Switching gear made fights doable that were otherwise unwinnable. Jupiter Thunder fires a Thunder Ball at an enemy to inflict damage. With full Eddga, but no other stuff. Well without any kind of lighting AoE I can't mob them, so I'm stuck with setting fire walls and spamming jupitel thunder to kill them. 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. This skill is obtainable via the following items: Advanced skills: Skill Max Level: ... Jupitel Thunder. Edited by Greven79, 30 January 2015 - 11:20 AM. 5% chance of inflicting Bleeding on the enemy when using Full Buster. Waterball and Jupitel Thunder allow players to cast a second spell before they actually trigger and apply canact delay. They either quit this game after AOV or re rolled to other class because all class can kill us. LVL 2 inflict 555% Magic damage. Magic/Procedure. ... Jupitel Thunder should be spammed to deal damage and to push the enemy away. INT +5, MATK +270 If worn with Golden Robe, Golden Shoes, and Golden Orb Increase Wind Magic damage by 60%. Other place I tried back then when I was lower level was Byalan, but it was too risky with Marc's speed and Swordfish's water ball so I left. Increase Jupitel Thunder damage by 30%. 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. INT will be the main source of Magic Defense just like RO1 (I know that this will also create imbalance with Knight). As with the RO version of the skill, this is also commonly misspelled as Jupitel Thunder. Def / Low Magic Def rate, Magic Class / Priest - Low Phy. Gem of Thunder: Accessory Card: 1,200: Enables use of lvl 3 Jupitel Thunder. I'm sure that I can rid Priest (if I didn't get stunned) and same, they can kill us instantly using ROG. Loot / Draw / Craft Card. The knockback effect is disabled in WoE. Use Jupitel Thunder, Blitz Beat, 190 ASP auto attacks, or any multiple hit spell to kill it as fast as possible. 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. 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. Several functions may not work. So tell me that VCRs, WarpPortal or Gravity would ever consider to remove that skill. 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. But is a higher dodge or crit. That thing really bothers me because I cant deal a huge damage on a class that have … Increases damage of Jupitel Thunder by 20-23-25% Ignore 20% of the enemy's MDEF. And as I've mentioned in a different thread already, I rarely if ever use random PvP encounters as an argument. I only tested it on Monk because I assume Monks have the most defensive rate compare to other class. 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 Decrease damage with Earth Element Magic -60%. Range 20 meters. Oridecon x1 5.95 %. 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. Increase Demi-Human Resistance by 10%. But never make the mistake to use Colo as a reference! 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. And the main reason, why a simple guild skill could wreak havoc. Glory Cross - Knife [2] x1. If you hover over your magical attack power, you'll see 2 entries... one of them is your INT-based PSE. Notes Use Jupitel Thunder, Blitz Beat or 190 ASPD Auto Attacks on the Instruments (they are like plants and take only 1 damage) Wear any Fire Armor because the party will get continuously from Meteor Storms Any GTB Shield can be very useful against the magic spells And there are many other examples - at different scales of course. 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. Damage over time effects (DoTs) ignore defense rate, as well as any heal or heal over time. Atk +12 title, etc.). Let's assume they lower the DEF% to ~25%, reducing the damage accordingly. Now I already know why. Decrease damage of Earth magic by 30%. Gem of Safety: Accessory Card: 2,200: Adds 5% chance of autocasting Safety Wall on self when receiving attacks. And of course, this creates a high discrepancy between normal attacks and DoTs // heals. The word "physical" is used, because Gravity was too ******* to call it properly. Switching gear made fights doable that were, This is not recommended for shared computers. The only useful move I found was Heaven's Drive (level 2 or 3 at max) and Magic Crasher. F.e. And this is partly the case. Let's also assume no skill would one-shot players: Every class would have a chance to win, even if they uses the same defense formula. 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) The higher the level, the longer the cast time. Hill Wind Card – 5% more damage with Thunder Storm, Jupitel Thunder and Lord of Vermilion. 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%. Wizard (Jupitel Thunder) Equipment / Stat Build Guide. Lower Earth Magic damage by 60% and resistance to Earth by 50%. For every refine, MATK + 2. Description : Fires a ball of crackling lightning at a single target that inflicts 100% Wind property magic damage each shock and pushes it backwards. My Sorc's gear consist of  Cazar top and hood and the rest are Himelmez, all +20 also. There should be a balancing factor when dealing with the same Magic Class. This skill is good until level 100, then its damage starts to fall off. Jupiter Thunder fires a Thunder Ball at an enemy to inflict damage. Napalm Beat INT +5. Increases Damage of Jupitel Thunder by 20%. Must be 12k elite kills using your weapon (Note: @duel and WoE kills (honorable kills) are not counted) Increase damage of Wind magic by 40%. Post n°1; Wizard (Jupitel Thunder) Equipment / Stat Build Guide. ^Instead of INT, I think Gravity intended to give M.Defense to WIS, which would've made a bit more sense. Inflict 5% more damage with Thunder Storm, Jupitel Thunder and Lord of Vermilion. 35 ~ 80. The idea of Magic defense is not only for Sorcs but for the whole Magic classes including Priest/SM. SHIELD: Valkyrja's Shield[2] (1 Maya Card, 1 Thara Frog … 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%. 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!! Elite Weapons are the weapons you can get when you reached Elite Hero Rank. And if an attack deals 200k damage against certain PvE mobs, how could this be balanced against other players? Maybe if there were separate defenses, some tanks would have an easier time doing specific bosses than others . The good thing about a single defense formula is that the same rules apply for everyone. 172. This build maximizes INT and DEX in order to get high MATK and fast cast. Right now, what happened to most of magic class players? INT + 5, MATK + 270. So where is the justification for Battle Tactics at all? Wizard Shadow Shoes Increases the dmaage of Meteor Storm, Storm Gust and Lord of Vermilion by 20%. Jupitel Thunder (Alt: Jupitel Thunder) is a 2 nd class offensive skill available as Wizard, High Wizard and expanded Super Novice. Please PM me in forums if there's something wrong The knockback effect is disabled in WoE. 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'). Each attack will deal 1 damage to it (like plants). INT +5, MATK +270 If worn with Golden Robe, Golden Shoes, and Golden Orb Increase Wind Magic damage by 60%. Empowered Golden Rod Staff - Increase damage by 30%. Def / High Magic Def Rate. Ice Crystal Frost x5 26.89 %. Against targets with 75% defense rate, damage is divided by 4 instead... and even rogues, rangers, etc. Then he used Asura to me and I got a 50k damage. Damaged targets have a 54% to 0% chance to grant a freezing effect. Holy-Shock bosses that could kill you from far beyond your sight range). But I wait for a this a long time now as well... even giving hints how I would do it. But that way does not really make sense to me. Atk +12 For me, the calculation should be Magical Defense for Magic skills and Defense Rate for Physical damage or skill. Increases the dmaage of Meteor Storm, Storm Gust and Lord of Vermilion by 20%. It's all about whether certain benefits are balanced. a good compensation? Shoot a lightning ball that will inflict multiple hits at a target. Would it solve the vigor issues I mentioned? Provides immunity to Freeze status ailment. Skill level increases the number of hits inflicted. Please re-enable javascript to access full functionality. I'm sure that I can rid Priest (if I didn't get stunned) and same, they can kill us instantly using ROG. And that's why I said that the game doesn't really need it. 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. To answer the question: Both Varetyr Spear and Jupitel Thunder are affected by defense. Type Single Target. Jupiter Thunder RO Guard The knockback effect is disabled in WoE. Drop Items. I agree that there are outstanding issues on other skill classes. When equipped with Wizard Shadow Shoes: Increases damage of Meteor Storm, Storm Gust and Lord of Vermilion by 20%. Honestly? But classes usually achieve at least 50% defense rate, which would halve the damage. Custom Effect: DEX + 2 Inflict 25% more damage with Holy Light. that Greven mentioned. 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. Inflict 10% more damage with Thunder Storm, Jupitel Thunder and Lord of Vermilion.-50 SP when unequipped. Shoot a lightning ball that will inflict multiple hits at a target. { 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%. 10. Moonlight Dance: 2880% (can be doubled), Crit. And such a scenario is possible. LVL 3 inflict 640% Magic damage. So just look how they struggle to downgrade duped cards or how they stick to broken seeds for over a year now! Slots: [2] Class: Two-Handed Staff Attack: 30 Property: Wind Weapon Level: 4 Required Level: 100 Jobs: High Wizard. On the defensive side, damage reduction is hidden / excluded as well. (the monk should see an additional icon). Although it might sound cool, that classes get specific stat bonuses, the concept is highly flawed. Well, I don't know about this kind of food, but where would be the benefit of dividing defense into two separate versions? Golden Rod Staff - Increase damage by 12%. LVL 1 inflict 469% Magic damage. But in most cases, neither one is crucial. 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). An example: 50% vigor causes a Brutal Strike to have a cooldown of 10sec. would have to choose between Bear Form/Ymir or Grizzly Form, which then defines whether he plays a tank or DPS character. Skill description: Skill attribute: Dropping collection of lightning in the specified … Atk +12. The idea of Magic defense is not only for Sorcs but for the whole Magic classes including Priest/SM. Increase Jupitel Thunder damage by 30%. Increases the damage inflicted with [Jupitel Thunder], [Lord of Vermilion] and [Thunder Storm] by 5%. MATK: 500 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. 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. 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. level 1 - +8% ATK, Bowling Bash DMG +15%, MaxHP +8% Jell-o's Profile, http://www.playdreamerro.com/wiki/index.php?title=Elite_Weapon_Effects&oldid=14092. EDITED BY Jell-o according to Elite Weapons' in-game Descriptions Sacrifice: 2530% (add. Fires a ball of crackling lightning at a single target that inflicts 100% Wind property magic damageeach shock and pushes it backwards. LEVEL 2 ~ 2000 - 3999 'ELITE' kills Is a thrown Hammer via Lex Divina a physical attack or a magical one? Example for Elite Lord Knight Sword (Angel Slayer) That thing really bothers me because I can't deal a huge damage on a class that have significant defense rate. Only for those who have huge defense rate which you already explained. It should only negates the bonus for tanks, so no side would be strictly better. Thunderstorm: Deals Wind Element damage similar to Lightning Bolt, but in a 5x5 area. I don't have issues with other class when it comes to damage calc. But if you separate the defenses, i.e. MATK +20%, +1(*2 Refine)%. To sum it up: Similar starting value (physical skill effect) => similar potential damage. Even games like Diablo, Torchlight, Titan Quest and others games struggled to find a 'balanced' concept. So how is this skill supposed to be balanced? Same range of BS, RS, GS, Osi Cards and. So that's why I would like them to be removed and rather see a better skill balance instead. (x2 for frost/proc + x2 crit), Does VS and JT's final damage rely on receiver's defense rate? Increase damage of Jupitel Thunder by 12%. 5% silencing or cursing the enemy when attacking. Let's go back to the topic. Deposit Card. Card Name: Hill Wind Card: Effects [Jupitel Thunder], [Lightning Bolt], [Lord of Vermilion], [Thunderbolt] Damage +25%. Hill Wind Card - Class: Card Compounds On: Weapon Weight: 1 Increases the damage of Thunderstorm, Jupitel Thunder, and Lord of Vermilion by 5%. To answer the question: Both Varetyr Spear and Jupitel Thunder are affected by defense, but the average defense rates are much highter than pre-AoV. But that way does not really make sense to me. But the truth is: This hope will die with the game! 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. and his Rage Strike has an equal or higher damage percentage compared to other 'ultimate' skills. That thing really bothers me because I cant deal a huge damage on a class that have significant … Would it solve the overall high damage output of players or the extreme differences between 60% and 70% defense? Tanks for sure will be the winner on end game. (Please don't suggest to make a VIT type Magic class if I want to have a 50-60k ish character). level 3 - +10% ATK, Bowling Bash DMG +20%, MaxHP +10% You see, even if you remove BT completely, a Warrior would still deal more damage than a Wizard, Soulmaker or Ranger. Type. Set Bonus Lunar Rainbow [1] Hill Wind Card Adds a 4% chance of casting Level 4 Lightning Bolt or Level 4 Thunderstorm on the target when performing a physical … Needs a complete set to have bonus effect. 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. Type: Two-handed Staff Attack: 30 Weight: 90 Element: Wind Weapon Level: 4 Required Level: 130 Job: Warlock Spell Ability 1. 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. Increase Jupitel Thunder damage by 30%. - Even without it, Warriors would still deal more damage than other classes. Jupitel Thunder Skill Info: There is no alternative name to this skill. This page was last edited on 20 September 2020, at 09:09. INT +3. Slots: [1] Class: Two-Handed Staff Element: Wind Attack: 30 Weapon Level: 4 Required Level: 130 Jobs: High Wizard. I tried to research a bit and somehow convince me that it is not used on reducing any magical skills inflicted on the receiver. a Warrior would have a physical skill effect (damage before skills) of ~2,100pts... more than a Wizard, Sorcerer, Priest, Soulmaker, etc. Tank Classes -High Physical Defense / Lower Magic Def rate compared to Assassin/Rogue/Ranger class, Assassin/Rogue/Ranger - Low Phy. Drain 25% HP enemy's for 10-12-15% when attacking. Magic Defense should be based per class/stats and not with the equipment's they have. -50 SP when unequipped. Decrease Earth Resistance by 50%. Emperium x1 20.42 %. - I don't think so. Look at the damage of a Rage Strike without Battle Tactics. Oh btw. LEVEL 1 ~ 1 - 1999 'ELITE' kills Increases hit rate by 10% and enables lvl 10 Bowling Bash. (x2 for frost/proc + x2 crit) Does VS and JTs final damage rely on receivers defense rate? Weapon. And of course, it's also the question of range, speed and many other things. That's also the reason why armor penetration is so dangerous. So the damage-to-hitpoint ratio has to be altered drastically. Slot. Lower Earth Magic damage by 60% and resistance to Earth by 50%. 10-11-12% More damage with Flying Side Kick. [Jupitel Thunder], [Lightning Bolt], [Lord of Vermilion], [Thunderbolt] Damage +25%. Laurell Weinder Card – 3% more damage with Frost Nova and Storm Gust. level 2 - +9% ATK, Bowling Bash DMG +17%, MaxHP +9% Magic classes naturally have more WIS than physical classes do, with a few exceptions, so it would fit your mold nicely too. I've tried Anolians but I take too long killing them one by one (3 - 4 JT casts per kill), not very efficient IMO. In siege, the purpose of High … Thereafter, I test it in a arranged duel. Then he used Asura to me and I got a 50k damage. For each refine level, increases damage of Jupitel Thunder by 5%. Lightning Magic Dmg from VS and JT Proc  + Crit respectively and just inflicted a 7-8k damage to a +20 Cazar geared Monk. But 'impossible' situations aren't that great, right? damage via HP), Rage Strike w\o BT: 1140% * 1.3 * 2 = 2964%, Shield Cannon w\o BT: 1160% * 1.3 * 2 = 3016%. And this is not some random rant! 35-40-45% more damage with Shield Boomerang. Reduces the variable cast time of Jupitel Thunder by 40% Weapon refinement bonuses are not included in your PSE (blame Gravity), as well as seedrunes or PvP damage increases. oh man, I'm tired of waiting for the re-balance they promised a year ago. 3. 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 …

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