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[1.2.315] Resistance nerf - Printable Version +- Southperry.net (https://www.southperry.net) +-- Forum: Extraction Stuff (https://www.southperry.net/forumdisplay.php?fid=13) +--- Forum: Extractions (https://www.southperry.net/forumdisplay.php?fid=68) +--- Thread: [1.2.315] Resistance nerf (/showthread.php?tid=26066) Pages:
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[1.2.315] Resistance nerf - Alilatias - 2010-05-29 So they got rid of Snipe? That's good. Now they need to get rid of Sharp Eyes as well. This is probably the main complaint that current Archers have with Wild Hunters. I see no reason for Wild Hunters to have the exact same party skill as the regular Archers, especially since it appears that Wild Hunters are likely to get that 50% critical skill somewhere down the road anyways. [1.2.315] Resistance nerf - FrozNlite - 2010-05-29 Locked Wrote:It supposedly lasts 2100000 seconds. You could stay on it and the cooldown could run out, so I don't really see much of a problem. Also (and Paul would have to clarify this), if I recall correctly a lot of times skill durations in data is in some weird unit that doesn't translate literally to the game. I've seen huge numbers like that before and thought it meant seconds, but crunch the numbers really fast: a skill lasting that long will be up for 35000 minutes, which equates to roughly 24 days straight. Why add a cooldown to such an amazingly phenomenal skill? The logic doesn't add up. In other words, sometimes what you're reading isn't exactly what you think it is, which I totally empathize with considering I made the same mistake before. [1.2.315] Resistance nerf - Tay - 2010-05-29 Oh I just realised, Battle Mage lacks MG? [1.2.315] Resistance nerf - Takebacker - 2010-05-29 Tay Wrote:Oh I just realised, Battle Mage lacks MG? They make up for it with extremely high base HP as well as conversion. I can take 3 hits from a skele lazor at 116. ^^ [1.2.315] Resistance nerf - Rob - 2010-05-29 [color="#000080"] Takebacker Wrote:They make up for it with extremely high base HP as well as conversion. I can take 3 hits from a skele lazor at 116. ^^ So... What's your HP/MP at 116? [/color] [1.2.315] Resistance nerf - Takebacker - 2010-05-29 Rob Wrote: [color="#000080"] 9kish. [1.2.315] Resistance nerf - Rob - 2010-05-29 9kish what? [1.2.315] Resistance nerf - Takebacker - 2010-05-29 HP. O_o Oh, uh...6kish MP. [1.2.315] Resistance nerf - Rob - 2010-05-29 So, kinda like and Aran right? [1.2.315] Resistance nerf - Takebacker - 2010-05-29 Rob Wrote: So, kinda like and Aran right? HP gain is a little less, MP gain is a little more. Conversion doubles HP, so not really comparable to arans i'd say. Factoring in conversion, i would say the HP is similar to a warrior. [1.2.315] Resistance nerf - Fiel - 2010-05-30 FrozNlite Wrote:Also (and Paul would have to clarify this), if I recall correctly a lot of times skill durations in data is in some weird unit that doesn't translate literally to the game. I've seen huge numbers like that before and thought it meant seconds, but crunch the numbers really fast: a skill lasting that long will be up for 35000 minutes, which equates to roughly 24 days straight. Why add a cooldown to such an amazingly phenomenal skill? The logic doesn't add up. All mounts in the game have this seconds duration thing. This allows Maplestory to define the skill as a buff which gives you certain attributes (speed/avoid, double jump) rather than a state which you enter or leave. The former is easier to program. [1.2.315] Resistance nerf - Cancambo - 2010-05-30 And suddenly. . .Wild Hunter no longer looks as appealing. I am in love with snipe. D: |