Emperium x1 20.42 %. The higher the level, the longer the cast time. And such a scenario is possible. This skill is good until level 100, then its damage starts to fall off. 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. 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. There should be a balancing factor when dealing with the same Magic Class. Ice Crystal Frost x5 26.89 %. Doesn't sound that awful. Laurell Weinder Card – 3% more damage with Frost Nova and Storm Gust. IMO, this kind of calculation (damage rely on "defense") is not promoting any balance for all class. Actually, I tested it with an arranged PvP, no switching of gears, only self buff, no Osi/Isis cards, no statue/food/potion buffs and same range of seeds. Holy-Shock bosses that could kill you from far beyond your sight range). The word "physical" is used, because Gravity was too ******* to call it properly. Waterball and Jupitel Thunder allow players to cast a second spell before they actually trigger and apply canact delay. You see, even if you remove BT completely, a Warrior would still deal more damage than a Wizard, Soulmaker or Ranger. 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%. Hill Wind Card x1. MATK +15%, +1(*2 Refines)%. Well, I don't know about this kind of food, but where would be the benefit of dividing defense into two separate versions? But classes usually achieve at least 50% defense rate, which would halve the damage. Edited by RenatoKolokoy, 26 January 2015 - 02:42 PM. Is the hit bonus of a Soulmaker as powerful as the ATK bonus of a Crecentia? As with the RO version of the skill, this is also commonly misspelled as Jupitel Thunder. I agree that there are outstanding issues on other skill classes. Let's go back to the topic. Even I have an impressive 3200% and 3584% Lightning Magic Dmg from VS and JT Proc  + Crit respectively and just inflicted a 7-8k damage to a +20 Cazar geared Monk. Oridecon x1 5.95 %. Card Name: Hill Wind Card: Effects [Jupitel Thunder], [Lightning Bolt], [Lord of Vermilion], [Thunderbolt] Damage +25%. That thing really bothers me because I can't deal a huge damage on a class that have significant defense rate. Would it solve the overall high damage output of players or the extreme differences between 60% and 70% defense? Lower Earth Magic damage by 60% and resistance to Earth by 50%. 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. chances. For every upgrade level of Wizard Shadow Armor, increases Jupitel Thunder damage by an additional 5%. (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 Jupiter Thunder is equal to the number of hits received from the lightning ball. Inflict 5% more damage with Thunder Storm, Jupitel Thunder and Lord of Vermilion. 5% silencing or cursing the enemy when attacking. Gem of Thunder: Accessory Card: 1,200: Enables use of lvl 3 Jupitel Thunder. But in most cases, neither one is crucial. It's all about whether certain benefits are balanced. Use Jupitel Thunder, Blitz Beat, 190 ASP auto attacks, or any multiple hit spell to kill it as fast as possible. I don't have issues with other class when it comes to damage calc. Increases damage of Jupitel Thunder by 20-23-25% Ignore 20% of the enemy's MDEF. and his Rage Strike has an equal or higher damage percentage compared to other 'ultimate' skills. But 'impossible' situations aren't that great, right? So where is the justification for Battle Tactics at all? Hill Wind Card – 5% more damage with Thunder Storm, Jupitel Thunder and Lord of Vermilion. I tried to research a bit and somehow convince me that it is not used on reducing any magical skills inflicted on the receiver. My Sorc's gear consist of  Cazar top and hood and the rest are Himelmez, all +20 also. 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%. But there are some major issues: The rates are too high. Drain 25% HP enemy's for 10-12-15% when attacking. Tanks for sure will be the winner on end game. (Please don't suggest to make a VIT type Magic class if I want to have a 50-60k ish character). However, this was before the stat re-balance, which I suspect confirms that we will never get a secondary M. defense stat because all tanks have the potential to hit Defense cap using VIT alone, removing any kind of distinction. You currently have javascript disabled. Then he used Asura to me and I got a 50k damage. Now I already know why. Both of us have +20 full set, though mine is mix of Cazar and Himmelmez and the other one have Full Cazar set. For every level in [Lord of Vermillion], Variable Cast Time - 2%. Glory Cross - Knife [2] x1. oh man, I'm tired of waiting for the re-balance they promised a year ago. Sacrifice: 2530% (add. 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. Now I already know why. Advanced skills: Skill Max Level: Thunder Storm Lv. And as I've mentioned in a different thread already, I rarely if ever use random PvP encounters as an argument. I only tested it on Monk because I assume Monks have the most defensive rate compare to other class. 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%. 5% chance of inflicting Bleeding on the enemy when using Full Buster. Increase damage of Wind magic by 40%. Jupitel Thunder; Safety Wall; Other suggested skills: Frost Nova; The usual High Wizard build, capable casting fast and hitting hard. But never make the mistake to use Colo as a reference! (the monk should see an additional icon). Max HP +112. Edited by RenatoKolokoy, 28 January 2015 - 01:16 PM. So just look how they struggle to downgrade duped cards or how they stick to broken seeds for over a year now! This skill inflicts twice the damage to enemies who are in a Frozen state. Thanks Greven for your detailed explanation. 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. Here, you can check things like parry, dodge chances, as well as other things like aiming issues, speed, etc. Jupiter Thunder fires a Thunder Ball at an enemy to inflict damage. The idea of Magic defense is not only for Sorcs but for the whole Magic classes including Priest/SM. 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. 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