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[1.2.378] Magicians in Jump - Printable Version

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[1.2.378] Magicians in Jump - Sorien - 2011-04-14

AngelxHoly Wrote:Does anyone else think they're trying too hard to turn AM's into BaM's? And just on skill animations.
1. Paralyze is disgusting now. And why does it stab, just no.
2. Glacial Chain is basically advanced dark chains but more ice-like (reference to I/L AM's becoming BaM's).
3. Mist explosion has a similar animation to when Empress Cygnus summons her bosses.

Just so you know, Nexon reuses a vast majority of its animations. Usually, if you look hard enough you can find resized and recolored versions of old animations in a lot of new attacks. For example, brandish is composed of the swing animation used for a Divine Charged sword, the hit animation from Coma, the small dust cloud from Rush (and various other skills), and the hit animation from Blast.

I also have to disagree with you on that bit with Paralyze. I actually like the way it looks, though I would like it to stay centered behind the player like it was before. I also think that it should at least shoot some sort of projectile, maybe show a bunch of snakes go into the ground and have 3 of them come up under each of the monsters that's hit and strike at them.


[1.2.378] Magicians in Jump - shagreen heart - 2011-04-14

Sorien Wrote:I also have to disagree with you on that bit with Paralyze. I actually like the way it looks, though I would like it to stay centered behind the player like it was before. I also think that it should at least shoot some sort of projectile, maybe show a bunch of snakes go into the ground and have 3 of them come up under each of the monsters that's hit and strike at them.

no.


[1.2.378] Magicians in Jump - steveg89 - 2011-04-14

I'd like to see some videos of normally funded mages bossing or doing 1v1 so we can see how they compare to pre-jump. We still have the major issue of survivability at a majority of bosses as well. Kinda sad that at 175 I can still die in 1 hit if I am not quick enough at manon/griffey/pap. Meanwhile I get on any other character and own them at 11x...


[1.2.378] Magicians in Jump - AngelxHoly - 2011-04-14

Sorien Wrote:Just so you know, Nexon reuses a vast majority of its animations. Usually, if you look hard enough you can find resized and recolored versions of old animations in a lot of new attacks. For example, brandish is composed of the swing animation used for a Divine Charged sword, the hit animation from Coma, the small dust cloud from Rush (and various other skills), and the hit animation from Blast.

I also have to disagree with you on that bit with Paralyze. I actually like the way it looks, though I would like it to stay centered behind the player like it was before. I also think that it should at least shoot some sort of projectile, maybe show a bunch of snakes go into the ground and have 3 of them come up under each of the monsters that's hit and strike at them.
I'm not saying its a bad thing about re-used animations. xD. I actually quite like the mist explosion animation, if only the skill had more practical use (I dont forsee it being all that useful).

And I mean paralyze is roughly the same. Except like you said, its not centered behind the character and the fact that it "stabs" personally annoys me, when as a mage you're really "casting" things.


[1.2.378] Magicians in Jump - yo72 - 2011-04-14

AngelxHoly Wrote:I'm not saying its a bad thing about re-used animations. xD. I actually quite like the mist explosion animation, if only the skill had more practical use (I dont forsee it being all that useful).

And I mean paralyze is roughly the same. Except like you said, its not centered behind the character and the fact that it "stabs" personally annoys me, when as a mage you're really "casting" things.

How can mist explosion not be useful when your about to re-cast ur DoTs you cast mist explosion for more dmg then para.


[1.2.378] Magicians in Jump - Tikey - 2011-04-14

steveg89 Wrote:I'd like to see some videos of normally funded mages bossing or doing 1v1 so we can see how they compare to pre-jump. We still have the major issue of survivability at a majority of bosses as well. Kinda sad that at 175 I can still die in 1 hit if I am not quick enough at manon/griffey/pap. Meanwhile I get on any other character and own them at 11x...

Videos won't show up until it gets released on KMS. Wait until the end of the month.


[1.2.378] Magicians in Jump - FoolsLove - 2011-04-14

Pineapple. Just pineapple.

Spadow posted his blog recently, this is inside of it

Spadow Wrote:An interesting development in this update is that Nexon changed the party play zones into regular play zones.
This means that Ellin Forest, Neo City, Lion King’s Castle and Knight’s Fortress no longer give the +50% additional EXP per party member.



[1.2.378] Magicians in Jump - motomage - 2011-04-14

another mage update, another time leaving the thread disappointed.

nexon: replacing peanuts with cashews

/suicidewatch


[1.2.378] Magicians in Jump - Trust - 2011-04-14

FoolsLove Wrote:Pineapple. Just pineapple.

Spadow posted his blog recently, this is inside of it

I saw that about LHC and i died a little inside...eh maybe its to accomodate the 60/40 party exp change in efforts to still minimize leeching? I dunno...=(.


[1.2.378] Magicians in Jump - Abysseon - 2011-04-14

FoolsLove Wrote:Pineapple. Just pineapple.

Spadow posted his blog recently, this is inside of it

Well that sucks. :/

Quote:A stance effect has been added to Infinity. The increase in magic attack has been decreased from 10% to 5%.

The 10% increase is lowered to 5%...

Quote:Arcane Aim - Ignores a certain % of the monster’s defense permanently and increases the damage when attacking a monster continuesly.
At master level, Arcane Aim can ignore 20% of the monster’s defense. If you attack one monster more than 3 times, there is a 30% chance that your damage gets increased by 8%.
The increase in damage can stack up to 5 times.

*edit: Still confused about the % chance, if the 40% increase is permanent while attacking, and how long it lasts between skills .

Quote:Extreme Magic (Ice/Lightning) – Increase in damage when attacking stunned, frozen, in darkness monsters. There is also a probability to instant kill a monster when your HP is below a certain amount of %.
At master level, Extreme Magic increases your damage by 20% when attacking stunned, frozen, in darkness monsters. When your HP is below 30%, there is a 15% chance to instant kill a monster.

So the 15% chance applies several times to multi-hit skills?


[1.2.378] Magicians in Jump - Bomber - 2011-04-14

[Image: 01442132.png]
Fast(5)
Glitter


[1.2.378] Magicians in Jump - Kalemora - 2011-04-14

Abysseon Wrote:The 10% increase is lowered to 5%...
Wow... :/


[1.2.378] Magicians in Jump - LegendGospel - 2011-04-14

lol @ Nexon

> Change leech to 6:4
> Add more party play areas
> Remove all party play areas

Is there any logic behind this?


[1.2.378] Magicians in Jump - Sivrat - 2011-04-14

FoolsLove Wrote:Pineapple. Just pineapple.

Spadow posted his blog recently, this is inside of it
Spadow Wrote:An interesting development in this update is that Nexon changed the party play zones into regular play zones.
This means that Ellin Forest, Neo City, Lion King’s Castle and Knight’s Fortress no longer give the +50% additional EXP per party member.

I do not see Monster Park mentioned... Maybe instead of getting rid of all party play zones nexon decided to condense them into one?


[1.2.378] Magicians in Jump - FoolsLove - 2011-04-14

Yeah it seems they're just pushing everybody into Monster Park.


[1.2.378] Magicians in Jump - Chilly - 2011-04-14

Abysseon Wrote:Well that sucks. :/
The 10% increase is lowered to 5%...

Two steps forward, one step back...
On a related note: Now that the initial euphoria has worn off...I already mentioned my qualm with the L/I's Extreme Magic (let's hope Slow is an applicable status (Credit: Takebacker)) so let's grind a little more on a few oddities in skills; what am I going to do with 60 seconds on 180 second cooldown of 40% Stance. At that short duration, my static friction should be

-Glasses-

Infinite. Yeah, shoot me if you want.

Also as someone mentioned, LHC may be gone, but we still have instanced LHC/Party-Play zones in the form of Monster Park and aside from not being able to shift folks from an expedition, it's not much different.


[1.2.378] Magicians in Jump - MetaSeraphim - 2011-04-14

Dark Knights should have a -3 Booster, seriously. Heroes and Paladins get mostly normal and fast weapons while Dark Knights are stuck with Slower than Molasses (463) speed weapons.


Otherwise, nice changes to mages. Might dig my mages up from the grave when this hits GMS in fall.


[1.2.378] Magicians in Jump - Cheesecake - 2011-04-14

Hmmmm me likes all the changes so far but srsly wtp, Nexon still hasn't bothered to fix DoT timer in GMS....

All of these improvements are a step in the right direction, but I'd still like to see a bit more. For F/P, I wish they would increase DoT timer to be more than a moinute or so. It seems like a hassle to keep track of all of these DoT skills, especially when a lot of them expire in 20seconds or less. Compared to other classes that focus on a small set of attacking skills, I don't want to have to constantly sift through 8 different casts, just to keep outputting my optimal damage.
Especially on higher end bosses, between keeping an eye out for dispell, 1/1 and damage reflect, up keeping my DoT seems like an unnecessary chore.


[1.2.378] Magicians in Jump - SwordStaker - 2011-04-15

FoolsLove Wrote:Yeah it seems they're just pushing everybody into Monster Park.
Thats the point I believe. Since Monster Park gives the party exp bonus and has some high end exp bosses it's probably really really good. On the other hand if they made lhc have a lot more mobs in their maps, or still have nice high exp rates even with high hp and no party play, then it will still be good exp. Example what if they made Bear Wolves have 10 million hp but gives about eh 100k maybe a lil more exp. Would kinda balance out that you could train at MPpq or the old areas. I like it better that monster park will be party play instead of every other area. If NEXON plays their cards right, changed lhc and future ereve and henesys will still be REALLY good exp. If I'm not mistaken even the orange mushrooms who don't have loads of hp give nice amounts of exp for the hp they have.


[1.2.378] Magicians in Jump - ShanghaiDizzy - 2011-04-15

FoolsLove Wrote:Yeah it seems they're just pushing everybody into Monster Park.

That's what it looks like to me, too. And that's the one thing I don't understand.

Why is Nexon continuously making new content that overshadows and essentially eliminates older content from ever being used again? Monster Park is 13-200, too. Because of things like this, you never see people training at Orbis, Aqua, Ariant, Mu Lung, and Leafre anymore. Makes you wonder what's even going on behind the game design department...