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 Post subject: Changes on Mages
PostPosted: 06 Oct 2017, 17:03 
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We dont have many Mages in this server and
they either go full support - with TShield
or they play Nova Party.

I hardly ever see Mages using spells, they actually only use staff hit and Nova.
Just sometimes I see Deadly or Stun cloud.

So I like to change some things about Mage class.

1. increase damage on some spells

This could affect:
/*Manes Fire*/
/*Manes Ice*/
/*Manes light*/
/*vampiric fire*/
/*igzination*/
/*Deadly Fire*/
/*Deadly Ice*/
/*stun cloud*/
/*Deadly Light*/

Also working on /*freezing distance*/

2. increase 70 Nova and decrease 60 Nova
This will put the focus more on the 2x 70 Novas and a good timing in Mage Partys
Instead of constant 4xNova spam :P

3. Remove 1h staff from game
We can make Tstaff a good 2handed staff and remove D Wand.

Knight Online actually never had a 1h staff.
And there is quite some bugs around the 1h staff.
Server side its more seen like a Mace actually.
Originally a support Mage used a Mace! and if he wanna attck he switches to the 2 handed staff.
Support Mage + 1h staff always seems a bit overpowered.

If there wasnt the 1h + Shield option...we could increase Mages overall stats a little.

Please give me your opinion about this!
thx :)

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 Post subject: Re: Changes on Mages
PostPosted: 07 Oct 2017, 03:41 
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1h staff : in my opinion, it's a really good thing that it gets removed. it makes support mages too op. being able to have high ac and be able to staff never been a thing in KO.

Overall nova damage : light should hit lower, flame should hit higher. and the "higher 70, lower 60" should be done. Mage party should be either they own the time they do their 70, or they get owned if they fail. Depending if their priest can heal between the nova coordination.

Mage party logic : 6x flame 1x light should 1 shot full paper mage (255 mp, 157 hp) stun is meant to be high, but light should hit drasticly lower then flame. 7 light mages is not meant to be a build for mage party.


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 Post subject: Re: Changes on Mages
PostPosted: 18 Oct 2017, 12:30 
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thought a bit more about the Tier staff

I think it should be a 2 handed staff that gives some tank ability.
Stats could look like this:

Attack Power: 165
Attack Speed: VERY SLOW
Effective Range: 10
Weight: 40
Max Durability: 20500
Defense Ability: 100
Defense Ability (Dagger): 10
Defense Ability (Sword): 10
Defense Ability (Arrow): 10
Flame Damage: 55
Glacier Damage: 55
Lightning Damage: 55
Health Bonus: 20
Intelligence Bonus: 20
Resistance to Flame: 20
Resistance to Glacier: 20
Resistance to Lightning: 20
Required Intelligence: 112
Required Magic Power: 126

---------------
and Chaos Staff should give a bit more HP Bonus

------------
Magimas we might add some elemental dmg

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 Post subject: Re: Changes on Mages
PostPosted: 19 Oct 2017, 15:07 
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I disagree about giving tank abilities to mage weapons. Mages tank abilities should be depend on their armors , not to using their staffs as mace.
I think its better to do changes on mage armors for paper and int mage.
If you share mage armors features here we can discuss about it, so far i don't know what mage armors have :)

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 Post subject: Re: Changes on Mages
PostPosted: 20 Oct 2017, 00:20 
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 Post subject: Re: Changes on Mages
PostPosted: 22 Oct 2017, 00:03 
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Anduin wrote:
thought a bit more about the Tier staff

I think it should be a 2 handed staff that gives some tank ability.
Stats could look like this:

Attack Power: 165
Attack Speed: VERY SLOW
Effective Range: 10
Weight: 40
Max Durability: 20500
Defense Ability: 100
Defense Ability (Dagger): 10
Defense Ability (Sword): 10
Defense Ability (Arrow): 10
Flame Damage: 55
Glacier Damage: 55
Lightning Damage: 55
Health Bonus: 20
Intelligence Bonus: 20
Resistance to Flame: 20
Resistance to Glacier: 20
Resistance to Lightning: 20
Required Intelligence: 112
Required Magic Power: 126

---------------
and Chaos Staff should give a bit more HP Bonus

------------
Magimas we might add some elemental dmg


Make a boosted Lycaon/lobo/lupus staff

Remove all defence ability on the staffs
Keep the health bonus
Higher its AP to 185 ish. since fulitol has 176
Add a -50 defence ability at some point
Half the magimas dagger defence ability by half
Make the paper armor weaker. So if they want to go in mage party, they get 3-4 shotted undebuffed.
Adjust novas to make int mages impossible in mage party
Remove the int requirement, raise the MP requirements
Remove/change Blink from the game. This skill should be for warriors only

No staffs should even have any AC bonus. that's just overpower. I'd even call Scorching staff being overpower right now, due to 14 dagger defence.


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 Post subject: Re: Changes on Mages
PostPosted: 23 Oct 2017, 08:20 
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hi Deadly,

sure we can up the AP on the T and C staff

Armors:
Since the MP bonus on armors doesnt work...we dont have real "Paper Armors" here.
Already changed the bonus on Rons from to 32health/10MP (on old maxko was 32MP (bugged)/10health ).

We currently have 2 Hero/Valk/leg sets:
225 MP requirement total def 680 +120health (most used for Mage partys)
160 int requirement total def 1120 +120health

Spirit set is also an option with:
140int 225MP requirement total def 740 +120health

and Nexus HP set
160 int requirement total def 795 +120health

blink
I think support mages here like the blink skill.
Even if its not working like the original skill. Its some good escape mechanism.
Not sure if all Mages would like to see that removed


My thought about Tstaff defense was.
If we remove the "beloved" 1h staff from the support Mages...
they might cry and ask for something that helps them tank.
That was the thought behing the def bonus.
But I agree that it might be to much.
Or the Tstaff should have a high int requirement...so that its basically a support mage staff. (We can further discuss this in PM ;) )


About DaggerDefense
I agree with you.
And we already brought DD down at many points!
On old maxko a Sin hit more dmg with 1 Dagger than with 2 :o
Cause DD was way to high.

The problem with DD already starts with the old items like
IN and IB, GB, SOS etc...
they all have equal DD and dont reflect the fact, that wep def counts double on duals. So its partly an old game bug.

Thats why I cant simply lower the DD on FN and CSW.

But I will check what we can do with titan rings and medals.

I never was a fan of the wep def on rings anyway...but thats another theme :mrgreen:

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 Post subject: Re: Changes on Mages
PostPosted: 23 Oct 2017, 09:46 
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Anduin wrote:
Armors:
Since the MP bonus on armors doesnt work...we dont have real "Paper Armors" here.
Already changed the bonus on Rons from to 32health/10MP (on old maxko was 32MP (bugged)/10health ).
I


Let me clarify 1 thing regarding paper mages, Paper mages never have MP bonus in their gear, it always maximise their HP, so they can be able to take heads on the 7 novas of another mage party. Paper means high HP, low AC. By low, I mean get a linen set +10, that should be near that the paper armor AC should be.

However, I think nerfing the armors AC wont be a big changer, since most accessories seems OP in term of HP/AC.

Y'all just need to find a way to make paper mages die like flies, while Int mages can't be in mage parties since they have too low HP to tank novas.


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 Post subject: Re: Changes on Mages
PostPosted: 23 Oct 2017, 10:37 
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but on old maxko
Rons was actually the paper armors...and had 32MP bonus (which was bugged) I wonder people didnt complain more on old maxko ;)

With our big chars and items I think we cant go back to Mage 1st grade armors - like we used on myko 10years ago :mrgreen:

Making the hero/Valk MP sets weaker might cause trouble with the Spirit and Nexus sets. Cant easily change that, cause Nexus can be used by all classes.

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 Post subject: Re: Changes on Mages
PostPosted: 08 Nov 2017, 08:54 
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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!

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