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[1.2.378] Magicians in Jump - 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: [1.2.378] Magicians in Jump (/showthread.php?tid=40584) |
[1.2.378] Magicians in Jump - FenixR - 2011-04-14 Lol at spears being slow 7 and polearms fast 5 with the same W.Atk. At least the 130 spear had more attack than the polearm. [1.2.378] Magicians in Jump - Fiel - 2011-04-14 RahlsSoldier Wrote:Yes, but nexon has a habit of only making things that are class specific unpotentiable. With examples being the mechanic prototype stuff and the Evan's dragon armor. I'm not to sure if there is anything else with slots that can't be aside from pet equips. Both of those are Taming Mob type equips. It has nothing to do with it being class specific. [1.2.378] Magicians in Jump - SwordStaker - 2011-04-14 This is really making me want to get back yo my f/p now>.> [1.2.378] Magicians in Jump - IllegallySane - 2011-04-14 Hory crap this thread is sure exploding. X_x Quick things I'm noticing right now: Chain Lightning: Changed - damage (850 --> 214) New - attackCount (4) It somewhat bugs me damage is relatively the same as before. Does that imply Mages are being tweaked, but not exactly going to get strong enough to be accepted at bosses like everybody else? [1.2.378] Magicians in Jump - Takebacker - 2011-04-14 IllegallySane Wrote:Hory crap this thread is sure exploding. X_x The damage reduction per target doesn't exist anymore and apparently on top of hitting 4 times, CL hits 4 targets as well. Meaning that AM we saw hitting max damage with infinity may very well be hitting above that now, on top of doing 4m+ damage per cast rather than 1m+900k+810k. [1.2.378] Magicians in Jump - FenixR - 2011-04-14 IllegallySane Wrote:Hory crap this thread is sure exploding. X_x Arcane Aim. For what i understand of the skill, the more you attack a mob, the more damage you do (Up to a max of 40%, im thinking multiplicative but what do i know) [1.2.378] Magicians in Jump - Jerry-Boyle - 2011-04-14 베어울프(Bearwolf) Level: 134 HP: 6,200,000 EXP: 27,841 Physical Attack: 3303 Magical Attack: 3216 Knockback: 2400 WDEF: 20% MDEF: 20% Avoid: 115 Accuracy: 423 Auto-Aggro Party Bonus Boss LHC are keeping the party bonuses? [1.2.378] Magicians in Jump - Fiel - 2011-04-14 Hitting more times is still better because you get more chances to crit. [1.2.378] Magicians in Jump - Shidoshi - 2011-04-14 IllegallySane Wrote:Hory crap this thread is sure exploding. X_x Spell booster now goes -3 speed. Extreme Magic is awesome and there's that skill that increases damage when attacking a monster continuosly. Fiel Wrote:Hitting more times is still better because you get more chances to crit.Only adds stability, since crit started being multiplicative it doesn't change your average damage anymore. [1.2.378] Magicians in Jump - shouri - 2011-04-14 IllegallySane Wrote:Hory crap this thread is sure exploding. X_x General funded I/L mages: Oh noes, I no longer have to worry about hitting the damage cap and wasting extra damage :O *cough* [1.2.378] Magicians in Jump - Takebacker - 2011-04-14 Fiel Wrote:Hitting more times is still better because you get more chances to crit. But crits are multiplicative, so that doesn't matter. AMs are just free from the damage cap now.
[1.2.378] Magicians in Jump - SwordStaker - 2011-04-14 Jerry-Boyle Wrote:베어울프(Bearwolf)I believe thats for Monster Park, correct me if I'm wrong. [1.2.378] Magicians in Jump - IllegallySane - 2011-04-14 Takebacker Wrote:The damage reduction per target doesn't exist anymore and apparently on top of hitting 4 times, CL hits 4 targets as well. Meaning that AM we saw hitting max damage with infinity may very well be hitting above that now, on top of doing 4m+ damage per cast rather than 1m+900k+810k. Training-wise it's a huge boon, but what about as single target for annihilating bosses? This does raise the interesting idea that Energy Orb may get the same treatment. [1.2.378] Magicians in Jump - FenixR - 2011-04-14 shouri Wrote:General funded I/L mages: Oh noes, I no longer have to worry about hitting the damage cap and wasting extra damage :O Also this. Multi hits are FAR superior to Single Hits skill in MS by a Mile or a thousand. [1.2.378] Magicians in Jump - Abysseon - 2011-04-14 So Chain Lightning now hits up to 5 mobs and Paralyze hits up to 8 with no damage reduction? Nice. dante9898 Wrote:Arcane Aim. For what i understand of the skill, the more you attack a mob, the more damage you do (Up to a max of 40%, im thinking multiplicative but what do i know) Quote:From the basil translation: Arcane Aim (4): permanently ignores 20% of monster's defence; increases final damage up to 40% when attacking one monster continuously Looks like archmages/bishops deal more damage when attacking a single target/boss? [1.2.378] Magicians in Jump - Shidoshi - 2011-04-14 dante9898 Wrote:Also this. Multi hits are FAR superior to Single Hits skill in MS by a Mile or a thousand. Unless you are hitting the damage cap it makes absolutely no difference. Single hit attacks knockback better. Abysseon Wrote:So Chain Lightning now hits up to 5 mobs and Paralyze hits up to 8 with no damage reduction? Nice.That "one" doesn't necessarily mean exactly 1. [1.2.378] Magicians in Jump - IllegallySane - 2011-04-14 Whoa pomegranate, so many new responses. ![]() dante9898 Wrote:Arcane Aim. For what i understand of the skill, the more you attack a mob, the more damage you do (Up to a max of 40%, im thinking multiplicative but what do i know) Shidoshi Wrote:Spell booster now goes -3 speed. Well! I didn't know Mages are now like Turbo engines, the longer they go the stronger they get. :f6: shouri Wrote:General funded I/L mages: Oh noes, I no longer have to worry about hitting the damage cap and wasting extra damage :O Takebacker Wrote:But crits are multiplicative, so that doesn't matter. AMs are just free from the damage cap now. Oh yeah, that's right. Forgot that the damage cap for single hits is easy to reach when funded to the nose. [1.2.378] Magicians in Jump - octopusprime - 2011-04-14 Jerry-Boyle Wrote:베어울프(Bearwolf) That's new monster park from what it looks like. all the new non boss mobs after 120 are party bonus. LHC just got instanced baby. [1.2.378] Magicians in Jump - Takebacker - 2011-04-14 IllegallySane Wrote:Training-wise it's a huge boon, but what about as single target for annihilating bosses? This does raise the interesting idea that Energy Orb may get the same treatment. Eh, dunno. CL was their main attack in basically every situation, so upgrades wise it makes sense and is reasonable to take the reduction off and it doesn't help at all in 1v1, only in multi-part bosses. Orb is not the same in that respect, but it would be one HELL of a buff if they took reduction off orb and changed nothing else. [1.2.378] Magicians in Jump - FenixR - 2011-04-14 Shidoshi Wrote:Unless you are hitting the damage cap it makes absolutely no difference. Single hit attacks knockback better. Knockback means Nothing at bosses like zak,horntail, Heck they don't mean anything at all at Big Bosses since you could always have a warrior or bucc to Rush the monster if needed. And in normal training you would most likely kill everything in 1 or 2 hits anyway. |