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[1.2.327] Edelstein - 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: [1.2.327] Edelstein (/showthread.php?tid=27592) |
[1.2.327] Edelstein - Random_Overlord - 2010-07-15 What I like more is that they added an extra 0.05% to bows. Which really helps if you use constant attacks like hurricane. On top of that, better mastery for us. 85% mastery, as opposed to the 81% we have currently in gms. rhpot03 Wrote:Lol I can imagine them having this conversation in korean and ending with that laugh, creepy Or better yet, bad lip syncing to english words like in the classic asian-american movies. [1.2.327] Edelstein - Hazzy - 2010-07-15 Random_Overlord Wrote:Which really helps if you use constant attacks like hurricane. No it doesn't.... Multiplication is commutative. 4*5 = 5*4 Bowmen DPS increases by roughly 4% after this patch. Criticals might screw with that, though. [1.2.327] Edelstein - FluffyFoxxie - 2010-07-15 :/ why did they bump mages... their .88 multiplier was meant to compensate for their naturally super high magic attack... [1.2.327] Edelstein - IllegallySane - 2010-07-15 Arroz Wrote:so weird, boost multiplier for warriors overall and keep spear where they are. Least sins got a 6.25% nerf god knows they needed it 1.75/2 = 0.875 Sins got a 12.5% nerf, not 6.25%.
[1.2.327] Edelstein - donovan - 2010-07-15 FluffyFoxxie Wrote::/ why did they bump mages... their .88 multiplier was meant to compensate for their naturally super high magic attack... Dunno, I'm not complaining though, if it's really broken they will just nerf it again. [1.2.327] Edelstein - Dusk - 2010-07-15 FluffyFoxxie Wrote::/ why did they bump mages... their .88 multiplier was meant to compensate for their naturally super high magic attack... I think 1.00 is fair; it's still sufficiently lower than the other multipliers. KMS mages don't have Elemental Wands/Staves. This could get ugly in GMS, though. [1.2.327] Edelstein - Random_Overlord - 2010-07-15 IllegallySane Wrote:1.75/2 = 0.875 I shall use this as trolling info when attempting to piss of d3ckzl3zz $1nz in gms.
[1.2.327] Edelstein - jhkplaya888 - 2010-07-15 awww they nerfed NL's now uber apples wont be as uber ![]() i guess its time to sell my atk pac and wg...cause % equips > atk equips [1.2.327] Edelstein - mamaloki - 2010-07-15 Random_Overlord Wrote:I shall use this as trolling info when attempting to piss of d3ckzl3zz $1nz in gms. lol. It seems that there are still many sin hater in maple. Ya we know they are noob and go around ksing people. Most sins are also arrogance idiot. hahaha [1.2.327] Edelstein - FrozNlite - 2010-07-15 Dusk Wrote:I think 1.00 is fair; it's still sufficiently lower than the other multipliers. KMS mages don't have Elemental Wands/Staves. This could get ugly in GMS, though. No worries. When enough people are pissed off about something for enough time, Nexon America will address the issue. Though I'm kind of crossing my fingers for JMS/MSEA to get the Big Bang updates first so we can see how they deal with elemental weapons. Hopefully they'll set an appropriate precedent to maintain balance that Nexon America can follow [1.2.327] Edelstein - Moonlapse - 2010-07-15 Quote:BSB delay isn't gone, and CSB has crappy delay back with no invincibility frames. ![]() /rage [1.2.327] Edelstein - Random_Overlord - 2010-07-15 Moonlapse Wrote: Off topic: That pic looks so hardcore. She's totaly getting him up the butt with her woman-parts. ON TOPIC: The wand/staff multipliers are alright as they are. Due to many of the magic skills having elemental attributes, the damage increases may outweigh the multiplier. Don't forget they're also getting elemental reset, so I heard. So no matter how you look at it, their damage is solid throughout the gameplay style. Mages wern't really meant to have damage that would be all over the place like corsairs or Heros. They're supposed to have the most solid damage per attack rather than accumulative. [1.2.327] Edelstein - donovan - 2010-07-16 Random_Overlord Wrote:Off topic: That pic looks so hardcore. She's totaly getting him up the butt with her woman-parts. How can you say what mages were meant to have? [1.2.327] Edelstein - Arroz - 2010-07-16 donovan Wrote:How can you say what mages were meant to have? he can't. After a while you take everything as an assumption or an educated guess if they back up their statement; which most don't. [1.2.327] Edelstein - Abysseon - 2010-07-16 Dusk Wrote:I think 1.00 is fair; it's still sufficiently lower than the other multipliers. KMS mages don't have Elemental Wands/Staves. This could get ugly in GMS, though. I'm somewhat confused over what to expect damage wise for mages when the revamp comes to GMS. Each archmage/bishop vid have random damage ranges for the same class. So far: Three I/L Archmages, including a 147 soloing pap and a 162 at skeles, had chain lightnings of around 60-75k while another 162 had 100-115k noncrit. *Currently, I/L has been the weakest one of the three overall from the kms vids* A few F/P Archmages had 65-75k+ paralyze while a 173 F/P Archmage was hitting 275-300ks at zakum. Bishops were hitting 60ks with angel ray and a godly 163 bishop was hitting 250k+. *This was before the change of angel ray to 840%* Seems like % equips are a dominant factor in allowing archmage/bishops to have the damage players would like to see for bossing. Elemental weapons may be a problem but I don't see it being 'broken' for archmages. [1.2.327] Edelstein - Random_Overlord - 2010-07-16 Arroz Wrote:he can't. After a while you take everything as an assumption or an educated guess if they back up their statement; which most don't. And as an educated guess from someone who's played loads of RPG's in his life know for a fact that mages are always dependant on stats, skills, and equipment. Their average weapons are staves and rods, which have no fighting style or any melee factors. Ergo, staves and rods are most commonly set out in RPG's as skill totems that enable their respective users to use various magic based elemental skills. Mage weapons have no other use other than using said skills and the rest is basicly Stats + Equipment addatives x Skill Levels or skill strengths. Remember, theres no such thing as a mage using an axe. The game won't allow it, even if a mage can weild a mace, they still can't use magic with it. Their skills make up for the Multipliers. [1.2.327] Edelstein - donovan - 2010-07-16 Random_Overlord Wrote:And as an educated guess from someone who's played loads of RPG's in his life know for a fact that mages are always dependant on stats, skills, and equipment. Their average weapons are staves and rods, which have no fighting style or any melee factors. You're reading too much into it, there is nothing wrong with Nexon deciding a new path for Magicians to take, as their path before hand wasn't exactly clear. [1.2.327] Edelstein - Arrg - 2010-07-16 Fiel Wrote:Demand for evidence. Blah. Making me post evidence. I can only prove energy charge + transform with hard proof, but I know that atk buffs also stack.
PROOF
Fiel Wrote:I thought an apple would override energy charge. Highly doubt it. It should stack with the latest proof. I could only really test with HT buff, since that's the only thing above energy charge, but that's not happening in the next few months, lol. But if it all stacks, 40 from ht buff + 40 from Sts + 20 from charge is 100. Side note: Lol, there's also a bug now where Transform's effects don't dissipate after it ends, and you keep the attack buff from it. The buff keeps blinking, but you're out of the transformed state. [1.2.327] Edelstein - IllegallySane - 2010-07-16 I see 6.8k HP. Was there any AP washed, and I assume this is Tespia and not kMS? F2 at the HP and F2 at the stacking buffs. Can I has Iron Walled, Hyperbodied, Blessed, Appled, Raging, Super Saiyan Bubble powa???? [1.2.327] Edelstein - chrisloup - 2010-07-16 Arrg Wrote:Blah. Making me post evidence. sry, but I just like to point out. a) show me ss with and without energy charge to show me that the range changes. because CURRENTLY in maplesea, when you have energy charge, your range doesn't update at all. b) don't you have ciders? please show sxform + cider stacking , if not cider, then some other kind of wa attack potion. you may or may not be really seeing energy charge stacking here at all. you might simply be seeing the updated wa of transform affecting your range instead. |