy is wearing become an appearance option too?
Kapra wrote on 2014-01-17 07:27
Quote from Fran;1188810:
Does the hair/face the guy is wearing become an appearance option too?
I'm not sure about the face, but the hair is neither a rebirth/dressroom option nor a wig, or a wig+hat.
Darkboy132 wrote on 2014-01-17 09:15
-Do they finally fix Alchemy Mastery's glitched training requirements?
-Do enemy alchemists in NPC tournament get nerfed and stop hitting absurd 1k with Water Cannon and Heat Buster?
wildk wrote on 2014-01-28 11:10
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.
^ confirmed