[1.2.378] Magicians in Jump
#21
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.
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#22
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.
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#23
This is really making me want to get back yo my f/p now>.>
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#24
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?
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#25
IllegallySane Wrote: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?

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.
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#26
IllegallySane Wrote: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?

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)
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#27
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?
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#28
Hitting more times is still better because you get more chances to crit.
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#29
IllegallySane Wrote: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?

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.
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#30
IllegallySane Wrote: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?

General funded I/L mages: Oh noes, I no longer have to worry about hitting the damage cap and wasting extra damage :O
*cough*
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#31
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. Big Grin
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#32
Jerry-Boyle Wrote: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?
I believe thats for Monster Park, correct me if I'm wrong.
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#33
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.
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#34
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
*cough*

Also this. Multi hits are FAR superior to Single Hits skill in MS by a Mile or a thousand.
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#35
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?
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#36
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.
Looks like archmages/bishops deal more damage when attacking 1v1.
That "one" doesn't necessarily mean exactly 1.
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#37
Whoa pomegranate, so many new responses. Mad

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.
Extreme Magic is awesome and there's that skill that increases damage when attacking a monster continuosly.


Only adds stability, since crit started being multiplicative it doesn't change your average damage anymore.

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
*cough*

Takebacker Wrote:But crits are multiplicative, so that doesn't matter. AMs are just free from the damage cap now. Big Grin

Oh yeah, that's right. Forgot that the damage cap for single hits is easy to reach when funded to the nose.
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#38
Jerry-Boyle Wrote: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?

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.
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#39
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.
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#40
Shidoshi Wrote:Unless you are hitting the damage cap it makes absolutely no difference. Single hit attacks knockback better.


That "one" doesn't necessarily mean exactly 1.

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.
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