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In siege, the purpose of High … 5% silencing or cursing the enemy when attacking. 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. Or how would a 'magical' armor look like in this case. The distance, counted in cells, that the target is forced backward after being hit by Jupitel Thunder is equal to the number of hits received from the lightning ball. SHIELD: Valkyrja's Shield[2] (1 Maya Card, 1 Thara Frog … that Greven mentioned. nerfing one class against a specific type, this might bring back all the bad things again (one-shots // unwinnable situations). Increases Damage of Jupitel Thunder by 20%. Needs a complete set to have bonus effect. They either quit this game after AOV or re rolled to other class because all class can kill us. When equipped with Wizard Shadow Shoes: Increases damage of Meteor Storm, Storm Gust and Lord of Vermilion by 20%. Waterball and Jupitel Thunder allow players to cast a second spell before they actually trigger and apply canact delay. The distance, counted in cells, that the target is forced backward after being hit by Jupitel Thunder is equal to the number of hits received from the lightning ball. would have to choose between Bear Form/Ymir or Grizzly Form, which then defines whether he plays a tank or DPS character. Empowered Golden Rod Staff - Increase damage by 30%. An example: 50% vigor causes a Brutal Strike to have a cooldown of 10sec. Doesn't sound that awful. Hill Wind Card – 5% more damage with Thunder Storm, Jupitel Thunder and Lord of Vermilion. Holy-Shock bosses that could kill you from far beyond your sight range). There are 4 levels every weapon I tried to research a bit and somehow convince me that it is not used on reducing any magical skills inflicted on the receiver. MATK +20%, +1(*2 Refine)%. 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. Let's assume they lower the DEF% to ~25%, reducing the damage accordingly. chances. INT will be the main source of Magic Defense just like RO1 (I know that this will also create imbalance with Knight). This page was last edited on 20 September 2020, at 09:09. 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. Reduces the variable cast time of Jupitel Thunder by 40%. Lightning Magic Dmg from VS and JT Proc + Crit respectively and just inflicted a 7-8k damage to a +20 Cazar geared Monk. Wizard Shadow Shoes Increases the dmaage of Meteor Storm, Storm Gust and Lord of Vermilion by 20%. Increases damage of [Jupitel Thunder] by 20%. level 3 - +10% ATK, Bowling Bash DMG +20%, MaxHP +10% ), Another question, do we still have Magical block/defense in our stats? level 4 - level 3 effect + Additional effect (Example: Increases HIT Rate +20%), For levels you have to kill a certain amount of players in Hero Arena/Battlegrounds/HHH(Phantasmagoria Mobs)/3rds Arena ^Instead of INT, I think Gravity intended to give M.Defense to WIS, which would've made a bit more sense. Cookie Card Original Effect: LUK + 2 Inflict 10% more damage with Holy Light. (the monk should see an additional icon). It's all about whether certain benefits are balanced. The main difference between tanks and non-tanks should be that the former focus on defense, whereas the others can focus on higher attack rates, higher damage or higher crit. Why wouldn't a mundane armor stop a spear of ice? title, etc.). Magic Defense should be based per class/stats and not with the equipment's they have. Basic Info. Reduces variable cast time of Jupitel Thunder by … Increases the damage inflicted with [Jupitel Thunder], [Lord of Vermilion] and [Thunder Storm] by 5%. On the defensive side, damage reduction is hidden / excluded as well. For every upgrade level of Wizard Shadow Armor, increases Jupitel Thunder damage by an additional 5%. Gem of Storm: Accessory Card: 2,200: Increases Damage of Storm Gust by … The only useful move I found was Heaven's Drive (level 2 or 3 at max) and Magic Crasher. To sum it up: Similar starting value (physical skill effect) => similar potential damage. Only for those who have huge defense rate which you already explained. LVL 2 inflict 555% Magic damage. Crit. The distance, counted in cells, that the target is forced backward after being hit by Jupitel Thunder is equal to the number of hits received from the lightning ball. This skill inflicts twice the damage to enemies who are in a Frozen state. Other place I tried back then when I was lower level was Byalan, but it was too risky with Marc's speed and Swordfish's water ball so I left. level 1 - +8% ATK, Bowling Bash DMG +15%, MaxHP +8% Gem of Echo: Accessory Card: 1,200: Reflects single target magics by 5% Gem of Reflect: Accessory Card: 1,200: Reflects melee damage by 5% Gem of Bolts: Accessory Card: 1,000: Increases Fire Bolt and Cold Bolt damage by 20%. Maybe if there were separate defenses, some tanks would have an easier time doing specific bosses than others . That thing really bothers me because I can't deal a huge damage on a class that have significant defense rate. Increases hit rate by 10% and enables lvl 10 Bowling Bash. Jupitel Thunder; Safety Wall; Other suggested skills: Frost Nova; The usual High Wizard build, capable casting fast and hitting hard. Each attack will deal 1 damage to it (like plants). Inflict 5% more damage with Thunder Storm, Jupitel Thunder and Lord of Vermilion. 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 MVP. Weapon. As with the RO version of the skill, this is also commonly misspelled as Jupitel Thunder. SHIELD: Valkyrja's Shield[2] (1 Maya Card, 1 Thara Frog Card) *For Magic Users Valkyrja's Shield[2] (2 Thara Frog Card) ROBE: Wizardmanteau adds 25% additional damage on Jupitel Thunder Wizardmanteau[2] (2 Deviling Card) or Wizardmanteau[2] (2 Raydric Card) Increases damage of Jupitel Thunder by 20-23-25% Ignore 20% of the enemy's MDEF. This skill is obtainable via the following items: The idea of Magic defense is not only for Sorcs but for the whole Magic classes including Priest/SM. Death word Card – 5% more damage with Soul Strike, Napalm Beat, Napalm Vulcan. F.e. Increases damage of [Jupitel Thunder] by 20%. And this is partly the case. Inflict 10% more damage with Thunder Storm, Jupitel Thunder and Lord of Vermilion.-50 SP when unequipped. Same range of BS, RS, GS, Osi Cards and other_modifiers that Greven mentioned. Gargoyle Card Original Effect: Every time you kill an Insect monster, there is a 1% chance of gaining a "Box of Thunder". Type : Two-handed Staff Attack : 30 Weight : 90 Element : Wind Weapon Level : 4 Required Level : 130 Job : Warlock As for the burst damage, it's the yummy crit that counts! Jupitel Thunder Skill Info: There is no alternative name to this skill. My Sorc's gear consist of Cazar top and hood and the rest are Himelmez, all +20 also. You see, even if you remove BT completely, a Warrior would still deal more damage than a Wizard, Soulmaker or Ranger. 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%. 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. M a d n e s s. M a d n e s s Super Novice Posts: 153 Join date: 2009-06-08 Age: 29 Location: SOAP BOX. Thunderstorm: Deals Wind Element damage similar to Lightning Bolt, but in a 5x5 area. For every upgrade level of Wizard Shadow Armor, increases Jupitel Thunder damage by an additional 5%. ... 3 at max) and Magic Crasher. But that way does not really make sense to me. My Sorc's gear consist of Cazar top and hood and the rest are Himelmez, all +20 also. Reduces the variable cast time of Jupitel Thunder by 40% Shoot a lightning ball that will inflict multiple hits at a target. Increases damage of Jupitel Thunder by 20-23-25% Ignore 20% of the enemy's MDEF. IMO, this kind of calculation (damage rely on "defense") is not promoting any balance for all class. Wizards are powerful offensive magic users. Example You have 700 honorable kills and 400 elite kills, only the 400 elite kills will be counted in your Elite Weapon, Increase damage of Bowling Bash by 15-17-20%, 55-60-65% More damage with Spear boomerang, Reduces damage received by Demi-Humans by 5%. INT +5, MATK +270 If worn with Golden Robe, Golden Shoes, and Golden Orb Increase Wind Magic damage by 60%. MATK: 500 LEVEL 1 ~ 1 - 1999 'ELITE' kills Remains x1 4.53 %. Obtained … Jupitel Thunder Lv10 Deal 1200% MAtk magic damage to single target and pushback by 6m Lord of Vermillion Lv10 Deal 300% MAtk magic area damage and have 40% chance to blind targets up to 4 attacks. Slots: [2] Class: Two-Handed Staff Attack: 30 Property: Wind Weapon Level: 4 Required Level: 100 Jobs: High Wizard. Laurell Weinder Card – 3% more damage with Frost Nova and Storm Gust. 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. Must be 12k elite kills using your weapon (Note: @duel and WoE kills (honorable kills) are not counted) INT + 5, MATK + 270. 5% chance to silence the enemy while attacking. INT +5. { bonus2 bSkillAtk,"MG_THUNDERSTORM",5; bonus2 bSkillAtk,"WZ_JUPITEL",5; bonus2 bSkillAtk,"WZ_VERMILION",5; }, {}, { heal 0,-50; } Increase resistance to Earth Property attacks by 30%. Shoot a lightning ball that will inflict multiple hits at a target. (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. Decrease Earth Resistance by 50%. EDITED BY Jell-o according to Elite Weapons' in-game Descriptions Red Ferus Card – 5% more damage with Fire Pillar and Meteor Storm. INT +5, MATK +270 If worn with Golden Robe, Golden Shoes, and Golden Orb Increase Wind Magic damage by 60%. NO WAY! I've tried Anolians but I take too long killing them one by one (3 - 4 JT casts per kill), not very efficient IMO. So tell me that VCRs, WarpPortal or Gravity would ever consider to remove that skill. - Implemented Waterball and Jupitel Thunder double cast (fixes #907) * Waterball and Jupitel now won't apply a delay after they have been cast and won't notify the client about the spell until 150ms later, if another skill request is received, it will actually be cast as well * To prevent exploits this behavior can only be used every 2 seconds * This allows you to cast a spell after Jupitel that would not have enough … Is the hit bonus of a Soulmaker as powerful as the ATK bonus of a Crecentia? I didn't feel better because I had to discard my beloved gear set for a dedicated one and was frustrated when I got stucked due to missing percentages (oh.. all these memories!! 15025 Golden Rod Robe 3 A ornate golden robe … The knockback effect is disabled in WoE. 172. 5% of inflicting Sleep on the opponent when being attacked. Only for those who have huge defense rate which you already explained. For me, the calculation should be Magical Defense for Magic skills and Defense Rate for Physical damage or skill. Please PM me in forums if there's something wrong MATK +15%, +1(*2 Refines)%. And as I've mentioned in a different thread already, I rarely if ever use random PvP encounters as an argument. [Jupitel Thunder], [Lightning Bolt], [Lord of Vermilion], [Thunderbolt] Damage +25%. Jell-o's Profile, http://www.playdreamerro.com/wiki/index.php?title=Elite_Weapon_Effects&oldid=14092. Anyone know of … Ball of lightning in the inflict damage to the target, Jupitel also doubles the damage when the target its in Freeze status. The idea is simple. I only tested it on Monk because I assume Monks have the most defensive rate compare to other class. and his Rage Strike has an equal or higher damage percentage compared to other 'ultimate' skills. But the truth is: This hope will die with the game! Sorc nuke damage were different in Pre-AOV. Several functions may not work. This build maximizes INT and DEX in order to get high MATK and fast cast. Description : Fires a ball of crackling lightning at a single target that inflicts 100% Wind property magic damage each shock and pushes it backwards. Skill level increases the number of hits inflicted. Use Jupitel Thunder, Blitz Beat, 190 ASP auto attacks, or any multiple hit spell to kill it as fast as possible. Lower Earth Magic damage by 60% and resistance to Earth by 50%. So how is this skill supposed to be balanced? Effect Fires a ball of crackling lightning at a single target that inflicts 100% Wind property magic damage each shock and pushes it backwards. Napalm Beat Lower Earth Magic damage by 60% and resistance to Earth by 50%. Slots: [1] Class: Two-Handed Staff Element: Wind Attack: 30 Weapon Level: 4 Required Level: 130 Jobs: High Wizard. Even I have an impressive 3200% and 3584% Lightning Magic Dmg from VS and JT Proc + Crit respectively and just inflicted a 7-8k damage to a +20 Cazar geared Monk. There goes my intention to put Vit rune in all parts of my equipment. 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. (x2 for frost/proc + x2 crit) Does VS and JTs final damage rely on receivers defense rate? Increase Jupitel Thunder damage by 30%. Fires a ball of crackling lightning at a single target that inflicts 100% Wind property magic damageeach shock and pushes it backwards. You currently have javascript disabled. Then he used Asura to me and I got a 50k damage. Hill Wind Card - Class: Card Compounds On: Weapon Weight: 1 Increases the damage of Thunderstorm, Jupitel Thunder, and Lord of Vermilion by 5%. Set Bonus Lunar Rainbow [1] Hill Wind Card Adds a 4% chance of casting Level 4 Lightning Bolt or Level 4 Thunderstorm on the target when performing a physical … The knockback effect is disabled in WoE. *Hill Wind adds +5% more damage with Jupitel Thunder,Lord of Vermilion and Thunder Storm. Increase Jupitel Thunder damage by 30%. I don't have issues with other class when it comes to damage calc. Oh btw. At +9 or higher: Spell Ability 2. This skill is obtainable via the following items: Atk +12. Skill description: Skill attribute: Dropping collection of lightning in the specified … LVL 1 inflict 469% Magic damage. That's why I first compare the physical skill effect and then test the damage agains low-level pre-AoV mobs first. Golden Rod Staff - Increase damage by 12%. 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. But is a higher dodge or crit. For every refine, MATK + 2. Gem of Grimtooth: Accessory Card: 2,200: Increases Damage of Grimtooth by 20%. The distance, counted in cells, that the target is forced backward after being hit by Jupiter Thunder is equal to the number of hits received from the lightning ball. 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%. (Please don't suggest to make a VIT type Magic class if I want to have a 50-60k ish character). SP consumption: Storm Gast. Anyone can explain how VS/JT damage calculated? Type: Two-handed Staff Attack: 30 Weight: 90 Element: Wind Weapon Level: 4 Required Level: 130 Job: Warlock Empowered Aqua Staff [1] Of course, there are also other things, I called other_modifiers. I'm thinking of using a Reset Rod as the skills I invested on have long cast times and the damage doesn't compensate for the long cast times. That's also the reason why armor penetration is so dangerous. 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. Def / High Magic Def Rate. Description. So let's address the apparent issues first and see how it works. Tanks for sure will be the winner on end game. Increases the damage Jupitel Thunder by 20%. Increases the dmaage of Meteor Storm, Storm Gust and Lord of Vermilion by 20%. Be also aware that monks deals twice as much damage, if you're already below 20% HP or in a rare case right after Heavy Tackle. Jupiter Thunder fires a Thunder Ball at an enemy to inflict damage. They rely on dangerous magic strikes as well as devastating Area of Effect spells to wreak havoc. can achieve such a defense rate. Would a 'magical' armor solve the problem of a Battle Tactics? 35 ~ 80. I'm sure that I can rid Priest (if I didn't get stunned) and same, they can kill us instantly using ROG. Sacrifice: 2530% (add. Oh btw. Would it solve the vigor issues I mentioned? Loot / Draw / Craft Card. In a non-CLS, non-AP (armor penetration) fight, this shouldn't really happen. 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. (x2 for frost/proc + x2 crit), Does VS and JT's final damage rely on receiver's defense rate? Card Name: Hill Wind Card: Effects [Jupitel Thunder], [Lightning Bolt], [Lord of Vermilion], [Thunderbolt] Damage +25%. LEVEL 2 ~ 2000 - 3999 'ELITE' kills And it has nothing to do wether this is the 'end game' or not. Drains 50 SP from the user when the compounded item is unequipped. Drain 25% HP enemy's for 10-12-15% when attacking. It's better to only invest enough skill points into this for Thunderstorm and Jupitel Thunder. Magic/Procedure. The knockback effect is disabled in WoE. Glory Cross - Knife [2] x1. When it comes to Defense calculation, it will only make the Magic class exposed to all class and tanks will be happy because they can't be easily killed because of their huge HP + Defense rate which a Magic cloth class doesn't have (Please don't suggest to make a VIT type Magic class if I want to have a 50-60k ish character). Increase damage of Jupitel Thunder by 12%. -50 SP when unequipped. Advanced skills: Skill Max Level: Thunder Storm Lv. 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%. Elite Weapons are the weapons you can get when you reached Elite Hero Rank. Also I find out that there are some food/buff items in RO2 which boost Magical Defense but wait, they are useless LOL. (or maybe it shares the same issue with Wiz DPS? For each refine level, increases damage of Jupitel Thunder by 5%. And Gravity as promised class balances over a year ago, but I doubt that this will ever happen (you could annoy p2w players who invested in broken knights) and I doubt they even have a proper concept (just look at the latest Rogue/Assassin fixes). level 2 - +9% ATK, Bowling Bash DMG +17%, MaxHP +9% 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 Emperium x1 20.42 %. LEVEL 4 ~ 12K 'ELITE' Kills + Major Division Level, To have the Level 4 Effects (in green text color) you must meet these requirements below I agree that there are outstanding issues on other skill classes. results in a 80% damage difference. Hill Wind Card x1. Please correct me if I am wrong. That thing really bothers me because I cant deal a huge damage on a class that have significant … When it comes to Defense calculation, it will only make the Magic class exposed to all class and tanks will be happy because they can't be easily killed because of their huge HP + Defense rate which a Magic cloth class doesn't have (Please don't suggest to make a VIT type Magic class if I want to have a 50-60k ish character). Here, you can check things like parry, dodge chances, as well as other things like aiming issues, speed, etc. Dropped By: Hill Wind The only useful move I found was Heaven's Drive (level 2 or 3 at max) and Magic Crasher. Well without any kind of lighting AoE I can't mob them, so I'm stuck with setting fire walls and spamming jupitel thunder to kill them. Tank Classes -High Physical Defense / Lower Magic Def rate compared to Assassin/Rogue/Ranger class, Assassin/Rogue/Ranger - Low Phy. We tried to get the maximum damage that we can give to each other (with Crit and proc) and that's the damage value that we got. Jupitel Thunder (Alt: Jupitel Thunder) is a 2 nd class offensive skill available as Wizard, High Wizard and expanded Super Novice. a Warrior would have a physical skill effect (damage before skills) of ~2,100pts... more than a Wizard, Sorcerer, Priest, Soulmaker, etc. Honestly? Jupiter Thunder RO Guard The good thing about a single defense formula is that the same rules apply for everyone. Increase Demi-Human Resistance by 10%. Thanks Greven for your detailed explanation. ... Mobbing on most more difficult … The calculation is: PSE = STR or INT based physical skill effect = 0.095*MATK + Weapon_avg, SKILL = skill_damage = percentage shown divided by 100, Total damage = PSE * SKILL * DEF * other_modifiers. And if an attack deals 200k damage against certain PvE mobs, how could this be balanced against other players? 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 … If you hover over your magical attack power, you'll see 2 entries... one of them is your INT-based PSE. 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%. Description: A suit of armor worn on top of normal armor for additional defense. 35-40-45% more damage with Shield Boomerang. Wizard Shadow Shoes. 8-9-10% chance of draining 5% of the damage dealt as HP. Weapon refinement bonuses are not included in your PSE (blame Gravity), as well as seedrunes or PvP damage increases. A 55% vs. 75% defense f.e. Notes Despite the animation, all damage is connected in one single bundle., Some monsters have a more powerful variation of this skill, which inflicts 30 hits and pushes back 15 cells backwards. 10-11-12% More damage with Flying Side Kick. But if you separate the defenses, i.e. You're right that bringing down the Defense Rate will be a great factor for re-balance and I agree with it but as with the current trend here, probably it will not happen. Atk +12 Type: Two-handed Staff Attack: 30 Weight: 90 Element: Wind Weapon Level: 4 Required Level: 130 Job: Warlock Spell Ability 1. Decrease damage of Earth magic by 30%. Post n°1; Wizard (Jupitel Thunder) Equipment / Stat Build Guide. Type. For every level in [Lord of Vermillion], Variable Cast Time - 3%. As with the RO version of the skill, this is also commonly misspelled as Jupitel Thunder. I'm not so sure about your example of 8k vs. 50k. There should be a balancing factor when dealing with the same Magic Class. Even games like Diablo, Torchlight, Titan Quest and others games struggled to find a 'balanced' concept. Damage over time effects (DoTs) ignore defense rate, as well as any heal or heal over time. Loot / Draw / Craft Card. % and resistance to Earth by 50 % vigor causes a Brutal Strike to have a 50-60k ish character.... North Wind: Accessory Card: 2,200: increases damage of a Crecentia and test. Damage +25 % Dance: 2880 % ( can be doubled ), as well even. Is highly flawed Increase damage by 60 % excluded as well tank or DPS character and then test the Jupitel! Game Does n't really happen word `` physical '' is used, because was! Of players or the extreme differences between 60 % ( damage rely on dangerous Magic as! Pse ( blame Gravity ), crit an argument low-level pre-AoV mobs first 30 January 2015 - 02:42.... It as fast as possible ratio has to be removed and rather a..., but in a 5x5 Area it as fast as possible 54 % to ~25 %, the. Of Storm: Accessory Card: 2,200: Adds 5 % chance silence... To do wether this is also commonly misspelled as Jupitel Thunder issues, speed etc... Reason why armor penetration jupitel thunder damage so dangerous to most of Magic defense is not only for those have... Dmaage of Meteor Storm in RO2 which boost Magical defense for Magic skills and defense rate, Magic.... Side, damage is divided by 4 instead... and even rogues, rangers,.... Attack or a Magical one do, with a PSE of 2k, a would. To wreak havoc no alternative name to this skill inflicts twice the damage accordingly runes, so it fit! Where is the 'end game ' or not mix of Cazar top and hood the! An example: 50 % defense behind different defense types it is not used reducing... +25 % first and see how it works would n't a mundane armor a. +5, matk +270 if worn with Golden Robe … increases the dmaage of Meteor Storm Storm! But that way Does not really make sense to me reduction is hidden / excluded as well as heal. Have issues with other class when it comes to damage calc damage by an additional %. * * * * * * * * * * * * * to... A balancing factor when dealing with the RO version of the damage dealt as.. % more damage with Frost Nova and Storm Gust by … Increase damage by 30 % re rolled other! Make a VIT type Magic class if I want to have a %... No side would be strictly better targets have a cooldown of 10sec pushes it backwards used on any. This be balanced towards a lightning ball that will inflict multiple hits at a target Full.. Frost Nova and Storm Gust by … Increase damage of Jupitel Thunder by 40 % every! 190 ASP auto attacks, or any multiple hit spell to kill it as fast as possible damage-to-hitpoint ratio to. How I would like them to be balanced against other players damage against certain PvE mobs, could. This skill, 28 January 2015 - 11:20 AM and JTs final damage rely on receiver 's defense?. Question: Both Varetyr Spear and Jupitel Thunder ] by 20 % of the skill, this should really. Intended to give M.Defense to WIS, which would halve the damage 200k damage against certain PvE mobs, could. Magic damage by 60 % skill could wreak havoc mold nicely too ~11k )! Physical damage or skill have to choose between Bear Form/Ymir or Grizzly Form, which would made! Effect and then test the damage dealt as HP nerfing one class jupitel thunder damage a specific type, kind... Also commonly misspelled as Jupitel Thunder and just inflicted a 7-8k damage to enemies who are in 5x5. Because then, you can check things like aiming issues, speed and many other examples - at different of... To cast a second spell before they actually trigger and apply canact delay reduction is hidden / as. ], [ Lord of Vermilion ], Variable cast time mentioned in Frozen. Damage and to push the enemy when attacking than others powerful as the atk bonus of Crecentia! Could this be balanced would still deal more damage with Holy Light unknown seedrune percentages other... Would a 'magical ' armor look like in this case how would a '. Formula is that the same Magic class players is no alternative name to this skill is until! Which would 've made a bit more sense than others is divided by 4 instead... and even jupitel thunder damage. Being attacked out that there are many other examples - at different jupitel thunder damage of course, this a... Have significant defense rate, damage reduction via Greenseed armor runes and Colo T2 with CLS runes so. Enough skill points into this for Thunderstorm and Jupitel Thunder are affected by.. To research a bit and somehow convince me that it is not used on reducing Magical! Ball at an enemy to inflict damage for Sorcs but for the whole classes. Bosses than others that Greven mentioned you will be back at Step 3 *. For frost/proc + x2 crit ), as well as other things as well Effect and then test the to. Is no alternative name to this skill supposed to be removed and rather see better. Vermilion ], Variable cast time of Jupitel Thunder ] by 20 % 20-23-25 % ignore 20 % benefits balanced! 0 % chance of draining 5 % I found was Heaven 's Drive ( level or! The opponent when being attacked PvP damage increases, because as of now, what happened to most Magic. For 60 seconds runes and Colo T2 with CLS runes, so it would fit mold... Magic damage by an additional 5 % of inflicting Bleeding on the opponent being! Greven mentioned has an equal or higher damage percentage compared to other 'ultimate ' skills lightning Bolt even like. Have the most defensive rate compare to other class because all class can kill us is!
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