Ipecac Posted October 27, 2022 Report Share Posted October 27, 2022 I would love to hear what admin had in mind creating +75% chance wild magic augment. Tell us please. Link to comment Share on other sites More sharing options...
Blazkane Posted October 29, 2022 Report Share Posted October 29, 2022 Actually it don't make you have 75% of chance on magic criticals, it increases your chance of critical on 75% Lets create a imaginary mage that have 10% of magic critical rate, the increase of 75% of the augment will be actually 7,5%,(75% of 10) so you will have a 17,5% of magic critical. Seeing that game buffs like Prophecy of Water (that increases 100% of magic critical rate) and Wild Magic (increases 300% of magic critical rate), wild magic augment gives 25% of what the normal buff (Wild Magic) gives, i think is well balanced in the context of the server. Yet, if we consider that fighter buffs like Might gives 15% of P.Atk, while Augment Might gives 10% P.atk, so it gives 66.66...% of what the actual buff gives, we should say that it's unbalanced in favour of the fighters. Link to comment Share on other sites More sharing options...
lukyroo Posted October 31, 2022 Report Share Posted October 31, 2022 you GM's want to balance a server by decreasing defence of the main party class (a bishop) and keep dominators warlords and all these classes landing debuffs 100% to chars that have full +18 jewel sets? are you high when you create the server ? Link to comment Share on other sites More sharing options...
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