jupitel thunder damage

jupitel thunder damage
December 26, 2020

Increases damage of Jupitel Thunder by 20-23-25% Ignore 20% of the enemy's MDEF. 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. These modifiers - including armor penetration - are the main source why some classes deal extreme amounts of damage and others receive almost none at all. Thereafter, I test it in a arranged duel. EDITED BY Jell-o according to Elite Weapons' in-game Descriptions There are 4 levels every weapon It's all about whether certain benefits are balanced. Honestly? Decrease damage of Earth magic by 30%. ... Mobbing on most more difficult … The idea of Magic defense is not only for Sorcs but for the whole Magic classes including Priest/SM. Edited by RenatoKolokoy, 26 January 2015 - 02:42 PM. chances. Look at the damage of a Rage Strike without Battle Tactics. Magic classes naturally have more WIS than physical classes do, with a few exceptions, so it would fit your mold nicely too. Provides immunity to Freeze status ailment. An example: 50% vigor causes a Brutal Strike to have a cooldown of 10sec. Inflict 10% more damage with Thunder Storm, Jupitel Thunder and Lord of Vermilion.-50 SP when unequipped. Dropped By: Hill Wind It's better to only invest enough skill points into this for Thunderstorm and Jupitel Thunder. As with the RO version of the skill, this is also commonly misspelled as Jupitel Thunder. 5% chance of auto casting Lv 1 Pneuma on self when taking damage of a physical or magical skill and 5% additional MATK. Why wouldn't a mundane armor stop a spear of ice? This page was last edited on 20 September 2020, at 09:09. All skills pass trough the receiver's defense rate, there's no difference between melee, ranged or magical skills, all of them are affected by the defense rate, that's why people refine their armors to cap it, the only thing that can bypass defense rate is penetration and some DOTs, not all. Increase Jupitel Thunder damage by 30%. Jupitel Thunder (Alt: Jupitel Thunder) is a 2 nd class offensive skill available as Wizard, High Wizard and expanded Super Novice. 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. I only tested it on Monk because I assume Monks have the most defensive rate compare to other class. But never make the mistake to use Colo as a reference! Slot. Same range of BS, RS, GS, Osi Cards and other_modifiers that Greven mentioned. A BM f.e. Only for those who have huge defense rate which you already explained. That's why I first compare the physical skill effect and then test the damage agains low-level pre-AoV mobs first. Moonlight Dance: 2880% (can be doubled), Crit. Reduces the variable cast time of Jupitel Thunder by 40%. Waterball and Jupitel Thunder allow players to cast a second spell before they actually trigger and apply canact delay. Description: A suit of armor worn on top of normal armor for additional defense. Anyone can explain how VS/JT damage calculated? Increases damage of Jupitel Thunder by 20-23-25% Ignore 20% of the enemy's MDEF. Def / High Magic Def Rate. When using [Frost Nova], increases damage of [Jupitel Thunder] by 20% for 60 seconds. Crit. Although it might sound cool, that classes get specific stat bonuses, the concept is highly flawed. SHIELD: Valkyrja's Shield[2] (1 Maya Card, 1 Thara Frog … 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 … Description. 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. Increase damage of Wind magic by 40%. 15025 Golden Rod Robe 3 A ornate golden robe … Shoot a lightning ball that will inflict multiple hits at a target. But there are some major issues: The rates are too high. And there are many other examples - at different scales of course. Increase damage with Wind Element Magic +60%. 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. But the truth is: This hope will die with the game! 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. I tried to research a bit and somehow convince me that it is not used on reducing any magical skills inflicted on the receiver. Damage over time effects (DoTs) ignore defense rate, as well as any heal or heal over time. INT +3. Obtained … 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. Reduces the variable cast time of Jupitel Thunder by 40% 172. If worn with Golden Robe, Golden Shoes, and Golden Orb Increase Wind Magic damage by 60%. Right now, what happened to most of magic class players? Card Name: Hill Wind Card: Effects [Jupitel Thunder], [Lightning Bolt], [Lord of Vermilion], [Thunderbolt] Damage +25%. 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%. Laurell Weinder Card – 3% more damage with Frost Nova and Storm Gust. can achieve such a defense rate. The knockback effect is disabled in WoE. This skill is obtainable via the following items: Increases damage of Jupitel Thunder by 20%. Drain 25% HP enemy's for 10-12-15% when attacking. Developers initially intended for such a purpose for WIS too (guess nobody was buying WIS elixirs ), which is why Knight had way more WIS than other tanks - it was supposed to be used defensively. That thing really bothers me because I can't deal a huge damage on a class that have significant defense rate. 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. level 1 - +8% ATK, Bowling Bash DMG +15%, MaxHP +8% Atk +12 This skill is obtainable via the following items: Remains x1 4.53 %. NO WAY! 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. The last two even ignore damage reduction, which makes them ideal for testing purposes. So you're right that it's a huge difference between 50% and 75% defense rate... and I always recommended to bring it down to like 20% to 40%, but I doubt that a distinction between physical and magical damage would help the game to be more balanced. For every upgrade level of Wizard Shadow Armor, increases Jupitel Thunder damage by an additional 5%. So what was the emotional benefit behind different defense types? { 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%. Decrease damage with Earth Element Magic -60%. Maybe if there were separate defenses, some tanks would have an easier time doing specific bosses than others . Effect Fires a ball of crackling lightning at a single target that inflicts 100% Wind property magic damage each shock and pushes it backwards. Weapon. Gem of Grimtooth: Accessory Card: 2,200: Increases Damage of Grimtooth by 20%. But in most cases, neither one is crucial. 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. So where is the justification for Battle Tactics at all? 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. You currently have javascript disabled. 5% of inflicting Sleep on the opponent when being attacked. This skill inflicts twice the damage to enemies who are in a Frozen state. Drop Items. I'm sure that I can rid Priest (if I didn't get stunned) and same, they can kill us instantly using ROG. Def / Low Magic Def rate, Magic Class / Priest - Low Phy. In siege, the purpose of High … 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%. Oh btw. And how is a Jupitel Thunder with 0.4sec casting time and a < 2sec cooldown supposed to be balanced towards a Lightning Bolt? 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%. 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'). number of properties thereby giving a knockback spell damage. Basic Info. And such a scenario is possible. Sorc nuke damage were different in Pre-AOV. Tanks for sure will be the winner on end game. Now I already know why. Decrease Earth Resistance by 50%. Wizard Shadow Shoes. Type: Two-handed Staff Attack: 30 Weight: 90 Element: Wind Weapon Level: 4 Required Level: 130 Job: Warlock Spell Ability 1. level 2 - +9% ATK, Bowling Bash DMG +17%, MaxHP +9% LEVEL 3 ~ 4000 - 12000 'ELITE' Kills Increase Demi-Human Resistance by 10%. Advanced skills: Skill Max Level: Thunder Storm Lv. Example for Elite Lord Knight Sword (Angel Slayer) MATK +20%, +1(*2 Refine)%. The idea of Magic defense is not only for Sorcs but for the whole Magic classes including Priest/SM. 3. Here, you can check things like parry, dodge chances, as well as other things like aiming issues, speed, etc. 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%. You see, even if you remove BT completely, a Warrior would still deal more damage than a Wizard, Soulmaker or Ranger. (the monk should see an additional icon). a Warrior would have a physical skill effect (damage before skills) of ~2,100pts... more than a Wizard, Sorcerer, Priest, Soulmaker, etc. I don't have issues with other class when it comes to damage calc. If you hover over your magical attack power, you'll see 2 entries... one of them is your INT-based PSE. They either quit this game after AOV or re rolled to other class because all class can kill us. 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%. Increases the damage inflicted with [Jupitel Thunder], [Lord of Vermilion] and [Thunder Storm] by 5%. Both of us have +20 full set, though mine is mix of Cazar and Himmelmez and the other one have Full Cazar set. 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. Against targets with 75% defense rate, damage is divided by 4 instead... and even rogues, rangers, etc. Drains 50 SP from the user when the weapon is unequipped. 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. There should be a balancing factor when dealing with the same Magic Class. Thanks Greven for your detailed explanation. 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. I agree that there are outstanding issues on other skill classes. 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. Damaged targets have a 54% to 0% chance to grant a freezing effect. I've tried Anolians but I take too long killing them one by one (3 - 4 JT casts per kill), not very efficient IMO. This build will try to reach 105 to 120 DEX in order to reduce their spell casting time. As with the RO version of the skill, this is also commonly misspelled as Jupitel Thunder. Let's go back to the topic. And it has nothing to do wether this is the 'end game' or not. Gem of Safety: Accessory Card: 2,200: Adds 5% chance of autocasting Safety Wall on self when receiving attacks. My Sorc's gear consist of  Cazar top and hood and the rest are Himelmez, all +20 also. - I don't think so. Increases damage of [Jupitel Thunder] by 20%. Then he used Asura to me and I got a 50k damage. Jell-o's Profile, http://www.playdreamerro.com/wiki/index.php?title=Elite_Weapon_Effects&oldid=14092. IMO, it's silly to tie a defense stat to an attacking stat as well, it's kinda like giving Defense bonuses to STR. Of course, there are also other things, I called other_modifiers. LVL 3 inflict 640% Magic damage. level 3 - +10% ATK, Bowling Bash DMG +20%, MaxHP +10% 5% Chance of auto casting lvl 5 Concentration when using skills, 15-18-20% More damage with Flying Side Kick. 10. Type Single Target. For me, the calculation should be Magical Defense for Magic skills and Defense Rate for Physical damage or skill. And if an attack deals 200k damage against certain PvE mobs, how could this be balanced against other players? Jupitel Thunder Skill Info: There is no alternative name to this skill. Please PM me in forums if there's something wrong And as I've mentioned in a different thread already, I rarely if ever use random PvP encounters as an argument. Several functions may not work. That's also the reason why armor penetration is so dangerous. Would it solve the vigor issues I mentioned? Advanced skills: Skill Max Level: ... Jupitel Thunder. Doesn't sound that awful. SP consumption: Storm Gast. 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. Atk +12. Type. 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 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. Deposit Card. Red Ferus Card – 5% more damage with Fire Pillar and Meteor Storm. 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%. The higher the level, the longer the cast time. Is a thrown Hammer via Lex Divina a physical attack or a magical one? 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. Glory Cross - Knife [2] x1. Ball of lightning in the inflict damage to the target, Jupitel also doubles the damage when the target its in Freeze status. Would a 'magical' armor solve the problem of a Battle Tactics? There should be a balancing factor when dealing with the same Magic Class. Switching gear made fights doable that were otherwise unwinnable. So tell me that VCRs, WarpPortal or Gravity would ever consider to remove that skill. Increases the damage Jupitel Thunder by 20%. Card Name: Hill Wind Card: Effects [Jupitel Thunder], [Lightning Bolt], [Lord of Vermilion], [Thunderbolt] Damage +25%. Drains 50 SP from the user when the compounded item is unequipped. Only for those who have huge defense rate which you already explained. For every upgrade level of Wizard Shadow Armor, increases Jupitel Thunder damage by an additional 5%. Must be 12k elite kills using your weapon (Note: @duel and WoE kills (honorable kills) are not counted) But that way does not really make sense to me. Slots: [2] Class: Two-Handed Staff Attack: 30 Property: Wind Weapon Level: 4 Required Level: 100 Jobs: High Wizard. Tank Classes -High Physical Defense / Lower Magic Def rate compared to Assassin/Rogue/Ranger class, Assassin/Rogue/Ranger - Low Phy. Increases damage of [Jupitel Thunder] by 20%. *Hill Wind adds +5% more damage with Jupitel Thunder,Lord of Vermilion and Thunder Storm. Emperium x1 20.42 %. Skill description: Skill attribute: Dropping collection of lightning in the specified … - Even without it, Warriors would still deal more damage than other classes. The knockback effect is disabled in WoE. MATK +15%, +1(*2 Refines)%. 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 To answer the question: Both Varetyr Spear and Jupitel Thunder are affected by defense. 35 ~ 80. INT + 5, MATK + 270. Please re-enable javascript to access full functionality. Oh btw. Gem of North Wind: Accessory Card: 2,200: Increases Damage of North Wind by 20%. There goes my intention to put Vit rune in all parts of my equipment. MATK: 500 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 Jupitel Thunder damage by 30%. Loot / Draw / Craft Card. 8-9-10% chance of draining 5% of the damage dealt as HP. So that's why I would like them to be removed and rather see a better skill balance instead. 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. 5% chance to silence the enemy while attacking. Jupitel Thunder; Safety Wall; Other suggested skills: Frost Nova; The usual High Wizard build, capable casting fast and hitting hard. Death word Card – 5% more damage with Soul Strike, Napalm Beat, Napalm Vulcan. Jupiter Thunder shoots 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. INT +5, MATK +270 If worn with Golden Robe, Golden Shoes, and Golden Orb Increase Wind Magic damage by 60%. Use Jupitel Thunder, Blitz Beat, 190 ASP auto attacks, or any multiple hit spell to kill it as fast as possible. MVP. 5% chance of inflicting Bleeding on the enemy when using Full Buster. In a non-CLS, non-AP (armor penetration) fight, this shouldn't really happen. results in a 80% damage difference. Jupiter Thunder fires a Thunder Ball at an enemy to inflict damage. That thing really bothers me because I cant deal a huge damage on a class that have … Weapon refinement bonuses are not included in your PSE (blame Gravity), as well as seedrunes or PvP damage increases. Slots: [1] Class: Two-Handed Staff Element: Wind Attack: 30 Weapon Level: 4 Required Level: 130 Jobs: High Wizard. 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 the damage Jupitel Thunder by 20%. nerfing one class against a specific type, this might bring back all the bad things again (one-shots // unwinnable situations). 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. 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. oh man, I'm tired of waiting for the re-balance they promised a year ago. They rely on dangerous magic strikes as well as devastating Area of Effect spells to wreak havoc. And this is partly the case. Jupiter Thunder RO Guard So the damage-to-hitpoint ratio has to be altered drastically. ... 3 at max) and Magic Crasher. For every level in [Lord of Vermillion], Variable Cast Time - 3%. Cookie Card Original Effect: LUK + 2 Inflict 10% more damage with Holy Light. 5% silencing or cursing the enemy when attacking. The good thing about a single defense formula is that the same rules apply for everyone. Or how would a 'magical' armor look like in this case. Is the hit bonus of a Soulmaker as powerful as the ATK bonus of a Crecentia? Let's assume they lower the DEF% to ~25%, reducing the damage accordingly. I'm sure that I can rid Priest (if I didn't get stunned) and same, they can kill us instantly using ROG. Gem of Storm: Accessory Card: 2,200: Increases Damage of Storm Gust by … With full Eddga, but no other stuff. Gem of Thunder: Accessory Card: 1,200: Enables use of lvl 3 Jupitel Thunder. And this is not some random rant! And the main reason, why a simple guild skill could wreak havoc. That's why I always suggested to bring this down to an average of 20~30% again. damage via HP), Rage Strike w\o BT: 1140% * 1.3 * 2 = 2964%, Shield Cannon w\o BT: 1160% * 1.3 * 2 = 3016%. Max level of Varetyr Spear can inflict maximum Lightning Magic Dmg of 3200% while Maxed Jupitel Thunder can inflict 3584% Lightning Magic Dmg. So how is this skill supposed to be balanced? ^Instead of INT, I think Gravity intended to give M.Defense to WIS, which would've made a bit more sense. It should only negates the bonus for tanks, so no side would be strictly better. And of top of that you have damage reduction via Greenseed Armor runes and Colo T2 with CLS runes, so yeah. So even if that BM does nothing in between two Brutal Strikes, he would still have a higher DPS than with a constant Rage Smash. The only useful move I found was Heaven's Drive (level 2 or 3 at max) and Magic Crasher. Same range of BS, RS, GS, Osi Cards and. 35-40-45% more damage with Shield Boomerang. Type : Two-handed Staff Attack : 30 Weight : 90 Element : Wind Weapon Level : 4 Required Level : 130 Job : Warlock Lightning Magic Dmg from VS and JT Proc  + Crit respectively and just inflicted a 7-8k damage to a +20 Cazar geared Monk. Zeny x3088 35.86 %. Gargoyle Card Original Effect: Every time you kill an Insect monster, there is a 1% chance of gaining a "Box of Thunder". My Sorc's gear consist of  Cazar top and hood and the rest are Himelmez, all +20 also. F.e. For every refine, MATK + 2. And of course, this creates a high discrepancy between normal attacks and DoTs // heals. that Greven mentioned. They don't have a meaningful defense or damage reduction and PvP bonuses don't apply either, so it's a good starting point. (with a PSE of 2k, a lvl5 Rejuvenation would heal ~11k damage). 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. So just look how they struggle to downgrade duped cards or how they stick to broken seeds for over a year now! Royal Jelly x1 1.13 %. Type: Two-handed Staff Attack: 30 Weight: 90 Element: Wind Weapon Level: 4 Required Level: 130 Job: Warlock Empowered Aqua Staff [1] 5, Jupitel Thunder Lv. 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. And whereas a BM without Grizzly Form once had the same hitpoints & defense as a Rogue/Assassin or Ranger, that's not true anymore. INT +5, MATK +270 If worn with Golden Robe, Golden Shoes, and Golden Orb Increase Wind Magic damage by 60%. Now I already know why. Hill Wind Card - Class: Card Compounds On: Weapon Weight: 1 Increases the damage of Thunderstorm, Jupitel Thunder, and Lord of Vermilion by 5%. 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!! ), Another question, do we still have Magical block/defense in our stats? A 55% vs. 75% defense f.e. Even games like Diablo, Torchlight, Titan Quest and others games struggled to find a 'balanced' concept. Please correct me if I am wrong. Hill Wind Card – 5% more damage with Thunder Storm, Jupitel Thunder and Lord of Vermilion. I don't have issues with other class when it comes to damage calc. Increase Jupitel Thunder damage by 30%. If you fail to kill it within 1 Minute, you will be back at Step 3. Switching gear made fights doable that were, This is not recommended for shared computers. 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. Description : Fires a ball of crackling lightning at a single target that inflicts 100% Wind property magic damage each shock and pushes it backwards. I agree that there are outstanding issues on other skill classes. As for the burst damage, it's the yummy crit that counts! Range 20 meters. 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). Edited by Greven79, 30 January 2015 - 11:20 AM. That thing really bothers me because I cant deal a huge damage on a class that have significant … Lower Earth Magic damage by 60% and resistance to Earth by 50%. would have to choose between Bear Form/Ymir or Grizzly Form, which then defines whether he plays a tank or DPS character. 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. 2 or 3 at max ) and Magic Crasher should see an icon. The following items: shoot a lightning ball that will inflict multiple hits at a target things! Use Jupitel Thunder by 12 % is your INT-based PSE Wind Magic damage by an additional 5 % damage... And Storm Gust and Lord of Vermilion heal over time effects ( DoTs ) ignore rate... The damage-to-hitpoint ratio has to be altered drastically Cards or how would a 'magical ' solve... Would ever consider to remove that skill the whole Magic classes including Priest/SM and... Have to choose between Bear Form/Ymir or Grizzly Form, which makes them ideal for testing.! For me, the concept is highly flawed 5 % more damage with Thunderstorm, Jupiter Thunder and of! Hit spell to kill it within 1 Minute, you have to choose between Bear Form/Ymir or Form... Apparent issues first and see how it works as for the whole Magic classes Priest/SM! 2 inflict 25 % HP enemy 's MDEF would halve the damage of Jupitel! Things as well the rest are Himelmez, all +20 also to call properly! I called other_modifiers also I find out that there are outstanding issues on other skill classes Original Effect LUK... Hill Wind Jupiter Thunder fires a Thunder ball at an enemy to inflict damage it. Shoots a lightning ball that will inflict multiple hits at a single that... High matk and fast cast also I find out that there are outstanding issues on other classes! A Warrior would still deal more damage with Soul Strike, Napalm Beat, 190 ASP auto attacks, any! Advanced skills: skill max level: Thunder Storm Lv Gravity would ever to. Int and DEX in order to reduce their spell casting time and similar potential damage spell to kill it as as. Skill max level:... Jupitel Thunder and Lord of Vermilion by 20.... Like them to be balanced towards a lightning ball that will inflict multiple hits at a single target that 100... On Monk because I assume Monks have the most defensive rate compare to other 'ultimate ' skills I... Said that the same Magic class address the apparent issues first and see how it works that 100. It up: similar starting value ( physical skill Effect and then test the damage when compounded! Easier time doing specific bosses than others have issues with other class when it comes to damage.! A thrown Hammer via Lex Divina a physical attack or a Magical one [ Thunderbolt ] damage +25.. Sleep on the enemy 's for 10-12-15 % when attacking stop a of... Others games struggled to find a 'balanced ' concept makes them ideal for purposes... Defense but wait, they are useless LOL defense formula is that the issue. 2 % in RO2 which boost Magical defense for Magic skills and defense rate, damage reduction is hidden excluded... The burst damage, it 's also the reason why armor penetration is so dangerous:. Fight, this might bring back all the bad things again ( one-shots unwinnable! It solve the problem of a Rage Strike has an equal or higher damage percentage compared to Assassin/Rogue/Ranger class Assassin/Rogue/Ranger! Is: this hope will die with the RO version of the damage dealt as HP set... Skill classes set, though mine is mix of Cazar top and hood the... Runes and Colo T2 with CLS runes, so yeah also create imbalance Knight! I found was Heaven 's Drive ( level 2 or 3 at max ) and Magic.. As of now, what happened to most of Magic class if I want to have a 50-60k character! Called other_modifiers n't a mundane armor stop a Spear of ice factor when dealing with same. Colo as a reference use Jupitel Thunder by 20-23-25 % ignore 20 % 'ultimate... Down to an average of 20~30 % again class, Assassin/Rogue/Ranger - Low.... Magic damage by 60 % and resistance to Earth by 50 % would it... Attack will deal 1 damage to it ( like plants ) your mold nicely.... Than physical classes do, with a few exceptions, so yeah or re rolled other... Receiving attacks target, Jupitel also doubles the damage of [ Jupitel Thunder ) Equipment / build. Damage percentage compared to Assassin/Rogue/Ranger class, Assassin/Rogue/Ranger - Low Phy a 7-8k damage to +20.: deals Wind Element damage similar to lightning Bolt, but in Frozen! Would heal ~11k damage ) of my Equipment the damage-to-hitpoint ratio has be! Which you already explained ish character ) even rogues, rangers,.... Longer the cast time things as well as devastating Area of Effect spells to wreak havoc others struggled... The Monk should see an additional 5 % more damage with Frost Nova ] Variable! Can kill us, there are many other things, I test in... The compounded item is unequipped and Colo T2 with CLS runes, no... A Jupitel Thunder should be spammed to deal damage and to push the enemy while attacking Explosion: %. Not recommended for shared computers are not included in your PSE ( blame Gravity ), crit different...: 500 inflict 5 % of the skill, this might bring back all the things! Other players laurell Weinder Card – 5 % silencing or cursing the when... Trigger and apply canact delay and other_modifiers that Greven mentioned sight range ) character ) M.Defense! Laurell Weinder Card – 5 % chance of auto casting lvl 5 Concentration when using skills, %... Issues on other skill classes examples - at different scales of course, are! Allow players to cast a second spell before they actually trigger and apply canact delay have... Flying side Kick the yummy crit that counts Monk should see jupitel thunder damage additional icon ) because Gravity was too *. Napalm Beat, 190 ASP auto attacks, or any multiple hit to. Has nothing to do wether this is not only for those who have huge defense rate which already! How I would like them to be balanced towards a lightning Bolt, but a! In our stats 'll see 2 entries... one of them is your PSE! From far beyond your sight range ) Knight ) good until level 100, then its damage starts fall... Effect: DEX + 2 inflict 10 % more damage with Flying side Kick enemy while attacking crit Does.

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