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Paradise wrote on 2014-02-05 19:34
Quote from frncsjhnhawaii;1195041:
edit:
I'd want to see Final Hit being able to stun those with Advanced Heavy Stander or at least drop down a mob's Heavy Stander rating a stage. In exchange, I'd give up half of Final Hit's duration and double its stamina cost.
just make it crit on every hit
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Syrion wrote on 2014-02-05 19:43
i want some changes that reward mechanical skill,
final hit 5 second CD 2 second duration pls
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Perfectio wrote on 2014-02-05 22:47
Quote from ironwoman;1194819:
Multiple puppeteers.
Sounds like Crisis is the problem, as usual.
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SlurpTASTY wrote on 2014-02-06 19:08
Final shot should allow you to aim to 100% while running and using ranged attack.
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Friggerton wrote on 2014-02-06 20:56
Quote from SlurpTASTY;1195417:
Final shot should allow you to aim to 100% while running and using ranged attack.
Or make elf ranged attack while under final shot always hit - Final Hit basically lets you do the same thing: fast, repetitive normal attacks + teleportation. If final shot did this, I would use it so much more.
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ironwoman wrote on 2014-02-06 21:08
Quote from Friggerton;1195447:
Or make elf ranged attack while under final shot always hit - Final Hit basically lets you do the same thing: fast, repetitive normal attacks + teleportation. If final shot did this, I would use it so much more.
No need for ranged attack when magnum has about the same cooldown.
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Friggerton wrote on 2014-02-06 21:25
Quote from ironwoman;1195452:
No need for ranged attack when magnum has about the same cooldown.
I said elf ranged because making magnum, with its cooldown as you said, auto hit during final shot would be OP. Unless you're standing over the target and have a high level effective range reforge, using magnum with final shot is not a guaranteed hit. Making elf range auto hit during final shot would make it both a very useful skill as well as more like the human final hit.
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Tornado765 wrote on 2014-02-06 21:36
My only wish is for bullet storm to stop making me do a 180 when I use it while moving the slightest inch.
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Darkboy132 wrote on 2014-02-06 22:55
Critical Hit
-Needs to give 1% crit rate per rank.
Healing
-Should NOT take the user's own stamina away on self-heals.
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Syliara wrote on 2014-02-06 23:20
Quote from Darkboy132;1195480:
Critical Hit
-Needs to give 1% crit rate per rank.
Healing
-Should NOT take the user's own stamina away on self-heals.
I dont think thats very necessary at all.
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Tropa wrote on 2014-02-06 23:22
Quote from Nui;1195489:
I dont think thats very necessary at all.
This, we have plentiful crit as it is.
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Sepia wrote on 2014-02-06 23:41
If anything, I'd make so the skill increaes the 30% critical cap.
Say, +1% from rank 5 to rank 1.
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Syliara wrote on 2014-02-06 23:43
Quote from Sepia;1195498:
If anything, I'd make so the skill increaes the 30% critical cap.
Say, +1% from rank 5 to rank 1.
You mean decrease the cap by 1% for the specific mob? like 30%->29% for r5-r4?
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Sepia wrote on 2014-02-06 23:49
Quote from Nui;1195499:
You mean decrease the cap by 1% for the specific mob? like 30%->29% for r5-r4?
I meant increasing the critical hit rate by 5%, so that it's 35% at rank 1.
Sorry for not wording that properly.
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SlurpTASTY wrote on 2014-02-07 01:54
Quote from Sepia;1195502:
I meant increasing the critical hit rate by 5%, so that it's 35% at rank 1.
Sorry for not wording that properly.
As much as I'd love this, crit is such an OP multiplier that maybe it wouldn't be the best idea. Even that added 5% probability would increase our DPS by so much.