DemoDango

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DemoDango #Mage Talk

General Mage

And now for something completely magical. DPM apocalypse v2. I will add a brief section for Teleport Mastery by this weekend. I have done some serious revisions to my previous DPM calculation thread. They include the addition of the mastery effect and a separate modus operandi for F/P mages. If you see an error in my math or in my skill percentages (there should be none in the latter, but whatever) [b]PLEASE PLEASE PLEASE make a note of it.[/b] I will investigate and fix it if necessary. I did this at 6:00 AM and I was not in my best shape. [b]I AM NOT TAKING REQUESTS.[/b] I will not be adding a DPM calculation for Evans or Battle Mages. I will not add any more skill order models. [i]Do not ask me for any.[/i] The following calculation bloc

General Mage

Total Damage Potential? At one point, when I cubed my Reverse Aeas Hand (now gold text/3line unique at max level with only 60%s used, I'm pleased), it had total damage 6%, and I item smega'd it. One whispered response said that total damage does not affect mages; I don't think this is true, but I do wonder if % total damage works on DoT, upon which my f/p relies heavily. Does it? EDIT: Just tested with identical-stat Red Whips, one of which had a % total damage potential. It evidently does not. Make your system work if you plan to profit, Nexon. >_> Maybe it has something to do with total damage+ calculation applying to hits, not damage-incurred-per-second values.

General Mage

So I read the patch notes ...and as I was scanning the skill names, I tripped on this one. Bro Attack: Level Required: 57: Required Leopard Skill Points: 72: At Master Level: MP Cost: 120, Summon Chance: 15%, Buff Duration: 150 sec, Baby Leopard Damage: 550%, Baby Leopard Duration: 40 sec, Cooldown: 0 sec. Master Level: 15 Brooooooooooooooo. Ima take my baby leopard claws to your mom, broooo. Could there be a more confusingly inappropriate name for a skill involving predatory cats?

General Mage

F/P vs I/L in terms of DPM after Jump This thread has been remade with more accurate final figures and a couple of extras tossed in. You'll see. The Spell of Awakening update has finished, so it’s high time we buckled down and started writing out the figures for DPM, no? This thread actually was completed once before but I made the mistake of not writing it in Microsoft Word, so when I hit “submit” it was lost to an advertisement. I had not used ctrl-C. Nonetheless, I now try again. Assume for the following calculations that the mages in question both have maxed out their Arcane Aim buffs and their stats are identical, not to mention that all relevant skills are mastered. Also assume that Booster is on. Extreme Magic is a common facto

General Mage

Dilemma in light of the Jump update. As an F/P mage, I am now torn between two builds early in the 4thjob phase after the Jump update. Run this URL through Google Translate to get the gist of what the skills do.;no=398&category=1 (replace the 1d with id in the URL; no idea why that bit of URL code would be blocked) Mist eruption (increases Mist DoT, detonates Mist clouds, high damage 3 times, up to 6 clouds at once, 10 second cooldown, 900% damage per hit at max + DoT) sounds like the most B.A. skill any mage could get in the entire game, and it seems to me that its usefulness in Mist training would be immeasurable. Not to mention it would let me power through the Zakum arms...muahahahaha. On the other hand, Paralyze now sounds like a [

General Mage

I just came up with a class concept. Thoughts? [b]Warning: I will admit that this is obscenely long. Don't waste your time saying TLDR, please.[/b] I was answering a thread about the difference between F/Ps and I/Ls, and I found myself thinking about what would constitute a TRULY damage-over-time centered class. F/P sort of counts since they can deal a hefty amount of damage per second through it, but they still deal the vast majority of their damage through Mist Eruption and Flame Haze (or Paralyze when mobbing of course). SO...I figured, since I have the time, why not give it a go and design one now? Nexon hasn't really made an effort to create such a class yet. CloudFlare won't let me post the entire thing because of its length, so here'

General Mage

Okay so maybe I need more input first I just put together a class design on the fly last night and I realized today that maybe I should have asked for more opinions and so forth about core character design before setting out. I mean, it's an experiment in futility anyway, but it's fun to put these ideas together. Thread link [url=http://www.basilmarket.com/forum/2792694/2/I_just_came_up_with_a_class_concept_Thoughts.html]here.[/url] Anyway, I was trying to design a class based on damage over time, which is a neat idea by itself since it would focus almost entirely on having incredibly stable damage but the game currently has multiple issues that prevent this from being effective and funding-efficient. My point in posting THIS thread is to a

General Mage

The importance of DoT, besides Mist Eruption Gee, I've started more threads this month than during the rest of my time on Basil. Not that that's saying much. Whatever. Anyway... Many people don't seem to quite understand the importance of DoT skills before and after the Chaos and Jump updates. I feel I should remedy that. I'll do this in the perspective of the Jump update, since that's the most important one. We're ignoring the importance of Mist Eruption's stacking multiplier because...do I have to say it? Thanks to Extreme Magic, all DoT lengths are 20 seconds except for Paralyze, which is 11. However, since we're basically spamming Paralyze for the purposes of this thread, it's assumed to be continuous. When I say "single use,"

General Mage

Im such an idiot. open advancement SO...I decided to switch from F/P to I/L for kicks today since we got the free coin. I immediately regretted this decision. The play style simply doesn't suit me, and the damage doesn't feel anywhere near as satisfying. It's just not for me. Not to mention having to pay a crazy amount because it reset skill masteries (which hadn't occurred to me). Does anyone have some idea of when there will be another event that hands out the open advancement coins? My mage is 181. I'm not paying over 300 million to reverse my decision.

General Mage

Confused about these potential stats Hey all. Wondering if you can help me for a bit. I haven't been tuning in to find out the issues currently going on in MS, so... So I was cubing a belt for my F/P and it went unique in 17 cubes (I'm rather pleased). The current potential [i]says[/i] 14% INT/12%LUK/30% ignore damage chance, and I have to say that seeing it made me completely flip out...but it doesn't actually have that effect when I equip it. Is the potential system farked up somehow? I'm kind of confused. I really hope this is legit and I'm just hallucinating something.

General Mage

I totally stand corrected. Totes. Mostly. Wait, that's contradictory. [i]Obligatory English comedian: GET ON WITH IT[/i] Okay, okay! Yeesh. Whatever. Anyway. I previously thought that Paralyze didn't CANCEL typical DoT by itself and instead only made DoT unable to trigger because it kept resetting the second-by-second counter for active DoTs (since Paralyze spam is faster than 1 cast/second). Turns out I was only half right. Paralyze's DoT correctly stacks with all forms of DoT, of any element and any class's skill (weapon-based or not, e.g. Flamethrower, Venom, Ice/Fire Demon, etc)... Except Elemental Composition. This is true for regular mobs as well as bosses/LHC mobs. I tested this myself--went to LHC, Mu Lung Dojo, and Dark Cornians (t