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Dusk Redux
10-01-2007, 09:51 AM
Hill Wind Card -- Thunder Storm, Jupitel Thunder, and Lord of Vermillion damage+5%. Unequipping the card costs 50sp.

Laurell Weinder Card -- Frost Nova, and Storm Gust damage+3%. Unequipping the card costs 50sp.

Red Ferus Card -- Fire Pillar, Meteor Storm damage+5%. Unequipping the card costs 50sp.I'm curious about how these cards work exactly. That is, do multiples of them stack in the way +20% cards work for physical attacks do? Moreover, assuming they do stack, would you be best off throwing 4 into a rod, or putting enough into a Staff/Arc Wand to maintain a max/min matck bonus? Has anyone done number crunching with these to find the best combination?

Aibo
10-01-2007, 10:49 AM
I researched this with regards to the sages diary which gives 20% matk increase but no int. I concluded that it is worth using if u can't reach your next matk bonus.

Of course since the % from these cards are from spell damage it may be more beneficial to have the cards given SG can do potentially massive damage, as can jt on a frozen target.

avenger153
10-08-2007, 01:15 AM
if its MATK... have you guys heard of the incomming new equipments?

such as these:

Diablos Robe [1]
MSP + 150
MDEF + 5
Reduces skill delay by 10%
Increases heal effectiveness by 6%.
Type: Armor
Defense: 6
Weight: 30
Class: Trans Archer, Mage, and Acolyte Classes

My opinion: Slotted and new! The additional skill delay reduction is a big bonus for bolter type Sages and Professors. The additional SP might not be appreciated by the FS build though. I guess there are better armors out there, but this is the best for starters. Monster and drop rate is still unknown.

Pocket Watch
When equipped with the eyepatch and memorize book, HP and HP Regen + 15%, MATK + 7%.
Type: Accessory
Defense: 0
Weight: 20
Min Level: 80
Class: Mage Type

My opinion: Useful for both bolter and caster sages! The additional HP and regen ensures survivability and the MATK extra is no hindrance. However, this is more useful for battle sages because....

Librarian Gloves [1]
SP + 20.
When equipping a book type weapon and the pocket watch accessory, INT + 5, HP + 700, ASPD + 5%.
Type: Accessory
Defense: 0
Weight: 10
Min Level: 80
Class: Wizard, Sage, Soul Linker

My opinion: The Librarian Gloves which adds extra INT, HP and ASPD. You need to equip all four equips however (the Eye Patch, Memorize Book, Pocket Watch and Librarian Gloves) to get all benefits.

Medallion (Mage Type)
ATK + 5%.
MATK + 5%.
DEF + 6.
MHP + 600
When attacking, chance to stone the enemy.
Type: Accessory
Defense: 1
Weight: 0
Min Level: 70
Class: Mage

My opinion: A unique accessory because it is the only known item to cause status 'Stone' when attacking a monster/player. A bit more useful than auto Frost Diver as you can actually anticipate when the enemy starts hardening into a rock. Too bad it has no slot, but the additional ASPD and MATK, not to mention MHP and DEF offsets that disadvantage. Uncomfirmed if it's only for Mages or works for every branch member of the class.

Magic Tactics [2]
MATK + 20%
INT + 3
SP Regen + 5%
Type: Book
Attack: 60
Weight: 30
WLevel: 3
CLevel: 60
Class: Priest, Sage, TK Master


My opinion: Like FTW! +20% MATK! Don't mind the measly attack this book has, because it also has 2 slots in it! Useful to add other cards that could help you. Add in Double Cast and Spirit of Sage for some serious firepower!

Ancient Sorcery [2]
MATK + 15%
When equipped in combination with Magic Coat, MDEF + 8, MSP + 10%, INT + 4
Type: Book
Attack: 30
Weight: 70
WLevel: 3
CLevel: 70
Class: Priest, Sage, TK Master


My opinion: Looks like a toned down version of the Magic Tactics. Lower ATK power and MATK, lower stat buffs, and the requirement to wear a Magic Coat...I'd rather have MT than this.

Release of Wish
MATK + 15%
INT + 3
Increased recovery skill effect + 5%.
When performing a magical attack, there's a chance that for two seconds you'll recover 50SP and 100HP.
Type: Staff
Attack: 30
Weight: 50
WLevel: 3
CLevel: 50
Class: Mage Type


My opinion: Another special item (staff). Not really that useful and is used more for monster levelling rather than PVP or WoE. The required level is rather high for beginners, so it's a late in-game weapon, further lowering its appeal.

Original post at: http://forums.irowiki.org/showthread.php?t=614&page=4 for complete list of all new weapons.

warok
10-22-2007, 09:51 AM
quad hill wind rod is SO sexy in ice cave 3

Hadas
10-26-2007, 07:11 AM
You're forgetting Pitman card too. OK, so not many people like the earth skills, but it's still there and could be very useful against things like hill winds.

haplo
10-26-2007, 08:53 AM
and salamander card? that thing is friggin sexy =)

metatron
10-26-2007, 09:05 AM
Imp Card - Reduce cast time and increase Matk of Firebolt by 25%

Siroma Card - Reduce cast time and increase Matk of Coldbolt by 25%

does anyone know is these stack? If so I might drop the Pocket Watch Combo for these cards(for Battle Sage of course)!

To tell the truth I was buying Cecil cards to throw in my Sage Diary but now I will save them for a Magic Tactics. It does the same as a Sage Diary but gives extra int, can't beat that! Still, I never saw Magic Tactics on Doddlers website...is it something that just came out in a recent update?

junta-kun
02-07-2008, 12:27 AM
sorry for bumping an old thread, but i got refered to this one from a more recent thread.

was wondering if theres any update on that Magic Tactics book?

Golden Fingers
02-22-2008, 09:34 PM
pretty sure thats 12.1 patch.

yup, this is off doddlers site.http://ro.doddlercon.com/wiki/index.php?title=New_Weapons#Magic_Tactics_.5B2.5D

Magic Tactics [2]
1572 http://ro.doddlercon.com/wiki/images/1/16/1572s.jpg (http://ro.doddlercon.com/wiki/index.php?title=Image:1572s.jpg) No Description Available. http://ro.doddlercon.com/wiki/images/1/15/1572.jpg (http://ro.doddlercon.com/wiki/index.php?title=Image:1572.jpg) ATK: 60 Weapon Level: 3 Weight: 30 Refinable: Yes Usable Jobs: Priest, Sage, and Taekwon Master Jobs Required Level: 60 Attribute: Neutral Class: Book

MATK + 20%.
INT + 3.
SP Recovery Rate + 5%.
Dropped by Lesavka.

Pain~
02-23-2008, 12:22 PM
Is any highwizard bothering to take a quad Laurell Weinder rod into sieges btw? It could be a nice addition to damage. But I'm not sure if I should invest in it.

(sieging mostly with 126 int )

Dishonru
02-23-2008, 01:03 PM
Is any highwizard bothering to take a quad Laurell Weinder rod into sieges btw? It could be a nice addition to damage. But I'm not sure if I should invest in it.

(sieging mostly with 126 int )Check if you get an int bonus, and let someone tell us if the cards work after matk damage boost or pre matk. If it is pre matk then a 3s staff is better if you hit a bonus. If it is post matk then the card should be better or identical.

Another thing you could do is equip The Sign while precasting.

I'd mention Spiritual Ring + Wizardry staff, but I doubt you are precasting over a wall in a way that wouldn't let you get hit, plus that's just a hassle and not practical. Theorycraft.

Pain~
02-23-2008, 01:25 PM
Check if you get an int bonus, and let someone tell us if the cards work after matk damage boost or pre matk. If it is pre matk then a 3s staff is better if you hit a bonus. If it is post matk then the card should be better or identical.

Another thing you could do is equip The Sign while precasting.

I'd mention Spiritual Ring + Wizardry staff, but I doubt you are precasting over a wall in a way that wouldn't let you get hit, plus that's just a hassle and not practical. Theorycraft.


Well, I never take int equipment with me, because I don't have the weight limit to carry a lot of stuff around because of an unfrozen ele armor + undead valk armor + all the other stuff... so a ring + wiz staff is no option either.

So ye... 99 + 27 int is what my int is at during sieges,

I'm just debating wether or not it's worth it to get a nice damage boost, with just a little bit of weight limit used.

We need Gym passes on euRO :(

Oh ye... and you remind me of the fact I should finally go do that fucked up sign quest on my hwiz.

warok
02-23-2008, 01:38 PM
vs a typical player it should do around 2000 extra damage per spell(if all 10 hits) at that int and amped

Pain~
02-23-2008, 02:26 PM
Your "typical player" eats a lot of SG damage then :p

warok
02-23-2008, 03:35 PM
well thats vs a monster actually the bio2 aco(200 extra damage a hit isn't alot, only after the 10 hits is it noticeable)

real players probally vary depending on gears from lotta damage to near no difference.

imo, stick with survivors rod till staff of piercing comes out.

Dace
02-25-2008, 10:18 AM
quad hill wind useful in anolians as well, two thunderstorms for high int sage
their easier to mob alot of them because it's not nearly as crowded as ice dungeon

likewise, quad pitman is really good for turtle island 3, takes out assaulters and freezers really quick