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 Post subject: Re: Changes on Mages
PostPosted: 08 Nov 2017, 20:28 
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Anduin wrote:
Since this topic was open long enough...I think we can bring the changes now.
People had time to see it and give there opinion.
But Im sure still some will cry about removing 1h TStaff...

1. This I suggest as new stats for T Staff:
Tier Staff +10
Attack Power: 168
Attack Speed: VERY SLOW
Effective Range: 10
Weight: 40
Max Durability: 20500
Defense Ability: 100
Defense Ability (Dagger): 5
Defense Ability (Sword): 10
Defense Ability (Arrow): 10
Flame Damage: 55
Glacier Damage: 55
Lightning Damage: 55
Intelligence Bonus: 20
Resistance to Flame: 20
Resistance to Glacier: 20
Resistance to Lightning: 20
Required Strength: 91
Required Intelligence: 160

2. About Krowazand Primeval staffs
Another thing is that I dont see people using any Hellblood/ Elysium/Scorching or Oasis staff. They dont even loot them from Isiloon/ Ultima.

Cause the Krowaz Paper staffs are just to good.
For this reason I would eitherdecrease AP on Fulitol, Faun, Molok and Primeval Torch slightly.
Or we increase AP on the int Staffs. Not decided yet.

3. Chaos Staff

I agree that Chaos staff is missing something that makes it special.
See this topic: viewtopic.php?f=117&t=45138
I dont want to add another DD staff.
Thats actually for Scorching and Oasis.

But we might add 5 Axe, Sword or Arrow Defense.

Beside that, we will increase its HP and Int Bonus!


1. I like the stats of the T staff, however, for a support staff, I'd say that 168 AP is pretty high. Considering the fact that sacrificing 30-40 MP as a light mage doesn't really affect the damage that much, I've tested it, its only about 100-125 damage ish less. I'd make it more somewhere like the chaotic/scorching/oasis, near 145-155.

2. Don't decrease/increase the attack power of any of those staffs. They currently are balanced. Sacrificing 85 AC to get more AP seems pretty fine to me. Someone using a fulitol will never be able to tank a sin as much as someone using a scorching staff will be able to. Since fulitol/molok/faun have the -85 AC on them, witch makes mages even more paper. In other words, Fulitol/Faun/Molok are good only for nova party. I rarely see any mages in cz solo/duo use those staff.

3. Only increase its HP bonus would work I'd say, but at witch point it should get boosted, that we need to test it.


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 Post subject: Re: Changes on Mages
PostPosted: 08 Nov 2017, 23:00 
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Thanks TheGreatevil for testing!

Here is a new suggestion for the T Staff 2 handed:
Tier Staff +10
Attack Power: 155
Attack Speed: VERY SLOW
Effective Range: 10
Weight: 40
Max Durability: 20500
Defense Ability: 100
Defense Ability (Dagger): 5
Defense Ability (Sword): 10
Defense Ability (Arrow): 10
Flame Damage: 55
Glacier Damage: 55
Lightning Damage: 55
Intelligence Bonus: 20
Resistance to Flame: 20
Resistance to Glacier: 20
Resistance to Lightning: 20
Required Strength: 91
Required Intelligence: 160
Required Health: 100

Since its a "support mage staff" we might add those 100 health requirement.

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 Post subject: Re: Changes on Mages
PostPosted: 08 Nov 2017, 23:42 
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Anduin wrote:
Thanks TheGreatevil for testing!

Here is a new suggestion for the T Staff 2 handed:
Tier Staff +10
Attack Power: 155
Attack Speed: VERY SLOW
Effective Range: 10
Weight: 40
Max Durability: 20500
Defense Ability: 100
Defense Ability (Dagger): 5
Defense Ability (Sword): 10
Defense Ability (Arrow): 10
Flame Damage: 55
Glacier Damage: 55
Lightning Damage: 55
Intelligence Bonus: 20
Resistance to Flame: 20
Resistance to Glacier: 20
Resistance to Lightning: 20
Required Strength: 91
Required Intelligence: 160
Required Health: 100

Since its a "support mage staff" we might add those 100 health requirement.


Those stats are to replace the MP requirments that are usually on staffs, so support mages who wants to go full support won't need MP to be able to staff players, their gonna be able to stats like priests, 160 int, 91 str and rest in HP, and use that 2 handed staff to staff around the priests, while having some defensive boosts.


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 Post subject: Re: Changes on Mages
PostPosted: 13 Nov 2017, 17:25 
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there is a client side bug on TStaff requirements.

Will be fixed with next small patch

For now you can fix it yourself by copying these 2 files into your
Titan > Data Folder


Attachments:
item_org_us.tbl [250.56 KiB]
Downloaded 96 times
Item_Ext_10_us.tbl [75.05 KiB]
Downloaded 82 times

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 Post subject: Re: Changes on Mages
PostPosted: 14 Nov 2017, 16:41 
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Please check for mask halloween INT requirements: because its useless with this MOD.


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 Post subject: Re: Changes on Mages
PostPosted: 14 Nov 2017, 21:09 
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Int requirement on Mage int masks is 160.

On Tier staff its also 160.

So I dont see the problem.

Can you explain a bit more?

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 Post subject: Re: Changes on Mages
PostPosted: 17 Nov 2017, 03:45 
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hmm ok..

i need 225 MP for int mask...but i cant have this, because i need 100hp/91str for new tier staff...

made my self clear?
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 Post subject: Re: Changes on Mages
PostPosted: 17 Nov 2017, 19:43 
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MichaelPhelps wrote:
hmm ok..

i need 225 MP for int mask...but i cant have this, because i need 100hp/91str for new tier staff...

made my self clear?
:)


You've bought the MP mask. You would need the int mask.


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 Post subject: Re: Changes on Mages
PostPosted: 26 Nov 2017, 12:25 
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viewtopic.php?f=100&t=45250

a fix

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 Post subject: Re: Changes on Mages
PostPosted: 28 Nov 2017, 07:30 
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I wanted to test mage and changed class... After trying all kind of it I can tell you that you need to lower all resistances on the items because mage damage is nothing when compared to other servers where mages can duel without dying when the opponent has 50% hp... Mages are not created to be tanky and support their team, mages should be able to deal more damage than they do now...

Most of you are gonna disagree with that but it's just a suggestion..
I am waiting for your suggestions too.

Thank you!


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