The elemental weakness of the monsters in Road to Oblivion

Discussion in 'Closed' started by Theoretically Possible, Nov 15, 2017.

  1. Theoretically Possible
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    Theoretically Possible Donator

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    *Disclaimer: Yes, I know that there has been a discussion about giving these monsters ice-weakness, and that it has been implemented at the beginning of the new source.
    --
    Even though it makes sense that these monsters are weak to ice, based on the fact that Road of Regrets monsters are weak to fire, they should not be, for various reasons.

    Let us first observe that it requires an I/L mage (with Blizzard 30) 1235 magic to 1-hit Oblivion Monk Trainee (Road to Oblivion 2), and 1340 magic to 1-hit Chief Oblivion Guardian (Road to Oblivion 4/5), two maps at which the exp/hour is far greater than that of Skeles, Petrifighters, or Chief Qualm Guardians (Road of Regrets 4). Special attention can be focused on Oblivion 4/5, where the split leech exp significantly exceeds the solo leech exp for Skeles/Petris/RoR4. It does not make sense that I/L mages should arbitrarily be given this benefit, while F/P mages are limited to the above mentioned monsters. One could argue that this is the way Temple of Time was designed, with this specific ordering of element-based maps, but Road to Oblivion being weak to ice was a change made in the new source, a change that did not occur in this version of MapleStory.

    Although the new source came with a new skill table, which is a rebalancing of many skills, MapleRoyals has never rebalanced a skill in a way that deviates from the original MapleStory, even if it would be completely fair to buff skills, for example, in the case of the severely underpowered Paladin, or other similarly unfairly underpowered classes such as Buccaneer or Shadower. The current state of the elemental weakness of Oblivion maps effectively raises the power level of I/L mages beyond what is reasonable. I believe the reason the map was left to be neutral to ice was because Oblivion 4/5 was meant to be used as an endgame training map for multiple attackers. An I/L mage 2-hitting Oblivion 4/5, along with a second attacker of any class, already makes for very fast exp.

    A less important matter to consider is that it would be rewarding for any person who mains a mage to achieve 1-hitting Oblivion 2, 4, or 5. This creates an endgame goal for them, instead of plateauing at 1-hit Petrifighters at a measly 1220 magic (I/L), or 1200 (F/P). The required magic to 1-hit Oblivion 2 in the old source, I believe was around 1620 (?), and 1740 for Oblivion 4/5.
     
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  2. Martin
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    Martin Donator

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    *personal opinion* As someone who owns both a f/p and i/l mage i dont really think its a problem, because while 1h o5 solo is around 20% more exp than 1h petris, it has several tradeoffs. First of all ToT is a lot more remote, so NPCing and other things is a lot more annoying, but also because once the door to ToT bug is fixed, it will be very hard to sell oblivion leech compared to petri leech, and you wouldnt be able to use a below leech level hs mule. I can atleast say that I have barely been to o5 on my i/l just because petris is generally more accessible as well as easier to make meso at. Being able to 1 hit oblivion maps is also really the only perk of playing an i/l over an f/p mage (besides ice magic being cool), as f/p mages straight up do more damage, have cheaper books and their weapon is a lot more common and cheap, as well as having 8 int more.
     
  3. Theoretically Possible
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    Theoretically Possible Donator

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    One thing I would like to note is that the door bug is already fixed, but it is possible to use a teleport rock to get to any ToT map, even if you haven't completed the quest. Is this also a bug?
     
  4. PurePoisonXD
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    PurePoisonXD Donator

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    As much as I'd like to be able to train at Ov4/5, I don't really mind that much not being able to train there. And you ask for a end game goal? Easy. Try to get as close as you can to max magic (With a perfect Ewand 6) then solo Zakum as fast as you can. :p Like you said, it only takes 1200 magic to 1 hit Petris so there's no point in investing in fire damage increase after that. What I can think of to make the gap between I/Ls and F/Ps less big would be to add Elemental Decrease. I/Ls would still 1 hit Obv 4/5 easy, but F/Ps then would get a chance too.
     
    Last edited: Nov 16, 2017
  5. Kleric
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    Kleric Well-Known Member

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    Hey!
    We're not severely under-powered! That's just a perpetuated idea with no logic behind it. :V
    But also Oblivion being made weak to ice makes it far more approachable for Paladins; really good training spot~
     
  6. Dann
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    Thanks for the magic for 1 hit at those mobs <3
     
  7. esreveR
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    wat
     
  8. Shiyui
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    I don't really care if Oblivion is ice weak or fire neutral or whatnot. Just providing the numbers for people to enjoy.

    Assuming 900 int, the correct magics to 100% 1 hit mobs are:

    Blizz 30 O4: 1350
    Blizz 30 O2: 1243
    Bliz 30 Petri: 1222

    Blizz 20 O4: 1473
    Blizz 20 O2: 1356
    Blizz 20 Petri: 1335

    1999 magic Blizz 30 ice neutral damage range: 182,366 - 214,550

    Blizz 30 1 hit O4 with ice neutral mobs: 1722

    Meteor 20 Petri: 1335

    Meteor 30 Petri: 1197

    Meteor 30 1 hit O4 with fire neutral mobs: 1689

    1999 magic Meteor 30 fire neutral damage range: 188,445 - 221,702

    Gen 30 Petri: 1607

    1999 magic Genesis 30 holy neutral damage range: 116,367 - 136,903
     
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  9. Dann
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    This includes Element Amplification right?
     
  10. Shiyui
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    Element Amplification and 25% elemental wand bonus included, yes! All numbers are exact 100% 1 hit magics for the mobs and skill levels noted. Required magic to 1 hit will be higher if a character has less than 900 int, although the difference is very minor.
     
  11. cakesogood
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    cakesogood Donator

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    dont have to npc just transfer all the equips to mule characters there then npc them after leech not tat hard
    selling leech for extra 30m/hr for a lot less funding is a big deal...

    ice lightning mage also have freezing effect on their skills which can freeze zak arms and save more pots when training and they're skills are more visually appealing not fair men
     
  12. Sila
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    Just a little clarification @cakesogood ... Zak arms do not freeze with blizzard. Any actual boss mob does not freeze. If you 2 hit something, the mobs will freeze if not immune, yes.. But that still doesn't really 'save potions' because the majority of your potion costs come from the fact that 1 blizz/1 meteor = 1 potion up until you have over, what, 15k mana or something? As for their animations being more appealing, kind of an irrelevant point since some people think meteor is cooler anyway.

    Also to bring a mule character to the ToT map you have to complete every quest preceding that spot once the teleport rock 'glitch' is fixed too. Everyone will have to have gone through every quest up to that map. Repotting is just as annoying if not even more too.
     
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  13. cakesogood
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    -my bad i tot it did freeze zak arms i mistaken it with new maple
    -you can just leech every single mule with one character doing the killing for tot quest
    -you can stock up pots on your mule accounts as inventory space is free repotting takes probly once every 2weeks
    -save pots at 15kmp it you 2 hit as mobs wont hit you and makes a difference between setting your mp bar to high/low as you might die
    -much more relaxing grinding at early levels cause mobs don't hit you as much
    -if meteor shower was a more visually appealing skill blizzard would not be 6x the price in old source
     
  14. Dimitri
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    Dimitri Saint of Horses

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    What potentially influenced the price of Blizzard vs Meteor in old source is the fact that I/L's elemental amplification was bugged and did not actually double the mana costs of spells, while F/P's elemental amplification worked as intended. This meant that for the majority of the time in old source, Blizzard cost only half of the mana Meteor cost per cast. Nowadays this is fixed though, so they are on even grounds mana cost wise.

    As for the main subject of this thread:
    As someone who has played both I/L and F/P on Royals in both old and new source, I don't see any issues with Oblivion monsters having become weak to Ice. Though it is true that Oblivion road gives more experience per hour than Road of Regrets, from my own experience the mesos earned per hour was quite a bit higher in Road of Regrets 3/4. The only thing that kinda fucks F/P over a lot atm in RoR3, is the change to how monsters spawn. In old source the Eye of Time would not infinitely spawn if you killed Qualm Guardians, but with the new source this has changed and it makes farming RoR3 horrible. How this exactly impacts RoR3 is that Meteor doesn't hit Eye of Time on the bottom row if you stay on the middle bottom platform, while it does still hit Qualm Guardians. If you repeat your cycle of meteoring from middle top platform then middle bot platform, after 5-7 mins you will notice barely any Qualm Guardians respawning, and you will find about 20 Eye of Time monsters at the bottom. Being forced to move to a 3rd platform feels very inefficient to me, and is the main reason why my f/p isn't used anymore for my meso generation. That's my only complaint about f/p's atm tho.

    From my Paladin's perspective, I like the elemental weakness change for Oblivion Road a lot, as we can kind of double dip from this buff. Before this change we had to farm there with holy charge, and if you had any mule in the map you had to use acb to stun and could kinda not use heaven's hammer often incase you'd accidently hit a mob that wasn't stunned. Now after the change we can play with ice charge which means we deal more damage to the mobs and at the same time we freeze them with our attacks, and this includes heaven's hammer, which is a very nice addition for the Paladin's leveling experience. So all in all I hope that this change in elemental weakness stays, as it has helped one of the weaker attacker classes a lot.
     
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