New Gameplay change (Stat re-balance)
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New Gameplay change (Stat re-balance)
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
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
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
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
Xeek- Retired
- Posts : 5907
Join date : 2009-03-28
Age : 31
Re: New Gameplay change (Stat re-balance)
omgomgomgomgomgomgomg!
Xeek- Retired
- Posts : 5907
Join date : 2009-03-28
Age : 31
Re: New Gameplay change (Stat re-balance)
Seems cool overall.
Alchemy is getting a beautiful revamp, maybe I can master barrier spikes easily now.
Alchemy is getting a beautiful revamp, maybe I can master barrier spikes easily now.
Glaceon- Glas Ghoblehht
- Posts : 2990
Join date : 2010-10-26
Age : 33
Location : Somewhere in Johto..
Re: New Gameplay change (Stat re-balance)
Rini: *DODGES EVERYTHING IN LIFE*
Auramune- Retired
- Posts : 5534
Join date : 2008-04-05
Age : 38
Location : Aplington, Iowa
Re: New Gameplay change (Stat re-balance)
My luckboat is going to get even more awesome than it already is. Now I can even wear those things in the combat outfit
Nifty nifty. But... some changes do seem quite strange. From where is this? Beta info? Source? Can't see anything in the official forums.
![Very Happy](https://2img.net/i/fa/i/smiles/icon_biggrin.png)
Khunvyel- Mentor
- Posts : 467
Join date : 2013-02-11
Re: New Gameplay change (Stat re-balance)
That's because it's in KR testing phase, and no testing information can be posted on the NA forums, anymore.
http://mabidata.net/forum/viewtopic.php?f=7&t=1621
Auramune- Retired
- Posts : 5534
Join date : 2008-04-05
Age : 38
Location : Aplington, Iowa
Re: New Gameplay change (Stat re-balance)
Yeah, if people post from the KR test server, they consider it Data Mining, against the rules, banhammer.
(dunno if they BAN people, I don't bother to check, but they're not allowed to post things that are still in test server)
(dunno if they BAN people, I don't bother to check, but they're not allowed to post things that are still in test server)
Soifa- Retired
- Posts : 1656
Join date : 2012-09-08
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