Jump to content

Search the Community

Showing results for tags 'magician'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Categories

  • Solo Quests
  • Party Quests
  • Daily Quests

Categories

  • Tempskrons
    • Archer
    • Assassin
    • Brawler
    • Fighter
    • Mechanician
    • Pikeman
  • Morions
    • Atalanta
    • Knight
    • Magician
    • Priestess
    • Shaman

Forums

  • Announcements
    • News
  • Discussion
    • Townsquare
    • Media
    • Clan Halls
    • Character Strategies
    • Garden of Freedom
  • Market
    • Buy
    • Sell
  • Support
  • Language Specific
    • Português
    • Español
    • 漢語 / 汉语
    • Tiếng Việt
    • Filipino
  • ShowTïme's RECRUTAMENTO
  • UnionLatina's ABRIMOS INSCRIPCIONES APARTIR DE 120 +
  • Entropy's Topics
  • 100Stress's Up
  • ClanLatino's Topics
  • endlesslove's Topics
  • Legendary's We are back
  • Legendary's Discord
  • Legendary's Rules
  • Warlord's ReOpen
  • Sar@wakHunt3R's Level 100-Above
  • GermanElite's Topics
  • LastOrder's Topics
  • WildDogs's Discord
  • Frens's frenly frens
  • HUNTERS's Headlines!
  • Delete's Tópicos Importantes

Calendars

  • Events
  • [Lakad_Matatag]'s Events
  • Legendary's Events
  • GermanElite's Events

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Found 20 results

  1. Ranking Ss

    MG 158 16% 3/3/1 for FS 158 MG 158 16% 3/3/1 + TOP for FS 159/160
  2. Neophyte

    MGS 151 4% 10kc WITH PREMIUMS ACTIVE (CARAVAN, 3R EYE AND MORE...) HYDROID GIANT AND MORE COMUNS MOUNT MS 158 3% = 23kc PREMIUMS ACTIVE COMMUNS MOUNT PM OFFERS PLS
  3. Neophyte

    Sell MG 159 13% naked with stellar unicorn, nowflake unicorn, minight rooster, h machine, euran wolf, tobie and cuepy and some premiums active. Price 32kc Acept offers in pm
  4. Neophyte

    S> MG 152 NAKED WITH SNOW GOGGLES COAL BLACK DYE, HAIR COAL BLACK DYE, HG MOUNT, EB BLUE MOUNT AND OTHERS MORE === 11KC S> STAFF 142+24 DNT +15 HEALTH = 11KC PM OFFERS
  5. Neophyte

    robe mg 144 + 24 dnt + 15 int = 16kc staff mg 142 + 24 dnt + 15 int=16kc orb mg 144 + 24 dnt = 13.5kc wand mg 138 + 24 dnt + 15 int= 8.5kc set boss 3 prs dnt bsolm= 8kc gaunt, brac and boots 140 bsolm drop = 700c each Armor ms 140+ 24 drop = 3.5kc shield ms 140+ 24 drop=3.5kc gaunt, brac and boots 140 bsolm drop = 700c each set boss 3 ms drop bsolm (amulet bsm)= 5kc xmas mace 1h + 22= 1.5kc
  6. Neophyte

    MGS 157 45% = 24kc nkd robe mg 144 + 24 dnt + 15 int = 17kc staff mg 142 + 24 dnt + 15 int=17kc orb mg 144 + 24 dnt = 14kc wand mg 138 + 24 dnt + 15 int= 9kc set boss 3 prs dnt bsolm= 8kc gaunt, brac and boots 140 bsolm drop = 700c each MS 156 66% = 17kc nkd Armor ms 140+ 24 drop = 3.5kc shield ms 140+ 24 drop=3.5kc gaunt, brac and boots 140 bsolm drop = 700c each set boss 3 ms drop bsolm (amulet bsm)= 5kc xmas mace 1h + 22= 1kc *Feel free to leave you offer in pm *The items will be sold after selling the chars
  7. First of all, i dont know why i cannot post my suggestion into suggestions topic, its grey for me! So ill post it here! Hi, i would like to share my ideas that i have about the Skill Meteorite and other skills revamp to have a better and rewarding scale. Here i will talk with focus into Magician class but some of these ideas can be used as inspiration or adaption for others classes. 1 - Meteorite 1.1 - Meteorite Damage type adjust: First thing that i would like to talk about is the Elemental type, in the Original Priston, the Magician had only 3 fire elemental skills, Fire Bolt, Fire Ball and Flame Wave. These skills were the only ones that Mage had with Fire damage type. Who have played in that time remember that these skills didnt do damage against FIGON, cause he was immune to Fire damage, in other hand, skills like Diatrophism and Meteorite despite have fire effect in the skill(same with AS Phoenix Shot), always hitted FIGON wicht mean these both skills arent Fire elemental damage type. So based on that Dia and Meteor are Physical or Neutral damage type(Like AS Phoenix Shot), not elemental(Fire). Diatrophism is basically an earthquake, their damage is Physical or Neutral in real world. I know i know its Priston world... And for Meteorite if we look in the reality the most part of its damage is from impact(Physical), the meteorite is any large piece of rock/metal that caught FIRE when entered in the atmosphere and then hitted the ground, so Fire is not its main damage, maybe secondary damage. So with everything said above, i can conclude that Meteorite should have Neutral/Physical damage type instead of Fire Elemental damage. Or at least have hybrid damage(Neutral/physical and Fire) BUT for this second option it could be much more difficult to implement. Meteorite is a skill to use as a combo in PVE/PVP this is why it have a high cooldown, and currently for being a Fire element skill, any Fire resistance that enemies have, specially in PVP, the skill become so much punished with its damage being reduced by 90% or more, because there is not only Fire Resistancy affecting it, but all absorption and other defensive status. In the end the better solution to Meteorite is to be only neutral/physical damage(Like Watornado) as it were before. Meteorite should be adjusted/balanced to use as a Combo for PVP and PVE. Its not a skill to be casted frenetically, it have multiple hits and high cooldown, the most iconic magician skill. It should be strong, useful and balanced for PVP. 1.2 - Meteorite Cast Speed: Increase the cast speed of the skill, it is really bad to take to long to cast this skill in fights, doenst matter if is PVP or PVE, is equally bad in both situations. Currently its around 2-2,25 seconds to cast the skill, it could be reduced to 1,5 seconds at least. 1.3 - Visual Clarity, Adjusting the number of hits based on Skill Effect Animation and adjust the damage per hit: Since when priston was launched in almost 20 years ago, Meteor has always the same caracteristics >> It have 3 hits and fall 8 balls from skies. My suggestion here is to make the skill more accurate to the original animation of 8 balls falling. So basically the skill would have 8 hits now, following the numbers of falling balls and have its total damage diluted by 8 instead of 3. NO! its not like Shaman Meteor, the Magician meteor fall 8 balls in +-2,3 seconds. The meteor falling time will stay the same. It will be only a "rapid fire" with 8 balls hitting quickly the enemy. So lets see how it is now and how it could be after: Edit 1: Thanks @- D E A T H S T R O K E - for information, now follow the right match: Currently: Meteorite have 3 hit of 342% damage boost each (at level 10). 342%PerHit *3hit= 1026% total damage New: 8 hits of 129% damage boost each (at level 10). To found the correct damage per hit its easy, only diluted the total damage(1026%) per 8, then you will have 128,25% per hit. We can round up to 129% for better clarity. So the skill will have now 129% damage boost in the description instead of 342%, and now will hit 8 times instead of 3, following the numbers of balls sequentially hinting the ground. The total damage difference: 1026%(before) to 1032%(after). It is equal a +2% buff to currently 342% >> 344%. Edit 2: I needed to correct the number to the right match when the 76%Buff is active, because the buff is an additional damage, so its added in each hit, for exemple in the currently formula, Meteorite do 1326% total damage and with buff(76%) activated a total of 1554%, with my new formula the Meteorite with buff have its damage much higher like: 166% per hit in a total of 1328%(very close to the previous damage) and with buff(76%) active, it become 1936%([166+76]= 242*8= 1936), much higher than it should be. New: 8 hits of 100%base damage/hit + 66% damage boost/hit (at level 10). 166%PerHit*8hit= 1328% total damage To found the correct damage per hit its easy, only diluted the total damage(1326%) per 8, then you will have 165,75% per hit. We can round up to 166% for better clarity. So the skill will have now 66% damage boost in the description instead of 342%, and now will hit 8 times instead of 3, following the numbers of balls sequentially hinting the ground. The total damage difference: 1326%(before) to 1328%(after). The Damage increase is equal a +0,66% buff to currently 342% >> 342,66%. Currently: 198% - 214% - 230% - 246% - 262% - 278% - 294% - 310% - 326% - 342%. (3 Hits) New: 30% - 34% - 38% - 42% - 46% - 50% - 54% - 58% - 62% - 66%. (8 Hits) Edit 2 Currently formula: Meteorite have 3 hit of 100% base damage/hit + 342% damage boost/hit (at level 10). 442%PerHit *3hit= 1326% total damage And with Buff is: 100%base + 342% + 76%(buff)= 518% damage per hit, if we added Weapon enchant: 518*1,1= 569,8% DMG/hit New formula: 8 hits of 50%base damage/hit + 70% damage boost/hit (at level 10). 120%PerHit*8hit= 960% total damage And with Buff: 50%base + 70% + 76%(buff)= 196% damage per hit, if we added Weapon enchant: 196*1,1= 215,6 DMG/hit The 960% total damage is lower than 1326% from currently formula WITHOUT BUFF, but when we added the Spirit Elemental Buff with 76% the 960% total damage goes to 1568%, for comparison the currently formula from 1326% goes to 1554% with Buff(76%). Like i have said before this happens because the Buff is added for each hit, and with 8 hit the damage reach very close to the currently meteor. Then the skill would have now 70% damage boost in the description instead of 342%, and now would hit 8 times instead of 3, following the numbers of balls sequentially hinting the ground. The total damage difference: 1326%(before) to 960%(after). With Buff: 1554%(before) to 1568%(after) Currently: 198% - 214% - 230% - 246% - 262% - 278% - 294% - 310% - 326% - 342%. (3 Hits) New: 25% - 30% - 35% - 40% - 45% - 50% - 55% - 60% - 65% - 70%. (8 Hits) 2 - Mental Mastery Revamp: Some skills like Mental Mastery dont give an interesting/strong reward for spending our precious points on it. This happens in other classes too, but now im talking about Magician. So i was thinking in a way to turn this Passive Skill more interesting to maxed out. Instead of only giving extra mana, it now could give an extra Atacck Power damage based on a percentage of our maxed mana, so with more mana you have, more Attack Power you will receive. Increase permanently your mana 4% - 8% - 12% - 16% - 20% - 24% - 28% - 32% - 36% - 40% (no change) Part of your total mana is added as Attack Power (NEW) 0,15% - 0,3% - 0,45% - 0,6% - 0,75% - 0,9% - 1,05% - 1,2% - 1,35% - 1,5% For exemple, in a low level (80-110) if you have 2000 mana, you will receive a bonus of 30 Min. and 30 Max. Attack Power when MM is lvl 10. (2000*0,015= 30) And in a high level (130-160) with 5000 mana, you will receive 75 Min. and 75 Max Attack Power when MM is lvl 10. (5000*0,015= 75) This change would make this passive skill more interesting to maxed out, and not more an almost useless skill as we have today. 3 - Some buffs for unused skills: The reason of these buffs are simple, the "low level" is considered at level 80-110, in these levels we already have unlocked all skills wicht means that we will define our build, and due to that every skill should be rewarded at lvl 10, because youre spending your precious points to upgrade your skills. This type of change should be very similar in all classes, here im talking about magician, but other classes need some similar update too. 3.1 - Fire Bolt: Damage Scale Before: 7%-14%-21%-28%-35%-42%-49%-56%-63%-70% After: 12%-24%-36%-48%-60%-72%-84%-96%-108%-120% For being a single target skill it should have a high scale at lvl 10, some of you can question why its higher than Death Rays? Well.. we have Elemental Resistances, so this is why its have a higher scale. 3.2 - Fire Ball: Damage Scale Before: 12%-16%-20%-24%-28%-33%-38%-43%-48%-53% After: 12%-22%-32%-42%-52%-62%-72%-82%-%92%-102% The reason again is to have a better scale and about Elemental Resistances that reduce the effectiveness. 3.4 - Diastrophism: Damage Scale Currently Diatrophism have 100% base damage + 20-56% boost damage= 156% total damage per hit. Before: 20%-24%-28%-32%-36%-40%-44%-48%-52%-56% Total of 312% damage in 2 hits. After: 20%-35%-50%-65%-80%-95%-110%-125%-140%-155% Total of 510% damage in 2 hits. (100%base damage +155%damageBoost)*2= 510% This change is made to fight the Stone Spike skill and dont simply send this skill into the void. So you will decide, do you prefer to have 5 hits close to you, 4/3 hit medium range and 2/1 far? Like stone spike? Or do you will preffer to have 2 hit in entire area? Like Diatrophism? You will decide what do you prefer and what fit better in your build. For comparison: Stone Spike have 100%base damage +71%= 171% damage per hit. So it have 855% damage with 5 hits, 684% with 4 hits, 513% with 3 hits, 342% with 2 hits and 171% 1 hit. The new Diatrophism would have 510% total damage with 2 hit in the entire area. Stone Spike still better than Dias because have more hits close to you, only for far distance from the middle close to border, is where Dias can shine. Its a trade, you will decide to have stronger damage when enemies get close to you and less damage on the border or a medium damage for entire area. These are my ideas/suggestions for the change to Meteorite and the revamp of abandoned skills turning them more interesting/competitive to spent our points. We could have others suggestions for others classes in others posts going into the same direction as here, turning all unusable skills viable and better scaling to really force us to decide wicht skill to spent our points and create our own builds.
  8. chicoiak22

    Sell only complete set. PM in-game: CO-NAN or CHICOIAK.v
  9. Lvkrijger

    Let me know your offer! Thx ^^
  10. chicoiak22

    SOLD
  11. S> Shaman 150 naked = 10kc Robe Orb 136 +20 good stats = 1.5kc/each Phantom 138 -0-0 77tal +23 = 3.5kc Vampire costume +24 = 500c Gaunts/Boots 136 bsol = 400kk/each Hell Brac bsol = 500kk Earrings +3 +2 per hp free with account 2 T-ring bsol (1 dnt) = 4kc DGS BOM = 300kk Full (with discount): 22kc or 21.5kc without vampire S> mage 140 50% naked 4kc Make offer if you want. Thanks!
  12. S> Bow 138 +24 -0-0 AS = 6,5kc S> Brace 134 Bsolm AS = 600c S> Greedy Gaunt mgs bsolm per 99% = 2,5kc S> Boots 140 bsolm per 99% = 2,5kc S> Staff 134 +24 -0-0 = 4,5kc
  13. romaioxp8

    S>T>MG 150 FOR KS/MS Or trade ks/MS 144+ top
  14. NightKnight

    MGS ITEMS: Gaunt 140 Bsol Drop - 2kc SOLD Robe 140 +24 DNT - 9kc SOLD Orb 140 +24 DNT - 9kc SOLD Wand 138 +24 DNT - 9kc SOLD Boot 140 Bsol Drop - 2kc SOLD Set Boss 3 BSM Drop - 5.5kc SOLD ONLY COINS !!! Offer? PM ME
  15. duendeverde1822

    Fs 140 91% 4kc naked 1 val fs bom 280kk 1 val ms bom 280kk Set 136 fs bsm 80kk each Axe 138 bsm 150kk Dgs mgs bom 280kk Kel mgs.bsm 280kk ---------------------- Ms 145 only full tanker Set boss 1 bom Set 136 bsm Armor.136+24 Shield 136+22 2x earring +2 Xmas knife 15kc ----------------------- Mg 139 only full 1 throne amulet bsm 2x val bsm 1 dgs bsm Set 136 bsol Robe 132+22 (prs spec) orb 132+22 mgs 2x earrings +2 Wand 138 bsol vigor 12kc full
  16. duendeverde1822

    Pm lhamaprs
  17. duendeverde1822

    Mg 146 Wand 138 bsol Gaunt 136 bsol Boots 136 bsol Brac 136 bsol Orb 136+22 Robe 136+22 Staff 134 bsol Set Boss 1 bom 18kc Full only
  18. duendeverde1822

    WAND 138 BSOL SET 136 BSOL ROBE 136+22 ORB 136+22 SET BOSS 1 BOM STAFF 134 BSOL 18kc full only
  19. Lvkrijger

    I see some sellers in Ricarten town sell their ''Hell Gauntlets'' lvl 134. with MGS Spec. ATK Pwr LV/10 for example. How much more damage is that exactly? Is it worth it? https://imgur.com/xq5zh3x
  20. elbiatch2a

    I have a few questions about a 132 mage. I currently dont have good equipped items on my mage right now coz i have a sacer. Now i need items do diq, what items should i have in this current level? Should it be mix or age? Thank you in advance.

News and Updates

×
×
  • Create New...