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[1.2.378] Magicians in Jump - Printable Version

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

Quote:Mist Eruption - Create an eruption that causes In addition, it increases the damage over time damage from Poison Mist permanently.
At master level, Mist Eruption erupts with 900% damage 3 times while ignoring 50% of the monster’s defense. Explosion damage increases by 50% as DoT stacks. Up to six mists can be exploded. Cooldown: 10 seconds.
Passive effect: Permanently increases the DoT damage of Poison Mist by 240%.

So a F/P AM can Paralyze/Mist for DoT at bossing and then use Eruption for 2700% (ignoring 50% def) every 10
seconds?

I wonder if Glacial Chain will get any additional damage/effects for bossing.


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

Abysseon Wrote:So a F/P AM can Paralyze/Mist for DoT at bossing and then use Eruption for 2700% (ignoring 50% def) every 10
seconds?

I wonder if Glacial Chain will get any additional damage/effects for bossing.

I think Eruption can make more than just one cloud explode too, so it seems that the damage can get even higher.


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

ShanghaiDizzy Wrote: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...
Perhaps in the future they'll have a way to even it out at those levels where at higher levels monster park will be slightly better.


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

Sorien Wrote:I think Eruption can make more than just one cloud explode too, so it seems that the damage can get even higher.

Except it probably doesn't mean you can stack 6 clouds in one spot and explode them all on one target for 2700% * 6 = 16.2k% every 10 seconds.


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

Yorckie Wrote:[Image: 2301003.png]

Invincible got new icon, but no new animation?

Same thing happened with Elemental Composition. Except that they removed that. Silly Nexon.

And for that multi hit argument, wouldn't the damage cap disadvantage people with huge amounts of potentialed equipment? In that situation many hits should be better... and what that other guy said about not falling off platforms because you're able to KB the monster.


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

I love the new combo that spadow done, Glacial chain + C/L Cool


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

Takebacker Wrote:Except it probably doesn't mean you can stack 6 clouds in one spot and explode them all on one target for 2700% * 6 = 16.2k% every 10 seconds.

From my times of misting you CAn stack mist on top of itself as many times as you want. Exploding also happens all at once too. Just wanna know how far from the monster you can be to do it...


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

ShanghaiDizzy Wrote: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...

Pretty much this. Some training spots before lvl 100 are still good but most regular traning spots after lvl 100 other than ludi dungeon and dragon forest are deserted. Heck, Temple of time has become a haxers nest since LHC came out because no one trains there anymore.

The problem though, is that Monster park covers traning from lvl 10 to 200. Since the party play bonus makes it better to train with a party than solo, people will just migrate to monster park and leave the rest of the maple world even emptier.

I personally don't like monster park as a training ground since it restricts what you can/should do when you train. Monster park makes training more like a quest or a test than something you can enjoy, it even has a short timer. Besides having to go into CH 1 screaming "L> party" like for Carnival PQ is kind of demeaning


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

Shidoshi Wrote:From my times of misting you CAn stack mist on top of itself as many times as you want. Exploding also happens all at once too. Just wanna know how far from the monster you can be to do it...

You play KMST?


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

byakugan Wrote:Pretty much this. Some training spots before lvl 100 are still good but most regular traning spots after lvl 100 other than ludi dungeon and dragon forest are deserted. Heck, Temple of time has become a haxers nest since LHC came out because no one trains there anymore.

The problem though, is that Monster park covers traning from lvl 10 to 200. Since the party play bonus makes it better to train with a party than solo, people will just migrate to monster park and leave the rest of the maple world even emptier.

I personally don't like monster park as a training ground since it restricts what you can/should do when you train. Monster park makes training more like a quest or a test than something you can enjoy, it even has a short timer. Besides having to go into CH 1 screaming "L> party" like for Carnival PQ is kind of demeaning

Let's just pray to God that there are enough complaints about losing the party play areas to warrant Nexon revoking that idea. In fact they should the entire game have a party play type of bonus I think, but make it so the bonus is just 10% or so, and 50% for party play areas.


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

some skill name reminds me dungeon and dragon


[1.2.378] Magicians in Jump - Joe.2 - 2011-04-15

I don't know if I'm missing something, but I'm not that happy with bishop changes

High wisdom: 40 extra int. Like.
Heal changes: Whatevs.
Invincible changes: Like.
Holy Arrow: Whatevs.
Ele Resistance gone: Ew Sad
Holy Magic Shell: 20 seconds shield that would probably last 10 seconds or less at a boss like HT, and doesnt mention having the passive effects of Holy Shield (chance of avoiding mass seduce *-*), definitely don't like this.
Holy focus affects all skills now: I didn't even know it didn't before XD but yeah I guess this is nice.
Holy Symbol: Works alone. YAY. skill duration increase. FINALLY. Now if only they had raised the exp it gave bishops.
SR: Whatevs.
Doom changes: Seriously? Who even uses doom for serious purposes anymore. Wish they changed it for a more useful skill.
Summon Dragon changes: Whatevs.
Arcaine aim: Like. Very much.
Advanced Bless: 25watt, at least something that beats the usual attack pots. However, I had maxed my Holy Arrow and left Bless at 0 with the last SP resets, cause at least Arrow was useful at Rog PQ. Hope Bless isn't a requirement for Adv Bless, but it probably will be.
Big Bang: The crit is nice i guess, but I'm kinda jealous. FP BB gets some sort of poison effect over time, and IL BB freezes. It'd be nice if Bishop BB stunned.
Stance added to Infinity: THANK YOU.
AR attacks 4 mobs now: Whatevs. BB is my main attacking skill.
Master Magic: I was hoping this had become a party skill. It's kinda annoying when I'm in parties, and because my HS lasts longer, I gotta keep guessing when it runs out for everyone else.

So out of 16 "improvements" to bishop, 11 kinda fail. Awesome


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

Joe.2 Wrote:I don't know if I'm missing something, but I'm not that happy with bishop changes

High wisdom: 40 extra int. Like.
Heal changes: Whatevs.
Invincible changes: Like.
Holy Arrow: Whatevs.
Ele Resistance gone: Ew Sad
Holy Magic Shell: 20 seconds shield that would probably last 10 seconds or less at a boss like HT, and doesnt mention having the passive effects of Holy Shield (chance of avoiding mass seduce *-*), definitely don't like this.
Holy focus affects all skills now: I didn't even know it didn't before XD but yeah I guess this is nice.
Holy Symbol: Works alone. YAY. skill duration increase. FINALLY. Now if only they had raised the exp it gave bishops.
SR: Whatevs.
Doom changes: Seriously? Who even uses doom for serious purposes anymore. Wish they changed it for a more useful skill.
Summon Dragon changes: Whatevs.
Arcaine aim: Like. Very much.
Advanced Bless: 25watt, at least something that beats the usual attack pots. However, I had maxed my Holy Arrow and left Bless at 0 with the last SP resets, cause at least Arrow was useful at Rog PQ. Hope Bless isn't a requirement for Adv Bless, but it probably will be.
Big Bang: The crit is nice i guess, but I'm kinda jealous. FP BB gets some sort of poison effect over time, and IL BB freezes. It'd be nice if Bishop BB stunned.
Stance added to Infinity: THANK YOU.
AR attacks 4 mobs now: Whatevs. BB is my main attacking skill.
Master Magic: I was hoping this had become a party skill. It's kinda annoying when I'm in parties, and because my HS lasts longer, I gotta keep guessing when it runs out for everyone else.

So out of 16 "improvements" to bishop, 11 kinda fail. Awesome

The Ele resistance is passive in Bahamut at 40% now.

I'm wondering if Bless is Pot smart now, and if that change in Holy Focus makes it so that HS duration is increased for everyone not just the bishop.

Also I didn't know Holy Shield gave immunity to Sed o.o


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

Takebacker Wrote:You play KMST?

Information from the video posted somewhere back of an F/P on KMST.
Mist was always stackable anyway.


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

Phoenix Wrote:Also I didn't know Holy Shield gave immunity to Sed o.o

Holy Shield had a passive effect that gave 40% chance to avoid status effects.


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

Quote: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...

Nexon: We're creating Monster Park and you WILL like it.


[1.2.378] Magicians in Jump - Joe.2 - 2011-04-15

Phoenix Wrote:The Ele resistance is passive in Bahamut at 40% now.

I'm wondering if Bless is Pot smart now, and if that change in Holy Focus makes it so that HS duration is increased for everyone not just the bishop.

Also I didn't know Holy Shield gave immunity to Sed o.o

Ele resistance is nice i guess, but what I'll miss is the 40% avoid on status effects. I noticed it worked on sed when I avoided the mass sed several times at HT, with only lev 8 Holy Shield. This is a great, useful skill for bishops at HT and other mass seducing bosses, and it would be sad if they took it away.

Bless probably won't be pot smart, and yeah the extended duration of HS is for everyone in the party.


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

Shidoshi Wrote:Information from the video posted somewhere back of an F/P on KMST.
Mist was always stackable anyway.

Mist and mist explosion are two different skills, so i'm afraid your experience with it stacking doesn't prove much as to whether F/Ps have access to 16.2k% per 10 seconds. Which is f'ucking ridiculous. Unless that video had him cast mist twice in one spot, exploded, and we see 2 sets of 3 numbers attack a mob, which i'm pretty sure didn't happen, i'm not convinced mages are as top tier as this sounds.


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

Bribery Wrote:Holy Shield had a passive effect that gave 40% chance to avoid status effects.

But against seduce?

To Joe.2, Mass sed effects the first 10 people in the map, were you just out of that range or was this recent with less people?


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

Joe.2 Wrote:I don't know if I'm missing something, but I'm not that happy with bishop changes
 Spoiler
So out of 16 "improvements" to bishop, 11 kinda fail. Awesome

I'm going to have to agree with you there. First through third job got some nice boosts, but fourth job, where their strength matters most, is greatly lacking. They didn't really do anything special with fourth job other than give them Advanced Blessing, but what they need is at least SOME use when it comes to attacking.

I also can't figure out why they insist on keeping Doom around! The only time I've seen anyone use Doom was when they wanted to make a regular snail turn into a blue snail as a joke. Just pull that skill out and give them some special buff that let's the party pierce all defense for 10 seconds and has a 60 second cooldown or something. Anything is better than that worthless garbage they call a spell!