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Tetosan wrote on 2015-01-22 05:34
Quote from DefinitelyNotTwin;1262406:
So basically everything is the same? Alrighty then o3o
No as i said Lightning Rod stuff was changed
~Azuriah
Quote from Zeo;1262407:
So Lightning Rod's range and width is still the same..? Bleh.
Guess so, not sure. There were 2 Variables changes as well idk what they do
~Azuriah
Quote from Kaeporo;1262416:
I think it's a little ridiculous that they added a second skill that focuses on recovering mana while leaving the existing skill uncapped. I'm totally fine with %-based recovery methods but 50% is a very extreme amount, especially when you consider all of the other buffs that magic has gotten. I don't think that it breaks anything, so i'm not opposed...but I can see how some people would be a bit concerned.
On a side note, it would be nice if they nerfed clouds into oblivion but buffed respite to recover 30~50% health/stamina.
you mean leave it capped ;p
~Azuriah
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DefinitelyNotTwin wrote on 2015-01-22 05:34
Quote from Kaeporo;1262416:
I think it's a little ridiculous that they added a second skill that focuses on recovering mana while leaving the existing skill uncapped. I'm totally fine with %-based recovery methods but 50% is a very extreme amount, especially when you consider all of the other buffs that magic has gotten. I don't think that it breaks anything, so i'm not opposed...but I can see how some people would be a bit concerned.
On a side note, it would be nice if they nerfed clouds into oblivion but buffed respite to recover 30~50% health/stamina.
Knowing Nexon, they will probably just buff respite insanely and stop selling cloud pets temporarily.
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Aubog007 wrote on 2015-01-22 05:36
Quote from Zyrus;1262413:
I don't think many of you main magic. I used 5 stacks of mp 300's today while running stuff. I use almost exclusively magic. This is welcome.
Probably mean by doing MA, since everything is mainly irrelevant. Unless you use mana shield.
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Kaeporo wrote on 2015-01-22 05:42
Might want to check out puppetry post update. Crisis is either glitched or changed to give mobs temporary invulnerability.
Edit(1): Seems like a complex glitch. Crisis and Ice Spear don't play nicely.
Lightning Rod now deals (42~465 + Magic Attack * 12) from rN to r1.
Charge multiplier varies from 1.5~3, depending on rank.
Badasses with 600 magic attack should hit upwards of 70k.
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Darkboy132 wrote on 2015-01-22 05:54
Quote from Kaeporo;1262416:
I think it's a little ridiculous that they added a second skill that focuses on recovering mana while leaving the existing skill uncapped.
You mean capped?
On a side note, it would be nice if they buffed respite to recover 30~50% health/stamina.
I'd be fine with about 15% or 25%, but 30%~50% is kind of big... The Aftereffect should burn in hell.
Quote from Kaeporo;1262425:
Lightning Rod now deals (42~465 + Magic Attack * 12) from rN to r1.
Uh... did you factor in Lightning Mastery?
Anyway, I'm not seeing how 50% can be considered "fine", especially as I've said before magic already has too many resources to reduce and regenerate MP.
- Every 50 Int reduces MP Cost by 1% of Fireball, Ice Spear, Thunder, and Hail Storm. 1.5k Int reduces MP cost by 30%.
- Elemental Mastery reduces MP cost by 20% at Rank 1.
- Some wand upgrades.
- Some set effects.
- Meditation increases MP regeneration rate by 940%.
- Enduring Melody increases MP regeneration rate by 410%, plus some Music Effect Buff.
- Fantastic Chorus gives 3 MP per second.
- Awakening of Light gives 5 MP per second.
- Nimbus increases MP regeneration rate by 400%.
- Eweca increases MP regeneration rate by 300%.
- Celestial Spike's Deepening Trust gives 38 MP (which is admittedly kinda underpowered).
- Mana Potions.
So I'm failing to see how Mana Recovery is fine at all.
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Slayerj wrote on 2015-01-22 06:00
Meditation is a fine skill, though due to lore it's only really good at Night. It's the only skill in the game that's only good at x time. I'd be agreeing with you, though admitably not as much, if meditation was already rank 1 and day time mp regin was buffed SLIGHTLY, and it didn't slow you to a crawl when you use it without a wand/staff and it didn't drop SP regin to 0.
Meditation just doesn't hybrid well unless you want to use close combat skills with your wand/staff, and that's a big no no for your dura. Even then, you'd have to take a few swigs of SP pots before too long because you'd be getting no SP back, and you'd be getting hungry faster, lowering your max SP for a while unless you carried food.
"But this new skill is for wand/staff only!" Shhh, hush now. Think. (Not directed at anyone, I just like doing this sorta thing.) You have two equipment slots. A wand/staff on your back, and what ever melee/range weapon you want in your main. You don't have to constantly turn meditation on and off so you don't end up walking mid combat. You don't have to worry about your SP not coming back over time and needing SP pots as badly! Run around, doing your flippy do with guns, throw some ninja crap, charge in and smash something in the face, loge an arrow in somethings face, hug things with a puppet! It doesn't mater what you do, because you can do it and use magic right after now.
But SP doesn't have anything like this! or HP! What's stopping me from just pulling out a wand/staff to heal my MP for x reason?
Yes and no. Hp has shield of trust's passive every 40 seconds for 210hp. This even has some wound heal too if you...ya know, got that. Respite, while a 2min cool down is another 150 hp and even 150mp. Though this admitably turns one off from using magic/alch and I hope they change that and even buff this skill some more in the future. They most likely will at this rate.
SP has Judgment Blade's sub skill of Holy vitality for 150sp (of course you use some of that to use the skill and it takes 5 seconds but you don't need a target.)
Yes, these three do take time to train and rank up, but they are still there and are still an option.
As for that last part. Nothing. This is Mabinogi. Nothing is stopping you from doing anything besides race restrictions. Nothing else, at all.
The max stat points for SP is something like... (I have no idea how to read this damn page right when it comes to the end stats)
1.3k H
1.3k E
1.4k G
Mean while the MP is around like...
977-1k H/E
937-1k G
Most SP skills don't use as much SP as magic skills use MP, but you use them faster and constantly, though this update is making magic faster but not lowering it's MP cost. I know there are -mp upgrades and sets, but if you're going to go with the 'set' route, then there's a -sp use set. If you're going to use -mp upgrades, then you can better hybridize too, or just...better 'main' it.
Just a note, somewhere along the line of writing this, my headache came back, so I hope I didn't trail off anywhere. I don't think I did...
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Darkboy132 wrote on 2015-01-22 06:05
Quote from Slayerj;1262428:
Respite, while a 2min cool down is another 150 hp and even 150mp.
Actually, it's 75 HP and SP. It's also more easily interruptible.
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Tropa wrote on 2015-01-22 06:09
Quote from Kaeporo;1262425:
Lightning Rod now deals (42~465 + Magic Attack * 12) from rN to r1.
Charge multiplier varies from 1.5~3, depending on rank.
Badasses with 600 magic attack should hit upwards of 70k.
>People always have the tendency of judging skills before they hit live.
But damn, 5 digits without crit? that's beautiful.
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Slayerj wrote on 2015-01-22 06:09
Quote from Darkboy132;1262429:
Actually, it's 75 HP and SP. It's also more easily interruptible.
Ah, my mistake. And who ever said you had to use it mid combat? I don't think most people will (though you can) use this skill mid combat. I'd rather take a mp100 pot and keep the flow of combat going at that point.
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Kapra wrote on 2015-01-22 06:31
Quote from Darkboy132;1262410:
Because it's dumb, unnecessary, and overpowering mages. There's already enough MP recovery AND MP reduction. Some magnitude like Mana Recovery is absolutely ridiculous.
The fact that it exists makes Meditation and Mana Potions pretty obsolete.
I don't know about you, but I submain a mage. (My main mains magic as much as another skillset-) And those are not enough. Even with all the MP Potions events keep throwing out I keep running out of MP Potions fast. A main mage burns threw those shit fast. Even some other posts in this thread said the same thing.
My first choice would have been them making 100s/300s easier to make and made like 15% and 30% MP Potions craftable in Potion Making at nearly the same rates/costs as 100/300 potions require now.
My second choice would have been them adding something like Mana Recovery and capping it, while uncapping Meditation only slightly.
My third choice would have been not uncapping Meditaiton and adding something like Mana Recovery to r1.
My least favorite choice would be uncapping Meditation to r1. r1 Meditation WON'T be enough.
Even before % stat loss was a thing, percent based mana regeneration was something we needed. I take my third choice with open arms and although there are some things I would have preferred, there is no effing reason to complain.
Edit:
And you're being really immature and inappropriate:
Quote from Darkboy132;1262410:
[SIZE="7"]NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!!!!!![/SIZE]
:gloom::gloom::gloom::gloom::gloom::gloom::gloom::gloom::gloom::gloom::gloom::gloom::gloom::gloom::gloom::gloom::gloom::gloom::gloom::gloom:
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Zeo wrote on 2015-01-22 06:34
So... according to the KR website.
It seems like the archery renovation will start on 2nd of February.
I also would predict they'll focus on G20 after they're done with archery.
Once they're done with G20, focus on race renovation, and then on to G21, and so on.
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Darkboy132 wrote on 2015-01-22 07:47
I can understand Mana being slightly more of an issue now since 2x casting speed means 2x more mana use. However, they could have simply reduced their mana costs, uncapped Meditation, put the Int to MP cost reduction formula on Shockwave, Meteor Strike, and Lightning Rod (it already applies to all Int and one Adv Magic, I see no reason why the others can't be affected) and/or buffed natural MP regeneration. There was no need to slap on yet another mana recovery skill, especially when it goes to ridiculous lengths.
The MP cost is pretty questionable actually. In fact, Healing's HP to MP ratio is at its highest at Rank 6, yet ranking it to 1 makes it less effective in exchange for more Intelligence.
Don't get me wrong, I wouldn't mind if they added MP % Potions. My main gripes with Mana Recovery are:
- It's redundant to the point where most MP recoveries are obsolete.
- They could have taken alternatives.
- 50% mana in just two seconds for every 3 minutes with literally no drawback whatsoever is extremely excessive. Respite takes 6.7 seconds to use completely and it only gives a shit amount of HP and SP, and also has a 3 minute drawback.
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Kapra wrote on 2015-01-22 08:33
I can understand your argument. And I can see why you don't want them to add new skills instead, but why wouldn't they? More skills keeps the game going.
Quote from willcaster;1262412:
This game needed mp pots based on % aaaand they just made a skill that takes years to rank to keep us playing (it's working...)
It's working.
And besides, better to make you rank a skill that helps you manage your MP cost instead of just buffing the skills by lowering their MP costs.
Of the three possibilities:
- Adding percent based MP Potions.
- Adding a skill such as Mana Recovery.
- Just decreasing the MP costs of existing skills.
All of them are easy fixes and do solve the issue, but I'd like #3 the least. #1 and 2 require some effort. #3 is an example of "power creep" in areas other than damage.
Edit:
Quote from Darkboy132;1262444:
- 50% mana in just two seconds for every 3 minutes with literally no drawback whatsoever is extremely excessive. Respite takes 6.7 seconds to use completely and it only gives a shit amount of HP and SP, and also has a 3 minute drawback.
I think you're underestimating Mana use. If you're an endgame mage, you won't be just using this skill. And just this skill or just other sources won't be enough or will be overuse. If you're an earlier game mage, 50% mana won't be that much. Lets assume you're a modest early game mage with 500 MP. That's 250 MP every 3 min, that'll go away fast.
And as much as I do want respite buffed, I don't think HP is where it should be. I think respite in its inception was a bade idea, and HP regeneration should have went to something with a Healing talent focus (or Magic Destiny back then).
Making Respite like a Mana Regeneration for SP would work, but why? Fighter doesn't use up THAT much SP.
So I think Respite needs a new focus other than stat regeneration.
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Aubog007 wrote on 2015-01-22 08:41
Respite was actually nice in the test server before they crapped on it in live
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Darkboy132 wrote on 2015-01-22 08:49
Quote from Kapra;1262449:
I can understand your argument. And I can see why you don't want them to add new skills instead, but why wouldn't they? More skills keeps the game going.
Sorry for being frustrated, but as Kaeporo said it's ridiculous how they left an existing MP recovery untouched and added a new one instead.
And besides, better to make you rank a skill that helps you manage your MP cost instead of just buffing the skills by lowering their MP costs.
Of the three possibilities:
- Adding percent based MP Potions.
- Adding a skill such as Mana Recovery.
- Just decreasing the MP costs of existing skills.
All of them are easy fixes and do solve the issue, but I'd like #3 the least. #1 and 2 require some effort. #3 is an example of "power creep" in areas other than damage.
Ehh... I'm not really seeing it but okay.
I think you're underestimating Mana use. If you're an endgame mage, you won't be just using this skill. And just this skill or just other sources won't be enough or will be overuse. If you're an earlier game mage, 50% mana won't be that much. Lets assume you're a modest early game mage with 500 MP. That's 250 MP every 3 min, that'll go away fast.
My focus is more of the lack of drawbacks that Mana Recovery has. Meditation has three drawbacks that punish Stamina and movement, Spellwalk uses 2x more Mana and an excessive amount of Stamina (which we all agree is stupid), Mana Shield doesn't factor in defensive stats other than Hidden Shield and Magic Defense, and Healing drains Stamina if used on self.
Quote from Aubog007;1262451:
Respite was actually nice in the test server before they crapped on it in live
Oh? What'd it do on test?