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  1. Default Re: Magician %/s (Justice Magician, Evan, and Battle Mage)


    Damn, ninja'd :(

  2. Default Re: Magician %/s (Justice Magician, Evan, and Battle Mage)


    It does and I've already included that. If you check the tables, you'll notice (4), (3), and (2) are all identical, because Body Boost with Union Aura's buff makes it last as long as the cooldown, so it can be active indefinitely.

    Here's that new Lumi buff.

    Luminous (Light):
    Spoiler
    Sharp Eyes
    Luminous (Dark):
    Spoiler
    Sharp Eyes
    Hyper

  3. Default Re: Magician %/s (Justice Magician, Evan, and Battle Mage)


    I can't believe I'm once again surprised at Nexon's inability to balance their game. Compared to the other mages, those numbers for BaMs are just ridiculous...
    Last edited by Arcana27961; 2012-11-13 at 02:07 PM.

  4. Default Re: Magician %/s (Justice Magician, Evan, and Battle Mage)


    Actually, I'm pretty shocked that nexon decided to double up power of Battle Mages. Usally they buff already OP classes and classes which need that are forgotten (poor Pallies). BaMs deserved it ;)

  5. Default Re: Magician %/s (Justice Magician, Evan, and Battle Mage)


    My guess is they severely underestimated how strong they made BKB. It's 2800% over 7 hits in 240ms + 300ms, both of which can activate Final Attack, though that's not that strong to begin with. And the AOE is probably the biggest of any BaM skill that isn't Dark Genesis. The second attack has more horizontal reach than Dark Shock, and it can hit higher than Dark Genesis.

    I'm hoping for a general nerf. It doesn't make sense, especially when you compare it to Beyonder, or any of the 8s CD Hyper Attacks which are a very similar skills that aren't overpowered.

  6. Default Re: Magician %/s (Justice Magician, Evan, and Battle Mage)


    if any class actually deserves a buff of this magnitude, i think BaMs do still. I remember pqing with this evan with 20k less range than me on my bam, and she still outdamaged or matched my damage quite easily.
    Really wish we had flame wheel or illusion.

  7. Mercury Straight Male
    IGN: MagiRico
    Server: LoL NA
    Level: 30
    Job: Jungle/Top/Supp
    Guild: Deny
    Alliance: Eternal
    Kansas

    Default Re: Magician %/s (Justice Magician, Evan, and Battle Mage)


    I fail to see how Battle Magicians "deserve" the ability to outclass every other magician in damage while having superior defensive and party abilities.

  8. Default Re: Magician %/s (Justice Magician, Evan, and Battle Mage)


    Dual Bladers vs. Shadowers debate in reverse.

  9. Default Re: Magician %/s (Justice Magician, Evan, and Battle Mage)


    But Shadowers don't have nearly as much party utility as Battle Mages.

    I personally don't think Battle Mages should have gotten this big of a buff. I personally thought they were in a good place after their Rise Against revamp since that made them respectable while not being completely ridiculous with their kit. Not to mention I think it's a little unfair that virtually every class gets an active attack Hyper with a cooldown and Battle Mages get their skill that doesn't have a cooldown and is pretty ridiculous damage.

  10. Default Re: Magician %/s (Justice Magician, Evan, and Battle Mage)


    Just when I thought Nexon's sense of class balance couldn't get any worse. Jeez.

  11. Default Re: Magician %/s (Justice Magician, Evan, and Battle Mage)


    I wish Nexon would stop buffing the classes at different times (or stop constantly buffing the classes). It may be a lot of work, but that's Nexon's fault for introducing so many classes. Here's hoping BaMs get a massive nerf soon...

  12. Orbital Bee Cannon
    IGN: GatlingPunch
    Server: Bellocan
    Level: 200
    Job: Gear 2nd Pirate
    Guild: Virtues
    Alliance: NARs

    Default Re: Magician %/s (Justice Magician, Evan, and Battle Mage)


    I agree. It sucks knowing that your class is never safe from suddenly sucking or others getting sudden spikes of buffs. At least games from Blizzard can keep balance at all but the pure metagame level (because only players can find imbalance in well balanced games).

  13. Default Re: Magician %/s (Justice Magician, Evan, and Battle Mage)


    Updated the OP. Made a fix for any 810ms attack, so they should be seeing a slight improvement at Fastest (2). As it turns out, base speed for normal attacks is 800ms, not 810ms. It only gets rounded to 810ms at Normal (6), but otherwise hits flat 600ms at Fastest (2), which is where an issue originally was, where Normal (6) 810ms went to Fastest (2) 630ms. Now they correctly reach 600ms.

  14. Default Re: Magician %/s (Justice Magician, Evan, and Battle Mage)


    I look forward to seeing more analysis, JoeTang, because we got altered Lumi stats.

  15. Default Re: Magician %/s (Justice Magician, Evan, and Battle Mage)


    From what I see, the only true difference is they get both Dark and Light Affinities. Don't they still need to use one type to enter Equilibrium?

  16. Default Re: Magician %/s (Justice Magician, Evan, and Battle Mage)


    They charge the feathers and once the feathers are charged they can consume one charge to enter Equilibrium and then pop-out in Dark mode. Depending on the cooldown on the swapping modes, it might be more damage since you could spam to Equilib. a few times in a row.

  17. Neon Atom Male
    IGN: WaxMuseum
    Server: Galicia
    Level: 200
    Job: Captain
    Guild: UniquePwns
    Alliance: Miracle
    australia

    Default Re: Magician %/s (Justice Magician, Evan, and Battle Mage)


    The cooldown on swapping modes is ~160 seconds

  18. Default Re: Magician %/s (Justice Magician, Evan, and Battle Mage)


    Forgot about that. Thanks for reminding me!

  19. Default Re: Magician %/s (Justice Magician, Evan, and Battle Mage)


    And in KMS, it takes you about 35s to go from Sunfire/Eclipse into Equilibrium. Less for Eclipse if you use Morning Starfall.

  20. Default Re: Magician %/s (Justice Magician, Evan, and Battle Mage)


    Sucks to suck for GMS then.

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