Thanks to update 65.1, the spawn rate of Duku in Destroyed Park I and Destroyed Park II has been increased. Giving it the potential to be a viable leeching and training ground for many high-level players. An issue that has been bugging me is the apparent lack of elemental weakness to Duku. 1. Trees are naturally weak towards fire/lightning Like Krexel, Duku is also a tree-based monster, so reasonable to expected Duku should be at least equally susceptible to fire-based attacks like it. Is a tree, it should burn and take fire damage. 2. An alternative way of buffing Arch Mages Maybe with Night Lords, I don't recall there is any class in the server that has come close to have so many feedback regarding the correct path of adjusting of Arch Mages. [1],[2],[3],[4],[5],[6],[7] and [8]. In most of them, general vibe is Arch Mages should have a compensation against Bishop's numerous and overflowing list of advantages, whether they should be viable for bossing, or have a better endgame ToT grinding experience for F/P mages or delete Arch Mages in general. Personally, I am currently not a strong supporter of shifting them into magical DPS attacker for bossing, as it feels more of a token role and they don't really contribute any meaningful party buffs or structure. But I do feel they need some sort of pull. Especially, for Fire/Poison Arch Mages, who have a weaker 1v1 skill compare to an Ice/Lightning Arch Mage's Chain Lightning and worse grinding experience for the final stages of Temple of Time. Which the staffs have previously agreed by giving them a lower magic requirement to 1 Hit Petrifigthers compare to I/L mages. 3. Better grinding spot for Bowmasters/Paladin From level 90 to 120, can be hell for many classes, this could attract them even further.
I dont think it's necessary to make any change to Duku. Arch Mage Meteor already has 20 extra base damage over I/L blizzard. I like that you tried to add lighting to the weakness IMO it would be a waste. I still think mages need that 10 line attack
Welp I'm an idiot then, I've never played F/p but from every post I've seen it said they needed 20 less TMA for petri. Thank you for the update pal.
we made it so the duku spots are only really viable for both arch mages to 1 hit with a reasonable total magic attack (1350+) where as bishops would need a lot of perfect gear and lvl 200 to match the 1 hit. I dont think duku need an additional weakness to elements on them as that would defeat the purpose of getting gear on arch mages again (e.g. arch mages only equipping a staff and nothing else to 1 hit ULU maps)
I don't think it's a very good idea, this way you'd need very low magic to 1 hit and you'd have no reason to level at all past 130-140 when you can already 1 hit. The problem with archmage isn't early game content but mostly late game content (like lvl 160+) because there aren't many good maps and you basically stay at the same maps forever
gimme new maps plz. I'm level 170 with nowhere to go _______ On topic: I also like pokemon and see how it makes sense for a grass type mob to be weak against a fire type move but for reasons everyone else already posted, I also disagree with this suggestion.
A naked 130 FP can 1 hit ulu straight away. We’re trying to combat that and give a challenge (a reason to gear up an arch mage) to avoid the mindless farming that took place at ulu. End game Arch Mages have ToT, also the higher level you go the less maps there are. It’s always been like that, even in gms. It’s possible to make a feedback on level 160+ content though! :^)
My hot take: While I think F/P could use a little love, they level insanely fast pre 4th job compared to I/L, so the little benefit I/L get at ToT is a wash I think. One can argue I/L have it easier at Dukus because of their freeze, but the goal should be to 1 hit anyways so that's also a wash. I think keeping bishops out is a good enough reason to leave these alone as is for AM.
Suggestion: Revert Ulu/Petri Spawn Nerfs Increase Ulu mobs Levels by 30/Balance drop tables accordingly Boom Instant Endgame content I'll even get you guys started. Just @ me if you need any more balance changes.
ToT isn't very viable for an fp mage cause you only got ror, and they aren't really better than petri/duku and almost nobody buys leech there Neo Tokyo also got too high hp and a lot of them are resistant to elements, shaolin mobs got too high hp and low spawn, Ninto in ninja castle is immune to elements and so on That leaves you with mostly just 3 maps that are viable (skele, petri and duku) but skele is also mostly a bishop map so most archmages will either go petri or duku. Attacker classes on the other hand got a lot of options at high lvls (zak, krex, ht, toad, bodyguard, area bosses, neo tokyo bosses, scar, cwk and so on)
As much as my FP would love this, it would make it way too easy to 1 hit and FP would be clearly better than IL. The Oblivion maps are pretty meh according to feedback I've received from high level IL, so we're not missing much there anyway. I'd be more interested in content for 16x and beyond, whether a new leech/farm spot or some other activity for Mages to do to gain wealth.