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Mage Element Amplification

Discussion in 'Suggestions' started by phuatw, Oct 24, 2015.

  1. United
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    United Skelegon

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    12:24 PM
    United
    Dark Knight
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    Demure
    ^ RIP
     
  2. Zaltor
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    Zaltor Dark Stone Golem

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    Apr 8, 2015
    Male
    10:24 AM
    Zaltor
    I/L Arch Mage
    151
    Demure
    Mage lives matter
     
  3. Yozich
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    Yozich Wolfspider

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    Hero, I/L Arch Mage, Corsair
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    ~Demure~
    #Archlivesmatter
     
  4. OP
    OP
    phuatw
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    phuatw Red Snail

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    Oct 21, 2015
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    5:24 PM
    Tengzilla
    Magician
    18
    More stuff. Would be great if up to version 0.72 changes could be implemented, if 0.86 maybe too drastic

    Skill

    1. Common Skill for all classes edited
      1. Warrior Awakening skill can be leveled up to level 5.
      2. Maple Warrior master level increased to level 30.
    2. Warrior job skills revised
      1. Warrior skill “Power Strike” initial damage has been increased to 165%. Damage after mastering remains the same.
      2. Warrior skill “Slash Blast” initial damage has been increased to 72%. Damage after mastering remains the same.
      3. Spearman skill “Hyper Body” effective period increased to 300 seconds.
      4. Fighter skill “Rage”, upon mastering, increases attack by 12.
      5. Page skill “Threaten” applies to boss mobs. Effective period increased up to 120.
      6. White Knight skills “Blizzard Charge” and “Ice Charge” damage increased to 110% upon mastering.
      7. Paladin skill “Blast” attack range increased
      8. Paladin skill “Sanctuary” cooling time decreased to 20 seconds.
      9. Hero skill “Enrage” cooling time decreased to 6 minutes.
      10. Dark Knight skill “Berserk” HP use limit changed to 50% upon mastering.
    3. Mage job skills revised
      1. Mage (Fire/Poison) and Mage (Ice/Lightning) Skill “Elemental Amplification” attack increased to 140%
      2. 4th job magician skill “Big Bang” charge time decreased to 1 second.
      3. Ice/Lightning Arch Mage Skill “Chain Lightning” extra damage increased.
    4. Bowman job skills revised
      1. Hunter, Crossbow Man short distance attack range decreased.
      2. Hunter, Crossbow Man short distance attack damage increased.
      3. Ranger, Sniper skill “Strafe” initial damage increased to 71%. Damage after mastering remains the same.
      4. Bowmaster skill “Concentration” effective period increased to 240 seconds.
      5. Marksman skill “Piercing Arrow” charge time decreased to 1 second.
      6. Marksman skill “Snipe” cooling time decreased to 5 seconds based on mastered skill.
      7. Hunter skill “Arrow Bomb” damage until initial mob attack increased.
    5. Thief job skills revised
      1. Chief Bandit skill “Band of Thieves” attack range increased.
      2. Chief Bandit skill “Assaulter” moving range increased.
      3. Chief Bandit skill “Pickpocket” calculations revised.
      4. Night Lord skill “Ninja Ambush” range increased.
      5. Shadower skill “Boomerang Stab”; delay after using this skill decreased.
    6. Pirate job skills revised
      1. Outlaw skill “Flamethrower” and “Ice Splitter” attack range increased.
      2. Viper skill “Dragon Strike”; delay after using this skill decreased.
      3. Viper skill “Barrage”; delay after using this skill decreased.
      4. Viper skill “Energy Blast”; delay after using this skill decreased.
      5. Captain skill “Rapid Fire” damage increased to 170% based on master level.
      6. Captain skill “Battleship”; when battleship is disabled, waiting time is changed to 90 seconds for all to ride again.
      7. While using Viper skill “Transformation”, can use all skills except for “Oak Barrel,” “Double Fire,” “Demolition” and “Snatch”.
      8. While using Viper skill “Super Transformation,” can use all skills except “Oak Barrel” and “Double Fire”.
      9. Viper skill “Energy Orb”, extra damage added.

    From: http://maple.asiasoftsea.net/news_events/view/patch_notes_for_version_072/
     
    • Like Like x 2
  5. KurayamiLove
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    KurayamiLove Skelegon

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    Nautilus
    11:24 AM
    KurayamiLove/Nagrom/Amatista
    Buccaneer
    69
    Halcyon
    I thin +35% from amplification and +25% from the elemental wands are enough dmg boost to train o.o, Is easy to deal the same dmg or even more than a bishop at skeles. About bossing they will be still being pretty bad is better to use another job on that matters o.o
     
    • Like Like x 1
  6. Lionheart
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    Lionheart Horntail

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    Gotta catch em all...
    3:24 AM
    Lionheart
    F/P Arch Mage
    151
    Hogwarts
    Genesis: 670 power

    Meteor: 330 x 1.25 x 1.35 = 556 power.

    Also, skeles are weak to holy, multiply 670 x 1.5, and we get 1005 power. Bishops do nearly twice the damage as mages at skeles.

    Derp. OnionPanicky
     
    Last edited: Nov 16, 2015
    • Like Like x 1
  7. Zaltor
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    Zaltor Dark Stone Golem

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    10:24 AM
    Zaltor
    I/L Arch Mage
    151
    Demure
    GM plz
     
  8. Juan
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    Juan Red Snail

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    Oct 21, 2015
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    2:24 AM
    JuanPi
    I vote for mages getting nerfed.
     
    • Like Like x 1
  9. fryber
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    fryber Windraider

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    Jun 1, 2015
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    Out of sight, out of time
    4:24 AM
    OpTiC
    Sniper, Marksman
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    Beaters
    As they say in my hometown "Berf Nishops"
     
    • Like Like x 3
  10. Animate
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    Animate Timer

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    Apr 2, 2015
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    5:24 AM
    Donut
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    JSquad
    Or just slightly buff the other classes..?
     
  11. KurayamiLove
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    KurayamiLove Skelegon

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    KurayamiLove/Nagrom/Amatista
    Buccaneer
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    Halcyon
    You are comparing lv1 meteor with lv30 genesis, max meteor is 570, with a calculator I did some numbers and an archmage using max meteor and a bishop doing the same with genesis on skeles the dmg for the archmage is 52.5-67.3k on skeles(no elemental advantage) and a bishop would do 54.7-70.2k dmg (with elemental advantage) The damage difference isnt too big having in mind bishops have the elemental advantage, the only real bad thing is that archamges use double the MP
     
  12. Lionheart
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    Lionheart Horntail

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    Gotta catch em all...
    3:24 AM
    Lionheart
    F/P Arch Mage
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    Hogwarts
    Whoops, how did I.... I mean, I knew gen hit harder, for some reason i just picked the lv 30 number. Well that's just embarrassing being a source of misinformation... :oops:

    Ok, so the numbers are a lot closer. They're further apart if both are level 1, but yeah. Bishops still hit skeles harder, and for a lot cheaper, and with hs and everyone wants to party with them or leech cause of that.
     
  13. Zaltor
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    Zaltor Dark Stone Golem

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    Zaltor
    I/L Arch Mage
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    Demure
    Geni 20 is like 3k mana. We have elemental amp and blizz 20 used 8k mana. Increasing amp to roughly how it should be would at least compensate for the insane cost of mana since we won't even be able to get blizz 30 soon.
     
    • Like Like x 1
  14. ApplePie
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    ApplePie Stone Golem

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    5:24 AM
    ApplePie / Feel
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    Halcyon
    Hmm... with that "little" boost in power, ToT might truly be a viable training alternative for Archmages! (2hit -> 1hit hype!) MapleF14
    well, for lower funded mages
     

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