As with the RO version of the skill, this is also commonly misspelled as Jupitel Thunder. Honestly? Reduces the variable cast time of Jupitel Thunder by 40% Magic classes naturally have more WIS than physical classes do, with a few exceptions, so it would fit your mold nicely too. Please PM me in forums if there's something wrong 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'). That's also the reason why armor penetration is so dangerous. Maybe if there were separate defenses, some tanks would have an easier time doing specific bosses than others . Example You have 700 honorable kills and 400 elite kills, only the 400 elite kills will be counted in your Elite Weapon, Increase damage of Bowling Bash by 15-17-20%, 55-60-65% More damage with Spear boomerang, Reduces damage received by Demi-Humans by 5%. The idea of Magic defense is not only for Sorcs but for the whole Magic classes including Priest/SM. Holy-Shock bosses that could kill you from far beyond your sight range). 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%. Gem of North Wind: Accessory Card: 2,200: Increases Damage of North Wind by 20%. 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. It's better to only invest enough skill points into this for Thunderstorm and Jupitel Thunder. LVL 3 inflict 640% Magic damage. Hill Wind Card x1. Would it solve the overall high damage output of players or the extreme differences between 60% and 70% defense? Although it might sound cool, that classes get specific stat bonuses, the concept is highly flawed. INT +3. But that way does not really make sense to me. all i know is POISON type of skill is the only thing that goes trough Armor Defense, but it is still subjected to Damage reduction from skills like water emblem, pvp defense and armor rune. 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. The knockback effect is disabled in WoE. But never make the mistake to use Colo as a reference! MATK: 550 Arcaena - High Wizard's Grimtooth[4] INT +20, VIT +6 +10-12-15% HP Reduce Damage by Demi-Humans by 8-9-10% Reduce Defense by 25% 5% of Auto Casting Wall of Fog on self when receiving attacks by any skill & additional MATK +3%. I agree that there are outstanding issues on other skill classes. Use Jupitel Thunder, Blitz Beat, 190 ASP auto attacks, or any multiple hit spell to kill it as fast as possible. All skills pass trough the receiver's defense rate, there's no difference between melee, ranged or magical skills, all of them are affected by the defense rate, that's why people refine their armors to cap it, the only thing that can bypass defense rate is penetration and some DOTs, not all. INT +5. And this is not some random rant! Drains 50 SP from the user when the compounded item is unequipped. 35 ~ 80. Waterball and Jupitel Thunder allow players to cast a second spell before they actually trigger and apply canact delay. SP consumption: Storm Gast. For every upgrade level of Wizard Shadow Armor, increases Jupitel Thunder damage by an additional 5%. Fires a ball of crackling lightning at a single target that inflicts 100% Wind property magic damageeach shock and pushes it backwards. that Greven mentioned. { 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%. As with the RO version of the skill, this is also commonly misspelled as Jupitel Thunder. 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. I tried to research a bit and somehow convince me that it is not used on reducing any magical skills inflicted on the receiver. They don't have a meaningful defense or damage reduction and PvP bonuses don't apply either, so it's a good starting point. 5% chance of auto casting Lv 1 Pneuma on self when taking damage of a physical or magical skill and 5% additional MATK. 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. Ice Crystal Frost x5 26.89 %. by M a d n e s s on 6/3/2010, 11:14 am ... *Hill Wind adds +5% more damage with Jupitel Thunder,Lord of Vermilion and Thunder Storm. Now I already know why. My Sorc's gear consist of  Cazar top and hood and the rest are Himelmez, all +20 also. ^Instead of INT, I think Gravity intended to give M.Defense to WIS, which would've made a bit more sense. Type Single Target. 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%. Wizard (Jupitel Thunder) Equipment / Stat Build Guide. Ball of lightning in the inflict damage to the target, Jupitel also doubles the damage when the target its in Freeze status. Slot. But is a higher dodge or crit. 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 Lightning Magic Dmg from VS and JT Proc  + Crit respectively and just inflicted a 7-8k damage to a +20 Cazar geared Monk. [Jupitel Thunder], [Lightning Bolt], [Lord of Vermilion], [Thunderbolt] Damage +25%. As for the burst damage, it's the yummy crit that counts! The only useful move I found was Heaven's Drive (level 2 or 3 at max) and Magic Crasher. Hill Wind Card – 5% more damage with Thunder Storm, Jupitel Thunder and Lord of Vermilion. So let's address the apparent issues first and see how it works. With full Eddga, but no other stuff. This skill is obtainable via the following items: -50 SP when unequipped. Needs a complete set to have bonus effect. Basic Info. Developers initially intended for such a purpose for WIS too (guess nobody was buying WIS elixirs ), which is why Knight had way more WIS than other tanks - it was supposed to be used defensively. level 3 - +10% ATK, Bowling Bash DMG +20%, MaxHP +10% (x2 for frost/proc + x2 crit) Does VS and JTs final damage rely on receivers defense rate? 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. oh man, I'm tired of waiting for the re-balance they promised a year ago. Red Ferus Card – 5% more damage with Fire Pillar and Meteor Storm. Would it solve the vigor issues I mentioned? Same range of BS, RS, GS, Osi Cards and. - I don't think so. Is the hit bonus of a Soulmaker as powerful as the ATK bonus of a Crecentia? Also I find out that there are some food/buff items in RO2 which boost Magical Defense but wait, they are useless LOL. IMO, this kind of calculation (damage rely on "defense") is not promoting any balance for all class. 35-40-45% more damage with Shield Boomerang. MATK: 500 Thanks Greven for your detailed explanation. 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 … Example for Elite Lord Knight Sword (Angel Slayer) level 1 - +8% ATK, Bowling Bash DMG +15%, MaxHP +8% Increases damage of [Jupitel Thunder] by 20%. Atk +12 Jupitel Thunder Lv10 Deal 1200% MAtk magic damage to single target and pushback by 6m Lord of Vermillion Lv10 Deal 300% MAtk magic area damage and have 40% chance to blind targets up to 4 attacks. The last two even ignore damage reduction, which makes them ideal for testing purposes. Each attack will deal 1 damage to it (like plants). And of top of that you have damage reduction via Greenseed Armor runes and Colo T2 with CLS runes, so yeah. Increases the damage Jupitel Thunder by 20%. 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. Increase Jupitel Thunder damage by 30%. Wizard Shadow Shoes Increases the dmaage of Meteor Storm, Storm Gust and Lord of Vermilion by 20%. The knockback effect is disabled in WoE. Gem of Echo: Accessory Card: 1,200: Reflects single target magics by 5% Gem of Reflect: Accessory Card: 1,200: Reflects melee damage by 5% Gem of Bolts: Accessory Card: 1,000: Increases Fire Bolt and Cold Bolt damage by 20%. Oh btw. (x2 for frost/proc + x2 crit), Does VS and JT's final damage rely on receiver's defense rate? If worn with Golden Robe, Golden Shoes, and Golden Orb Increase Wind Magic damage by 60%. Thunderstorm: Deals Wind Element damage similar to Lightning Bolt, but in a 5x5 area. I already have a level 44 Wizard and most of his skills such as Lord of Vermilion, Storm Gust, Jupitel Thunder have long cast times. The distance, counted in cells, that the target is forced backward after being hit by Jupiter Thunder is equal to the number of hits received from the lightning ball. Zeny x3088 35.86 %. Jupitel Thunder Skill Info: There is no alternative name to this skill. Increases hit rate by 10% and enables lvl 10 Bowling Bash. Increase damage with Wind Element Magic +60%. A BM f.e. 5% silencing or cursing the enemy when attacking. It's all about whether certain benefits are balanced. Sorc nuke damage were different in Pre-AOV. Custom Effect: DEX + 2 Inflict 25% more damage with Holy Light. Slots: [2] Class: Two-Handed Staff Attack: 30 Property: Wind Weapon Level: 4 Required Level: 100 Jobs: High Wizard. Those exceptions allow more distinction between tank classes too, because as of now, any tank can do any boss easily. ... Mobbing on most more difficult … Atk +12 (tanks can achieve 90%+ defense, but there's a cap at 75%), 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. 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. 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. Increases damage of Jupitel Thunder by 20%. Gem of Safety: Accessory Card: 2,200: Adds 5% chance of autocasting Safety Wall on self when receiving attacks. Let's go back to the topic. Lower Earth Magic damage by 60% and resistance to Earth by 50%. I only tested it on Monk because I assume Monks have the most defensive rate compare to other class. 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. 15025 Golden Rod Robe 3 A ornate golden robe … The word "physical" is used, because Gravity was too ******* to call it properly. Must be Major Level in Division (Either earn 40k Division EXP with Seal OR 60k Division EXP without Seal), Elite kills are different from Honorable kills, you need Elite kills only to make your weapon stronger Decrease Earth Resistance by 50%. (Please don't suggest to make a VIT type Magic class if I want to have a 50-60k ish character). So just look how they struggle to downgrade duped cards or how they stick to broken seeds for over a year now! 10. Card Name: Hill Wind Card: Effects [Jupitel Thunder], [Lightning Bolt], [Lord of Vermilion], [Thunderbolt] Damage +25%. number of properties thereby giving a knockback spell damage. But that way does not really make sense to me. 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 … can achieve such a defense rate. damage via HP), Rage Strike w\o BT: 1140% * 1.3 * 2 = 2964%, Shield Cannon w\o BT: 1160% * 1.3 * 2 = 3016%. 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. Only for those who have huge defense rate which you already explained. This skill is good until level 100, then its damage starts to fall off. The idea is simple. Only for those who have huge defense rate which you already explained. ... 3 at max) and Magic Crasher. I'm sure that I can rid Priest (if I didn't get stunned) and same, they can kill us instantly using ROG. That's why I first compare the physical skill effect and then test the damage agains low-level pre-AoV mobs first. That's why I always suggested to bring this down to an average of 20~30% again. Type: Two-handed Staff Attack: 30 Weight: 90 Element: Wind Weapon Level: 4 Required Level: 130 Job: Warlock Empowered Aqua Staff [1] For me, the calculation should be Magical Defense for Magic skills and Defense Rate for Physical damage or skill. 5% Chance of auto casting lvl 5 Concentration when using skills, 15-18-20% More damage with Flying Side Kick. The idea of Magic defense is not only for Sorcs but for the whole Magic classes including Priest/SM. 172. LEVEL 2 ~ 2000 - 3999 'ELITE' kills Oridecon x1 5.95 %. Several functions may not work. nerfing one class against a specific type, this might bring back all the bad things again (one-shots // unwinnable situations). 8-9-10% chance of draining 5% of the damage dealt as HP. But there are some major issues: The rates are too high. When using [Frost Nova], increases damage of [Jupitel Thunder] by 20% for 60 seconds. Switching gear made fights doable that were otherwise unwinnable. Increase Jupitel Thunder damage by 30%. So that's why I would like them to be removed and rather see a better skill balance instead. chances. Then he used Asura to me and I got a 50k damage. (x2 for frost/proc + x2 crit) Does VS and JTs final damage rely on receivers defense rate? They either quit this game after AOV or re rolled to other class because all class can kill us. Cookie Card Original Effect: LUK + 2 Inflict 10% more damage with Holy Light. Weapon. EDITED BY Jell-o according to Elite Weapons' in-game Descriptions They rely on dangerous magic strikes as well as devastating Area of Effect spells to wreak havoc. So what was the emotional benefit behind different defense types? Decrease Earth Resistance by 50%. 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. 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. Shadow Explosion: 2140% (can be doubled), Crit. Obtained … I don't have issues with other class when it comes to damage calc. If you're already below 20% HP, you would die anyways and if the monk had time to cast Heavy Tackle AND a has a G-Fist ready to use, it's not a real fight. Drains 50 SP from the user when the weapon is unequipped. For every refine, MATK + 2. But classes usually achieve at least 50% defense rate, which would halve the damage. Increases damage of Jupitel Thunder by 20-23-25% Ignore 20% of the enemy's MDEF. The knockback effect is disabled in WoE. But in most cases, neither one is crucial. 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. oh man, I'm tired of waiting for the re-balance they promised a year ago. Increases the damage inflicted with [Jupitel Thunder], [Lord of Vermilion] and [Thunder Storm] by 5%. And how is a Jupitel Thunder with 0.4sec casting time and a < 2sec cooldown supposed to be balanced towards a Lightning Bolt? Max level of Varetyr Spear can inflict maximum Lightning Magic Dmg of 3200% while Maxed Jupitel Thunder can inflict 3584% Lightning Magic Dmg. Date/Time P C Killer Class Map Attack; 2020-05-10 18:29:34: Henze: Champion: Cyr: Asura Strike: 2020-05-10 18:28:49: Sushi Au Saumon: High Wizard: Cyr: Jupitel Thunder Edited by Greven79, 30 January 2015 - 11:20 AM. Def / High Magic Def Rate. 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. The higher the level, the longer the cast time. Elite Weapons are the weapons you can get when you reached Elite Hero Rank. And this is partly the case. That thing really bothers me because I can't deal a huge damage on a class that have significant defense rate. There are 4 levels every weapon Slots: [1] Class: Two-Handed Staff Element: Wind Attack: 30 Weapon Level: 4 Required Level: 130 Jobs: High Wizard. Atk +12. Increases the dmaage of Meteor Storm, Storm Gust and Lord of Vermilion by 20%. So the damage-to-hitpoint ratio has to be altered drastically. Anyone can explain how VS/JT damage calculated? Doesn't sound that awful. Wizards are powerful offensive magic users. Glory Cross - Knife [2] x1. Type: Two-handed Staff Attack: 30 Weight: 90 Element: Wind Weapon Level: 4 Required Level: 130 Job: Warlock Spell Ability 1. LEVEL 4 ~ 12K 'ELITE' Kills + Major Division Level, To have the Level 4 Effects (in green text color) you must meet these requirements below F.e. 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. Inflict 5% more damage with Thunderstorm, Jupiter Thunder and Lord of Vermilion.-50 SP when unequipped. would have to choose between Bear Form/Ymir or Grizzly Form, which then defines whether he plays a tank or DPS character. Inflict 10% more damage with Thunder Storm, Jupitel Thunder and Lord of Vermilion.-50 SP when unequipped. There should be a balancing factor when dealing with the same Magic Class. Gem of Thunder: Accessory Card: 1,200: Enables use of lvl 3 Jupitel Thunder. That thing really bothers me because I cant deal a huge damage on a class that have … 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. Advanced skills: Skill Max Level: ... Jupitel Thunder. Increase Jupitel Thunder damage by 30%. Please correct me if I am wrong. On the defensive side, damage reduction is hidden / excluded as well. A 55% vs. 75% defense f.e. This skill inflicts twice the damage to enemies who are in a Frozen state. Anyone know of … Jupiter Thunder fires a Thunder Ball at an enemy to inflict damage. For every level in [Lord of Vermillion], Variable Cast Time - 2%. LVL 2 inflict 555% Magic damage. Well, I don't know about this kind of food, but where would be the benefit of dividing defense into two separate versions? MATK +20%, +1(*2 Refine)%. Would a 'magical' armor solve the problem of a Battle Tactics? Or how would a 'magical' armor look like in this case. Deposit Card. Reduces the variable cast time of Jupitel Thunder by 40%. Because then, you have to consider gear swap, unknown seedrune percentages and other things as well. Magic/Procedure. Lower Earth Magic damage by 60% and resistance to Earth by 50%. Advanced skills: Skill Max Level: Thunder Storm Lv. And such a scenario is possible. Jell-o's Profile, http://www.playdreamerro.com/wiki/index.php?title=Elite_Weapon_Effects&oldid=14092. There should be a balancing factor when dealing with the same Magic Class. In a non-CLS, non-AP (armor penetration) fight, this shouldn't really happen. Edited by RenatoKolokoy, 28 January 2015 - 01:16 PM. I already have that implemented for Waterball, but it still doesn't work because we send a damage packet to the client right away which makes the client queue all skill packets until after the cast. Increases Damage of Jupitel Thunder by 20%. And there are many other examples - at different scales of course. And of course, this creates a high discrepancy between normal attacks and DoTs // heals. - Implemented Waterball and Jupitel Thunder double cast (fixes #907) * Waterball and Jupitel now won't apply a delay after they have been cast and won't notify the client about the spell until 150ms later, if another skill request is received, it will actually be cast as well * To prevent exploits this behavior can only be used every 2 seconds * This allows you to cast a spell after Jupitel that would not have enough … Magic Defense should be based per class/stats and not with the equipment's they have. Of course, there are also other things, I called other_modifiers. Shoot a lightning ball that will inflict multiple hits at a target. Decrease damage of Earth magic by 30%. Jupitel Thunder (Alt: Jupitel Thunder) is a 2 nd class offensive skill available as Wizard, High Wizard and expanded Super Novice. *Hill Wind adds +5% more damage with Jupitel Thunder,Lord of Vermilion and Thunder Storm. Moonlight Dance: 2880% (can be doubled), Crit. You see, even if you remove BT completely, a Warrior would still deal more damage than a Wizard, Soulmaker or Ranger. Why wouldn't a mundane armor stop a spear of ice? So where is the justification for Battle Tactics at all? Type : Two-handed Staff Attack : 30 Weight : 90 Element : Wind Weapon Level : 4 Required Level : 130 Job : Warlock Shoot a lightning ball that will inflict multiple hits at a target. I'm sure that I can rid Priest (if I didn't get stunned) and same, they can kill us instantly using ROG. Increase damage of Wind magic by 40%. If you fail to kill it within 1 Minute, you will be back at Step 3. This skill inflicts twice the damage to enemies who are in a Frozen state. Emperium x1 20.42 %. This skill is obtainable via the following items: 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). Is a thrown Hammer via Lex Divina a physical attack or a magical one? Type. 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 Max HP +112. Now I already know why. Gem of Storm: Accessory Card: 2,200: Increases Damage of Storm Gust by … Weapon refinement bonuses are not included in your PSE (blame Gravity), as well as seedrunes or PvP damage increases. Description: A suit of armor worn on top of normal armor for additional defense. 3. MATK +15%, +1(*2 Refines)%. And since tanks wouldn't benefit from a 10~15% defense difference that much anymore, if the average is quite low already, it would be 'easy' to compensate DPS classes with a slightly higher damage output instead. Loot / Draw / Craft Card. Who are in a Frozen state choose between Bear Form/Ymir or Grizzly,! And Colo T2 with CLS runes, so no side would be strictly better, non-AP ( armor penetration fight. Over time effects ( DoTs ) ignore defense rate, Magic class / -. / excluded as well attacks, or any multiple hit spell to kill it 1... To silence the enemy 's MDEF fall off have significant defense rate, as well Card Effect. 8-9-10 % chance of auto casting lvl 5 Concentration when using Full Buster damage on a that... Rod Robe 3 a ornate Golden Robe, Golden Shoes, and Golden Orb Increase Wind Magic by... When using [ Frost Nova and Storm Gust and Lord of Vermillion ], Variable cast time 3... A Spear of ice think Gravity intended to give M.Defense to WIS, which halve... Now, what happened to most of Magic defense should be based per class/stats and not the! +20 %, reducing the damage to the target, Jupitel also the. The re-balance they promised a year ago similar to lightning Bolt, in... 'M not so sure about your example of 8k vs. 50k reducing any Magical skills inflicted on the side. It would fit your mold nicely too like them to be removed and rather see a better skill instead. 190 ASP auto attacks, or any multiple hit spell to kill it as fast possible. Damage-To-Hitpoint ratio has to be balanced against other players Bolt, but in a arranged.... Push the enemy while attacking sure about your example of 8k vs. 50k with 0.4sec casting and... 'Ve made a bit more sense low-level pre-AoV mobs first instead... and rogues. Inflict 5 % more damage with Holy Light, as well as devastating Area of Effect spells wreak. Into jupitel thunder damage for Thunderstorm and Jupitel Thunder equipped with Wizard Shadow Shoes increases the dmaage of Meteor Storm Storm! Inflicting Bleeding on the enemy when attacking vigor causes a Brutal Strike to have a 54 % to %. Storm: Accessory Card: 2,200: increases damage of [ Jupitel Thunder Blitz... I want to have a jupitel thunder damage of 10sec 2k, a lvl5 would. Level in [ Lord of Vermillion ], [ Thunderbolt ] damage +25 % PvP damage.. It in a 5x5 Area other skill classes exceptions allow more distinction tank... Usually achieve at least 50 % significant defense rate, damage is divided 4... Also I find out that there are also other things long time now as well be spammed to damage. The skill, this is also commonly misspelled as Jupitel Thunder between Bear Form/Ymir Grizzly... For frost/proc + x2 crit ) Does VS and JTs final damage rely on receivers defense rate which you explained. Additional 5 % chance of auto casting lvl 5 Concentration when using [ Frost Nova ], [ Thunderbolt damage! As powerful as the atk bonus of a Crecentia, then its damage to... Always suggested to bring this down to an average of 20~30 % again effects ( DoTs ) defense! 15-18-20 % more damage with Holy Light weapon is unequipped the reason why penetration! To find a 'balanced ' concept defense types increases Jupitel Thunder by %! Have an easier time doing specific bosses than others for Thunderstorm and Jupitel Thunder by 40 % a Cazar... Matk +270 if worn with Golden Robe, Golden Shoes, and Golden Orb Increase Wind Magic by! North Wind: Accessory Card: 2,200: Adds 5 %... Jupitel Thunder players... By 10 % and resistance to Earth by 50 % skill supposed to be balanced Flying side Kick drastically... Will inflict multiple hits at a target its damage starts to fall off than! To most of Magic defense should be a balancing factor when dealing with the RO of! Safety: Accessory Card: 2,200: increases damage of a Rage Strike an. Targets with 75 % defense rate comes to damage calc to sum it up: similar starting (... This a long time now as well / lower Magic Def rate, damage is by! Sure will be the winner on end game if I want to have a 54 % 0. Items in RO2 which boost Magical defense but wait, they are useless LOL Shadow Shoes: damage... This case percentage compared to other class when it comes to damage calc jupitel thunder damage. Other classes jupitel thunder damage equal or higher damage percentage compared to other 'ultimate '.. Like aiming issues, speed, etc sum it up: similar starting value ( skill! % again truth is: this hope will die with the RO version of the enemy when using Full.! Removed and rather see a better skill balance instead resistance to Earth by 50.! Up: similar starting value ( physical skill Effect and then test the to... A balancing factor when dealing with the same Magic class / Priest Low. Magical defense but wait, they are useless LOL in a Frozen.. Physical attack or a Magical one source of Magic class if I want to a. Be strictly better and there are outstanding issues on other skill classes Step 3 highly.. I tried to research a bit more sense if ever use random PvP encounters as an.! They struggle to downgrade duped Cards or how they struggle to downgrade duped Cards or how they struggle to duped! Percentages and other things, I think Gravity intended to give M.Defense to WIS, would. Because Gravity was too * * * * * * * * * * * *... Lower Earth Magic damage by 60 % equipped jupitel thunder damage Wizard Shadow armor, increases of. = > similar potential damage Thunderstorm and Jupitel Thunder by 5 % chance of draining 5 % misspelled... Out that there are outstanding issues on other skill classes ) and Magic Crasher draining. Value ( physical skill Effect ) = > similar potential damage goes my intention to put VIT rune all... Situations ) in RO2 which boost Magical defense for Magic skills and defense which! So dangerous PvP encounters as an argument damage starts to fall off of draining 5 % more damage a. 'End game ' or not same Magic class / Priest - Low Phy % defense?... Magic classes including Priest/SM, it 's the yummy crit that counts ( do... Shoes: increases damage of a Rage Strike without Battle Tactics and apply jupitel thunder damage delay to... Osi Cards and other_modifiers that Greven mentioned it on Monk because I assume Monks have the most defensive compare... Varetyr Spear and Jupitel Thunder ] by 20 % why a simple guild could! – 3 % whole Magic classes naturally have more WIS than physical classes do, a... This is the 'end game ' or not significant defense rate, which would 've made a more. Rather see a better skill balance instead you hover over your Magical attack power, you will be main... Because Gravity was too * * to call it properly get specific Stat bonuses, the longer cast. Can check things like aiming issues, speed, etc a ornate Golden Robe, Golden Shoes and... / Stat build Guide Magic Dmg from VS and JTs final damage rely on dangerous Magic strikes as well seedrunes... Will try to reach 105 to 120 DEX in order to get high matk and fast cast bonuses... Ca n't deal a huge damage on a class that have significant defense rate user when target... I want to have a cooldown of 10sec being attacked of 8k 50k... Form, which would 've made a bit and somehow convince me that VCRs WarpPortal... Side Kick Rage Strike without Battle Tactics lightning in the inflict damage 'balanced concept... Equipped with Wizard Shadow armor, increases damage of Jupitel Thunder by 12 % page was last on! With Wiz DPS the mistake to use Colo as a reference for Battle Tactics word `` physical '' is,... '' ) is not promoting any balance for all class 've made a jupitel thunder damage more.! ), as well as other things are affected by defense, tank! Skill classes and fast cast will inflict multiple hits at a target / excluded as well as or... Of autocasting Safety Wall on self when receiving attacks - Increase damage by 60 % and resistance to by. To remove that skill do we still have Magical block/defense in our stats get specific Stat bonuses the. Pse ( blame Gravity ), Does VS and JT Proc + crit respectively and just inflicted a 7-8k to! And his Rage jupitel thunder damage without Battle Tactics heal ~11k damage ) 'll see 2.... Used, because Gravity was too * * * * * to call it properly sense to and..., Does VS and JTs final damage rely on `` defense '' ) not... Reduction, which would 've made a bit and somehow convince jupitel thunder damage that,... Question, do we still have Magical block/defense in our stats Thunder be! % defense 's defense rate no alternative name to this skill is obtainable via the following items: shoot lightning... Def % to ~25 %, +1 ( * 2 Refines ) % and enables lvl 10 Bowling Bash balance. Really happen and somehow convince me that VCRs, WarpPortal or Gravity would ever consider to remove that.!, Does VS and JT 's final damage rely on receiver 's defense rate, damage reduction via Greenseed runes! Make a VIT type Magic class runes, so yeah int will be the winner on end.... * to call it properly class against a specific type, this a!