[Testing] "Balance" Update

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Soluna
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[Testing] "Balance" Update

Post by Soluna » Wed Mar 20, 2013 12:34 pm

Stat Bonus "Balance"

Strength-
Same damage formula, 10 Str -> +1 Def

Intelligence-
5 Int -> +1 Magic Atk, 20 Int -> +1 Magic Protection
* Separation of existing Protection and Magic Protection, existing protection no longer reduce magical dmg (Alchemy, Magic)

Dex-
Max Balance from Dex = 50%, 15 Dex -> +1 Def Pierce

Will-
Same damage formula, 10 Will -> +1 Magic Defense

Luk-
Now have chance to auto evade enemy range attacks similar to Evasion skill

Magic Dmg Formula: Base Skill Dmg + Magic Atk x Skill Bonus = Final Damage

Defense- Only apply to melee damage now

Protection - New Protection formula, only affects melee damages, higher protection, lower bonus achieved. (e.g. 8 pro = 14% dmg reduction 20 pro = 28% protection)
*Current protection damage reduction to % of damage received no longer apply.

Magic Defense - Similar to Defense but apply to magic damage only

Magic Protection - Similar to Protection but apply to magic damage only

Balance - New formula, will be similar to Protection idea, higher balance require more dex to increase.

Defense Pierce - New stat, Similar to Lance's Defense Pierce effect. Formula is (Enemy Defense - Defense Pierce), max reduction to 0 enemy defense (as in it wont go to negatives). Certain mastery skill now adds Defense Pierce, i.e. Crossbow Mastery +18, and Axe Mastery +22.

New Skills:
Heavy Armor Mastery R1: +20 def, +10 pro, +10 Mag Def, +5 Mag Pro, Stun Resist +6%, Dex -35%, can equip 2 accessory (Human, Giant only)
Light Armor Mastery R1: +10 def, + 5 pro, +8 Mag Def, +3 Mag Pro, can equip 2 accessory (Human, Elf only)
Shield Mastery R1: + 30 def, +15 pro, +15 Mag Def, +5 Mag Pro, +8% Auto Defense Chance

*When equipped with Shield, Defense/Wind Guard Effect increase.
*Taunt/Sandburst no longer gets affected by Combat Power level.

Alchemy Changes:
Damage Formula Change-
Barrier, Flameburst, Lifedrain damage will be affected by HP
Shock, Water Cannon damage will be affected by Mana
Windblast, Frozenblast, Sandburst, Heat Buster will be affected by Stamina
*HP, Mana, Stamina affecting damage is determined by Remaing Value not Max Value (e.g. 30/100 HP, 30 being used not 100... with one exception, Life Drain works the other way 70 will be used instead of 30).

Usage Change-
All alchemy skill will be using 4 elemental crystal to use
*Existing Crystal Making training to rank skills will be changed

Prep time changes, cool down added to alchemy skills

Summon Golem - 5 of each elemental crystal per use (Summoned type purely determined by Rank)
Sandburst - 0 sec prep time, 3 sec cool down, remove enemy aggro on player
Frozenblast - 1~3 sec prep time, 30 sec cool down, 2 Water 1 Wind Crystal per use
Life Drain - 1 Fire, 2 Wind, 1 Water, 1 Earth per use, 1 sec prep time, 16 sec cool down
Shock - 1 fire, 2 Wind per use, 1 sec prep time
Windblast - Damage Increase, 7 sec cool down
Chain Cylinder - 100% activation rate, 10 sec cool down (... really now?)
Watercannon - prep time reduced to 1 sec
Barrier Spike - 5 Earth per use
*Cylinder Pressure will no longer reduce on it's own.
*New alchemy bag that can store cylinder and crystals, crystal stack change to 1000

^_^ enjoy getting windblasted for 300 dmg if you don't plan on getting magic defensive stats~
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*P.S. a lot of the data WILL change.
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Sky
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Re: [Testing] "Balance" Update

Post by Sky » Wed Mar 20, 2013 12:54 pm

Soluna wrote:Stat Bonus "Balance"

Strength-
Same damage formula, 10 Str -> +1 Def

Dex-
Max Balance from Dex = 50%, 15 Dex -> +1 Def Pierce

Will-
Same damage formula, 10 Will -> +1 Magic Defense

Luk-
Now have chance to auto evade enemy range attacks similar to Evasion skill

Defense Pierce - New stat, Similar to Lance's Defense Pierce effect. Formula is (Enemy Defense - Defense Pierce), max reduction to 0 enemy defense (as in it wont go to negatives). Certain mastery skill now adds Defense Pierce, i.e. Crossbow Mastery +18, and Axe Mastery +22.

New Skills:
Heavy Armor Mastery R1: +20 def, +10 pro, +10 Mag Def, +5 Mag Pro, Stun Resist +6%, Dex -35%, can equip 2 accessory (Human, Giant only)
Light Armor Mastery R1: +10 def, + 5 pro, +8 Mag Def, +3 Mag Pro, can equip 2 accessory (Human, Elf only)
Shield Mastery R1: + 30 def, +15 pro, +15 Mag Def, +5 Mag Pro, +8% Auto Defense Chance

*When equipped with Shield, Defense/Wind Guard Effect increase.
*Taunt/Sandburst no longer gets affected by Combat Power level.
Good lord about time...
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Soluna
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Re: [Testing] "Balance" Update

Post by Soluna » Wed Mar 20, 2013 1:27 pm

Sky wrote: Good lord about time...
Since you posted, and I am procrastinating at work I'll give you this:
100 protection -> 2/3 damage reduction.

Fireball damage skill bonus is 9, as in every magic attack (5 int) you increase 9 damage to FB, 1500/5*9 = 2700 damage increase overall.
(Other magic skill bonus don't go over 2, with Shockwave being 2, Thunder 1.4, Hail 1.4, Ice Spear 0.9, Blaze 0.1, Ice, Fire, Lightning bolt being 0.4, 0.5, 0.6, overall only Fireball and Thunder is Buffed in terms of dmg, the others like Hail, Firebolt, and IS is nerfed.)
The only one really laughing at all the stat bonuses are the Gunners and Puppeters at this point.
I predict they plan on giving out skill reset capsules again...
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Re: [Testing] "Balance" Update

Post by Aegis » Wed Mar 20, 2013 1:51 pm

What about rain casting?

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Re: [Testing] "Balance" Update

Post by Soluna » Wed Mar 20, 2013 2:16 pm

Aegis wrote:What about rain casting?
3 Water, 1 Earth, 1 Wind per use. =A= Can't believe I forgot it...
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Dertia
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Re: [Testing] "Balance" Update

Post by Dertia » Wed Mar 20, 2013 3:13 pm

Soluna wrote: Intelligence-
5 Int -> +1 Magic Atk
Amazing. Devcat did something right for o..
Soluna wrote: Magic Dmg Formula: Base Skill Dmg + Magic Atk x Skill Bonus = Final Damage
Nevermind.

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Re: [Testing] "Balance" Update

Post by Ranalf » Wed Mar 20, 2013 3:56 pm

Any changes to Flame burst? Such as load times, like WC or Cooldowns?

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Soluna
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Re: [Testing] "Balance" Update

Post by Soluna » Wed Mar 20, 2013 4:27 pm

Ranalf wrote:Any changes to Flame burst? Such as load times, like WC or Cooldowns?
Don't believe it's changed for flame burst, but I can find out when I get home. I don't play the game anymore so don't hold me to it =A=
Dertia wrote: Amazing. Devcat did something right for o..
Nevermind.
Magic's flaw was never the damage issue anyway =3=...

If anything separation of Magic and Physical stats is quite a major change and only forces player to get both stats (while at the same time there's really no good ways increasing magic stats with equips or anything; though I am sure they plan to release it)

In all honesty, it's probably just better to start a new game with the patch they are going to do now =A= because everything needs to change from stats to skills to equips to enchants to titles (Yea... what a joke Chain Cylinder title is now).

Yea... we all know who's laughing now anyway =A=... that's right, give out more damages... I am sure it will work out well.


These "update" are getting to be really stupid now... what the game really need is "content" but it turning more and more into a "grind for skill" game with the recent "updates".
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Re: [Testing] "Balance" Update

Post by Kinghooah » Wed Mar 20, 2013 4:40 pm

What about Rain Crystals?

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Re: [Testing] "Balance" Update

Post by Kapra » Wed Mar 20, 2013 4:45 pm

Kinghooah wrote:What about Rain Crystals?
If you mean what do you use instead of Cloud Crystals,
Soluna wrote:
Aegis wrote:What about rain casting?
3 Water, 1 Earth, 1 Wind per use. =A= Can't believe I forgot it...
I don't recall giving you permission to highlight this page.

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