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Zeo wrote on 2015-02-12 23:40
Quote from Elleanior;1265047:
[SPOILER="Big-ass image"][Image: http://i.imgur.com/kc3JC9d.png]
[/SPOILER]
Those look neat.
Hmm... They may have to do with the generations. I noticed the first three crusader skills used the first emblem in the bottom-right corner. They may release few new crusader skills for each generation (to represent their own emblem in each corner).
I did remember the interview with devCat mentioning something like: G19 = meeting, G20 = adventure, G21 = war, and finally, G22 = divine.
After seeing those emblems... It makes sense now.
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Tropa wrote on 2015-02-12 23:42
Quote from Darkboy132;1265031:
That 93k Throwing Attack... That damage is just insane.
Whats the load-time and cooldown on throwing attack anyways?
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Darkboy132 wrote on 2015-02-12 23:43
Quote from Tropa;1265051:
Whats the load-time and cooldown on throwing attack anyways?
Load time: 0
Cooldown: 25 (G6) -> 7 (Genesis) -> 4 (Renovation)
Not to mention Throwing Attack is coupled with instant 99% accuracy.
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Zeo wrote on 2015-02-12 23:44
Quote from Tropa;1265051:
Whats the load-time and cooldown on throwing attack anyways?
Four seconds on cooldown on r1 and I think load time is instant.
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ironwoman wrote on 2015-02-12 23:46
Well, the problem is, that's pretty much the throwing attack at its max potential. We're talking reforges and all the gears and shit.
Magnum however, will go way over that. I'm not saying that this is an insignificant buff to Throwing Attack, because it is pretty damn significant, but there are many things to consider.
One is that because of that wretched 45% balance, it's still unlikely to pull that damage off. And even if that happens, it's not like we haven't seen 200k Magnum Shot either.
The other is the longer cd, which is why Magnum still tops this skill. This is still accounting post revamp cooldown.
Another is the versatility of so called Giant range. Giants still don't have support shot, crash shot, Arrow Revolver, etc. Just by having these skills, the other races have significant advantage in range.
As for Magnum missing part, which I know most people complain about... I honestly don't have problem with Magnum Shot. I can hit my Magnums pretty much 85% of the time at the least. More of a personal preference I guess, but if you do play right, it really isn't so bad.
As unlikely as it seems, I am still not that content with the update. The update seems very shortly thought and put together sloppily, and gave the damage buff to the race that had the short stick to it (quite massive one too) and tried to focus on utility for those that had the damage... which quite honestly, should have been the other way around at the worst. Even though I still think Final Shot is a good skill, and the utility bonus in the revamp was nice, I still feel that the skill deserves more than that. Honestly, the only reason I can think of Giants getting the Throwing Attack buff this update is because of peoples' complaint that Elves get to have good 2h weapons... which was quite silly.
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Zeo wrote on 2015-02-12 23:48
Quote from ironwoman;1265054:
Well, the problem is, that's pretty much the throwing attack at its max potential. We're talking reforges and all the gears and shit.
Magnum however, will go way over that. I'm not saying that this is an insignificant buff to Throwing Attack, because it is pretty damn significant, but there are many things to consider.
One is that because of that wretched 45% balance, it's still unlikely to pull that damage off. And even if that happens, it's not like we haven't seen 200k Magnum Shot either.
The other is the longer cd, which is why Magnum still tops this skill.
Another is the versatility of so called Giant range. Giants still don't have support shot, crash shot, Arrow Revolver, etc. Just by having these skills, the other races have significant advantage in range.
As for Magnum missing part, which I know most people complain about... I honestly don't have problem with Magnum Shot. I can hit my Magnums pretty much 85% of the time at the least. More of a personal preference I guess, but if you do play right, it really isn't so bad.
That I can agree with. I know archery can be bit difficult to pull of especially if you lag.
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Kapra wrote on 2015-02-12 23:57
Quote from Elleanior;1265047:
[Image: http://i.imgur.com/kc3JC9d.png]
Those look neat.
Quote from Zeo;1265050:
Hmm... They may have to do with the generations. I noticed the first three crusader skills use the first emblem in the corner. They may release few new crusader skills for each generation/emblem.
The four emblems represent the different squads in the Alban Knights.
From left to right, Arhuan, Eil, Elb, and Heru.
Talvish is in Elb, Avelin and Altam are in Arhuan. There's also another NPC mentioned in G19 that we don't encounter from Arhuan. Alban knights work in groups of three, Avelin and Altam's third is busy so Talvish has been substituting for the third, who we will presumably meat in G20. Not sure if each squad is only three people, or if there is multiple groups of three within each squad.
If one of the skills we absorbed belonged to Talvish, why do all three skills have Arhuan? Is it that we're Arhuan now too?
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ReFuSeR wrote on 2015-02-13 00:08
Quote from ironwoman;1265054:
One is that because of that wretched 45% balance, it's still unlikely to pull that damage off. And even if that happens, it's not like we haven't seen 200k Magnum Shot either.
The Atlatl itself has 50% balance and the Jav adds an additional 10%. Is there something I'm missing as to why a giant would have 45% balance with an Atlatl?
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Kapra wrote on 2015-02-13 00:17
Also, Teto speculates that knights may be dispatched into different squads based on their combat style. This is just speculation and not confirmed yet, but here's why she came up with this:
[Image: http://puu.sh/fNUch/a2f43ade31.png]
Arhuan Crest Statue has a Sword
[Image: http://puu.sh/fNUdf/c15610e6f3.png]
Heru Crest Statue has a Bow
[Image: http://puu.sh/fNUf5/2c4820e0e7.png]
Eil Crest Statue has Staff
[Image: http://puu.sh/fNUgP/7833d67ffe.png]
Elb Crest Statue has a Two-handed Blunt
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ironwoman wrote on 2015-02-13 00:19
Quote from ReFuSeR;1265059:
The Atlatl itself has 50% balance and the Jav adds an additional 10%. Is there something I'm missing as to why a giant would have 45% balance with an Atlatl?
It's a bug that hasn't been officially addressed by devcat.
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ReFuSeR wrote on 2015-02-13 00:23
Quote from ironwoman;1265062:
It's a bug that hasn't been officially addressed by devcat.
Also... this...
[Image: http://i.imgur.com/8TiY0ie.png]
[S]Would having low balance really have that much of an affect with this min/max range? [/S]
Javs add max but not min, rest in peace.
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ironwoman wrote on 2015-02-13 00:36
Quote from ReFuSeR;1265065:
Also... this...
[Image: http://i.imgur.com/8TiY0ie.png]
[S]Would having low balance really have that much of an affect with this min/max range? [/S]
Javs add max but not min, rest in peace.
Low balance is not an issue when your character's damage range is 0-0. It becomes a pretty big issue when the gap between minimum damage and maximum damage is larger because stats will give maximum damage more than the minimum damage. Currently, you'll literally get twice as much maximum damage as minimum damage. So yes, having low balance really have "that much of an effect".
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ReFuSeR wrote on 2015-02-13 00:48
Quote from ironwoman;1265068:
Low balance is not an issue when your character's damage range is 0-0. It becomes a pretty big issue when the gap between minimum damage and maximum damage is larger because stats will give maximum damage more than the minimum damage. Currently, you'll literally get twice as much maximum damage as minimum damage. So yes, having low balance really have "that much of an effect".
Ahh yes, silly me. I totally forgot that max is added stat wise at an extremely higher value than min.
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Rixx wrote on 2015-02-13 01:54
I gathered a lot of suggestions and picked out the most balanced ones...
Also, I've added Handmade Arrow suggestion.
I think devCAT should have done the revamp like this.
- Aiming System Revamp
* Start aiming for all ranged skills at 30%. Start at 40% for Elves.
- Support Shot
* Reduce cooldown time from 1 second to 0.5 second for Elves.
- Magnum Shot
* Reduce cooldown time from 1.5 second to 0.5 second for Humans.
* Increase damage from 500% to 600% for Elves.
- Crash Shot
* Reduce cooldown time from 5 seconds to 3 seconds.
- Handmade Arrow/Bolt Revamp.
* Handmade Arrow/Bolt: +5% Damage
* Fine Handmade Arrow/Bolt: +5% Damage, +5% Accuracy
* Finest Handmade Arrow/Bolt: +5% Damage, +5% Accuracy, +2% Critical
I excluded "no aiming within x range" idea, because devCAT will never do that. Ever.
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Darkboy132 wrote on 2015-02-13 02:03
Quote from Rixx;1265082:
I gathered a lot of suggestions and picked out the most balanced ones...
My take:
[SPOILER=" "]
Ranged Attack:
- Elf Ranged Aiming Speed 200% -> 250%.
- Elf Ranged Attack second shot now has a separate aim calculation than the first, meaning that it has a chance to hit if the first one misses, but has 25% less accuracy than the first shot. Both will still hit if the first shot lands.
Support Shot:
- Damage increased 80% -> 100%.
- Elves now fire a second shot, but has 50% less accuracy than the first shot. This deals 75% damage if the first shot misses, but 50% if both shots connect, making it do 150% if both shots land.
- Bonus damage now applies to all sources instead of just melee.
- Bonus damage is no longer used up on just one hit. The fact that it goes away when someone hits it, especially by a weak person, makes it terrible for party play.
- To offset the above, Human Support Shot bonus damage lowered to 15%, and Elves lowered to 30%.
- Debuff duration increased to 5 seconds.
- Elf cooldown raised to 5 seconds. Human cooldown raised to 7.5 seconds.
- Elves can now use this while mounted.
Magnum Shot:
- Elves now fire a second shot, but has 75% less accuracy than the first shot. This deals 375% damage if the first shot misses, but 150% if both shots connect, making it do 650% if both shots land.
- Elves can now use this while mounted.
Mirage Missile:
- Elves now fire a second shot, but has 50% less accuracy than the first shot. This deals 150% damage if the first shot misses, but 50% if both shots connect, making it do 250% if both shots land.
- Mirage Minimum Damage raised to 35 -> 50.
- Mirage Maximum Damage raised 80 -> 100.
- Elves can now use this while mounted.
Crash Shot:
- Elves now fire a second shot, but has 75% less accuracy than the first shot. This deals 75% of damage if the first shot misses, but 50% if both shots connect, making it do 150% if both shots land. Fragment damage remains the same.
- Cooldown reduced by 2 seconds for all ranks and both races.
- Elf cooldown 3.5 -> 3.0 at rank 5-2 and to 2.5 at rank 1.
- Elves can now use this while mounted.
Final Shot:
- Load time reduced to 0.
- Archery load time decrease changed to cooldown decrease, and upped from 15% -> 30%.
- Cooldown decreased 280 -> 270 at Ranks 5-2 and 260 -> 240 at rank 1.
- No longer consumes weapon durability.
- At rank F-6, the aiming meter will start loading at 15% for all archer skills. This increases to 30% at ranks 5-2, and to 50% at rank 1.
- Elves can now use this while mounted.
Elven Magic Missile:
- Load time reduced 2 sec -> 0 sec.
- Damage increased 600% -> 800% or 900%. Giant Full Swing can hit 970% when fully charged.
- Wand damage matches ranged weapon damage.
- Cooldown 10 sec -> 5 sec.
- Elves can now use this while mounted.
Spider Shot:
- Trap no longer wears off after just one hit.
- Trap duration is fixed at 5 seconds for all ranks.
- Elves can now use this while mounted.
Throwing Attack/Atlatl/Javelin:
- Throwing Attack reverted to pre-Renovation.
- Atlatls are removed entirely.
- Javelins are now equipped in tandem with a right-hand weapon, overriding the shield slot.
- Throwing Attack damage no longer has weapon damage into its formula, including Bare Hands, but now uses the equipped weapon's special upgrades; the rest of Throwing Attack's formula (strength:damage ratio, Javelin damage, Reforges, etc.) is unchanged.
- Throwing Attack max range lowered 1.8k/1.5k -> 1k.
- Javelin inventory size 1x5 -> 1x4.
Bow Mastery:
- Now increases max distance by +150 at rank 1.
Crossbow Mastery:
- Hidden aim feature moved to Crossbow Mastery and upped to ~50% at rank 1.
Other:
- Mobs no longer aggro and prompted to attack when aimed at.
- Luck Evasion removed entirely. It's still not going to help since it's very unlikely that the mob will be stationary.
- Combat skill tab is split into two sub-tabs: Melee and Archery.
- Arrows/Bolts/Javelins in the inventory are now automatically equipped when trying to use an archer skill without an equipped arrow/bolt/javelin.
- All Archery (and by extension everything that uses distance) now targets the hitbox edge rather than their center.
- Alban Knight Golem's Gatling Shot can now be learned by players.
[/SPOILER]
On a more positive side of the update, Elves did get some slight buffs. Further movement speed decrease from Mirage (if it's actually more noticeable now) gives them a bit more time to aim. Final Shot lasts slightly longer due to no teleport consumption, too.
The only thing that Humans actually got is faster Support Shot.