Anak Posted December 27, 2019 Share Posted December 27, 2019 (edited) @Juji Can you explain about magic critical rate again please. Is it ~33% crit rate FIXED ( even on lower than 300-330 mcrit rate on stats, 200 m.crit rate for example, to have 30-33% chance again ) or its 33% rate CAP (330 mcrit rate on character stats). ? Is this limitation is only for NA servers ? Why there is rank2 bonus +50 mcrit when it doesnt work ( currently have 550 mcrit rate and its not working ). Why you can get over 300-330 mcrit rate on stats when it actually not working. ( stats limit doesn't match the game limit ) Why players can spend real money for items that increase m.crit rate but they will not working as advertised/described ( this sounds really bad at all ) Debuffs that increase target to receive more criticals also not working for mage skills. Is there any difference between magic critical rate and magic skill critical rate ? What about skill enchants ? Savagery ( +++ skill critical rate ), is it fake too ? And also there is Ability points ( Magicians wild magic ) with magic critical rate in wizard tree that game force us to learn them ( waste of ability points ) in a way to can obtain ( Magician's Mystic ) m.crit damage. Edited December 27, 2019 by Anak Link to comment Share on other sites More sharing options...
Elsewhyr Posted December 28, 2019 Share Posted December 28, 2019 you forgot the wild magic skill enchant option... Link to comment Share on other sites More sharing options...
mixa Posted December 29, 2019 Share Posted December 29, 2019 The skills are capped to 333 over 1000 (not as percentage). Nothing affects this cap and since there devs are busy designing p2w items and skills, the enchant routes and everything else like m.skill crit rate is just a bunch of non-sense. And the thing is, that it's probably best if it's left like it is. The mages can get very op very fast, if this cap is rised even to 500 over 1000. Anyways, with the upcoming nerf to the mages in the next update, you'll wish you could crit a bit more often Link to comment Share on other sites More sharing options...
Murkan Posted December 29, 2019 Share Posted December 29, 2019 3 hours ago, mixa said: The skills are capped to 333 over 1000 (not as percentage). Nothing affects this cap and since there devs are busy designing p2w items and skills, the enchant routes and everything else like m.skill crit rate is just a bunch of non-sense. And the thing is, that it's probably best if it's left like it is. The mages can get very op very fast, if this cap is rised even to 500 over 1000. Anyways, with the upcoming nerf to the mages in the next update, you'll wish you could crit a bit more often Next nerf for wizards, since when have wizards been nerfed? Wizards is currently the most powerful class in the game and this has been happening at two expansions, has the mana shield which is a 95% absorbing, activating skill that consumes 50 mp mana for seconds, but these 50 mp mana consumed it seems that there is no consumption, because it takes time to fall, and has another skill of Feoh that leaves activated that increases the P.Defense by 40%, realized that Ncsoft invests in giving more and more P. Defense for the Wizard and not do this for the Warrior and Knights in general, does not increase their Defense. Anyone in the hunting grounds will see Feoh with Iss and Healer calling out several mobs and killing them fast and withstanding the damage they receive, and that goes for archers as well. If Feoh will get a nerf in the next update, I think it's valid, with the new olympics system, nobody beats Feoh, first why if Feoh doesn't defeat you, and both are for breakthrough deal if you failed to burn Feoh's mana, it will appear that you dealt 0 damage. Ncsoft nonsense that with Summoner the same thing happens, when you tie him in the Olympics and go to the tiebreaker, the damage that counts is only that of the summoner, because the damage that is transferred does not count either. Ncosft does not know how to balance Lineage 2, because when it creates a skill, and determines the reuse of that ability, whether or not the character needs to take its own target, and the time that this skill is working, Ncosoft ignores the created items that they are bought in stores, making certain classes much more beneficial than others. I will give an example of a class that benefits much more from items designed to be bought at the store than others: Feoh all classes, including the wizard Ertheia, Iss, archers, Summoners, see, are all classes that attack from afar. Erheia's magician occurs because the reuse time of his skills is extremely low, and with several items decreasing this time, he basically disappears all the time. Feoh has the boss shield, a skill that increases the power by 40%. Defense, has most of its skills with extremely low reuse, is the class with the most damage in the game, I say bigger because his critical is extremely high. , since the archer depends on the hallf kill to come out, although nowadays it comes out with tremendous ease. Feoh has a stun ability, and since he doesn't deal physical damage and stun only disappears with physical damage, removes target, drops the ground, cancels buff, raises the guy and keeps attacking the guy in the air, is immune to damage for a few seconds. has the teleport with quick reuse both forward and backward, and if the mana runs out, he can sacrifice his HP and fill his mana and thus continue using mana shield. So, Feoh buys damage-absorbing buff cover, the gems we put in brooches and etc, among many skill-lessening reuse items that further favors Feoh, Iss is another class that has extremely short skill reuse , has a skill that makes you immune to debuff lasting 17 seconds with 1 minute reuse which at full buff this reuse drops to less than 40 seconds, and with proper jewelry drops to less than 30 seconds, but NCsoft thinks it's fair , and there it is only in the crash, immune to debuff, hits, absorb damage and turns to stone. The classes that are suffering the most in this game are Sigel and Tyrr, because they are a class that fight hand-to-hand, need to be close to deal damage, and even with brooch items, even with decreased skill reuse items, there's no chance counter class basically with high damage with wizards, archers and summoners that with the same items come out to absurd advantage. Sigel is the most injured class, always hit the key, has two cool skills that disables if you use 3 skills, imposing Sigel to use few skills, always taking damage, Sigel's two new UDs is terrible, no good, It is good for nothing, as it only serves to reduce damage and nothing else, it is good for basically nothing, even a Tyrr using his Frenzie can burn every HP of a Sigel with UD. The ability to remove target from Sigel is chance, too much failure, in this update Sigel's silence doesn't even pray, fails too much, hold fails too much, everything in Sigel has been failing too much, the pull chain failing too much, everything failing, In my opinion, far-flung class should not be as physically defensive as it has been, and if it is to be, that they are class that are extremely vulnerable to debuff. Want to bet, look at the score of Feoh, Healer, Archer, Wizard Ertheia in the Olympics, will be higher than other classes, even Iss today scores higher than a Sigel, see that the Sigel Knight hero, has much more defeat in fights than others. class, that's why, Sigel Knight and Tyrr are the most affected class with all these changes. For NCsoft decided to absurdly increase the defensive abilities of wizards with their absurd damage, and of archers, and of Iss, all with extremely short reuse skills and abilities today superior to any other class, forgetting the essence of an MMORPG. For every MMORPG, the direct competitor to WOW, we know that a class that attacks far has extremely low defense, a class that attacks closely has defense and high defenses precisely because they are class that needs to reach those of long range attack. Low damage tanks, but they are class that should resist absurdly without having to resort to defense skill like UD, should already be high natural of him. They think I'm lying, I saw a fight of a fully equipped Sigel, blue armor, red weapon, fighting a Healer with armor all blue robe, his weapon was not glowing so red, that in the Olympics, both had cape which left immune to damage and brooch items, Sigel lost, Healer failed to burn his HP, but in general damage, Sigel took more damage than Healer. And Sigel's Vanishing Stun never caught Healer once and that's nonsense, because if Healer invests in items that protect against strike attacks, he is left defenseless against other debufs, but the healer resisted the silence that is an attack. Sigel's strike and hold which is a Confusion attack and Sigel's aggression and Sigel's chain didn't pull, failed absurdly, meanwhile all Healer's debuff caught easily. Link to comment Share on other sites More sharing options...
Anak Posted December 29, 2019 Author Share Posted December 29, 2019 11 hours ago, mixa said: The skills are capped to 333 over 1000 (not as percentage). Nothing affects this cap and since there devs are busy designing p2w items and skills, the enchant routes and everything else like m.skill crit rate is just a bunch of non-sense. And the thing is, that it's probably best if it's left like it is. The mages can get very op very fast, if this cap is rised even to 500 over 1000. Anyways, with the upcoming nerf to the mages in the next update, you'll wish you could crit a bit more often Whats the upcoming nerf for mages ? Link to comment Share on other sites More sharing options...
mixa Posted December 29, 2019 Share Posted December 29, 2019 11 hours ago, Anak said: Whats the upcoming nerf for mages ? Several things, but mp regen from mobs is much lower, m.atk is lowered, barrier is almost unusable, drains mp like crazy etc. Some of these things are justified to most people and I don't blame them, feohs have been broken for a while now. Link to comment Share on other sites More sharing options...
Karshtis Posted January 1, 2020 Share Posted January 1, 2020 (edited) On 12/29/2019 at 1:35 PM, Anak said: Whats the upcoming nerf for mages ? On 12/29/2019 at 5:52 AM, Murkan said: Next nerf for wizards, since when have wizards been nerfed? Wizards is currently the most powerful class in the game and this has been happening at two expansions, has the mana shield which is a 95% absorbing, activating skill that consumes 50 mp mana for seconds, but these 50 mp mana consumed it seems that there is no consumption, because it takes time to fall, and has another skill of Feoh that leaves activated that increases the P.Defense by 40%, realized that Ncsoft invests in giving more and more P. Defense for the Wizard and not do this for the Warrior and Knights in general, does not increase their Defense. Anyone in the hunting grounds will see Feoh with Iss and Healer calling out several mobs and killing them fast and withstanding the damage they receive, and that goes for archers as well. If Feoh will get a nerf in the next update, I think it's valid, with the new olympics system, nobody beats Feoh, first why if Feoh doesn't defeat you, and both are for breakthrough deal if you failed to burn Feoh's mana, it will appear that you dealt 0 damage. Ncsoft nonsense that with Summoner the same thing happens, when you tie him in the Olympics and go to the tiebreaker, the damage that counts is only that of the summoner, because the damage that is transferred does not count either. Ncosft does not know how to balance Lineage 2, because when it creates a skill, and determines the reuse of that ability, whether or not the character needs to take its own target, and the time that this skill is working, Ncosoft ignores the created items that they are bought in stores, making certain classes much more beneficial than others. I will give an example of a class that benefits much more from items designed to be bought at the store than others: Feoh all classes, including the wizard Ertheia, Iss, archers, Summoners, see, are all classes that attack from afar. Erheia's magician occurs because the reuse time of his skills is extremely low, and with several items decreasing this time, he basically disappears all the time. Feoh has the boss shield, a skill that increases the power by 40%. Defense, has most of its skills with extremely low reuse, is the class with the most damage in the game, I say bigger because his critical is extremely high. , since the archer depends on the hallf kill to come out, although nowadays it comes out with tremendous ease. Feoh has a stun ability, and since he doesn't deal physical damage and stun only disappears with physical damage, removes target, drops the ground, cancels buff, raises the guy and keeps attacking the guy in the air, is immune to damage for a few seconds. has the teleport with quick reuse both forward and backward, and if the mana runs out, he can sacrifice his HP and fill his mana and thus continue using mana shield. So, Feoh buys damage-absorbing buff cover, the gems we put in brooches and etc, among many skill-lessening reuse items that further favors Feoh, Iss is another class that has extremely short skill reuse , has a skill that makes you immune to debuff lasting 17 seconds with 1 minute reuse which at full buff this reuse drops to less than 40 seconds, and with proper jewelry drops to less than 30 seconds, but NCsoft thinks it's fair , and there it is only in the crash, immune to debuff, hits, absorb damage and turns to stone. The classes that are suffering the most in this game are Sigel and Tyrr, because they are a class that fight hand-to-hand, need to be close to deal damage, and even with brooch items, even with decreased skill reuse items, there's no chance counter class basically with high damage with wizards, archers and summoners that with the same items come out to absurd advantage. Sigel is the most injured class, always hit the key, has two cool skills that disables if you use 3 skills, imposing Sigel to use few skills, always taking damage, Sigel's two new UDs is terrible, no good, It is good for nothing, as it only serves to reduce damage and nothing else, it is good for basically nothing, even a Tyrr using his Frenzie can burn every HP of a Sigel with UD. The ability to remove target from Sigel is chance, too much failure, in this update Sigel's silence doesn't even pray, fails too much, hold fails too much, everything in Sigel has been failing too much, the pull chain failing too much, everything failing, In my opinion, far-flung class should not be as physically defensive as it has been, and if it is to be, that they are class that are extremely vulnerable to debuff. Want to bet, look at the score of Feoh, Healer, Archer, Wizard Ertheia in the Olympics, will be higher than other classes, even Iss today scores higher than a Sigel, see that the Sigel Knight hero, has much more defeat in fights than others. class, that's why, Sigel Knight and Tyrr are the most affected class with all these changes. For NCsoft decided to absurdly increase the defensive abilities of wizards with their absurd damage, and of archers, and of Iss, all with extremely short reuse skills and abilities today superior to any other class, forgetting the essence of an MMORPG. For every MMORPG, the direct competitor to WOW, we know that a class that attacks far has extremely low defense, a class that attacks closely has defense and high defenses precisely because they are class that needs to reach those of long range attack. Low damage tanks, but they are class that should resist absurdly without having to resort to defense skill like UD, should already be high natural of him. They think I'm lying, I saw a fight of a fully equipped Sigel, blue armor, red weapon, fighting a Healer with armor all blue robe, his weapon was not glowing so red, that in the Olympics, both had cape which left immune to damage and brooch items, Sigel lost, Healer failed to burn his HP, but in general damage, Sigel took more damage than Healer. And Sigel's Vanishing Stun never caught Healer once and that's nonsense, because if Healer invests in items that protect against strike attacks, he is left defenseless against other debufs, but the healer resisted the silence that is an attack. Sigel's strike and hold which is a Confusion attack and Sigel's aggression and Sigel's chain didn't pull, failed absurdly, meanwhile all Healer's debuff caught easily. I read just half of this "story" - and can say you absolutely wrong. Try to log in game - create mage and lvl up mage till 109-110 lvl. Get items for... ok 500-1000 kkk. And then try to play. Try go in oly. You will see - that mage in oly its nothing. Mana barrier good dd will broken in 1-3 hits. This skil with 40% pdef - its just ncsoft fail - that skill must to be passive. Now you are forced activate this skill after relog, dimension relog... - why that need? And mage have just middle dmg. In aoe mode mage sometimes its ok - but acher much more better (he have also strong solo skills). I play with mage. And have typical +10 pvp set, all boss jev, some artifakts ant etc - what is important to have. And in oly I can win just 50/50 fights So it's really hard to understand about what you talking here. Only one wrong in l2 now - https://l2wiki.com/Greater_Topaz_Lv._1 Edited January 1, 2020 by Olialia mistake Link to comment Share on other sites More sharing options...
Anak Posted January 8, 2020 Author Share Posted January 8, 2020 Happy new year @Juji I still hope that you can share some information about this. Link to comment Share on other sites More sharing options...
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