Maintenance: 26th February 2018 Delayed until 5th of March 2018

benny182

Dedicated Member
Dedicated Member
Jul 6, 2006
63
0
32
Assume all the below should be Health 100% ?

Underground City 1st - Exp: 100%, Drop 50%, Gold: 50%, Health: 10%, Damage 10%
Underground City 2nd - Exp: 100%, Drop 50%, Gold: 50%, Health: 10%, Damage 10%
Underground City 3rd - Exp: 100%, Drop 50%, Gold: 50%, Health: 10%, Damage 10%
Underground City 4th - Exp: 100%, Drop 50%, Gold: 50%, Health: 10%, Damage 10%
 

KingCobra92

LOMCN Member
Untrusted Member
Veteran
Feb 9, 2015
1,077
314
145
#Banyo Temple feedback


View attachment 19441
700HP with full buffs+pig

1. Banya Temple 2nd - Exp: 10%, Drop 5%, Gold: 5%, Health: 10%, Damage 0%
It's fine, the changes are barely noticeable. This is the floor I'd choose to level/farm.

2. Banya Temple 3rd W - Exp: 20%, Drop 10%, Gold: 10%, Health: 20%, Damage 0%
The progression is spot on so far, the only problem is the addition of casters and that you can only find lures in the big square sections of the map. Casters damage range from 16 to 40 while max crit i've received is 50 and they attack really fast. It's soloable at lvl 51 but the potion rape is real, this floor has no enticement whatsoever for me.

3. Banya Temple 3rd E - Exp: 20%, Drop 10%, Gold: 10%, Health: 20%, Damage 0%
This map is so small it doesn't really matter.

4. Banya Temple 4th - Exp: 30%, Drop 15%, Gold: 15%, Health: 30%, Damage 0%
Medium sized map, not fit for leveling/farming... next pls

5. Banya Temple 5th - Exp: 40%, Drop 20%, Gold: 20%, Health: 40%, Damage 0%
6. Banya Temple 6th - Exp: 50%, Drop 25%, Gold: 25%, Health: 50%, Damage 5%
Both 5F and 6F are perfect maps for lvling if not for the fact that 5F has no lures and the same goes for 6F except the stairs to 7F. I would consider removing the ranged mobs from these floors and increasing the mobs (by a lot) in order to make it a good lvling zone for lvls 40-45

7. Banya Temple 7th - Exp: 60%, Drop 30%, Gold: 30%, Health: 60%, Damage 10%
8. Banya Temple 8th - Exp: 70%, Drop 35%, Gold: 35%, Health: 70%, Damage 15%

This is where the rape begins, there are so many ranged mobs that I can barely keep up. It's totally inviable to hunt (keep in mind that this was tested with a lvl 51 wiz and Banya Temple is supposed to be for lower lvls) in there and I think that's fine but oh boy... I'm not going anywhere these floors unless you do what I suggested about 5F and 6F (removing ranged mobs)

9. Banya Temple 9th W - Exp: 80%, Drop 40%, Gold: 40%, Health: 80%, Damage 20%
10. Banya Temple 9th E - Exp: 80%, Drop 40%, Gold: 40%, Health: 80%, Damage 20%
11. Banya Temple 10th - Exp: 90%, Drop 45%, Gold: 45%, Health: 90%, Damage 25%
I got annihilated in 8F so I guess these floors are the same... but I wouldn't change anything in these because they should not be leveling floors, they should act as deterrence to those who want to go to kill the boss.

Overall I'd say the changes are good and the exp/damage/hp progression is spot on but the ranged mobs ruin it for wizards, I will certainly not go past 2F if I want to farm items and low lvls will get raped in higher floors.


You’re hunting high floors with 20 MR ? Of course you’re gunna get raped ,I could kill in all floors of banya temple with 45 MR , you don’t need that much MC to kill there.
 

Shane/Banshee

LOMCN Veteran
Veteran
Apr 25, 2013
1,217
24
99
Any chance of getting the Hermit stats changed sooner than the 6th? It really is effect us wizard at leveling.

More that's gets tested and the more feed back we get we maybe able to add it sooner especially Wizard and Tao related to the 50 hermit stats
 

Ksx

Loyal Member
Loyal Member
Jan 6, 2018
51
1
19
More that's gets tested and the more feed back we get we maybe able to add it sooner especially Wizard and Tao related to the 50 hermit stats

I think it's better to lower mr to the low hunter places and a bit boost to mc/sc scaling at lower lvls than re-introduce the elements on hermit (50 on hermit, 20 on weapons, 5 for each item on kit.. and it will be op again).

I'll test tomorrow but I'm 44 only xd
 

Mythra

LOMCN Veteran
Veteran
Aug 6, 2015
259
78
55
#Hermit feedback

Loving the hermit changes so far and I think that wizards have regained their damage, however... I'm loving it so much that I know it's wrong, I think you should limit the elemental choosing to lvl 40-55 or put a hard cap at +60 element (total att to a single element) to prevent the situation we had pre-patch players running around with 80-100.



#Snow Village feedback&suggestion

Thanks to the hermit changes I can finally go back to Snow. My damage in there is quite decent, I can't complain about it and it's definitely not above of what it should considering that I don't have Adv Renounce however... we're crippled in there because we can't use potions for 6s after casting Geo Manipulation and it makes for a really rough gameplay and nothing wiz-like so, can we please use Geo without any penalty?
 

Attachments

  • 2018-02-25 19_27_14-Zircon Client.png
    2018-02-25 19_27_14-Zircon Client.png
    14 KB · Views: 121

Shane/Banshee

LOMCN Veteran
Veteran
Apr 25, 2013
1,217
24
99
I think it's better to lower mr to the low hunter places and a bit boost to mc/sc scaling at lower lvls than re-introduce the elements on hermit (50 on hermit, 20 on weapons, 5 for each item on kit.. and it will be op again).

I'll test tomorrow but I'm 44 only xd


its not the mob stats. its the fact wizzys are saying they need adv renouce to make MC viable.

ive worked out the below

50 from hermit
20 from wep
25 from kit with torch

95AE thats around 180 damage to mobs. PVP its luck effected so its not going to hit max every hit. Also looking to change crit damage to 30% damage rather than a range 20-100% damage.

when wizzys had there 100+ AE wind they also had max hits everytime in pvp and 100% crit damage. so we are not anywhere near the same levels of damage with AE buils in PVP

PVE i expect them to do some nice damage until the get ADV renouce then they will end up like a few others ingame.

---------- Post Merged at 07:18 PM ---------- Previous Post was at 07:15 PM ----------

#Hermit feedback

Loving the hermit changes so far and I think that wizards have regained their damage, however... I'm loving it so much that I know it's wrong, I think you should limit the elemental choosing to lvl 40-55 or put a hard cap at +60 element (total att to a single element) to prevent the situation we had pre-patch players running around with 80-100.



#Snow Village feedback&suggestion

Thanks to the hermit changes I can finally go back to Snow. My damage in there is quite decent, I can't complain about it and it's definitely not above of what it should considering that I don't have Adv Renounce however... we're crippled in there because we can't use potions for 6s after casting Geo Manipulation and it makes for a really rough gameplay and nothing wiz-like so, can we please use Geo without any penalty?

Attack Element in PVP its luck effected so its not going to hit max every hit. Also we are looking to change crit damage to 30% damage rather than a range 20-100% damage. its just way to strong still. ideas of 1 hitting each other from full is not fun. Even tho offical server/servers still had/have it.

when wizzys had there 100+ AE wind they also had max hits everytime in pvp and 100% crit damage. so we are not anywhere near the same levels of damage with AE buils in PVP


The more feed we get the eaiser things are for us to progress with.
 

Mythra

LOMCN Veteran
Veteran
Aug 6, 2015
259
78
55
You’re hunting high floors with 20 MR ? Of course you’re gunna get raped ,I could kill in all floors of banya temple with 45 MR , you don’t need that much MC to kill there.


Yes, you're right, that's why I was running around with 700hp. When I was in the lvl 38-43 I went there with 45-49mr so I could kill comfortably but keep in mind that Banya is not a lvl 50+, in fact, wizards lvl 43 will go to WD as it's much faster in there (specially after these changes) and while low lvl wizards can stack MR they certainly DON'T have 700+ HP so the situation hasn't really changed.

What I wanted to achieve with my suggestion was to have an extra leveling zone for people lower than 45 to have multiple lvling zones because as of now they're all in the same place or begging for group in banyo.
 

Fleshwerk

LOMCN Veteran
Veteran
Dec 11, 2004
275
8
95
N. Ireland
I spent an hour on the test server, mostly on snow map.

I tested 3 different kit set ups.

You can level there efficiently in full element without renounce again.

You can still level there in full mc crit with renounce.

My Element build was doing the most consistant damage.

Get the hermit change in asap please, happy magic class here. 😊
 

KillerMan

Dedicated Member
Dedicated Member
Oct 12, 2009
246
32
55
The update looks good but has adv ren drop rate been increased?
 

Piff1

Legend
Veteran
Apr 17, 2015
2,895
463
145
Africa
Glad to here so much positive feedback about the Hermit ingame / on here, hope process can get sped up a little things are ****ing dire ingame lol, spent 15+ Mill getting my Adv Ice kit ready for snow but now i aint got the damage since the element changes.

Glad things are coming along though.
 

Kamikaze

LOMCN Member
Untrusted Member
Veteran
Jan 21, 2005
476
2
44
Have tested element changes and they are a bit of a boost for a mid 40s tao but the SC scaling still needs sorting to have any effect on taos I feel.
 

Westie

LOMCN Member
Jan 18, 2018
68
0
17
Been on test server,
reset hermit stacked holy back, tested in numa, better average damage allowing me to swap out some holy items for crit damage and still do a good average!
Very happy with this change

Wd and under ground city is brilliant tho, as progress through levels of wd the exp is good enough to justify solo grind, and 1st level of underground city is possible but also great opportunity to group and go further!

All in all im extremly happy with these 2 changes!
Havent tried Banya temple as i have never been there on main server so nothing to compare!

Still think sc needs looking at, especially for those over 60 who will max out hermit element!

Right direction tho, would love to see this move earlyer but as long as it happens!

Sent from my SM-G925F using Tapatalk
 

Warthog

LOMCN Leecher
Jan 23, 2018
2
0
12
Been on test server,
reset hermit stacked holy back, tested in numa, better average damage allowing me to swap out some holy items for crit damage and still do a good average!
Very happy with this change

Wd and under ground city is brilliant tho, as progress through levels of wd the exp is good enough to justify solo grind, and 1st level of underground city is possible but also great opportunity to group and go further!

All in all im extremly happy with these 2 changes!
Havent tried Banya temple as i have never been there on main server so nothing to compare!

Still think sc needs looking at, especially for those over 60 who will max out hermit element!

Right direction tho, would love to see this move earlyer but as long as it happens!

Sent from my SM-G925F using Tapatalk

It's been said before but I think the best option for SC would be to make it scale buffs.
0-49 SC = 0-8 AC/MR - 8 ELE - 1 ADV
50-99 SC = 2-10 AC/MR - 10 ELE - 2 ADV
100-149 SC = 4-12 AC/MR -12 ELE - 3 ADV
 

Westie

LOMCN Member
Jan 18, 2018
68
0
17
It's been said before but I think the best option for SC would be to make it scale buffs.
0-49 SC = 0-8 AC/MR - 8 ELE - 1 ADV
50-99 SC = 2-10 AC/MR - 10 ELE - 2 ADV
100-149 SC = 4-12 AC/MR -12 ELE - 3 ADV

Totally agree with this, with hermit changes making solo more achievable i would be happy for SC to be for the supportive roll, i can max out at just over 100 with full SC gear, could make a massive difference for group runs!
Think heal should be included, extra % on depending on sc maybe?

This could all come at a later date tho, wouldn't want it to delay current changes which are needed!
 

Byfrost

LOMCN n00bie
Feb 20, 2018
5
0
12
I'm level 54, got decent damage in DV, snow, Lair, this will be a great change, will put the wizard back in the game!
 

UnluckyXIII

LOMCN Member
Jan 5, 2018
170
1
30
It's been said before but I think the best option for SC would be to make it scale buffs.
0-49 SC = 0-8 AC/MR - 8 ELE - 1 ADV
50-99 SC = 2-10 AC/MR - 10 ELE - 2 ADV
100-149 SC = 4-12 AC/MR -12 ELE - 3 ADV

Scaling SC for some skills is a must tbh, and I agree with Weston it should also be a factor in Taoist healing ability’s (but only at a very small scale, we don’t want to turn things into Archons).

The only thing I wouldn’t agree with are the increases to element advantage, getting 3 advantage from a buff is a big deal with the way element defence works here on Mir3, it would mean people with the right kit and companion could run near 5 element in 3 areas which would be “game breaking” imo.

XIII
 
Last edited:

sugarlips

Dedicated Member
Dedicated Member
Sep 19, 2006
10
0
27
Server Has meny maps for EXP but as u can se guys 300 playrs that play each day they stil lvling in shop kit that u find at low lvl mobs
Drop Rate And Items Rate Ned Tho be Fixed
Drop Rate At a book is 65 k mobs rnd guarated u get war sin tao wiz rare book in the 65k mobs killed
items is 12k mobs in laire drop 1 items of the 30 items set each time u get item the drop rate reset
I asking gm if 12k mobs killed whyt we don't get the quarated drop of each of the items like boks ?
 

DarkSacred

LOMCN Veteran
Veteran
May 13, 2014
698
25
95
Concerning to see us going back to an element heavy / stacked system where people are going to be running about in PvE with 60-70 element.


I was under the impression this was resolved by making Hermit back to random like its always been, why the sudden knee-jerk reaction to going back to the broken system we've just moved away from?
 

Shane/Banshee

LOMCN Veteran
Veteran
Apr 25, 2013
1,217
24
99
Concerning to see us going back to an element heavy / stacked system where people are going to be running about in PvE with 60-70 element.


I was under the impression this was resolved by making Hermit back to random like its always been, why the sudden knee-jerk reaction to going back to the broken system we've just moved away from?

Try it on the test server. Wizzys were in a very poor place after the AE change. So we're told. I guess a sign is they stopped using there wizzys or stopped playing. No change should have that effect. As we said before if it needs a tweak then I will be done in the next reboot.

However regardless of our opinion the test server is there for you to test. Most wizzys are saying it's viable now in pve, which is what we want.