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Kapra wrote on 2015-04-29 07:10
Quote from Darkboy132;1272884:
Including existing, i.e. made before update?
Ninja didn't exist before these weapon changes. Though probably not.
Quote from Darkboy132;1272887:
Inb4 it comes with Magic Renovation.
Inb4 Nexon NA stalls adding G20/whatever the next update is by claiming there's a Ninja Renovation even though there's almost no changes when you discount everything NA already has.
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Darkboy132 wrote on 2015-04-29 07:19
Quote from Zeo;1272889:
Our current damage with rank 1 Sakura Abyss full charge is currently 3750%, but with this update, it load twice as fast, and can deal whooping 7500% damage...
That is really powerful... Haha. You can expect to hit six-digit numbers pretty easily with this.
Meteor Strike forever obsolete.
Also Sakura hits 5 times, so six digit numbers aren't likely unless you count them all.
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Kaeporo wrote on 2015-04-29 10:08
Quote from Darkboy132;1272891:
Meteor Strike forever obsolete.
Also Sakura hits 5 times, so six digit numbers aren't likely unless you count them all.
We're looking at around 64k critical damage, five times (i.e. 320k)
DevCat continues to impress me. I suppose this means they need to renovate alchemy now by quadrupling Hydra Transmutation damage and giving Water Cannon 100% splash damage across a radius of 1,000.
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Tetosan wrote on 2015-04-29 11:53
Quote from Kaeporo;1272904:
We're looking at around 64k critical damage, five times (i.e. 320k)
DevCat continues to impress me. I suppose this means they need to renovate alchemy now by quadrupling Hydra Transmutation damage and giving Water Cannon 100% splash damage across a radius of 1,000.
don't forget they need to quadrupling the range of Puppetry skills and Shooting Rush as well as readd Elementals for Guns so the poor Puppeteers and Gunslingers don't feel like they're 'neglected'
Meanwhile they keep Archery as is because it deals High enough damage..... maybe.... IF you ever actually hit the target...
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Twin wrote on 2015-04-29 14:28
Quote from Kaeporo;1272904:
We're looking at around 64k critical damage, five times (i.e. 320k)
DevCat continues to impress me. I suppose this means they need to renovate alchemy now by quadrupling Hydra Transmutation damage and giving Water Cannon 100% splash damage across a radius of 1,000.
I support this idea, purely because it's laughably funny lol
[S]
Up next; Water Cannon hype![/S]
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Oberynn wrote on 2015-04-29 16:03
Sakura abyss didn't increase damage they just raised the damage multiplier but lowered charge time so it would end up doing the same damage in half the time.
These changes were made like over a week ago on test. The other changes were something like -7 prot debuff to smokescreen and more duration to explosive shuriken iirc.
Also, the shurikens got more changes than just the red stones/dura like I mentioned in a post earlier. Artisan, gem upgrade and reforge are of note.
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gundamweed wrote on 2015-04-29 17:00
Quote from Oberynn;1272937:
Sakura abyss didn't increase damage they just raised the damage multiplier but lowered charge time so it would end up doing the same damage in half the time.
Please elaborate what you mean by sakura's damage "didn't increase." Both of those descriptions directly correlate with an actual increase in damage, especially increase in damage multiplier. How do you multiply by a bigger number and not achieve a bigger number as a result? A lower charge time means it takes less time to get to those charges up, and thus, faster damage. Faster damage IS more damage.
Please, do correct me and tell it was all a typo.
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Oberynn wrote on 2015-04-29 17:08
By lowering charge time you're stacking less charges. So basically charge half the time, do double the damage and break even.
At least that's how it was when i looked at the files last week or so.
I'll see if i can explain better...
Old damage multiplier: 250%
New damage multiplier: 500%
So double the damage.
However, now you can only stack 7.5 second of charges instead of 15 second which means the skill will be ready in half the time but only get half as much damage from charge stacking.
As for the change in the 20/40 variable I'm assuming that is to adjust the range formula in the same roundabout way so that the radius of the skill remains the same. Current range formula: 300 + (# of Charges × 20) So that "20" would become "40".
After all is said though, I might be misunderstanding the data but before a deluge of "omg it's too OP pls nerf" posts it's worth considering that this might be the case and there's no need for such panic at least until the skill is actually seen in action.
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Tropa wrote on 2015-04-29 18:38
Quote from Kapra;1272870:
Explosive Kunai's now last for 40 seconds instead of 25 seconds at r1.
This makes me happy.
Quote from Twin;1272931:
[S]
Up next; Water Cannon hype![/S]
[S]I liked Water Cannon before it was cool[/S]
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Darkboy132 wrote on 2015-04-29 18:38
Quote from Oberynn;1272945:
By lowering charge time you're stacking less charges. So basically charge half the time, do double the damage and break even.
If its still 1 second per charge, wouldn't it actually be 7 seconds to get "7" charges, not 7.5?
Nowhere was it said that its max number of charges was changed.
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Oberynn wrote on 2015-04-29 18:45
Quote from Darkboy132;1272954:
If its still 1 second per charge, wouldn't it actually be 7 seconds to get "7" charges, not 7.5?
Nowhere was it said that its max number of charges was changed.
Nowhere does it say that 1 second = 1 charge instead of the amount of time itself being the charge counter for damage calculation.
Either way, you'll see people using sakura abyss soon enough and things will be confirmed one way or another. The patch notes don't hint to any sort of increased damage output either.
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Kingofrunes wrote on 2015-04-29 18:50
Quote from Oberynn;1272956:
Nowhere does it say that 1 second = 1 charge instead of the amount of time itself being the charge counter for damage calculation.
Either way, you'll see people using sakura abyss soon enough and things will be confirmed one way or another. The patch notes don't hint to any sort of increased damage output either.
Patch notes didn't but pack data did :smoke:
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Oberynn wrote on 2015-04-29 18:51
And above is explained why pack data also supports damage not being changed.
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Kingofrunes wrote on 2015-04-29 18:53
Quote from Oberynn;1272958:
And above is explained why pack data also supports damage not being changed.
Oh I see what you mean. I took your statement completely out of context by itself without your previous explanation of it. My bad. Nevermind then.
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Oberynn wrote on 2015-04-29 18:56
It's cool, either way it won't take long for practical results to show up which is better than any data interpretation.