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Most important of all, is aura meant to be permanent lasting until death (without resurrection) or logging off. I know there was/is a glitch involving relogging the battlemage and casting a different aura for them to stack, does it still work?
For advanced blue aura, what does 10% sustained damage mean, does the aura absorb it so it acts as like achilles? +60% defense I'm guessing is applied to the affected member's total defense.
Advanced dark, nothing much to ask here.
Advanced yellow, do the weapon speed increase and speed infusion stack?
Thanks in advance.
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Maxed Advanced Blue Aura: "40% distributed damage, 10% received damage, +60% defense"
For Blue Aura, the distributed damage goes up as you level it and the received damage goes down, so the 10% doesn't correspond to damage reduction. The exact mechanics haven't been tested as far as I know, so it's all guesswork.
My best guess is that whenever a party member within the aura takes damage, 40% of that damage gets redirected to the rest of the party. The rest of the party then takes 10% of the redirected damage. So say 4 people are in the aura, and one person takes 1000 damage. 400 of that damage gets redirected, and 10% of 400 is 40, which is divided by 4, so each party member takes 10 damage from Blue Aura. The person that was hit would take 610 damage.
I don't know how close this is to how it works, my Battlemage in KMS is still level 2x.
For Dark Aura, just note that although the description says +% damage, it actually multiplies your weapon/magic attack and rounds down.
No idea for Yellow Aura.
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Yellow aura and SI stack.
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It wouldn't so pretty if you get 1/1ed at zakum or party members lag if that's how distributed damage work. The defense is really nice since it's almost 26.5% boost of existing reduced damage reduction (sqrt(1.6) - 1) for percentage defense reduction. I'm just curious about yellow aura's ghetto speed infusion because I might opt for different weapon choice for dark knight and aran if it does stack with normal SI.
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Jellyflower Wrote:It wouldn't so pretty if you get 1/1ed at zakum or party members lag if that's how distributed damage work. The defense is really nice since it's almost 26.5% boost of existing reduced damage reduction (sqrt(1.6) - 1) for percentage defense reduction. I'm just curious about yellow aura's ghetto speed infusion because I might opt for different weapon choice for dark knight and aran if it does stack with normal SI.
1/1s count as normal damage, don't they? Meso Guard halves 1/1 damage. Everyone in the party would be left with about 36% hp after a 1/1. Or I guess it would vary depending on how much HP your party members have relative to you.
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Would be terrible if a HP warrior took the 1/1 and an unwashed Archer got a portion of the damage. X_X
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Dusk Wrote:1/1s count as normal damage, don't they? Meso Guard halves 1/1 damage. Everyone in the party would be left with about 36% hp after a 1/1. Or I guess it would vary depending on how much HP your party members have relative to you.
1/1 is quite weird, since some defensive skills work on it and others don't. Like an Evan's Magic Shield, which is supposed to be -30% all damage, doesn't work on 1/1, or a Priest's Invincible+Resistance combo doesn't work on 1/1.
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Tikey Wrote:1/1 is quite weird, since some defensive skills work on it and others don't. Like an Evan's Magic Shield, which is supposed to be -30% all damage, doesn't work on 1/1, or a Priest's Invincible+Resistance combo doesn't work on 1/1.
That's because 1/1s are not physical or elemental damage. Not sure why Magic Shield doesn't work.
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Dusk Wrote:That's because 1/1s are not physical or elemental damage. Not sure why Magic Shield doesn't work.
Combo Barrier, Achilles, and Meso Guard are the only skills that work with 1/1 afaik.
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Jellyflower Wrote:It wouldn't so pretty if you get 1/1ed at zakum or party members lag if that's how distributed damage work. The defense is really nice since it's almost 26.5% boost of existing reduced damage reduction (sqrt(1.6) - 1) for percentage defense reduction. I'm just curious about yellow aura's ghetto speed infusion because I might opt for different weapon choice for dark knight and aran if it does stack with normal SI.
Yellow aura is -1 speed, adv is -2. You can have up to -6 with booster, si, adv yellow.
Also yes, the aura glitch was patched. But you have to remember that most glitches that are patched in kms eventually make it to gms for a little while.
And just to clear it up: dark aura just takes the top range and bottom range numbers and multiplies them by 1.2 (advanced).
Hardly anyone actually made it to a high enough level to max advanced blue aura, and nobody's ever used blue aura around me, so I have absolutely no idea how it works.
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Arrg Wrote:Yellow aura is -1 speed, adv is -2. You can have up to -6 with booster, si, adv yellow.
Also yes, the aura glitch was patched. But you have to remember that most glitches that are patched in kms eventually make it to gms for a little while.
And just to clear it up: dark aura just takes the top range and bottom range numbers and multiplies them by 1.2 (advanced).
Hardly anyone actually made it to a high enough level to max advanced blue aura, and nobody's ever used blue aura around me, so I have absolutely no idea how it works.
I think adv yellow got switched to -1 for every level
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I don't plan to actually play battlemage, I merely want one as a mule so I will definitely be maxing all auras. But if auras don't stack anymore, clearly advanced dark will be the primal choice. Thanks for clearing up some of my confusion, looks like I'll be sticking to arcglaive.
I just need to know, aura still lasts forever unless you revive/wheel or upon logging out, is that correct? Also I know about aura adding as weapon att % and yellow giving -1 to weapon/spell speed.
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Jellyflower Wrote:I don't plan to actually play battlemage, I merely want one as a mule so I will definitely be maxing all auras. But if auras don't stack anymore, clearly advanced dark will be the primal choice. Thanks for clearing up some of my confusion, looks like I'll be sticking to arcglaive.
I just need to know, aura still lasts forever unless you revive/wheel or upon logging out, is that correct? Also I know about aura adding as weapon att % and yellow giving -1 to weapon/spell speed.
Auras stack, you just need multiple battlemages. A battlemage can cast only one aura at a time, but if battlemage A uses dark aura and battlemage B uses yellow and both are in the party, everyone in the party within range will get both auras.
Auras last forever if and only if the battle mage stays within range of you, and in party. That glitch involving logging out was patched.
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1. Do you know the approx range?
2. If the mage moves out of range, but then moves back, will the buff be active immedaiately again?
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Kaasoljoyyx Wrote:1. Do you know the approx range?
2. If the mage moves out of range, but then moves back, will the buff be active immedaiately again?
I have no idea on the range, but the aura is automatically reactivated when you back in range of the battle mage.
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I listed the range for the auras in my resistance skill tables thread.
Range for all auras
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