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Old 09-15-2010, 15:28   #1
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Chimaster (immunity) and block useless vs zaps and penetration

whaaay?
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Old 09-15-2010, 15:31   #2
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Originally Posted by >LINK<!! View Post
whaaay?
Because you can't create Chi balls to throw at them, and because crit and pene goes over 9000...
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Old 09-15-2010, 15:37   #3
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Originally Posted by DETONATOAREA View Post
Because you can't create Chi balls to throw at them, and because crit and pene goes over 9000...
Well penetration is a lil like crit hit only it is x2 and not like crit hit x1.5

The rates of penetration goes off way too much, I mean with crit hit people can counter it with immunity so it doesnt go off that much. Also with breakthrough that has counteraction.

Block is something the warriors use but if it only helps vs phisical damage and not magic damage.... well lawl people zapping 3k and with 40pct doing double and no way of countering that it is pretty shiat.

Btw I didnt get what you meant by your sec line.
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Old 09-15-2010, 15:41   #4
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Quote:
Originally Posted by >LINK<!! View Post
Well penetration is a lil like crit hit only it is x2 and not like crit hit x1.5

The rates of penetration goes off way too much, I mean with crit hit people can counter it with immunity so it doesnt go off that much. Also with breakthrough that has counteraction.

Block is something the warriors use but if it only helps vs phisical damage and not magic damage.... well lawl people zapping 3k and with 40pct doing double and no way of countering that it is pretty shiat.

Btw I didnt get what you meant by your sec line.
lol ... u rly should learn how refinery works
melee crit hit is 1.5x
magic/skill crit hit is 2x
penetration is a passive buff
immunity counters melee and skill crit
block goes off and halves the dmg done to you (before talisman calculation)
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Old 09-15-2010, 15:44   #5
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Originally Posted by andyliuandy View Post
lol ... u rly should learn how refinery works
melee crit hit is 1.5x
magic/skill crit hit is 2x
penetration is a passive buff
immunity counters melee and skill crit
block goes off and halves the dmg done to you (before talisman calculation)
Well what I was wondering is, why is there nothing to counter the magic attack? The penetration for example.

Counteraction > breakthrough
Immunity > crit hit
nothing for penetration.

So doing a x2 dmg per zap is a passive buff and making a x1.5 damage isn't because zapping requires more skills then hitting phisical or wut?
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Old 09-15-2010, 15:48   #6
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Quote:
Originally Posted by >LINK<!! View Post
Well what I was wondering is, why is there nothing to counter the magic attack? The penetration for example.

Counteraction > breakthrough
Immunity > crit hit
nothing for penetration.

So doing a x2 dmg per zap is a passive buff and making a x1.5 damage isn't because zapping requires more skills then hitting phisical or wut?
Magic def Refinery counters penetration
- penetration makes u loose m-def, mdef refinery makes u gain m-def

who knows how tqs mind works.
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Old 09-15-2010, 15:51   #7
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Originally Posted by andyliuandy View Post
Magic def Refinery counters penetration
- penetration makes u loose m-def, mdef refinery makes u gain m-def
M-def has a cap and that is 90pct, I have 90pct and **** toaists still zapping me 3/4k without doing double lawl.

Magic def refinery only boosts your current m def, the penetration can still happen like always but it will only do a lil less damage.

My point actually is, why is there nothing to negate the penetration itself. Immunity should cap that at least.
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Old 09-15-2010, 15:51   #8
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Quote:
Originally Posted by >LINK<!! View Post
Well penetration is a lil like crit hit only it is x2 and not like crit hit x1.5

The rates of penetration goes off way too much, I mean with crit hit people can counter it with immunity so it doesnt go off that much. Also with breakthrough that has counteraction.

Block is something the warriors use but if it only helps vs phisical damage and not magic damage.... well lawl people zapping 3k and with 40pct doing double and no way of countering that it is pretty shiat.

Btw I didnt get what you meant by your sec line.
Reference to DBZ's Over 9000 vs Chi balls (also known as Kame hame ha etc...)
And crit might go over 9000 (damage) if you do 5k damage normally with nado. LOL.
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Old 09-15-2010, 15:53   #9
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Reference to DBZ's Over 9000 vs Chi balls (also known as Kame hame ha etc...)
And crit might go over 9000 (damage) if you do 5k damage normally with nado. LOL.
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Old 09-15-2010, 15:56   #10
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Old 09-15-2010, 16:05   #11
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Originally Posted by >LINK<!! View Post
M-def has a cap and that is 90pct, I have 90pct and **** toaists still zapping me 3/4k without doing double lawl.

Magic def refinery only boosts your current m def, the penetration can still happen like always but it will only do a lil less damage.

My point actually is, why is there nothing to negate the penetration itself. Immunity should cap that at least.
mdef refinery is a direct counter to penetration rather or not u at cap 90pct mdef or not. 2 super lvl 5 mdef gives 24pct which can nullify lvl 5 penetration braclet, bag, and cap. So 2 items can counter 3 items. But right now there are no subclass to counter penetration subclass so taos still have 15pct penetration boost and whatever else from artifact braclet/bs.
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Old 09-15-2010, 16:05   #12
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Originally Posted by >LINK<!! View Post
M-def has a cap and that is 90pct, I have 90pct and **** toaists still zapping me 3/4k without doing double lawl.

Magic def refinery only boosts your current m def, the penetration can still happen like always but it will only do a lil less damage.

My point actually is, why is there nothing to negate the penetration itself. Immunity should cap that at least.
Its not that bad. Immunity whipes out the CS from the fire in general. The penetration you have to live with or give up something to nerf it a little with the 2 new refinarys in the horse race shop. Be thankful they have 5k pots you can buy or else the entire game would be a joke and completely Fires online. The 5k pots help a lot. Now killing a fire that has some STG's in gears with any melee character easily, thats another story and not going to happen to often so you are back to haha "Fires Online". maybe they will come out with a sub class to = nerf the penetration values. Maybe they will make it how it was suppose to be in the original sub class data that only one sub class could be active at a time. Thats how they defined it until they were notified of the bugged issue, got lazy, and decided to allow all of them to work at all times and thus just had to change the wording in the info on the site to correct the issue lolz xD.

Good Luck. Fires are great practice and will prabably make all melee characters get better with the skillset they have yet they are a pain in the azz to kill especially of you have 3 or 4 +12/-7 shield build fires in your enemy guilds that you have to fight. Thats when it gets real annoying haha.

:P

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Old 09-15-2010, 16:15   #13
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Its not that bad. Immunity whipes out the CS from the fire in general. The penetration you have to live with or give up something to nerf it a little. Be thankful they have 5k pots you can buy or else the entire game would be a joke and completely Fires online. The 5k pots help a lot. Now killing a fire that has some STG's in gears with any melee character easily, thats another story and not going to happen to often so you are back to haha "Fires Online". maybe they will come out with a sub class to = nerf the penetration values. Maybe they will make it how it was suppose to be in the original sub class data that only one sub class could be active at a time. Thats how they defined it until they were notified of the bugged issue, got lazy, and decided to allow all of them to work at all times and thus just had to change the wording in the info on the site to correct the issue lolz xD.

Good Luck. Fires are great practice and will prabably make all melee characters get better with the skillset they have yet they are a pain in the azz to kill especially of you have 3 or 4 +12/-7 shield build fires in your enemy guilds that you have to fight. Thats when it gets real annoying haha.

:P
In Royalty_eu I can get the fires even tho if they have full -7, 2hits are easily made but in my old server where a fire does 2.5k per zap and does like double damage with a ratio of 40% it is kinda annoying to play vs cause I do to him like 7/8k. He has max Immunity and penetration on fire. naiceeeeeeeeeeeeeee.

Well the fire taoists are in generall good now but tho the warriors I wanted to boost a bit, wielding a shield and a 2h is cool and stuff with more def and block but seeing toaists hitting it still 2k while tros with way better gears then the taoists gets a block everytime. Which is the way it should be, a warrior blocking attacks would suit the pvp style more of a warrior. But kinda lame that it does shiat against fires.

Im more curious about the new magic defense system... still dont get it why it is changed to that system :S

TQ: "PEOPLE STOP MAKING YOUR ITEMS +12 CAUSE ONCE YOU DONE WITH THAT GO PERM THE SUPER MAGIC REFINERY IF YOU WANT TO BE THE CONQUERER!!"

How does the + magic defense for example on your earrings or armor being added to your total m def? Cause it doesn't really show now :S

My earrings give 123 more magic defense cause it is +6 but why is it that I cannot see it back in my status? Other words it was a waste plussing my ears cause they have no value on your status anymore?
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Old 09-15-2010, 16:29   #14
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Because you can't create Chi balls to throw at them, and because crit and pene goes over 9000...
Was that you trying to be funny?
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Old 09-15-2010, 16:31   #15
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Was that you trying to be funny?
No, i just felt like posting that when i saw Chi master. It also reminded me of those ppl on youtube trying to make others believe they can make chi balls.
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