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Old 01-15-2010, 05:23   #16
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Originally Posted by Tecy View Post
As far as I know, the magic defence percentage has a cap at some point.
m-def% is capped at 90%.
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Old 01-15-2010, 05:33   #17
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Quote:
Originally Posted by jackoffthebox View Post
If it were to work like that then anything over 100% mdef would hit 0's.
Even with a full +12 fire on a full +5 warrior that has 140% magic def.
Unless he forgot something that's what I'm getting out of what hes saying.
mdef is capped at 90%, any extra mdef you got there, DOUS NOT COUNT >_<

uug idiot..

you can have full super tort gems, but why dous nobody do it?
CAUSE ONLY UPTO 50% COUNTS!

then again, an idiot like you dous not know such things about this game >_>



@Thechosenone:
most of us got reason to believe it only lowers mdef, not mdef%
mdef is the logical option, becouse its effect is minimal..
but removing only 10% from the 90% max mdef% - means a fire tao hits you for double damage!

[that is why those who know a bit how this game works, think that penitration only lowers the NORMAL mdef, having only a minimal effect (50~500 dmg) on the tao's atk]
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Old 01-15-2010, 06:07   #18
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Quote:
Originally Posted by kvdk View Post
mdef is capped at 90%, any extra mdef you got there, DOUS NOT COUNT >_<

uug idiot..

you can have full super tort gems, but why dous nobody do it?
CAUSE ONLY UPTO 50% COUNTS!

then again, an idiot like you dous not know such things about this game >_>
Torts cap at 48%. ugh idiot.
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Old 01-15-2010, 06:22   #19
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Quote:
Originally Posted by jackoffthebox View Post
Torts cap at 48%. ugh idiot.
no retard, people STOP at 48% becouse that 2% extra AINT WORTH THE SOCKET!
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Old 01-15-2010, 06:37   #20
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Originally Posted by kvdk View Post
no retard, people STOP at 48% becouse that 2% extra AINT WORTH THE SOCKET!
its 48. Go test it on a p-server with a fire.
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Old 01-15-2010, 06:41   #21
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Quote:
Originally Posted by jackoffthebox View Post
its 48. Go test it on a p-server with a fire.
I think someone claimed that there's no cap at all, just different formula to count it with...


Also Lotak said the cap is 50 pct :X
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Old 01-15-2010, 06:48   #22
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Quote:
Originally Posted by Jerri View Post
I think someone claimed that there's no cap at all, just different formula to count it with...


Also Lotak said the cap is 50 pct :X
lets just make it 49 ...
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Old 01-15-2010, 07:08   #23
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Quote:
Originally Posted by Jerri View Post
I think someone claimed that there's no cap at all, just different formula to count it with...


Also Lotak said the cap is 50 pct :X
It was tested long ago, I mean long ago, and the cap used to be 48 percent. Then over time it was claimed to be 50 percent on STG's. Back long ago when I tested it it was 48 percent yet even if it is 50 percent now it is capped and that 2 percent is no big deal.

M-Def is capped at 90 percent as you stated.

And for the person that thinks that the penetration or whatever it is called will not be a big deal on a fire since it has no counter to it we will not know until the stuff is released. The numbers will not include the talisman which actually will be a good thing yet the way the vid looks, and they are using low buffs not high buffs IMO, top fires will get a huge boost. I may be wrong yet thats the way it looks to me. Once its released we shall see. If you have any Top fires on your server, Full +12/-7 bless, you already know how overpowered they are due to the new jump speed, the steed that gave them 2500 more HP, and the range of nado. I have always said once fog was released that a way to take away the cheapness of a fire casting fog with no actual penalty since they do not use stamina for anything anyway was to make fog cost 3/4 of a taoists current mana when it is cast. At least with that cost a fire would think before always casting it.

Anyway, the penetration issue seems to be a huge buff even though talismans are not included in the process of calculation. There is no reason to even have that skill in the mix IMO. I have not really pondered over the skills yet although I think I saw a critical like the melee characters get so why would a fire need more then that? They already have a range benefit with nado making the critical chance of going off way more cumulative then a melee character in the per hit activation issue so I see no reason they would ever need the penetration except for the simple fact that the TQ designers play fires and since they fail so badly with them they need to offer another advantage to this character class PERIOD.
Again I may be wrong in the actual power of what penetration offers yet we will not know until it is released.

Last edited by gotcha; 01-15-2010 at 07:11.
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Old 01-15-2010, 07:18   #24
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Quote:
Originally Posted by gotcha View Post
It was tested long ago, I mean long ago, and the cap used to be 48 percent. Then over time it was claimed to be 50 percent on STG's. Back long ago when I tested it it was 48 percent yet even if it is 50 percent now it is capped and that 2 percent is no big deal.
They never tell us these things. I remember waters would wear torts cause a 5 soc 130 tro could 1 hit any1.
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Old 01-15-2010, 08:39   #25
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Quote:
Originally Posted by gotcha View Post
It was tested long ago, I mean long ago, and the cap used to be 48 percent. Then over time it was claimed to be 50 percent on STG's. Back long ago when I tested it it was 48 percent yet even if it is 50 percent now it is capped and that 2 percent is no big deal.

M-Def is capped at 90 percent as you stated.

And for the person that thinks that the penetration or whatever it is called will not be a big deal on a fire since it has no counter to it we will not know until the stuff is released. The numbers will not include the talisman which actually will be a good thing yet the way the vid looks, and they are using low buffs not high buffs IMO, top fires will get a huge boost. I may be wrong yet thats the way it looks to me. Once its released we shall see. If you have any Top fires on your server, Full +12/-7 bless, you already know how overpowered they are due to the new jump speed, the steed that gave them 2500 more HP, and the range of nado. I have always said once fog was released that a way to take away the cheapness of a fire casting fog with no actual penalty since they do not use stamina for anything anyway was to make fog cost 3/4 of a taoists current mana when it is cast. At least with that cost a fire would think before always casting it.

Anyway, the penetration issue seems to be a huge buff even though talismans are not included in the process of calculation. There is no reason to even have that skill in the mix IMO. I have not really pondered over the skills yet although I think I saw a critical like the melee characters get so why would a fire need more then that? They already have a range benefit with nado making the critical chance of going off way more cumulative then a melee character in the per hit activation issue so I see no reason they would ever need the penetration except for the simple fact that the TQ designers play fires and since they fail so badly with them they need to offer another advantage to this character class PERIOD.
Again I may be wrong in the actual power of what penetration offers yet we will not know until it is released.
again, the magic def penitration lowers is MOST PROBABLY the "mdef" not the "mdef%", making the effect minimal

and i have shown in an example calculation, where currently a tro&tao would both do 0dmg, the tro would do 500 with the x1.5 buff, but the tao only 100 with the x2 buff!

what everyone seems to forget is that mdef% is so powerfull, that if TQ has "changed" talismans into +atk & -def it would have made taoists COMPLETELY useless!
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Old 01-15-2010, 09:00   #26
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Quote:
Originally Posted by kvdk View Post
again, the magic def penitration lowers is MOST PROBABLY the "mdef" not the "mdef%", making the effect minimal

and i have shown in an example calculation, where currently a tro&tao would both do 0dmg, the tro would do 500 with the x1.5 buff, but the tao only 100 with the x2 buff!

what everyone seems to forget is that mdef% is so powerfull, that if TQ has "changed" talismans into +atk & -def it would have made taoists COMPLETELY useless!
I am sure you are correct and it is not the % def but the - def. If it was the % def game would be completely over haha. That - def still can be huge. If it takes away 1000 total - def along with the critical that they get which is 2x are you kidding me. The 2x is plenty. The activation rate of a fire using nado is huge. Probably every 4 - 5 nado casts the critical will go off let alone the added - M def issue lol.

Lets wait and see. I could be wrong yet I see no reason to even have a Penetration Buff included at all. Fires are already overpowered PERIOD let alone the fact that they cast fog with no penalty for doing so (free - no stamina needed for general skills). I mean come on. It will soon be Fires online with all this SH_T that TQ keeps putting into this game. Once it comes out I hope you can say to me I was wrong. I never mind being wrong yet this Penetration Buff is not needed at all IMO and only makes a fire that much stronger.

Last edited by gotcha; 01-15-2010 at 09:04.
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Old 01-15-2010, 09:09   #27
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The estimate for maxing out permanent refinery set is about 150K CPS = 6 BULKS excluding the cost of acquiring the refinery attribute items.

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Old 01-15-2010, 13:52   #28
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Quote:
Originally Posted by kvdk View Post
mdef is capped at 90%, any extra mdef you got there, DOUS NOT COUNT >_<

uug idiot..

you can have full super tort gems, but why dous nobody do it?
CAUSE ONLY UPTO 50% COUNTS!

then again, an idiot like you dous not know such things about this game >_>



@Thechosenone:
most of us got reason to believe it only lowers mdef, not mdef%
mdef is the logical option, becouse its effect is minimal..
but removing only 10% from the 90% max mdef% - means a fire tao hits you for double damage!

[that is why those who know a bit how this game works, think that penitration only lowers the NORMAL mdef, having only a minimal effect (50~500 dmg) on the tao's atk]
It's does you effin retard!
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Old 01-15-2010, 18:39   #29
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Never bothred to read about the refinery ****z 0.o
you should read,it is horrible
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Old 01-15-2010, 18:46   #30
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Originally Posted by Thechosenone View Post
The only thing I don't see here is the penetration option. Penetration has no mentioned block and it lowers the actual mdef. That means taos will do a lot of damage if mixed in with a magic crit bonus as well.
i hate fire taoist
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