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Author Topic: Mabinogi-On Steam! Close combat revamp!  (Read 380841 times)

Seriyu

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Re: Mabinogi-On Steam! HOLY SHIT DRAGON RAID (Page 139)
« Reply #2220 on: July 05, 2013, 06:22:26 am »

It's that time again! Guide time. Sort've. There's a large large patch coming in a COUPLE OF MONTHS, NOT TODAY, another rebalencing, I think it's just now being advertised/released in korea (skyrunner as always feel free to clarify/deny this), namely a balance patch! It seems to address a few things, making magic and alchemy a bit more viable (nothing for you archers I'm sorry), and to help the whole no brainer decision between clothing, light, and heavy armor. It does a few things with dex too. And it seems to aim to make the high end shadow missions less of a one sided curbstomp if I'm interpreting the changes correctly. Let's take a look hmm?

First off, armor changes. Heavy armor will now reduce your dex by 50% (35% with armor masteries, 30% if you're a giant, 10% if you're a giant with masteries, we'll get to them later). Just heavy armor will reduce dex despite my words to the contrary earlier. With heavy armor mastery, the defense and prot will go up by 20 and 10 respectively at rank 1, magic def and prot will go up by 10 and 5. It'll also raise your auto defenses a bit. Magic defense and prot have been seperated and made an official stat too. It'll also let you use accessories with heavy armor at certain breakpoints. It costs a paltry 23 AP to hit rank 1 with, I have no idea how bad training it is but I'm willing to bet it involves getting beat up so I can't imagine it'll be too terrible.

Light armor and clothing have no dex loss. Light armor now has magic and defense protection built in, and it's mastery will raise said magic def and prot, along with it's physical def and prot by less then heavy armor, but no dex penalty. It'll also gain an additional accessory slot at some point. Clothing has no mastery, but it is super cheap to repair as always. Unless it's magic or expensive. Look stop wearing clothes into a swordfight it's just a bad idea I'm sorry

Shields also get a mastery, raises your defensive stats and auto defenses. That skill is also absurdly cheap. Get it if you use shields.

So, armor changes, tl;dr: heavy armor lowers dex now, giants get hit less hard, magic def and prot are now stats on your character sheet, there are armor and shield masteries that do what you expect.

Magic changes, magic weapons get a mastery, they raise the damage of bolts and casting speed of int magic. There's an instant cast skill that lets you instacast for about 15 seconds if I recall correctly. You cannot instant cast meteor strike (ooh what's that) as it is entirely too mighty to be done. Seriously, that thing's a monster. The cooldown of the skill (3 minutes) can be decreased if you hit enemies with bolts/spells while it's active. 2 seconds are deducated from the cooldown time per bolt. 40 AP in total to get. Note all the low AP skills, I feel these things are new skills to add new "mechanics" without updating the engine. Maybe I'm wrong. One more support magic skill, Spell walk. It's a toggle, and it lets you walk with a spell "loading". At rank 1 you move at normal speed, before that you move slower. It only works for int and advanced magic. I do not know if you can still move after the spell is "loaded" and waiting to be fired. While it's active and you're moving, stamina will drain out of you at an alarming rate, so yeah. I believe it must be casted before the spell you want to walk during. Speed enhancement boosts will still apply during the skill, although obviously there's less speed to boost so you'll be moving slower in total. You CAN move during meteor strike. (ooooo) Speaking of which! METEOR STRIKE. The new advanced fire magic. I TOTALLY CALLED IT. It works like this, you cast it, a meteor falls out of the sky (it works indoors, what will those wizards think of next), it kills everything nearby. It's that simple! It has a whopping cooldown of 15 minutes however, so think of it is a second adniel. It causes some physical damage, ignores protection for calculating critical rate, and drains your mana if it's loaded and you haven't casted it yet.

There are new pay only zero talents that mostly boost the new skills blahblah cash shop standards. New cards let you make characters at  a certain cumulative level if you have reached that level before at certain benchmarks.

Some new equipment, we can go over it when the time draws closer, but there are knuckles that act as a wand and knuckles. Int magic with your punching, yes sir.

Some minor stat changes, strength will add defense at 1 every 10 strength, magic attack grows at quadruple the rate, 1 for every 5 int, as opposed to 20 from before, every 20 int raises magic prot by 1, defense is no longer gained through int, balance has changed and you can only gain a maximum of 50% balance through stats, the rest has to come from a weapon. Weapon choice is a thing again. Every 10 will will give you 1 magic def. The formula for chance to go into deadly has changed din some way. I can't think of any way they could make it happen more often, so expect a nerf. The lucky get luckier as luck increases the chance for ranged attacks (also magic maybe Iunno) to passively miss, without use of evasion. I don't know if this effects monsters, so don't freak out yet player archers. Magic damage formula has changed into "Base Skill Damage + (Magic Attack x Skill Bonus)". From what I've read, this is a buff for bolts and a slight nerf for int and advanced. I don't know what the previous formula was, but if any of you can find it and want to do math, go for it. Prot and defense are split into magic prot/prot and magic defense/defense. THE PROTECTION FORMULA HAS BEEN REVISED. Protection gets diminishing returns the higher you go. This will mostly effect min maxers who have 90 prot via hijinx. Expect a slight increase in damage to you. IF THIS EFFECTS MONSTERS IT MIGHT MAKE ADVANCED AND UP MISSIONS MUCH MUCH LESS PAINFUL. Here's hoping. NEW STAT: Defense piercing. It ignores defense by that amount. Every 15 dex raises it by one, and GASP axes get a bonus to it! Could this be the much vaunted differences between weapon types? We can hope. There's... there's a lot of hope here. Several monsters defensive values in general have been altered for all these changes. Hopefully not to retain their rediculous defensiveness even after the patch. Please Nexon, listen to reason. I'm so tired.

tl;dr can't be done due to the nature of it I'm sorry go up and read more it's good stuff.

And now for the big one, ALCHEMY REVAMP. Load times go down across the board, damage goes up, the current HP MP and Stam values will now effect alchemy damage so it scales a little bit. This will make transformations, particularly high rolling dark knights, alchemy monsters. Various skills do more damage with various meters, you can look them up on the patches page of the wiki, the druid update under "Zero", this post is getting too long. But here's the best part: Specialty crystals (life drain, cloudcasting etc) with the exception of int magic crystals are GONE. Entirely. Skills now use various combinations of normal crystals, if you'd like to know specific ammo requirements check the patches page same place. Normal crystals now stack to 1k, specialty crystals in rewards are replaced with normal crystals. Damage of skills goes up across the board, freezing burst gets a whopping 30 second cooldown, the various "overheating" mechanics in place for wind blast and sand burst are now replaced with a generic cooldown. Oh, about sand burst. It got a huge buff. It no longer requires combat power advantage to succeed, it only needs to load once, and WHEN YOU BLIND AN ENEMY IT DROPS AGGRO HOLY SHIT A WAY TO DROP AGGRO THAT ISN'T PLAY DEAD HALLELUJAH. Minor changes to chain cylinder, it works 100% of the time, but has a cooldown. The toggle has a use now. The master title reduces the cooldown by one second instead of increasing the frequency. Monster skill ranks in alchemy have been lowered considerably so they don't gut you with giant balls of water and fire and their enormous bars of HP MP and stamina.

tl;dr: Alchemy damage effected by HP,MP,Stamina, SAND BURST DROPS AGGRO HELL YES, specialty crystals are gone, int magic crystals stay, alchemy all around much better later in the game.

And finally, the misc changes. When you heal someone it shows you exactly how much you heal. Hooray.   Taunt no longer relies on CP for success rate. Nifty. Filia and vales being redeisnged. Pretty awesome.

With all this, thank you if you read all of it, I am going to sleep I have been typing for far too long. Big changes coming, wanted people to know ahead of time, this patch isn't coming for a couple of months AT LEAST so don't freak out yet, but don't be afraid to get ready with a nice good balanced weapon if you intend to keep using heavy armor. I know I am. Be cool like me. There's some more cool stuff after that patch but we can go over it later.

GOOD NIGHT CLEVELAND
« Last Edit: September 06, 2013, 10:34:05 pm by Seriyu »
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Girlinhat

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Re: Mabinogi-On Steam! HOLY SHIT DRAGON RAID (Page 139)
« Reply #2221 on: July 05, 2013, 08:54:50 am »

A note: Max melee or ranged weapon balance is 80%, while maxed magic balance is 100%.  If Dex only takes you up to 50%, then you'll want a weapon with at least 30% balance, depending on your dex - "Laur" currently has enough dex to hit 80% on any weapon, "Barius" has like 3%.

If armor further reduces your balance, you may need a higher balance weapon.  On the other hand, armor may make it more difficult to reach the dex-based 50%.  We'll have to see what changes exactly and rebuild weapons from there.

On that note, I'm still a blacksmith.  Player-made weapons get +balance, which will now count a whole lot more than it used to, and player-made shields and armor can get +prot, which will be a lot more difficult to get and therefor blacksmiths become much more useful.  Expect to see a lot more Barri runs in the future!

Skyrunner

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Re: Mabinogi-On Steam! HOLY SHIT DRAGON RAID (Page 139)
« Reply #2222 on: July 05, 2013, 08:58:31 am »

Aww, Chain Cylinder got nerfed.
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SirAaronIII

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Re: Mabinogi-On Steam! HOLY SHIT DRAGON RAID (Page 139)
« Reply #2223 on: July 05, 2013, 11:46:48 am »

"Laur" currently has enough dex to hit 80% on any weapon, "Barius" has like 3%.
I'm sorry, this was really really funny to me. :P
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Girlinhat

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Re: Mabinogi-On Steam! HOLY SHIT DRAGON RAID (Page 139)
« Reply #2224 on: July 05, 2013, 11:56:53 am »

"Laur" currently has enough dex to hit 80% on any weapon, "Barius" has like 3%.
I'm sorry, this was really really funny to me. :P
The sad thing is, I'm not even exaggerating...

Seriyu

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Re: Mabinogi-On Steam! HOLY SHIT DRAGON RAID (Page 139)
« Reply #2225 on: July 05, 2013, 05:05:25 pm »

You know I was initially like HEY I HAVE MORE THEN 3% BALANCE but then I remembered that I usually go for higher balance upgrade paths and recall that, yeah, that's actually probably about right.

I would honestly call the chain cylinder thing more lateral, but it's certainly not a buff, no.

EDIT: OH, on dex chat from earlier, note that the formula is changing, it's possible dex will get less weight for balance, not saying it's GONNA HAPPEN but it's always a possibility.
« Last Edit: July 05, 2013, 06:15:03 pm by Seriyu »
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Seriyu

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Re: Mabinogi-On Steam! HOLY SHIT DRAGON RAID (Page 139)
« Reply #2226 on: July 06, 2013, 10:39:38 pm »

So, I have a crazy idea. Let's start hunting the field bosses, notably, the sandworm for starters. We're kind've barren in info on this, all I know is the sandworm spawns slightly above the muyu in the muyu desert, and if the wiki is right, it spawns very early, and despawns like, 18 hours later. Unlike the dragon and other field bosses that despawn in like, hour and a half tops.

It's got 300k HP, a single smash from my transformed self was doing about 1% of it's HP, so it shouldn't be toooooo bad, 3-4 man party tops, it operates off a contrib system like black dragon so the more contrib you get the more gold and exp you get. Drops include sandworm parts and other random doodads. I think there's a few recipes in there too? Much like black dragon, as long as you contribute you get something.

Attacks are a basic attack that wounds a lot, pretty sure it can be blocked, dunno about countered, annnnd a stampede style attack where it just moves straight at someone. You can sidestep that one. This obviously has no set date, and right now I think we'll start off by making sure this thing really does stay spawned all day, along with some cursory attempts at killing the thing. If anyone is actively looking for it in guild chat, say something so people know and can perhaps join in the hunt! We can move up from here if sandworm goes smoothly.

Girlinhat

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Re: Mabinogi-On Steam! HOLY SHIT DRAGON RAID (Page 139)
« Reply #2227 on: July 06, 2013, 10:54:50 pm »

Sounds fun!  Do we know how hot-air balloons interact with field bosses yet?

Seriyu

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Re: Mabinogi-On Steam! HOLY SHIT DRAGON RAID (Page 139)
« Reply #2228 on: July 06, 2013, 11:03:00 pm »

Not at all! Feel free to experiment. :D

Skyrunner

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Re: Mabinogi-On Steam! HOLY SHIT DRAGON RAID (Page 139)
« Reply #2229 on: July 07, 2013, 02:15:35 am »

* Skyrunner rolls around in the dust, being very much behind other peoples...
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bluejello

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Re: Mabinogi-On Steam! HOLY SHIT DRAGON RAID (Page 139)
« Reply #2230 on: July 07, 2013, 08:33:12 am »

you are probably far ahead of me, I have yet to do the second G1 content quest... 
« Last Edit: July 07, 2013, 08:44:27 am by bluejello »
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Girlinhat

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Re: Mabinogi-On Steam! HOLY SHIT DRAGON RAID (Page 139)
« Reply #2231 on: July 07, 2013, 09:04:50 am »

you are probably far ahead of me, I have yet to do the second G1 content quest...
I haven't finished any G-quests.

Well, I think I did G9... the alchemist one that gives raincasting.  Otherwise none.

bluejello

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Re: Mabinogi-On Steam! HOLY SHIT DRAGON RAID (Page 139)
« Reply #2232 on: July 07, 2013, 09:28:50 am »

and am level 30-something, no rebirths, in other news I have manage to get some waxen wings of goddess from fishing though...
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Skyrunner

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Re: Mabinogi-On Steam! HOLY SHIT DRAGON RAID (Page 139)
« Reply #2233 on: July 07, 2013, 09:29:10 am »

you are probably far ahead of me, I have yet to do the second G1 content quest...
I haven't done anything. :/
I also got duped by the bard update, so yeah.
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"Oh, they never lie. They dissemble, evade, prevaricate, confoud, confuse, distract, obscure, subtly misrepresent and willfully misunderstand with what often appears to be a positively gleeful relish ... but they never lie" -- Look To Windward

Seriyu

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Re: Mabinogi-On Steam! HOLY SHIT DRAGON RAID (Page 139)
« Reply #2234 on: July 07, 2013, 05:19:15 pm »

Bards aren't bad! Enduring melody is an instant replacement for stamina potions, more def/prot is very much good for later content, lullaby can instantly shut down a large portion of multiaggro, and increase damage a bit in the process. If nothing else march song can shave off valuble seconds of time in timed shadow missions, should something take too long. The offense songs are significantly less useful but only because lullaby is so good and you can only play one song at once.

Also yeah, you can catch all sorts of wierd stuff with fishing. :P
« Last Edit: July 07, 2013, 05:25:37 pm by Seriyu »
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