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Fiel Wrote:Can a chief bandit help me out here? Why would anyone want to put more points into Meso Guard when it decreases your defensive ability?
It's just badly worded; MG is always 50% damage off, the only reason to add to it is to add to the timer. At level 1, 80% of the damage blocked burns mesos (so if you take 1000, it'll reduce it to 500, and burn 400 mesos).
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Fiel Wrote:Can a chief bandit help me out here? Why would anyone want to put more points into Meso Guard when it decreases your defensive ability?
It's a compromise: you can leave it at level 1, where it eats more mesos and defends you more, but lasts less, or you can max it, have it last longer and eat less mesos, but not defend you as well.
I guess it's all a matter of if you want the skill to last for a longer period of time.
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Fiel Wrote:Can a chief bandit help me out here? Why would anyone want to put more points into Meso Guard when it decreases your defensive ability?
if a monster did 200 damage to you at level 1 MG, then MG would strip off 50%. The stripped off 50% is 100 damage, and would thus require 80 mesos. 61 mesos when maxed.
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Ohhh, I get it now. That makes a lot more sense.
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Fiel Wrote:Can a chief bandit help me out here? Why would anyone want to put more points into Meso Guard when it decreases your defensive ability?
Meso guards description is confusing and very wrong, what it actually does in GMS right now is something like this.
Meso guard ALWAYS blocks 50% of the damage you take, at any level.
In GMS right now, level 1 is this
Level 1: MP -20; Use mesos to guard 90% of the physical damage received for 33 seconds.
So for the damage you take, say you take 2k, you take half that damage to your hp, -1k hp and you lose 900 mesos (90% of the remaining damage)
Level 20: MP -35; Use mesos to guard 78% of the physical damage received for 120 seconds.
Same damage taken to your hp, 1k, but you lose 78% of the remaining amount of mesos, 780 mesos.
So with the new level 20
20 MP -35 180 Seconds 61% of the damage replaced by mesos
You would take 1k hp damage, and lose 610 mesos.
Edit: poo. thats what i get for going away before hitting reply. Damn ninjas.
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2009-12-21, 07:10 PM
(This post was last modified: 2009-12-21, 07:17 PM by Takebacker.)
3 words.
Requesting visual difference in barrage's range. The old and new range.
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Takebacker Wrote:3 words.
Requesting visual difference in barrage's range. The old and new range.
i support this
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2009-12-21, 07:27 PM
(This post was last modified: 2009-12-21, 07:29 PM by Russt.)
Quick and dirty:
I'm sure others could come up with a better image superimposed on a character.
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Russt Wrote:Quick and dirty:
![[Image: 85x70]](http://dummyimage.com/85x70)
![[Image: 120x70]](http://dummyimage.com/120x70)
I'm sure others could come up with a better image superimposed on a character.
Not bad. It'll make BFing easier, but beyond that i can't see any real purpose for it, lol.
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It'll make doing anything with Barrage easier.
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Quote:Boomerang Step's cool time is decreased and now can be used regardless platform shape.
No more being disappointed when I pin a boss.
Kind of takes the realism out of the skill, but it's not like there's much of that around anyway.
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lol @ 7 second freeze for sairs.
Seriously? That's too much.
I do like the new song, kinda reminds me of Crimsonwood Keep.
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Spideyjvc Wrote:lol @ 7 second freeze for sairs.
Seriously? That's too much.
Not if high level mobs come out with over 200k HP, which might happen since there's a major new area coming out apparently. o.o
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Watch Nexon Korea screw over all Sins by completely changing the Lucky 7/Triple Throw Formula making Luk worth less and Dex worth more and Mastery actually does something.
Do it Nexon. I dare you to.
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JoeTang Wrote:![[Image: barragex.png]](http://img37.imageshack.us/img37/1764/barragex.png)
It'll make doing anything with Barrage easier.
lol, it already seemed unrealistic Barraging something ~1.5 inches away from you screenwise, but that just makes Barrage almost have Brandish/Blast range except we use our fists to get that much range. Looks like our punches are so powerful the meer AIR hits hurt just as much as our actual fists.
Still waiting for the possibiity of Energy Charge being charged per hit instead of per monster per attack and passive crit.
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*Waits for someone to call the new Barrage "Chuck Norris"*
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Hurray for the Bandit rebalances! Awesome changes to BStep, they'd definitely help in training, and the damage increases to BoT and Assaulter is great.
Now we wait for all other versions to implement this.
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Chameleonic Wrote:*Waits for someone to call the new Barrage "Chuck Norris"*
I call it for me to use later in game when it's implemented. Muahaha
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The F/P changes are very nice I guess, finally makes going explode first a true alternative and 2nd Job F/P not such a hell.
But where are the 4th Job changes? Why is the only proper way to go still the purse-heavy Meteo? I don't care if they weaken Meteo, but just give us some other skills to work with.
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Atruya Wrote:The F/P changes are very nice I guess, finally makes going explode first a true alternative and 2nd Job F/P not such a hell.
But where are the 4th Job changes? Why is the only proper way to go still the purse-heavy Meteo? I don't care if they weaken Meteo, but just give us some other skills to work with.
Oh but they will, first they give you some nice updates, then they will go ahead and nerf ultimates. First the good news to make you recieve the bad better ya know!
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