Eriul the Wanderer
Posts: 33 Joined: 03-05-17
Last post: 2798 days
Last view: 2798 days
Tittle says most, I've been checking the wiki regarding the new content that got implemented, and to say the truth, a lot I've seen was very interesting, I know that Retail had a patch called Genesis(I think?) that revamped how the combat works, and stats changed a bit due to it and how gear works, but if we could implement this gear with the old system would be very cool, ofc most of this gear would need to be implemented via crafting to avoid power creep, and only the best of the best would be able to obtain it, I shall on this post explain how this could be done(on my point of view) The enchantable Robes would need some serious consideration so it doesn't become game breaking, Im open to ideas too and Im sure the dev team would like to ear out ideas from the whole community of Mabi Pro regarding this!
Side Note some items May not even be present in the retail version(could not find them in the wiki, so I assume they are not implement/or present at all, but I decided to create a version of them because, why not?)
Celtic Gear- Celtic Gear could be obtained via crafting and by doing Shadow Missions and Dungeons Materials could be awarded to craft it, Depending of the difficulty of course.
Celtic Battle Axe Stats
Base Stats(Not available Unless via Events?) Damage- Balance - % Stun - Injury - Critical - S.Radius - S.Damage - S.Angle - SP/Swing - Durability - Upgrades - 5
Celtic Crossbow Stats
Base Stats(Not available Unless via Events?) Damage- Balance - % Stun - Injury - Critical - S.Radius - S.Damage - S.Angle - SP/Swing - Durability - Upgrades - 5
Celtic bow Stats
Base Stats(Not available Unless via Events?) Damage- Balance - % Stun - Injury - Critical - S.Radius - S.Damage - S.Angle - SP/Swing - Durability - Upgrades - 5
Celtic Wand Stats
Base Stats(Not available Unless via Events?) Damage- Balance - % Stun - Injury - Critical - S.Radius - S.Damage - S.Angle - SP/Swing - Durability - Upgrades - 5
Celtic Druid Staff Stats
Base Stats(Not available Unless via Events?) Damage- Balance - % Stun - Injury - Critical - S.Radius - S.Damage - S.Angle - SP/Swing - Durability - Upgrades - 5
Celtic Guardian Staff Stats
Base Stats(Not available Unless via Events?) Damage- Balance - % Stun - Injury - Critical - S.Radius - S.Damage - S.Angle - SP/Swing - Durability - Upgrades - 5
Celtic Sword Stats
Base Stats(Not available Unless via Events?) Damage- Balance - % Stun - Injury - Critical - S.Radius - S.Damage - S.Angle - SP/Swing - Durability - Upgrades - 5
Celtic Cylinder Stats
Base Stats(Not available Unless via Events?) Damage- Balance - % Stun - Injury - Critical - S.Radius - S.Damage - S.Angle - SP/Swing - Durability - Upgrades - 5
Celtic Mandolin Stats
Base Stats(Not available Unless via Events?) Damage- Balance - % Stun - Injury - Critical - S.Radius - S.Damage - S.Angle - SP/Swing - Durability - Upgrades - 5
Celtic Royal Gear- Celtic Royal Gear could be obtained via crafting and by doing Shadow Missions and Dungeons Materials could be awarded to craft it, Depending of the difficulty of course.
Celtic Royal Battle Axe Stats
Base Stats(Not available Unless via Events?) Damage- Balance - % Stun - Injury - Critical - S.Radius - S.Damage - S.Angle - SP/Swing - Durability - Upgrades - 5
Celtic Royal Crossbow Stats
Base Stats(Not available Unless via Events?) Damage- Balance - % Stun - Injury - Critical - S.Radius - S.Damage - S.Angle - SP/Swing - Durability - Upgrades - 5
Celtic Royal bow Stats
Base Stats(Not available Unless via Events?) Damage- Balance - % Stun - Injury - Critical - S.Radius - S.Damage - S.Angle - SP/Swing - Durability - Upgrades - 5
Celtic Royal Wand Stats
Base Stats(Not available Unless via Events?) Damage- Balance - % Stun - Injury - Critical - S.Radius - S.Damage - S.Angle - SP/Swing - Durability - Upgrades - 5
Celtic Royal Druid Staff Stats
Base Stats(Not available Unless via Events?) Damage- Balance - % Stun - Injury - Critical - S.Radius - S.Damage - S.Angle - SP/Swing - Durability - Upgrades - 5
Celtic Royal Guardian Staff Stats
Base Stats(Not available Unless via Events?) Damage- Balance - % Stun - Injury - Critical - S.Radius - S.Damage - S.Angle - SP/Swing - Durability - Upgrades - 5
Celtic Royal Sword Stats
Base Stats(Not available Unless via Events?) Damage- Balance - % Stun - Injury - Critical - S.Radius - S.Damage - S.Angle - SP/Swing - Durability - Upgrades - 5
Celtic Royal Cylinder Stats
Base Stats(Not available Unless via Events?) Damage- Balance - % Stun - Injury - Critical - S.Radius - S.Damage - S.Angle - SP/Swing - Durability - Upgrades - 5
Celtic Royal Mandolin Stats
Base Stats(Not available Unless via Events?) Damage- Balance - % Stun - Injury - Critical - S.Radius - S.Damage - S.Angle - SP/Swing - Durability - Upgrades - 5
Celtic Light Clothing/Light Armor/Heavy Armor
Celtic Clothing F (Appearance could be of the item Special Newbie Wear Type B F) Stats
Base Stats(Not available Unless via Events?) Defense:2 Protection:0 Durability:15 Upgrades:5 +4 Mana Reduction 15% magic combat shield Because it is clothing and not armor, you may wear two accessories with this.
Stats Might change based on the Tailoring Values.
Celtic Clothing M (Appearance could be of the item Special Newbie Wear Type B M) Stats
Base Stats(Not available Unless via Events?) Defense:2 Protection:0 Durability:15 Upgrades:5 +4 Mana Reduction 15% magic combat shield Because it is clothing and not armor, you may wear two accessories with this.
Stats Might change based on the Tailoring Values.
Celtic Light Armor F (Appearance could be of the item Elegant Celtic Armor F (Tagged as Light Armor on the Wiki)) Stats
Base Stats(Not available Unless via Events?) Defense:4 Protection:1 Durability:15 Upgrades:5 15% range combat shield 15% magic combat shield Because it is light armor, you may wear one accessory with this.
Stats Might change based on the Tailoring Values.
Celtic Light Armor M (Appearance could be of the item Elegant Celtic Armor M (Tagged as Light Armor on the Wiki)) Stats
Base Stats(Not available Unless via Events?) Defense:4 Protection:1 Durability:15 Upgrades:5 15% range combat shield 15% magic combat shield Because it is light armor, you may wear one accessory with this.
Stats Might change based on the Tailoring Values.
Celtic Heavy Armor F (Appearance could be of the item Royal Knight Armor) Stats
Base Stats(Not available Unless via Events?) Defense:6 Protection:2 Durability:20 Upgrades:5 15% close combat shield 15% magic combat shield Because it is heavy armor, you may not wear accessories with this.
Stats Might change based on the Blacksmith Values.
Celtic Heavy Armor M (Appearance could be of the item Royal Knight Armor) Stats
Base Stats(Not available Unless via Events?) Defense:6 Protection:2 Durability:20 Upgrades:5 15% close combat shield 15% magic combat shield Because it is heavy armor, you may not wear accessories with this.
Stats Might change based on the Blacksmith Values.
Clothing/Light/Heavy Armor would have their complete sets to be crafted, compromising of Chest slot, Shoes/Boots/Greaves/Gloves/Hat/Helmet
This post still needs some work, Ill update it soon with the other weapon types and armor types its missing so people can debate if they like the idea, ofc, the stats would be redone to fit the current Version we got of the game.
If anyone wants to contribute with it, please do!
Last Edit - spellcheck/Add Base Stats for Celtic Clothing/Light Armor/Heavy Armor and Base Template for Weapons _________________________ Learn from yesterday, live for today, hope for tomorrow.
The important thing is not to stop questioning.
The more knowledge you get, the more questions you ask. The smarter you get, the more you realize that everything can be possible.
Eriul the Wanderer
Posts: 33 Joined: 03-05-17
Last post: 2798 days
Last view: 2798 days
Demonic Gear
The name causes Shivers down the spine of everyone that ears the word "Demonic", this type of gear was mainly used by the Fomors during the Battle of Mag Tuireadh against the Humans.(Also known as the battle of Moitura)
Demonic Gear- Demonic Gear could be obtained via crafting and by doing Shadow Missions and Dungeons Materials could be awarded to craft it, Depending of the difficulty of course.
Demonic Battle Axe Stats
Base Stats(Not available Unless via Events?) Damage- Balance - % Stun - Injury - Critical - S.Radius - S.Damage - S.Angle - SP/Swing - Durability - Upgrades - 5
Demonic Crossbow Stats
Base Stats(Not available Unless via Events?) Damage- Balance - % Stun - Injury - Critical - S.Radius - S.Damage - S.Angle - SP/Swing - Durability - Upgrades - 5
Demonic bow Stats
Base Stats(Not available Unless via Events?) Damage- Balance - % Stun - Injury - Critical - S.Radius - S.Damage - S.Angle - SP/Swing - Durability - Upgrades - 5
Demonic Wand Stats
Base Stats(Not available Unless via Events?) Damage- Balance - % Stun - Injury - Critical - S.Radius - S.Damage - S.Angle - SP/Swing - Durability - Upgrades - 5
Demonic Staff Stats
Base Stats(Not available Unless via Events?) Damage- Balance - % Stun - Injury - Critical - S.Radius - S.Damage - S.Angle - SP/Swing - Durability - Upgrades - 5
Demonic Sword Stats
Base Stats(Not available Unless via Events?) Damage- Balance - % Stun - Injury - Critical - S.Radius - S.Damage - S.Angle - SP/Swing - Durability - Upgrades - 5
Demonic Cylinder Stats
Base Stats(Not available Unless via Events?) Damage- Balance - % Stun - Injury - Critical - S.Radius - S.Damage - S.Angle - SP/Swing - Durability - Upgrades - 5
Demonic Mandolin Stats
Base Stats(Not available Unless via Events?) Damage- Balance - % Stun - Injury - Critical - S.Radius - S.Damage - S.Angle - SP/Swing - Durability - Upgrades - 5
Demonic Light Clothing/Light Armor/Heavy Armor
Demonic Clothing F (Appearance still need to figure out a good one for this) Stats
Base Stats(Not available Unless via Events?) Defense:2 Protection:0 Durability:15 Upgrades:5 +4 Mana Reduction 15% magic combat shield Because it is clothing and not armor, you may wear two accessories with this.
Stats Might change based on the Tailoring Values.
Demonic Clothing M (Appearance still need to figure out a good one for this) Stats
Base Stats(Not available Unless via Events?) Defense:2 Protection:0 Durability:15 Upgrades:5 +4 Mana Reduction 15% magic combat shield Because it is clothing and not armor, you may wear two accessories with this.
Stats Might change based on the Tailoring Values.
Demonic Light Armor F (Appearance still need to figure out a good one for this) Stats
Base Stats(Not available Unless via Events?) Defense:4 Protection:1 Durability:15 Upgrades:5 15% range combat shield 15% magic combat shield Because it is light armor, you may wear one accessory with this.
Stats Might change based on the Tailoring Values.
Demonic Light Armor M (Appearance still need to figure out a good one for this) Stats
Base Stats(Not available Unless via Events?) Defense:4 Protection:1 Durability:15 Upgrades:5 15% range combat shield 15% magic combat shield Because it is light armor, you may wear one accessory with this.
Stats Might change based on the Tailoring Values.
Demonic Heavy Armor F (Appearance could be of the item Dark Knight Armor (F)) Stats
Base Stats(Not available Unless via Events?) Defense:6 Protection:2 Durability:20 Upgrades:5 15% close combat shield 15% magic combat shield Because it is heavy armor, you may not wear accessories with this.
Stats Might change based on the Blacksmith Values.
Demonic Heavy Armor M (Appearance could be of the item Dark Knight Armor (M)) Stats
Base Stats(Not available Unless via Events?) Defense:6 Protection:2 Durability:20 Upgrades:5 15% close combat shield 15% magic combat shield Because it is heavy armor, you may not wear accessories with this.
Stats Might change based on the Blacksmith Values.
Clothing/Light/Heavy Armor would have their complete sets to be crafted, compromising of Chest slot, Shoes/Boots/Greaves/Gloves/Hat/Helmet _________________________ Learn from yesterday, live for today, hope for tomorrow.
The important thing is not to stop questioning.
The more knowledge you get, the more questions you ask. The smarter you get, the more you realize that everything can be possible.
Eriul the Wanderer
Posts: 33 Joined: 03-05-17
Last post: 2798 days
Last view: 2798 days
Enchantable Robes
The Enchantable robes idea came from getting an Enchanted robe from the current Gachapon, I started wondering "Why Nexon never actually gave us this options?" then after a bit of thinkering I decided to form a suggestion on the forums regarding this.
To say the truth, its a double edge sword this idea on my point of view, can be overpowered in the opinion of some, can be "ok" on the opinion of others, but, if we take into account everything, enchanting robes would work like enchanting a Piece of Armor, albeit only enchants that work on "All" would work for Robes.
Ill ask everyone to debate here if its a good idea or not, or if is something that shouldn't even be considered due to power creep. _________________________ Learn from yesterday, live for today, hope for tomorrow.
The important thing is not to stop questioning.
The more knowledge you get, the more questions you ask. The smarter you get, the more you realize that everything can be possible.
Eriul the Wanderer
Posts: 33 Joined: 03-05-17
Last post: 2798 days
Last view: 2798 days
This is Brilliant Vlad! no seriously, we can start using this to have a clue what the quest is, translate it properly and foward the translation to the Dev's with this, making so the content starts slowly being translated! _________________________ Learn from yesterday, live for today, hope for tomorrow.
The important thing is not to stop questioning.
The more knowledge you get, the more questions you ask. The smarter you get, the more you realize that everything can be possible.
Have to agree with Velox. If we can't have certain gear because it'd be too op, At least have them reduced (or statless) as fashion items. ^^
That was the point all Along was to re-do the stats to fit the current meta so none of the gear would be OP and could fit on this version, I'll ask both of you to re-read the post, instead of just reading the tittle. _________________________ Learn from yesterday, live for today, hope for tomorrow.
The important thing is not to stop questioning.
The more knowledge you get, the more questions you ask. The smarter you get, the more you realize that everything can be possible.
Except you never listed stats. Why even call it celtic armor if it has vanilla stats, given that it doesn't exist in live.
Updating the post soon with stats and Imgs for each weapon/armor, again its a work in progress this post. _________________________ Learn from yesterday, live for today, hope for tomorrow.
The important thing is not to stop questioning.
The more knowledge you get, the more questions you ask. The smarter you get, the more you realize that everything can be possible.
Eriul the Wanderer
Posts: 33 Joined: 03-05-17
Last post: 2798 days
Last view: 2798 days
Bump/Double post(sorry if we can't?)
Updated the post with Base stats for clothing/light armor/heavy armor and did the template for weapons, added more information on the tab for Enchantable Robes Suggestion so people can discuss and give their opinions regarding the suggestions.
Added Template for Demonic Weapons and Cloth/Light Armor/Heavy Armor on the respective post. _________________________ Learn from yesterday, live for today, hope for tomorrow.
The important thing is not to stop questioning.
The more knowledge you get, the more questions you ask. The smarter you get, the more you realize that everything can be possible.
Something that I like about mana evaporation is that it's a mechanic that forces you to think ahead of time before making a move. In this way, mana evaporation fits well into the core fighting mechanics of the game. Making the skills in the game front loaded with loading times rather than have them instantly come out and have cool downs makes you plot out how you'll take down an enemy and have a plan to kill everything you have to fight. Mana evaporation exists to make you think and weigh out your options.
But as a healer I dislike that mana evaporation punishes me for wanting to heal people. Healing other players is not something you can plan for. When players take damage (and they WILL take damage), it's a reactionary event. The only forward thinking aspect to it would be staying idle with a Party Healing charge active, which puts the party down a player that's fighting and keeping enemies busy, or normal Healing with bare hands/weapon which has both diminishing results and doesn't benefit from -mana consumption. It's not as big of an issue as what full offense oriented mages must deal with to cover their bases, but it's irritating. I want to pay a price in MP potions that I stockpile beforehand to burn through to heal other players, not pay a price to do that and want to keep those players from dying from multiaggro.
For this kind of playstyle, this is where mana preservation crystals are a necessity, but they're a pain in the ass. MP 30s aren't sold in stores like HP or Stamina potions, which isn't a huge deal but does create another hurdle. There's the Healer PTJ and running normal mode dungeons for obtained them, but at that point I feel like its a better investment of my time to make MP potions myself by spending my time and AP on Herbalism and Potion Making. It feels pointless, even before grinding enemies to get the gems too... and then you fail to make the stone through Synthesis. And I wonder why exactly I'm bothering with this way of mitigating mana evaporation when I could be failing potion making and getting better rewards.
The weakness to being a mage or dealing with magic at all is the preparation aspect to it. Preservation crystals are a good way to deal with that, but they're a nuisance in both the creation process and gathering process for materials. I kind of just wish the mechanic was gone, or if there was a better thought out way to retain or amass MP than stones as they currently are or Meditation (but who would fall for using or ranking up Meditation?)
In short I'm bitter and complaining even though my issue with the mechanic isn't as serious as what other players deal with.
I remember when some friends where talking with me regarding the SAO event(yes yes I know everyone hated the event, but ear me out on this one.)
During this event, some stones were given that worked like the stones in the show, Red ones could heal you, Blue Ones for MP(Mana) and Yellow ones for Stamina, why not give the change for Handicrafters craft this after rank 9, could be like at rank 9 if you used HP/MP/STAM pots of 30 plus a Gem of the said color and some other item make a stone that could restore the said resource with less chance of pot poisoning, at rank 8 you would be able to craft the same stones with no chance to Pot poisoning, rank 7 would allow you to craft the 50 ones with a chance of Pot poisoning, rank 6 would allow you to craft the ones of 50 without pot poisoning chance, and at rank 5 the ones of 100 with pot poisoning chance, and so on until the 300 ones reached at rank 1, allowing Herbalists/Pot Makers and Handicrafters to work together, giving another meaning to the Handicraft Life skill too?
Idk, its just an idea, but having mana evaporation without Mages even having a way to obtain base pots of 10/30 on the shops like the other "Paths" its a bit annoying. _________________________ Learn from yesterday, live for today, hope for tomorrow.
The important thing is not to stop questioning.
The more knowledge you get, the more questions you ask. The smarter you get, the more you realize that everything can be possible.
I remember when some friends where talking with me regarding the SAO event(yes yes I know everyone hated the event, but ear me out on this one.)
During this event, some stones were given that worked like the stones in the show, Red ones could heal you, Blue Ones for MP(Mana) and Yellow ones for Stamina, why not give the change for Handicrafters craft this after rank 9, could be like at rank 9 if you used HP/MP/STAM pots of 30 plus a Gem of the said color and some other item make a stone that could restore the said resource with less chance of pot poisoning, at rank 8 you would be able to craft the same stones with no chance to Pot poisoning, rank 7 would allow you to craft the 50 ones with a chance of Pot poisoning, rank 6 would allow you to craft the ones of 50 without pot poisoning chance, and at rank 5 the ones of 100 with pot poisoning chance, and so on until the 300 ones reached at rank 1, allowing Herbalists/Pot Makers and Handicrafters to work together, giving another meaning to the Handicraft Life skill too?
Idk, its just an idea, but having mana evaporation without Mages even having a way to obtain base pots of 10/30 on the shops like the other "Paths" its a bit annoying.
I loved the sprites of those crystals, maybe they could stack to 15 or 20
Yea those? I wish we had something like it, would be amazing and give more meaning to Handicraft! _________________________ Learn from yesterday, live for today, hope for tomorrow.
The important thing is not to stop questioning.
The more knowledge you get, the more questions you ask. The smarter you get, the more you realize that everything can be possible.
Potion making is already total hell to rank, I don't like the idea of devaluing it completely.
You wouldn't be devaluing anything, you would still need to work on Potion making in order to use this with the suggestion I did, Pot Makers and Handicrafters could work together? _________________________ Learn from yesterday, live for today, hope for tomorrow.
The important thing is not to stop questioning.
The more knowledge you get, the more questions you ask. The smarter you get, the more you realize that everything can be possible.
Well the Mod Pack I currently use (Astral) doesn't have it, and I can't seem to make any others work, so as per it being a suggestion, I asked if maybe we could get the timeout timer removed off of it, since it is a mod already, shouldn't be too hard.
Agree, but I think its because "Lore" wise, if we can call it that, Lightning is a unstable element? Idk, I wouldn't mind!
Not that I have time to play now. _________________________ Learn from yesterday, live for today, hope for tomorrow.
The important thing is not to stop questioning.
The more knowledge you get, the more questions you ask. The smarter you get, the more you realize that everything can be possible.