Must be Major Level in Division (Either earn 40k Division EXP with Seal OR 60k Division EXP without Seal), Elite kills are different from Honorable kills, you need Elite kills only to make your weapon stronger oh man, I'm tired of waiting for the re-balance they promised a year ago. But if you separate the defenses, i.e. (tanks can achieve 90%+ defense, but there's a cap at 75%), In Diablo 2, I hoarded multiple gear sets with different elemental resistances, just in case I would have to face a certain boss that uses this element. Napalm Beat So tell me that VCRs, WarpPortal or Gravity would ever consider to remove that skill. These modifiers - including armor penetration - are the main source why some classes deal extreme amounts of damage and others receive almost none at all. Advanced skills: Skill Max Level: ... Jupitel Thunder. Increase Demi-Human Resistance by 10%. Now I already know why. Magic classes naturally have more WIS than physical classes do, with a few exceptions, so it would fit your mold nicely too. Royal Jelly x1 1.13 %. Tanks for sure will be the winner on end game. There goes my intention to put Vit rune in all parts of my equipment. number of properties thereby giving a knockback spell damage. Edited by RenatoKolokoy, 28 January 2015 - 01:16 PM. Description : Fires a ball of crackling lightning at a single target that inflicts 100% Wind property magic damage each shock and pushes it backwards. I tried to research a bit and somehow convince me that it is not used on reducing any magical skills inflicted on the receiver. For every upgrade level of Wizard Shadow Armor, increases Jupitel Thunder damage by an additional 5%. Cookie Card Original Effect: LUK + 2 Inflict 10% more damage with Holy Light. And of course, this creates a high discrepancy between normal attacks and DoTs // heals. Effect Fires a ball of crackling lightning at a single target that inflicts 100% Wind property magic damage each shock and pushes it backwards. level 3 - +10% ATK, Bowling Bash DMG +20%, MaxHP +10% I'm not so sure about your example of 8k vs. 50k. That's why I first compare the physical skill effect and then test the damage agains low-level pre-AoV mobs first. title, etc.). There should be a balancing factor when dealing with the same Magic Class. ... Mobbing on most more difficult … Gem of Safety: Accessory Card: 2,200: Adds 5% chance of autocasting Safety Wall on self when receiving attacks. Only for those who have huge defense rate which you already explained. Holy-Shock bosses that could kill you from far beyond your sight range). I only tested it on Monk because I assume Monks have the most defensive rate compare to other class. INT +5, MATK +270 If worn with Golden Robe, Golden Shoes, and Golden Orb Increase Wind Magic damage by 60%. Increases the damage Jupitel Thunder by 20%. Card Name: Hill Wind Card: Effects [Jupitel Thunder], [Lightning Bolt], [Lord of Vermilion], [Thunderbolt] Damage +25%. This skill is obtainable via the following items: Notes Use Jupitel Thunder, Blitz Beat or 190 ASPD Auto Attacks on the Instruments (they are like plants and take only 1 damage) Wear any Fire Armor because the party will get continuously from Meteor Storms Any GTB Shield can be very useful against the magic spells LEVEL 2 ~ 2000 - 3999 'ELITE' kills (x2 for frost/proc + x2 crit), Does VS and JT's final damage rely on receiver's defense rate? Thereafter, I test it in a arranged duel. Let's also assume no skill would one-shot players: Every class would have a chance to win, even if they uses the same defense formula. Type: Offensive Skill Levels: 10 SP Cost: 17 + 3*SkillLV Cast Time: (2 + 0.5*SkillLV) sec Cast Delay: None Duration: None Target: Enemy Range: 9 cells Element: Wind Property Catalyst: ... Hill Wind Card Increase damage by 5%. Wizard (Jupitel Thunder) Equipment / Stat Build Guide. Magic/Procedure. In Diablo 2, I hoarded multiple gear sets with different elemental resistances, just in case I would have to face a certain boss that uses this element. INT + 5, MATK + 270. Thanks Greven for your detailed explanation. I already have that implemented for Waterball, but it still doesn't work because we send a damage packet to the client right away which makes the client queue all skill packets until after the cast. Sorc's main burst skill damage - posted in Sorcerer: Max level of Varetyr Spear can inflict maximum Lightning Magic Dmg of 3200% while Maxed Jupitel Thunder can inflict 3584% Lightning Magic Dmg. (Please don't suggest to make a VIT type Magic class if I want to have a 50-60k ish character). Hill Wind Card – 5% more damage with Thunder Storm, Jupitel Thunder and Lord of Vermilion. Here, you can check things like parry, dodge chances, as well as other things like aiming issues, speed, etc. Weapon refinement bonuses are not included in your PSE (blame Gravity), as well as seedrunes or PvP damage increases. Because then, you have to consider gear swap, unknown seedrune percentages and other things as well. Is the hit bonus of a Soulmaker as powerful as the ATK bonus of a Crecentia? 5% of inflicting Sleep on the opponent when being attacked. Def / Low Magic Def rate, Magic Class / Priest - Low Phy. INT will be the main source of Magic Defense just like RO1 (I know that this will also create imbalance with Knight). Decrease damage with Earth Element Magic -60%. And it has nothing to do wether this is the 'end game' or not. The last two even ignore damage reduction, which makes them ideal for testing purposes. INT +5. Atk +12 5% chance of inflicting Bleeding on the enemy when using Full Buster. Lightning Magic Dmg from VS and JT Proc  + Crit respectively and just inflicted a 7-8k damage to a +20 Cazar geared Monk. Switching gear made fights doable that were otherwise unwinnable. Drains 50 SP from the user when the weapon is unequipped. oh man, I'm tired of waiting for the re-balance they promised a year ago. Gargoyle Card Original Effect: Every time you kill an Insect monster, there is a 1% chance of gaining a "Box of Thunder". On the defensive side, damage reduction is hidden / excluded as well. Oh btw. Lower Earth Magic damage by 60% and resistance to Earth by 50%. MATK: 500 INT +5, MATK +270 If worn with Golden Robe, Golden Shoes, and Golden Orb Increase Wind Magic damage by 60%. Decrease Earth Resistance by 50%. Decrease damage of Earth magic by 30%. Jupitel Thunder fires a ball of crackling lightning at a single target that inflicts 100% Wind property magic damage each shock and pushes it backwards. Increases the dmaage of Meteor Storm, Storm Gust and Lord of Vermilion by 20%. Golden Rod Staff - Increase damage by 12%. (or maybe it shares the same issue with Wiz DPS? So where is the justification for Battle Tactics at all? Inflict 5% more damage with Thunder Storm, Jupitel Thunder and Lord of Vermilion. The idea is simple. However, this was before the stat re-balance, which I suspect confirms that we will never get a secondary M. defense stat because all tanks have the potential to hit Defense cap using VIT alone, removing any kind of distinction. Drains 50 SP from the user when the compounded item is unequipped. Loot / Draw / Craft Card. Right now, what happened to most of magic class players? Loot / Draw / Craft Card. Increase damage of Jupitel Thunder by 12%. Only for those who have huge defense rate which you already explained. Would it solve the vigor issues I mentioned? The knockback effect is disabled in WoE. by M a d n e s s on 6/3/2010, 11:14 am ... *Hill Wind adds +5% more damage with Jupitel Thunder,Lord of Vermilion and Thunder Storm. Laurell Weinder Card – 3% more damage with Frost Nova and Storm Gust. Like you said, both skills would deal 4 times as much damage, if you achieve a critical hit and the target is frozen or considered frozen. MATK +15%, +1(*2 Refines)%. Well, I don't know about this kind of food, but where would be the benefit of dividing defense into two separate versions? Basic Info. Look at the damage of a Rage Strike without Battle Tactics. Increases damage of Jupitel Thunder by 20%. This skill is good until level 100, then its damage starts to fall off. Increases hit rate by 10% and enables lvl 10 Bowling Bash. LEVEL 1 ~ 1 - 1999 'ELITE' kills Then he used Asura to me and I got a 50k damage. Set bonus with Lunar Rainbow [1]: Adds a 4% chance of casting [Lightning Bolt] Lv 4 or [Thunder Storm] Lv 4 on the target when performing a physical attack, where the skill level and chance to cast is increased by 1% per upgrade above 4 to … MATK: 550 Arcaena - High Wizard's Grimtooth[4] INT +20, VIT +6 +10-12-15% HP Reduce Damage by Demi-Humans by 8-9-10% Reduce Defense by 25% 5% of Auto Casting Wall of Fog on self when receiving attacks by any skill & additional MATK +3%. I agree that there are outstanding issues on other skill classes. would have to choose between Bear Form/Ymir or Grizzly Form, which then defines whether he plays a tank or DPS character. all i know is POISON type of skill is the only thing that goes trough Armor Defense, but it is still subjected to Damage reduction from skills like water emblem, pvp defense and armor rune. Card Name: Hill Wind Card: Effects [Jupitel Thunder], [Lightning Bolt], [Lord of Vermilion], [Thunderbolt] Damage +25%. To answer the question: Both Varetyr Spear and Jupitel Thunder are affected by defense, but the average defense rates are much highter than pre-AoV. Would it solve the overall high damage output of players or the extreme differences between 60% and 70% defense? So how is this skill supposed to be balanced? Date/Time P C Killer Class Map Attack; 2020-05-10 18:29:34: Henze: Champion: Cyr: Asura Strike: 2020-05-10 18:28:49: Sushi Au Saumon: High Wizard: Cyr: Jupitel Thunder This page was last edited on 20 September 2020, at 09:09. Hill's Feather x1 4.86 %. Jupitel Thunder; Safety Wall; Other suggested skills: Frost Nova; The usual High Wizard build, capable casting fast and hitting hard. Please PM me in forums if there's something wrong Gem of Thunder: Accessory Card: 1,200: Enables use of lvl 3 Jupitel Thunder. I already have a level 44 Wizard and most of his skills such as Lord of Vermilion, Storm Gust, Jupitel Thunder have long cast times. I already have a level 44 Wizard and most of his skills such as Lord of Vermilion, Storm Gust, Jupitel Thunder have long cast times. A 55% vs. 75% defense f.e. Use Jupitel Thunder, Blitz Beat, 190 ASP auto attacks, or any multiple hit spell to kill it as fast as possible. [Jupitel Thunder], [Lightning Bolt], [Lord of Vermilion], [Thunderbolt] Damage +25%. At +9 or higher: Spell Ability 2. Developers initially intended for such a purpose for WIS too (guess nobody was buying WIS elixirs ), which is why Knight had way more WIS than other tanks - it was supposed to be used defensively. Hill Wind Card - Class: Card Compounds On: Weapon Weight: 1 Increases the damage of Thunderstorm, Jupitel Thunder, and Lord of Vermilion by 5%. MATK: 500 For every upgrade level of Wizard Shadow Armor, increases Jupitel Thunder damage by an additional 5%. But that way does not really make sense to me. Increase damage of Wind magic by 40%. Type Single Target. It's better to only invest enough skill points into this for Thunderstorm and Jupitel Thunder. 5% Chance of auto casting lvl 5 Concentration when using skills, 15-18-20% More damage with Flying Side Kick. MATK: 550 Arcaena - High Wizard's Grimtooth[4] INT +20, VIT +6 +10-12-15% HP Reduce Damage by Demi-Humans by 8-9-10% Reduce Defense by 25% 5% of Auto Casting Wall of Fog on self when receiving attacks by any skill & additional MATK +3%. SP consumption: Storm Gast. Against targets with 75% defense rate, damage is divided by 4 instead... and even rogues, rangers, etc. Increases damage of Jupitel Thunder by 20-23-25%, 5% of Auto Casting Wall of Fog on self when receiving attacks by any skill & additional MATK +3%, Adds a 40% chance to auto-cast Magic Crasher on the enemy when using Napalm Beat, Enables Level 6 Meteor Storm +30 - 35 - 40% more damage with Meteor Storm, Increases Effectiveness of slim potion pitcher by 50-55-60%, Increases damage of Acid DemonSTRation by 10%, 20-25-30% More damage with Cart Termination, 10% of auto casting lvl 10 Guard when being attacked & Enables lvl 1 Throw Tomahawk, 8-9-10% of STRipping the enemy's weapon and shield when using cart termination, 15-18-20% More damage with Cart Termination, Reduces damage received by Demi-Humans by 5-6-7%, Reflect single target magic attacks back to the enemy by 10%, Increase Double Strafe Damage by 40-45-50%, Reduces damage received by Demi-Humans by 8-9-10%, 5% chance of curse the enemy when attacking, Increase damage of Falcon Assault by 30-40-50%, Reduces damage received by Demi-Humans by 10%, 40%- 45%- 50% More damage with Vulcan Arrow, 7% Chance of autocasting Tarot Card on the enemy while using Arrow Vulcan, 25-30-35% More damage with Finger Offensive, 5% silencing the enemy while attacking and 8-9-10% chance of inflicting Curse when using Palm Push Strike, +125 - 135 - 150% More damage with Holy Light, Increases effect of heal skills by 100-110-125%, 5% silencing or cursing the enemy when being attacked, Increases effect of heal skills by 65-70-75%, 1% silencing or cursing the enemy when being attacked & increases effectiveness of healing skills on self by 10%, Adds a 35% chance to autocast dispel on the enemy when using Holy Light, Reduces damage received by demi-humans by 8-9-10%, Reduces damage received by demi-humans by 5-6-7%, +15% Hit Rate & +5% chance to inflict Curse on the enemy when using Double Strafe, Increases Hit Rate by 15% & +5% chance to inflict Curse on the enemy when using Grimtooth, Reduces damage received by Demi-Humans by 3-4-5%, Increases Hit Rate by 15% & +1% chance to inflict curse on the enemy when using Meteor Assault, 35-40-45% More damage with Throwing Huuma Shuriken, Increases Hit Rate by 15% and atk rate +5%, 35-40-45% More Damage with Falling Ice Pillar, Increases Magic damage against Demi-Humans by 10%. 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