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1

Wednesday, October 7th 2015, 5:20pm

Intensification

One more time, this time with non-aggression. Just to start out, I feel intensification needs some kind of buff to it, lets come up with positive constructive feedback. (Don't FK this one up...)

Sorry saito I'm not letting you close it down that easy.

As a P.S. Mohammed and aincientgear are not allowed to quote or respond to each other in any way shape or form. I would prefer the Gm's enforce this if they could, seeing as that's how we derailed last time.

So what are your thoughts on Intensification.

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2

Wednesday, October 7th 2015, 5:35pm

As a P.S. Mohammed and aincientgear are not allowed to quote or respond to each other in any way shape or form. I would prefer the Gm's enforce this if they could, seeing as that's how we derailed last time.


I'll do you one better. Those two are not allowed to comment in this thread at all. Hopefully we can install somewhat of a constructive atmosphere?

If not then we'll just have to close it down again.

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3

Wednesday, October 7th 2015, 5:38pm


I'll do you one better. Those two are not allowed to comment in this thread at all. Hopefully we can install somewhat of a constructive atmosphere?

If not then we'll just have to close it down again.


I didn't want to go that far, but If you are willing to delete those posts, I'm on-board with that. They were given a chance to post constructively... I'll state my idea again, While intensification is running, increase the chance of eruption by 0.2% per level starting at 1% (level 0). This increases the dmg output.

As a side note, electric explosion should have the following added to it 'can trigger eruption damage. The eruption damage is doubled if you are in a charged state.' JUST SAYING....

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4

Wednesday, October 7th 2015, 5:43pm

word intensification should have some type of eruption chance or it would be cool if they made it increase mdam by a percentange like someone brought up before or boost ma or even crit speed is also good to but mages have enough so dont think it would be good for mages would help k/m and w/m tho

5

Wednesday, October 7th 2015, 5:47pm

word intensification should have some type of eruption chance or it would be cool if they made it increase mdam by a percentange like someone brought up before or boost ma or even crit speed is also good to but mages have enough so dont think it would be good for mages would help k/m and w/m tho

hmm, good point perhaps the passive skill eruption should detect intensification rather than intensification having the eruption bonus. In which case, intensification would need something else, I am not ok with MA, or mcrit, but Surprisingly I would be ok with something like Mresist. Or even bonus stam/int. An int boost, would be the most suitable, given the skill name, and purpose.

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6

Wednesday, October 7th 2015, 5:56pm

word intensification should have some type of eruption chance or it would be cool if they made it increase mdam by a percentange like someone brought up before or boost ma or even crit speed is also good to but mages have enough so dont think it would be good for mages would help k/m and w/m tho

hmm, good point perhaps the passive skill eruption should detect intensification rather than intensification having the eruption bonus. In which case, intensification would need something else, I am not ok with MA, or mcrit, but Surprisingly I would be ok with something like Mresist. Or even bonus stam/int. An int boost, would be the most suitable, given the skill name, and purpose.
word magical crit resist would be cool and an increase in int would also be nice

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7

Wednesday, October 7th 2015, 6:10pm

For the sake of clarity (just so everyone is on the same page if they don't play a mage), here is the existing skill as shown on the rom-wiki:

Intensification Instant 2 minutes Magical Damage increases by 50.0 points. Effect lasts for 20.0 seconds.

What about simply adding a cast speed component? Say something to the effect of:

Magical Damage increases by 50.0 points and casting speed increased by 30%. Effect lasts for 20.0 seconds.

Thoughts?
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8

Wednesday, October 7th 2015, 6:16pm

Possibly... I like the idea of buffing it, but it wouldn't do much as a secondary, unless your primary is like priest or warlock. Actually now that you mention it M/wl, and wl/m become quite a bit stronger. This is actually a very good idea.

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9

Wednesday, October 7th 2015, 6:19pm

word but i would like a buff that benefits all a raw mdam increase or % increase in phy attack speed and cast speed would be universal but since 4k mdam is alot maybe make it like 1k mdam instead raw no added to wep bs just saying

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10

Wednesday, October 7th 2015, 6:32pm

Not all secondary class skills benefit the primary class. Point and case: r/m. There are others as well. The buff to Intensification doesn't have to benefit all secondaries nor does it need to.
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11

Wednesday, October 7th 2015, 6:57pm

cast speed would do very little by itself. Just make guitar and lute stack, remove .5 cast cap. Boom.
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12

Wednesday, October 7th 2015, 7:02pm

cast speed would do very little by itself. Just make guitar and lute stack, remove .5 cast cap. Boom.
Lol 0.0 cast speed or even 0.2 is od in 20 sects thats 100 flames lol and 10 secs that 50 too op lol just saying but instruments stacking is good idea would also like intensification to do what it means intensify putting one in a rampaging state 0.4 would be cool tho

13

Wednesday, October 7th 2015, 7:22pm

just make cast speed like attack speed, even after you hit cap keep it increasing dmg.
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14

Wednesday, October 7th 2015, 7:36pm





Quoted from "Magío"



cast speed would do very little by itself. Just make guitar and lute stack, remove .5 cast cap. Boom.
Lol 0.0 cast speed or even 0.2 is od in 20 sects thats 100 flames lol and 10 secs that 50 too op lol just saying but instruments stacking is good idea would also like intensification to do what it means intensify putting one in a rampaging state 0.4 would be cool tho

Ok, maybe completely removing it would be too OP. How about lowering it? Tbh the only flames that would really matter are the ones that hit while all buffs/debuffs are up, anything after would just hit ilke a wet noodle.


just make cast speed like attack speed, even after you hit cap keep it increasing dmg.

considering cast speed doesn't increase damage right now, just DPS (different than it does for Melee: hitting more often vs hitting harder), I would think this would be too difficult for RuneWaker to pull off.
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15

Wednesday, October 7th 2015, 7:44pm

I can see it now Magio...those .5s 30mil flames

16

Wednesday, October 7th 2015, 7:51pm


I can see it now Magio...those .5s 30mil flames
I know right!

Anyways: While intensification is active, Casting cap is lowered to .35 or .4? Find a good number.
Magío • Mithras

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Wednesday, October 7th 2015, 7:52pm





Quoted from "Magío"



cast speed would do very little by itself. Just make guitar and lute stack, remove .5 cast cap. Boom.
Lol 0.0 cast speed or even 0.2 is od in 20 sects thats 100 flames lol and 10 secs that 50 too op lol just saying but instruments stacking is good idea would also like intensification to do what it means intensify putting one in a rampaging state 0.4 would be cool tho

Ok, maybe completely removing it would be too OP. How about lowering it? Tbh the only flames that would really matter are the ones that hit while all buffs/debuffs are up, anything after would just hit ilke a wet noodle.


just make cast speed like attack speed, even after you hit cap keep it increasing dmg.

considering cast speed doesn't increase damage right now, just DPS (different than it does for Melee: hitting more often vs hitting harder), I would think this would be too difficult for RuneWaker to pull off.
Word I was referring to burn if we didn't have swap that would be great idea and there's and attack speed limit ? And once you hit it it increases your damage ? Are y'all sure or are y'all just trolling ? And a 0.4 speed would be OK anything less is too op and mages tend to get around 20 to 30 flames off depending on ppl in party and that's during burn lowest I've seen is 10 and that's because it was a lower instance with too many ops

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18

Wednesday, October 7th 2015, 8:09pm

Melee classes can only have a maximum of two white attacks every second. A character's mainhand dps is calculated by the equation: Mainhand_DPS == Physical_Damage / Attack_Speed. Attack_Speed == Weapon_Speed * (1 - Attack_Speed_Decrease_%). If Attack_Speed <= 0.5, then there are two white hits per second. However, this does not stop your Mainhand DPS from being halted at 0.5 seconds.
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19

Wednesday, October 7th 2015, 8:17pm

I like the eruption chance idea. What they could also add is that, after intensification ends, you get a casting speed buff for 20s. Would help with the low post burn DPS after 20s.

I wish lute and guitar could just be one instrument though,Iike how Tambo gives both physical and magical.
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20

Thursday, October 8th 2015, 12:29am

I like the eruption chance idea. What they could also add is that, after intensification ends, you get a casting speed buff for 20s. Would help with the low post burn DPS after 20s.

I wish lute and guitar could just be one instrument though,Iike how Tambo gives both physical and magical.
Word that would be cool to have them both mixed and that after burn buff would be cool

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