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Mages (Hsoma and Dsoma)

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To be fair you could actually test that without any long term balance issues as it wouldn't change the amount of stats someone gains. Also it would put axers and spear users as primary defence classes. Which makes a lot more scene.

And if it doesn't work, just change of back because no advantages to stat gains would of been made.
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[quote="GRAVIJA"]To be fair you could actually test that without any long term balance issues as it wouldn't change the amount of stats someone gains. Also it would put axers and spear users as primary defence classes. Which makes a lot more scene. And if it doesn't work, just change of back because no advantages to stat gains would of been made.[/quote]
Perhaps skipped everyone's attention, certainly didn't skip mine.

On 100% v 100% as noted in my original post, human mages (WITHOUT UPGRADES) have more magic attack and more magic defence than devil mages do.

Maybe it's just me failing to understand the logic behind introducing yet another staff for humans to further increase the gap, but it certainly doesn't make any sense.

There'll hopefully be the INT/WIS change soon which will, personally, grant me an extra 40 magic defence... This still falls short of a human with equivalent INT. Meaning that despite the change, I'll still be "short".

Now if on 100% v 100% Devil Mages CURRENTLY have less MA/MD than their human counterparts, just imagine what it's like on 65% and exaggerated even more with new magic gear for humans?

Without trying to derail my own thread i've got to ask - why on earth do humans need another staff when the perceived intent was to buff human Melee damage, not further exacerbate the magic attack they have?

Back on topic - these new upgrade items, until the upgrade system is changed, doesn't benefit devil mages in any way, upon upgrading any Magic Robe, Accessory or Staff, it removes the current magical property.

--

Staff of Shadows: 100int, 99skill

Golden Thunder Rod: 96int, 128skill
Shironim Wand: 99int, 132skill
Azure Eye Staff: 139int, 146skill

Would be nice to have a 130skill staff and a 160/180 skill staff. Seems the original developers of Soma completely forgot that Devils can only train one weapon - why the skill requirements are low, i'll never know.
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[quote="S0RCERER"]Perhaps skipped everyone's attention, certainly didn't skip mine. On 100% v 100% as noted in my original post, human mages (WITHOUT UPGRADES) have more magic attack and more magic defence than devil mages do. Maybe it's just me failing to understand the logic behind introducing yet another staff for humans to further increase the gap, but it certainly doesn't make any sense. There'll hopefully be the INT/WIS change soon which will, personally, grant me an extra 40 magic defence... This still falls short of a human with equivalent INT. Meaning that despite the change, I'll still be "short". Now if on 100% v 100% Devil Mages CURRENTLY have less MA/MD than their human counterparts, just imagine what it's like on 65% and exaggerated even more with new magic gear for humans? Without trying to derail my own thread i've got to ask - why on earth do humans need another staff when the perceived intent was to buff human Melee damage, not further exacerbate the magic attack they have? Back on topic - these new upgrade items, until the upgrade system is changed, doesn't benefit devil mages in any way, upon upgrading any Magic Robe, Accessory or Staff, it removes the current magical property. -- Staff of Shadows: 100int, 99skill Golden Thunder Rod: 96int, 128skill Shironim Wand: 99int, 132skill Azure Eye Staff: 139int, 146skill Would be nice to have a 130skill staff and a 160/180 skill staff. Seems the original developers of Soma completely forgot that Devils can only train one weapon - why the skill requirements are low, i'll never know.[/quote]
If magic defence was swoped to int then any devil mage would probly be hunting mobs nakid, or earler for better stats, ruining the current mages.

Still think new staff / staff skill armor and shield slot item is the way to go


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[quote="RELINA"]If magic defence was swoped to int then any devil mage would probly be hunting mobs nakid, or earler for better stats, ruining the current mages. Still think new staff / staff skill armor and shield slot item is the way to go [/quote]
"RELINA"If magic defence was swoped to int then any devil mage would probly be hunting mobs nakid, or earler for better stats, ruining the current mages.


No, not really - I moved onto Garg Shaman at 90int, at which time you have almost the same WIS as INT anyway.

The only time you'll hunt things naked is when you've already been hunting at your respective monster for about 10 levels anyway.

Besides, Dan has had to reduce the Magic Attack of Drazil Druids for the very reason that our MDef is absolute shit - This change can be reverted as and when WIS/INT change occurs.

There is absolutely no downside to any current or future mage for the INT/WIS swap.

Nor is it game-breaking seeing as there seems to be no qualms with humans hunting their respective monsters Naked (Wraiths, Lich Lords, Prisms, Nightmares).

The only monster which would need adjusting would be Drazil Druids, as stated, all monsters earlier, are hunted before INT/WIS becomes massively imbalanced.

Drazil Druid and any future magic monster could very well have substantially higher magic attack once the change goes live.
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[quote="S0RCERER"][quote="RELINA"]If magic defence was swoped to int then any devil mage would probly be hunting mobs nakid, or earler for better stats, ruining the current mages.[/quote] No, not really - I moved onto Garg Shaman at 90int, at which time you have almost the same WIS as INT anyway. The only time you'll hunt things naked is when you've already been hunting at your respective monster for about 10 levels anyway. Besides, Dan has had to reduce the Magic Attack of Drazil Druids for the very reason that our MDef is absolute shit - This change can be reverted as and when WIS/INT change occurs. There is absolutely no downside to any current or future mage for the INT/WIS swap. Nor is it game-breaking seeing as there seems to be no qualms with humans hunting their respective monsters Naked (Wraiths, Lich Lords, Prisms, Nightmares). The only monster which would need adjusting would be Drazil Druids, as stated, all monsters earlier, are hunted before INT/WIS becomes massively imbalanced. Drazil Druid and any future magic monster could very well have substantially higher magic attack once the change goes live.[/quote]
"RELINA"If magic defence was swoped to int then any devil mage would probly be hunting mobs nakid, or earler for better stats, ruining the current mages.

Still think new staff / staff skill armor and shield slot item is the way to go




Sorry but currently mages can't be ruined because the cap is too low.
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[quote="GHOSTLORD"][quote="RELINA"]If magic defence was swoped to int then any devil mage would probly be hunting mobs nakid, or earler for better stats, ruining the current mages. Still think new staff / staff skill armor and shield slot item is the way to go [/quote] Sorry but currently mages can't be ruined because the cap is too low.[/quote]
humans don't hunt int mobs 30 int higher than themselves (this will become higher with a swop of int/wis)

I have a lvl 14 mage with 24 wis and 29 int, not major but that gap will only keep widening, which mean at 61int you need for demonship to hunt EGF at a struggle, will be easy with more magic defence, same goes for GF at 90 int you will be hunting them easy (yes lvling will still be slow due to GS crappy exp, but the stats on lvl would be realy good)

yes mobs can be given more Magic attk to be a fix with int/wis swop but seems a lot of work imo

"GHOSTLORD"

Sorry but currently mages can't be ruined because the cap is too low.


so if s0rcerer caps int at lvl 85 but a new player caps int at 75 that's not raining s0rc char ?

Cant say a new player will take forever to lvl on DD cos they wont do enough dmg cos its already proven some one will lvl on them no matter how long it takes to lvl (monster been punching for quite a few lvls now)





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[quote="RELINA"]humans don't hunt int mobs 30 int higher than themselves (this will become higher with a swop of int/wis) I have a lvl 14 mage with 24 wis and 29 int, not major but that gap will only keep widening, which mean at 61int you need for demonship to hunt EGF at a struggle, will be easy with more magic defence, same goes for GF at 90 int you will be hunting them easy (yes lvling will still be slow due to GS crappy exp, but the stats on lvl would be realy good) yes mobs can be given more Magic attk to be a fix with int/wis swop but seems a lot of work imo [quote="GHOSTLORD"] Sorry but currently mages can't be ruined because the cap is too low.[/quote] so if s0rcerer caps int at lvl 85 but a new player caps int at 75 that's not raining s0rc char ? Cant say a new player will take forever to lvl on DD cos they wont do enough dmg cos its already proven some one will lvl on them no matter how long it takes to lvl (monster been punching for quite a few lvls now) [/quote]
I have no idea what's making you think as you are Rehlina.

If I check my brother's character, his INT and WIS is still within 3.0 of each other and he's just about 100int.

He's been hunting Gargoyle Shaman since 90int.

This change will not, in any way, allow mages to hunt any monster besides Drazil Druids, earlier than they would otherwise be able to. (To which i've already said that if Dan wants to, he can increase DD's magic attack).

To conclude, INT/WIS change will not, in any shape fashion or form, negatively impact any current, or future mage.

It will not allow mages to hunt Necronis, Darian Shaman, Cyclope, Elite Gargoyle Fighters or Gargoyle Shaman any sooner than they currently can.

And yes, humans do hunt Nightmares before 115int (Nightmares have 145, just like Garg Shaman do).

I started, so did most mages, onto Gargoyle Shaman at 90int.
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[quote="S0RCERER"]I have no idea what's making you think as you are Rehlina. If I check my brother's character, his INT and WIS is still within 3.0 of each other and he's just about 100int. He's been hunting Gargoyle Shaman since 90int. This change will not, in any way, allow mages to hunt any monster besides Drazil Druids, earlier than they would otherwise be able to. (To which i've already said that if Dan wants to, he can increase DD's magic attack). To conclude, INT/WIS change will not, in any shape fashion or form, negatively impact any current, or future mage. It will not allow mages to hunt Necronis, Darian Shaman, Cyclope, Elite Gargoyle Fighters or Gargoyle Shaman any sooner than they currently can. And yes, humans do hunt Nightmares before 115int (Nightmares have 145, just like Garg Shaman do). I started, so did most mages, onto Gargoyle Shaman at 90int.[/quote]
shironim wand is 15-20

>Soul Rings: 08 ~ 08 <--- I would bet 95%+ humans dont even have a single 3 int ring, using this in your calculations is plain wrong, i guess devils dont either but you can add 2x +2 int/wis which you have for free and every mage has them by now.

Staff Shadows: 19 ~ 25 <-- last i checked, isnt that 25-30?

Your numbers are skewed slightly in your favour, just thought id point that out. Im not saying there isnt a problem though, which there is, and the int / wis swap change or whatever should go ahead still.
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[quote="FUJITORA"]shironim wand is 15-20 >Soul Rings: 08 ~ 08 <--- I would bet 95%+ humans dont even have a single 3 int ring, using this in your calculations is plain wrong, i guess devils dont either but you can add 2x +2 int/wis which you have for free and every mage has them by now. Staff Shadows: 19 ~ 25 <-- last i checked, isnt that 25-30? Your numbers are skewed slightly in your favour, just thought id point that out. Im not saying there isnt a problem though, which there is, and the int / wis swap change or whatever should go ahead still.[/quote]
"FUJITORA"shironim wand is 15-20

>Soul Rings: 08 ~ 08 <--- I would bet 95%+ humans dont even have a single 3 int ring, using this in your calculations is plain wrong, i guess devils dont either but you can add 2x +2 int/wis which you have for free and every mage has them by now.

Staff Shadows: 19 ~ 25 <-- last i checked, isnt that 25-30?

Your numbers are skewed slightly in your favour, just thought id point that out. Im not saying there isnt a problem though, which there is, and the int / wis swap change or whatever should go ahead still.


How are the numbers skewed in my favour?
I noted all items that are ingame without tags. No bias, just fact.

19~25 is 19~25.

If I were to stick to +2/2 which is the realistic ring that mages on Dsoma have, we'd be equal on Magic Attack for the ring slots and even further behind for Magic Defence.

There is only one +4int/wis ring on Dsoma (I have it) and there are no +3int/wis rings on Dsoma at all.
Removing this from my calculations put it further in favour of Hsoma as you have Guard Armlets and Ring of Fighters.

Again, this is not including any upgrades (or tags).

// I'll concede - Staff of Shadows is in fact 24~31
// Have amended the Dev Mage Magic Attack to reflect Shadows on this server
// (Was grabbing this from the Esoma Database)
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[quote="S0RCERER"][quote="FUJITORA"]shironim wand is 15-20 >Soul Rings: 08 ~ 08 <--- I would bet 95%+ humans dont even have a single 3 int ring, using this in your calculations is plain wrong, i guess devils dont either but you can add 2x +2 int/wis which you have for free and every mage has them by now. Staff Shadows: 19 ~ 25 <-- last i checked, isnt that 25-30? Your numbers are skewed slightly in your favour, just thought id point that out. Im not saying there isnt a problem though, which there is, and the int / wis swap change or whatever should go ahead still.[/quote] How are the numbers skewed in my favour? I noted all items that are ingame without tags. No bias, just fact. 19~25 is 19~25. If I were to stick to +2/2 which is the realistic ring that mages on Dsoma have, we'd be equal on Magic Attack for the ring slots and even further behind for Magic Defence. There is only one +4int/wis ring on Dsoma (I have it) and there are no +3int/wis rings on Dsoma at all. Removing this from my calculations put it further in favour of Hsoma as you have Guard Armlets and Ring of Fighters. Again, this is not including any upgrades (or tags). // I'll concede - Staff of Shadows is in fact 24~31 // Have amended the Dev Mage Magic Attack to reflect Shadows on this server // (Was grabbing this from the Esoma Database)[/quote]
"S0RCERER"19~25 is 19~25.

http://myth-of-soma.com/Armory/player.asp?p=IBEX There is a rare staff with 29-36 MA and considering rare is roughly +20% doesnt that make untagged roughly 25-30? and not 19-25? (Maybe i am missing something here)

The point with the rings still stands, all dsoma mages have +2 int/wis (MA and md rings) and most of hsoma has guard amulets (which in honesty i did forget about)

If you add up all the numbers (Using the lower value for the staff, and +2int/wis rings and guard amultets instead of asuming everyone has 2x +4 int or +4int/wis rings) im sure the differences in the races will be less than what you have stated it to be.

As i said im not trying to say you are wrong or anything, im all for the change that was proposed change that int becomes md.
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[quote="FUJITORA"][quote="S0RCERER"]19~25 is 19~25.[/quote] http://myth-of-soma.com/Armory/player.asp?p=IBEX There is a rare staff with 29-36 MA and considering rare is roughly +20% doesnt that make untagged roughly 25-30? and not 19-25? (Maybe i am missing something here) The point with the rings still stands, all dsoma mages have +2 int/wis (MA and md rings) and most of hsoma has guard amulets (which in honesty i did forget about) If you add up all the numbers (Using the lower value for the staff, and +2int/wis rings and guard amultets instead of asuming everyone has 2x +4 int or +4int/wis rings) im sure the differences in the races will be less than what you have stated it to be. As i said im not trying to say you are wrong or anything, im all for the change that was proposed change that int becomes md.[/quote]
Yup, made a little foot-note, was grabbing stats from Esoma's Staff of Shadows accidentally, noticed this when looking at the jump from 19~25 compared to my own staff and I realised the same.

(Patch notes has << All staves MA Boosted throughout >>)

As you said, the gap isn't that large on 100% v 100%, but knock us down to 65% and even with the INT/WIS change, how does that set us?
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[quote="S0RCERER"]Yup, made a little foot-note, was grabbing stats from Esoma's Staff of Shadows accidentally, noticed this when looking at the jump from 19~25 compared to my own staff and I realised the same. (Patch notes has << All staves MA Boosted throughout >>) As you said, the gap isn't that large on 100% v 100%, but knock us down to 65% and even with the INT/WIS change, how does that set us?[/quote]

 

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