Koikoi
Member
Community Contributor
is coming back to Iruna ( I think) haha!
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Post by Koikoi on Mar 1, 2014 14:55:42 GMT
♡(ゝ。∂)♥ I'm still a lvl 169 Enchanter and I'm excited to have origin (whatever it is) So I understand that you use same element for defense and element stronger that the mob's element for attack (is that correct? ^^") So if that's the case... How will that look like when you are fighting? Do you click one buff and then a pop-up comes up and you choose which element to use? Or you get 4 shortcuts for all elements? Sorry for that, just want to picture out how origin would be? thanks!
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Post by crazybrker on Mar 4, 2014 5:42:37 GMT
Just a guess but it looks like 4 different quests. Like you would get skill lvls 1-4. I would assume each lvl would be a different element. Lvl 4 wouldnt be stronger than lvl 1 but would just be a different element. So yea you would end up with 4 different shortcuts to use.
From the JP Wiki, you could chose to be the same element of the mob/boss to increase your defense and allow you to kill but takes longer. Or you can be different element (fire v ice) to have more damage but you lose the defense.
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Koikoi
Member
Community Contributor
is coming back to Iruna ( I think) haha!
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Post by Koikoi on Mar 4, 2014 5:47:26 GMT
Just a guess but it looks like 4 different quests. Like you would get skill lvls 1-4. I would assume each lvl would be a different element. Lvl 4 wouldnt be stronger than lvl 1 but would just be a different element. So yea you would end up with 4 different shortcuts to use. From the JP Wiki, you could chose to be the same element of the mob/boss to increase your defense and allow you to kill but takes longer. Or you can be different element (fire v ice) to have more damage but you lose the defense. ♡(ゝ。∂)♥ Ahh I see. Diff skill quest does makes sense o.o Only thought of it as everything in one go XP
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Post by ManaKhe on Mar 4, 2014 7:17:03 GMT
It's one quest for all 4 levels. There's also 4 different shortcuts, you gotta remember which one is which element lol. It isn't that hard to remember 4 at least. From what I've noticed its like a 20-25% increase in damage to that element.
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Post by crazybrker on Mar 4, 2014 8:10:19 GMT
^ That's easier then. 1 quest is nice. Is that out yet, if not, what lvl is it coming out?
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Post by ManaKhe on Mar 4, 2014 9:07:53 GMT
It's out already. It's a level 180 quest. Level 180 skill quests are such a pain :/. I still need to get Magic Barrier 3 haha.
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Post by crazybrker on Mar 4, 2014 11:20:42 GMT
5 more levels to go!!! Who do we talk to for Origin and Magic Barrier? and what materiasl are needed for quest?
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Post by crazybrker on Mar 4, 2014 11:36:24 GMT
Port Sparagas Enchanter limited skill acquisition trial [!] ※ Lv180 or more
Subjugation: seam cracker × 1, × 1 Garrel Collection: grief beans × 30, × 50 fin of crimson metal Reward: origin SLv1 ~ SLv4
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tasm
Member
Dead bones for sale... ~
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Post by tasm on Mar 5, 2014 2:57:34 GMT
5% dmg increase 5% resistance per each element. It's a party buff, not stackable (only one element per time), and effects stoneskin's durability significantly. ^^
By that I mean if enemy uses fire element, using fire origin makes stoneskin stronger.
If enemy uses fire element and is weak to wind element for example... using wind origin increases the dmg for wind element magic (for the entire pt). It gives wind element affinity bonus to all pt members. Meaning, everyone hits for more dmg (dps guys for more dmg, hwiz wind element more dmg). If skills for example paladin's guardian has an elemental modifier, origin gives that skill increased dmg. ^^
However, stoneskin's endurqance will be unaffected.
Moreover, if an enemy uses fire element (that's strong against ice, right?) and is weak against the opposite element (in this example, ice)... if you use ice origin you will get increased damage. But your stoneskin is weakened significantly, and you will also take more damage outside of stoneskin.
...which can make it a very quick method to die.
Another issue is that it's a pt buff, so multiple enchanters in same pt can be annoying. And yet another issue is that it's a 2 minute buff, which makes continuous recasting annoying...
...Usually, I try to play the ppls ignorace of the skill to get out of continuously having to recast. Bcuz ppl in Iruna now are too mean =.=. (I don't really want to test those waters). But the skill itself is pretty useful, some bosses actually require Enchanters now for optimal clearing speed ^^ (dps Enchanter ofc).
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Post by ManaKhe on Mar 5, 2014 7:33:24 GMT
5% dmg increase 5% resistance per each element. It's a party buff, not stackable (only one element per time), and effects stoneskin's durability significantly. ^^ By that I mean if enemy uses fire element, using fire origin makes stoneskin stronger. If enemy uses fire element and is weak to wind element for example... using wind origin increases the dmg for wind element magic (for the entire pt). It gives wind element affinity bonus to all pt members. Meaning, everyone hits for more dmg (dps guys for more dmg, hwiz wind element more dmg). If skills for example paladin's guardian has an elemental modifier, origin gives that skill increased dmg. ^^ However, stoneskin's endurqance will be unaffected. Moreover, if an enemy uses fire element (that's strong against ice, right?) and is weak against the opposite element (in this example, ice)... if you use ice origin you will get increased damage. But your stoneskin is weakened significantly, and you will also take more damage outside of stoneskin. ...which can make it a very quick method to die. Another issue is that it's a pt buff, so multiple enchanters in same pt can be annoying. And yet another issue is that it's a 2 minute buff, which makes continuous recasting annoying... ...Usually, I try to play the ppls ignorace of the skill to get out of continuously having to recast. Bcuz ppl in Iruna now are too mean =.=. (I don't really want to test those waters). But the skill itself is pretty useful, some bosses actually require Enchanters now for optimal clearing speed ^^ (dps Enchanter ofc). I don't know about the damage resistance but I know that the damage increase is a lot more than 5%
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Koikoi
Member
Community Contributor
is coming back to Iruna ( I think) haha!
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Post by Koikoi on Mar 5, 2014 18:29:49 GMT
5% dmg increase 5% resistance per each element. It's a party buff, not stackable (only one element per time), and effects stoneskin's durability significantly. ^^ By that I mean if enemy uses fire element, using fire origin makes stoneskin stronger. If enemy uses fire element and is weak to wind element for example... using wind origin increases the dmg for wind element magic (for the entire pt). It gives wind element affinity bonus to all pt members. Meaning, everyone hits for more dmg (dps guys for more dmg, hwiz wind element more dmg). If skills for example paladin's guardian has an elemental modifier, origin gives that skill increased dmg. ^^ However, stoneskin's endurqance will be unaffected. Moreover, if an enemy uses fire element (that's strong against ice, right?) and is weak against the opposite element (in this example, ice)... if you use ice origin you will get increased damage. But your stoneskin is weakened significantly, and you will also take more damage outside of stoneskin. ...which can make it a very quick method to die. Another issue is that it's a pt buff, so multiple enchanters in same pt can be annoying. And yet another issue is that it's a 2 minute buff, which makes continuous recasting annoying... ...Usually, I try to play the ppls ignorace of the skill to get out of continuously having to recast. Bcuz ppl in Iruna now are too mean =.=. (I don't really want to test those waters). But the skill itself is pretty useful, some bosses actually require Enchanters now for optimal clearing speed ^^ (dps Enchanter ofc). ♡(ゝ。∂)♥ At last!!! Our first party buff!!! 11 levels to go! And, I thought (someone posted this some time ago) Earth < Fire < Water < Wind? So it's not necessarily fire defeats water right? Other clarifications: So it's a 4 shortcut skill with the same icon x.x (Oh my where should I put that), and you just click whichever you wanna choose?
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tasm
Member
Dead bones for sale... ~
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Post by tasm on Mar 7, 2014 20:59:47 GMT
Similar icon and, yeah, each enemy has its own resistances and weaknesses. It doesn't always make sense either, lol. Reminds me of hydra back when we did army of darkness. Her resists were such that cleric could deal the same dmg with manawave as the pt's wiz lol. (She's weak to wind, I believe. But when wiz got their first wind skill the dmg wasn't much different, since the skill was weak.)
Some mobs are weak to the same element that they use to attack w/ as well. For example, I believe those skull spiders in Mezzaluna Palace are weak to earth even though they are earth ele.
The attribute list you posted is probably a good reference, but it's better to check beforehand. With regular mobs I just watch for the weapon skill attack(s) which hit higher than normal dmg to find the weakness. Knowing which element to use for defense is more difficult, though. There might be some tells in the attack animation and/or attack's effect, but I'm not certain.
I guess it's a feature of Iruna. As we get to more difficult enemies and areas, the elements might get more difficult to discern. Am wondering when we'll get a mob that continually changes its weaknesses.
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Post by Deleted on Mar 7, 2014 21:26:01 GMT
Similar icon and, yeah, each enemy has its own resistances and weaknesses. It doesn't always make sense either, lol. Reminds me of hydra back when we did army of darkness. Her resists were such that cleric could deal the same dmg with manawave as the pt's wiz lol. (She's weak to wind, I believe. But when wiz got their first wind skill the dmg wasn't much different, since the skill was weak.) Some mobs are weak to the same element that they use to attack w/ as well. For example, I believe those skull spiders in Mezzaluna Palace are weak to earth even though they are earth ele. The attribute list you posted is probably a good reference, but it's better to check beforehand. With regular mobs I just watch for the weapon skill attack(s) which hit higher than normal dmg to find the weakness. Knowing which element to use for defense is more difficult, though. There might be some tells in the attack animation and/or attack's effect, but I'm not certain. I guess it's a feature of Iruna. As we get to more difficult enemies and areas, the elements might get more difficult to discern. Am wondering when we'll get a mob that continually changes its weaknesses. Hydra has no element So far only bosses change elements The skull things weakness is water and its element is fire Defense and magic defense could cause a diff in damage from the norm, also some attacks naturally hit higher than the other regardless EX: earthquake hits 15k on ghost lantern, which is reduced because fire beats earth, and my ice sphere deals 11k even though water is stronger than fire.
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Post by khimichi on Mar 22, 2014 4:55:29 GMT
ORIGIN is a skill to boost your affinity, that means it makes your affinity (atk and def of that element stronger)... The boost for atk IDK, but for def i think its abt 50%... Tested in azimov (fire) that usually hits me 20k and 45-50k crit when he dyin becomes halved when usin fire origin...
For example, if u use fire ORIGIN, that makes your fire atk and def stronger... That means if u're goin tank, use origin with the same element of enemies to make your def againt's your enemy's element stronger... For example, if u vs Ganei (wind), if u want to boost def againts it, use wind, but if u want to boost atk, use earth... However, it's useless for us to boost atk since our autoskill is random in element =="... But if u are in party, u can decide what your party need, stronger atk or def, or both... IDK if this affect normal atk or not...
Thanks to this origin, i can solo blitz, rossam, simcracker, beel families, specia, kimale, and flammel and some bosses that can be done in 160 like ganei or before easier...
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Post by khimichi on Mar 22, 2014 5:02:27 GMT
Similar icon and, yeah, each enemy has its own resistances and weaknesses. It doesn't always make sense either, lol. Reminds me of hydra back when we did army of darkness. Her resists were such that cleric could deal the same dmg with manawave as the pt's wiz lol. (She's weak to wind, I believe. But when wiz got their first wind skill the dmg wasn't much different, since the skill was weak.) Some mobs are weak to the same element that they use to attack w/ as well. For example, I believe those skull spiders in Mezzaluna Palace are weak to earth even though they are earth ele. The attribute list you posted is probably a good reference, but it's better to check beforehand. With regular mobs I just watch for the weapon skill attack(s) which hit higher than normal dmg to find the weakness. Knowing which element to use for defense is more difficult, though. There might be some tells in the attack animation and/or attack's effect, but I'm not certain. I guess it's a feature of Iruna. As we get to more difficult enemies and areas, the elements might get more difficult to discern. Am wondering when we'll get a mob that continually changes its weaknesses. Hydra has no element So far only bosses change elements The skull things weakness is water and its element is fire Defense and magic defense could cause a diff in damage from the norm, also some attacks naturally hit higher than the other regardless EX: earthquake hits 15k on ghost lantern, which is reduced because fire beats earth, and my ice sphere deals 11k even though water is stronger than fire. For element things, just use wiki JP as it's already accurate about 90%... I can solo specia is because of info from wiki JP that it changes elements in mid of battle from fire > earth > wind > water
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