NO WAY! There should be a balancing factor when dealing with the same Magic Class. Increase Hit Rate by 15% and 5% additional atk rate, Reflect 10% of the meele damage received back to the offender and 5% for single target magic attacks, Reduce Damage by Demi-Humans by 10-11-12%. Decrease damage with Earth Element Magic -60%. Lower Earth Magic damage by 60% and resistance to Earth by 50%. But there are some major issues: The rates are too high. My Sorc's gear consist of  Cazar top and hood and the rest are Himelmez, all +20 also. Loot / Draw / Craft Card. Decrease damage of Earth magic by 30%. Obtained … 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. INT +3. LEVEL 1 ~ 1 - 1999 'ELITE' kills Atk +12 But the truth is: This hope will die with the game! EDITED BY Jell-o according to Elite Weapons' in-game Descriptions Shoot a lightning ball that will inflict multiple hits at a target. This skill is obtainable via the following items: It should only negates the bonus for tanks, so no side would be strictly better. Oh btw. That's why I always suggested to bring this down to an average of 20~30% again. 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. Inflict 5% more damage with Thunder Storm, Jupitel Thunder and Lord of Vermilion. 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 Emperium x1 20.42 %. Inflict 5% more damage with Thunderstorm, Jupiter Thunder and Lord of Vermilion.-50 SP when unequipped. 35 ~ 80. Increase damage of Jupitel Thunder by 12%. 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). Oh btw. Increases damage of Jupitel Thunder by 20-23-25% Ignore 20% of the enemy's MDEF. Jupitel Thunder (Alt: Jupitel Thunder) is a 2 nd class offensive skill available as Wizard, High Wizard and expanded Super Novice. The only useful move I found was Heaven's Drive (level 2 or 3 at max) and Magic Crasher. Let's assume they lower the DEF% to ~25%, reducing the damage accordingly. Gem of Thunder: Accessory Card: 1,200: Enables use of lvl 3 Jupitel Thunder. Red Ferus Card – 5% more damage with Fire Pillar and Meteor Storm. Napalm Beat That's why I first compare the physical skill effect and then test the damage agains low-level pre-AoV mobs first. Decrease Earth Resistance by 50%. Damaged targets have a 54% to 0% chance to grant a freezing effect. Remains x1 4.53 %. MATK +15%, +1(*2 Refines)%. and his Rage Strike has an equal or higher damage percentage compared to other 'ultimate' skills. LVL 2 inflict 555% Magic damage. For each refine level, increases damage of Jupitel Thunder by 5%. And of top of that you have damage reduction via Greenseed Armor runes and Colo T2 with CLS runes, so yeah. I'm sure that I can rid Priest (if I didn't get stunned) and same, they can kill us instantly using ROG. Tanks for sure will be the winner on end game. Because then, you have to consider gear swap, unknown seedrune percentages and other things as well. Drains 50 SP from the user when the compounded item is unequipped. Magic Defense should be based per class/stats and not with the equipment's they have. And of course, this creates a high discrepancy between normal attacks and DoTs // heals. 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. IMO, this kind of calculation (damage rely on "defense") is not promoting any balance for all class. Increases damage of Jupitel Thunder by 20-23-25% Ignore 20% of the enemy's MDEF. Card Name: Hill Wind Card: Effects [Jupitel Thunder], [Lightning Bolt], [Lord of Vermilion], [Thunderbolt] Damage +25%. 3. chances. I don't have issues with other class when it comes to damage calc. Please re-enable javascript to access full functionality. 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. The idea of Magic defense is not only for Sorcs but for the whole Magic classes including Priest/SM. Gargoyle Card Original Effect: Every time you kill an Insect monster, there is a 1% chance of gaining a "Box of Thunder". Skill description: Skill attribute: Dropping collection of lightning in the specified … Zeny x3088 35.86 %. IMO, it's silly to tie a defense stat to an attacking stat as well, it's kinda like giving Defense bonuses to STR. Drain 25% HP enemy's for 10-12-15% when attacking. To sum it up: Similar starting value (physical skill effect) => similar potential damage. Description: A suit of armor worn on top of normal armor for additional defense. And of course, it's also the question of range, speed and many other things. 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. These modifiers - including armor penetration - are the main source why some classes deal extreme amounts of damage and others receive almost none at all. Here, you can check things like parry, dodge chances, as well as other things like aiming issues, speed, etc. There should be a balancing factor when dealing with the same Magic Class. 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 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. So the damage-to-hitpoint ratio has to be altered drastically. Increase Jupitel Thunder damage by 30%. Gem of Grimtooth: Accessory Card: 2,200: Increases Damage of Grimtooth by 20%. Anyone know of … The good thing about a single defense formula is that the same rules apply for everyone. This skill has no cast delay so you can begin casting another before your target has even been hit (ordering another cast before the … There goes my intention to put Vit rune in all parts of my equipment. 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%. Jell-o's Profile, http://www.playdreamerro.com/wiki/index.php?title=Elite_Weapon_Effects&oldid=14092. MATK: 500 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%. Shadow Explosion: 2140% (can be doubled), Crit. Magic classes naturally have more WIS than physical classes do, with a few exceptions, so it would fit your mold nicely too. Let's go back to the topic. Increases hit rate by 10% and enables lvl 10 Bowling Bash. Elite Weapons are the weapons you can get when you reached Elite Hero Rank. oh man, I'm tired of waiting for the re-balance they promised a year ago. Type: Two-handed Staff Attack: 30 Weight: 90 Element: Wind Weapon Level: 4 Required Level: 130 Job: Warlock Empowered Aqua Staff [1] ^Instead of INT, I think Gravity intended to give M.Defense to WIS, which would've made a bit more sense. Weapon. Is the hit bonus of a Soulmaker as powerful as the ATK bonus of a Crecentia? { 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%. 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 … ), Another question, do we still have Magical block/defense in our stats? The knockback effect is disabled in WoE. ... Mobbing on most more difficult … Reduces the variable cast time of Jupitel Thunder by 40%. *Hill Wind adds +5% more damage with Jupitel Thunder,Lord of Vermilion and Thunder Storm. Honestly? Effect Fires a ball of crackling lightning at a single target that inflicts 100% Wind property magic damage each shock and pushes it backwards. But is a higher dodge or crit. level 3 - +10% ATK, Bowling Bash DMG +20%, MaxHP +10% MVP. You currently have javascript disabled. Holy-Shock bosses that could kill you from far beyond your sight range). 5% silencing or cursing the enemy when attacking. Slots: [2] Class: Two-Handed Staff Attack: 30 Property: Wind Weapon Level: 4 Required Level: 100 Jobs: High Wizard. Of course, there are also other things, I called other_modifiers. (with a PSE of 2k, a lvl5 Rejuvenation would heal ~11k damage). Damage over time effects (DoTs) ignore defense rate, as well as any heal or heal over time. (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. (the monk should see an additional icon). 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. Def / High Magic Def Rate. Each attack will deal 1 damage to it (like plants). 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%. A 55% vs. 75% defense f.e. Post n°1; Wizard (Jupitel Thunder) Equipment / Stat Build Guide. 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) LVL 1 inflict 469% Magic damage. And if an attack deals 200k damage against certain PvE mobs, how could this be balanced against other players? Waterball and Jupitel Thunder allow players to cast a second spell before they actually trigger and apply canact delay. SHIELD: Valkyrja's Shield[2] (1 Maya Card, 1 Thara Frog … nerfing one class against a specific type, this might bring back all the bad things again (one-shots // unwinnable situations). 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). Jupiter Thunder shoots a lightning ball that will inflict multiple hits at a target. For every upgrade level of Wizard Shadow Armor, increases Jupitel Thunder damage by an additional 5%. can achieve such a defense rate. - Even without it, Warriors would still deal more damage than other classes. Dropped By: Hill Wind Anyone can explain how VS/JT damage calculated? Hill Wind Card - Class: Card Compounds On: Weapon Weight: 1 Increases the damage of Thunderstorm, Jupitel Thunder, and Lord of Vermilion by 5%. Jupiter Thunder fires a Thunder Ball at an enemy to inflict damage. Slots: [1] Class: Two-Handed Staff Element: Wind Attack: 30 Weapon Level: 4 Required Level: 130 Jobs: High Wizard. title, etc.). This skill is good until level 100, then its damage starts to fall off. The last two even ignore damage reduction, which makes them ideal for testing purposes. Death word Card – 5% more damage with Soul Strike, Napalm Beat, Napalm Vulcan. 5% of inflicting Sleep on the opponent when being attacked. Is a thrown Hammer via Lex Divina a physical attack or a magical one? The idea of Magic defense is not only for Sorcs but for the whole Magic classes including Priest/SM. 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. 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 In siege, the purpose of High … Decrease Earth Resistance by 50%. LVL 3 inflict 640% Magic damage. Advanced skills: Skill Max Level: ... Jupitel Thunder. So tell me that VCRs, WarpPortal or Gravity would ever consider to remove that skill. Needs a complete set to have bonus effect. Maybe if there were separate defenses, some tanks would have an easier time doing specific bosses than others . So how is this skill supposed to be balanced? For every level in [Lord of Vermillion], Variable Cast Time - 3%. At +9 or higher: Spell Ability 2. The idea is simple. Jupiter Thunder RO Guard 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. They either quit this game after AOV or re rolled to other class because all class can kill us. Now I already know why. Same range of BS, RS, GS, Osi Cards and. that Greven mentioned. Several functions may not work. But in most cases, neither one is crucial. (or maybe it shares the same issue with Wiz DPS? A BM f.e. I'm sure that I can rid Priest (if I didn't get stunned) and same, they can kill us instantly using ROG. For me, the calculation should be Magical Defense for Magic skills and Defense Rate for Physical damage or skill. Wizard Shadow Shoes Increases the dmaage of Meteor Storm, Storm Gust and Lord of Vermilion by 20%. Gem of North Wind: Accessory Card: 2,200: Increases Damage of North Wind 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. Look at the damage of a Rage Strike without Battle Tactics. And how is a Jupitel Thunder with 0.4sec casting time and a < 2sec cooldown supposed to be balanced towards a Lightning Bolt? And there are many other examples - at different scales of course. Jupitel Thunder; Safety Wall; Other suggested skills: Frost Nova; The usual High Wizard build, capable casting fast and hitting hard. I've tried Anolians but I take too long killing them one by one (3 - 4 JT casts per kill), not very efficient IMO. But never make the mistake to use Colo as a reference! Both of us have +20 full set, though mine is mix of Cazar and Himmelmez and the other one have Full Cazar set. 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. And this is not some random rant! 35-40-45% more damage with Shield Boomerang. INT will be the main source of Magic Defense just like RO1 (I know that this will also create imbalance with Knight). I'm not so sure about your example of 8k vs. 50k. SP consumption: Storm Gast. If worn with Golden Robe, Golden Shoes, and Golden Orb Increase Wind Magic damage by 60%. Empowered Golden Rod Staff - Increase damage by 30%. - 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 … Description. a good compensation? But if you separate the defenses, i.e. 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%. Jupitel Thunder Skill Info: There is no alternative name to this skill. INT +5. So let's address the apparent issues first and see how it works. But classes usually achieve at least 50% defense rate, which would halve the damage. 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. The knockback effect is disabled in WoE. So just look how they struggle to downgrade duped cards or how they stick to broken seeds for over a year now! I agree that there are outstanding issues on other skill classes. Please correct me if I am wrong. So where is the justification for Battle Tactics at all? Would it solve the vigor issues I mentioned? The only useful move I found was Heaven's Drive (level 2 or 3 at max) and Magic Crasher. MATK: 500 Range 20 meters. And it has nothing to do wether this is the 'end game' or not. Jupiter Thunder fires a Thunder Ball at an enemy to inflict damage. Crit. Increase Jupitel Thunder damage by 30%. damage via HP), Rage Strike w\o BT: 1140% * 1.3 * 2 = 2964%, Shield Cannon w\o BT: 1160% * 1.3 * 2 = 3016%. Only for those who have huge defense rate which you already explained. 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. When using [Frost Nova], increases damage of [Jupitel Thunder] by 20% for 60 seconds. Increases damage of [Jupitel Thunder] by 20%. Or how would a 'magical' armor look like in this case. Royal Jelly x1 1.13 %. 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. Type Single Target. Golden Rod Staff - Increase damage by 12%. Switching gear made fights doable that were, This is not recommended for shared computers. 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. I don't have issues with other class when it comes to damage calc. F.e. in Dungeons-&-Dragons, Wizards usually created a mystical armor or shield that just worked like any normal armor and used Rings of Deflections to further guard themself (something like 'dodge'). Increase damage of Wind magic by 40%. Weapon refinement bonuses are not included in your PSE (blame Gravity), as well as seedrunes or PvP damage increases. 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 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%. 5% Chance of auto casting lvl 5 Concentration when using skills, 15-18-20% More damage with Flying Side Kick. Type: Two-handed Staff Attack: 30 Weight: 90 Element: Wind Weapon Level: 4 Required Level: 130 Job: Warlock Spell Ability 1. Now I already know why. It's better to only invest enough skill points into this for Thunderstorm and Jupitel Thunder. This build maximizes INT and DEX in order to get high MATK and fast cast. But 'impossible' situations aren't that great, right? 5% chance to silence the enemy while attacking. Thereafter, I test it in a arranged duel. My defense rate is around 72% with ES but a single ROG can kill me (plus the DOT) or a couple of Sacrifice from SM. When equipped with Wizard Shadow Shoes: Increases damage of Meteor Storm, Storm Gust and Lord of Vermilion by 20%. Edited by Greven79, 30 January 2015 - 11:20 AM. -50 SP when unequipped. Why wouldn't a mundane armor stop a spear of ice? The knockback effect is disabled in WoE. Wizards are powerful offensive magic users. Example for Elite Lord Knight Sword (Angel Slayer) Increases the damage Jupitel Thunder by 20%. I had this a few times as well, (not really a monk/sorc matchup though) but it turned out that there was an explanation for that (unrefined gear, honing, PvP damage bonuses, guild skill. Cookie Card Original Effect: LUK + 2 Inflict 10% more damage with Holy Light. Edited by RenatoKolokoy, 28 January 2015 - 01:16 PM. Magic/Procedure. Higher defense rates become irrelevent against non-AP attacks eventually (tanks can achieve 90%+ defense, but there's a cap at 75%), but damage knows no cap. Lower Earth Magic damage by 60% and resistance to Earth by 50%. Loot / Draw / Craft Card. number of properties thereby giving a knockback spell damage. Ice Crystal Frost x5 26.89 %. 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. 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. Inflict 10% more damage with Thunder Storm, Jupitel Thunder and Lord of Vermilion.-50 SP when unequipped. Edited by RenatoKolokoy, 26 January 2015 - 02:42 PM. Lower Earth Magic damage by 60% and resistance to Earth by 50%. 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. Atk +12. level 1 - +8% ATK, Bowling Bash DMG +15%, MaxHP +8% Then he used Asura to me and I got a 50k damage. Loot / Draw / Craft Card. They rely on dangerous magic strikes as well as devastating Area of Effect spells to wreak havoc. Justification for Battle Tactics good until level 100, then its damage starts to fall.! Refinement bonuses are not included in your PSE ( blame Gravity ), Another,. And that 's why I said that the game Does n't really need it a 54 to... High matk and fast cast Does n't really need it on end game side would be better!: 2,200: increases damage of [ Jupitel Thunder and Lord of Vermilion by %... Cazar and Himmelmez and the main source of Magic defense is not promoting balance... The word `` physical '' is used, because Gravity was too *! Drains 50 SP from the user when the weapon is unequipped Thunder, Blitz Beat, Beat! A this a long time now as well as any heal or heal over time (... Defense for Magic skills and defense rate of int, I called other_modifiers Golden Rod Robe 3 ornate... Huge defense rate certain PvE mobs, how could this be balanced against other players ^instead of int, 'm... Are outstanding issues on other skill classes damage over time effects ( DoTs ) ignore defense rate how they to! Time - 2 % game Does n't really need it refinement bonuses are not included in PSE! Man, I test it in a 5x5 Area side would be strictly better Bleeding... Easier time doing specific bosses than others I 'm tired of waiting the! % ( can be doubled ), Does VS and JT 's damage... Also create imbalance with Knight ) sure will be the winner on end game to enemies are! One is crucial edited on 20 September 2020, at 09:09 Soulmaker as powerful as the atk bonus of Soulmaker... Giving hints how I would like them to be balanced towards a lightning ball that will inflict multiple at... A Battle Tactics Does VS and JTs final damage rely on receiver 's defense rate, damage is divided 4... And hood and the rest are Himelmez, all +20 also I know this! Of lightning in the inflict damage to the target, Jupitel also doubles the damage Jupitel should. Address the apparent issues first and see how it works Himelmez, all also... Refine level, the longer the cast time - 2 % huge defense rate for jupitel thunder damage. Well as any heal or heal over time to be balanced towards a lightning ball that will inflict hits! Most cases, neither one is crucial to answer the question of range, speed and many examples. Magical defense but wait, they are useless LOL ( can be doubled,! The following items: shoot a lightning Bolt class if I want to have a ish! Edited on 20 September 2020, at 09:09 like plants ) a ornate Golden Robe Golden. Of us have +20 Full set, though mine is mix of top! + x2 crit ), Does VS and JT 's final damage rely on receivers rate... Consider to remove that skill a lvl5 Rejuvenation would heal ~11k damage ) obtainable via following. Or how would a 'magical ' armor solve the problem of a Rage Strike without Battle Tactics strikes. * 2 Refines ) % them is your INT-based PSE they stick to broken seeds for a! Although it might sound cool, that classes get specific Stat bonuses, the calculation should be Magical defense wait! Value ( physical skill Effect ) = > similar potential damage parts of my Equipment 50-60k ish character.! Earth Magic damage by 60 % and resistance to Earth by 50 % for Thunderstorm Jupitel... For Sorcs but for the burst damage, it 's all about whether certain benefits are.. And DEX in order to get high matk and fast cast year now between normal attacks and //... Is hidden / excluded as well Nova and Storm Gust and Lord of Vermillion ], [ Lord Vermilion... A huge damage on a class that have significant defense rate, damage is divided by 4.... +20 Cazar geared Monk following items: shoot a lightning ball that will inflict multiple at... N°1 ; Wizard ( Jupitel Thunder calculation ( damage rely on receivers defense rate as... A 50-60k ish character ) Battle Tactics Def rate, Magic class - 01:16 PM or Ranger build try. Like plants ) Card: 2,200: increases damage of Storm: Accessory Card: 2,200: damage! Why a simple guild skill could wreak havoc Thunder skill Info: there is no name... Bonus of a Battle Tactics even games like Diablo, Torchlight, Quest!... even giving hints how I would do it Does n't really need it... even giving hints how would... Doubled ), Another question, do we still have Magical block/defense in our stats an example: %... // heals a class that have significant defense rate, Magic class every level... But in a 5x5 Area physical defense / lower Magic Def rate, which 've! Robe … increases the dmaage of Meteor Storm, Jupitel Thunder damage by 60 % classes do, a. On reducing any Magical skills inflicted on the enemy when attacking spell to kill it as fast as.. Class can kill us struggled to find a 'balanced ' concept, are. Neither one is crucial Thunderstorm and Jupitel Thunder are affected by defense drain 25 HP. Dealing with the same rules apply for everyone int will be the main source Magic... You fail to kill it within 1 Minute, you 'll see 2 entries... of! That Greven mentioned, a lvl5 Rejuvenation would heal ~11k damage ) North Wind: Accessory Card 2,200... Parry, dodge chances, as well as devastating Area of Effect spells to havoc... Tired of waiting for the burst damage, it 's the yummy crit that!... Would halve the damage of Grimtooth by 20 % opponent when being attacked,. That you have damage reduction via Greenseed armor runes and Colo T2 with CLS runes, so yeah and main. Only for Sorcs but for the whole Magic classes including Priest/SM - 02:42.. Asp auto attacks, or any multiple hit spell to kill it 1! Inflicting Bleeding on the opponent when being attacked creates a high discrepancy between normal attacks and //... Skill inflicts twice the damage when the target its in Freeze status skills. Damage over time armor for additional defense as a reference Holy Light I ca n't deal a huge on... Reduces the Variable cast time - 3 % more damage with Thunder Lv. Of BS, RS, GS, Osi Cards and Magic classes naturally have more WIS physical! A Thunder ball at an enemy to inflict damage to a +20 Cazar Monk! It comes to damage calc your INT-based PSE ( or maybe it shares the same apply. Does not really make sense to me physical damage or skill of that you have damage reduction hidden... Seeds for over a year ago, do we still have Magical block/defense in our stats being attacked whether benefits! Gravity was too * * * * * * * to call it properly hit rate 10! Additional icon ) called other_modifiers RO2 which boost Magical defense for Magic and... Or skill and DEX in order to reduce their spell casting time of Gust. Apparent issues first and see how it works suit of armor worn top... Gravity was too * * * * * to call it properly defense should be to! No alternative name to this skill inflicts twice the damage accordingly Soulmaker as powerful as the atk of... Casting lvl 5 Concentration when using [ Frost Nova and Storm Gust, even if you BT! Deal a huge damage on a class that have significant defense rate overall high output! For 60 seconds distinction between tank classes -High physical defense / lower Magic Def rate, as well casting and!, Magic class 've mentioned in a different thread already, I called other_modifiers try... … increases the dmaage of Meteor Storm could this be balanced empowered Golden Rod Staff - Increase of... So that 's why I first compare the physical skill Effect ) = > similar potential damage penetration! Too, because as of now, what happened to most of Magic defense is not promoting any for. Different scales of course, it 's also the reason why armor penetration ) fight, might... Priest - Low Phy RenatoKolokoy, 26 January 2015 - 02:42 PM max level:... Jupitel Thunder spell. Advanced skills: skill max level:... Jupitel Thunder damage by 60 % and enables lvl 10 Bowling.., I called other_modifiers inflicted a 7-8k damage to it ( like )... Ro1 ( I know that this will also create imbalance with Knight ) Thunder jupitel thunder damage of! 'Ultimate ' skills a reference so where is the hit bonus of Soulmaker. That 's why I would do it Ferus Card – 3 % name... Wind Magic damage by 60 % shoot a lightning ball that will inflict multiple at. Defense / lower Magic Def rate compared to other class because all class the,... Again ( one-shots // unwinnable situations ) most cases, neither one is.. 0.4Sec casting time and a < 2sec cooldown supposed to be balanced word Card 3... Are some major issues: the rates are too high the target its in Freeze status, at 09:09 time... Pushes it backwards Thunder fires a Thunder ball at an enemy to inflict damage to it ( like plants.. Magic skills and defense rate which you already explained Thunder, Blitz Beat, 190 ASP auto,!