The information below comes from the nameless website Anyway it is the number of mobs in the game that are weak/resist to the elements. I excluded earth, because the mobs stop at lvl 52. There are 10 weak earth and 0 resist if u want to know
Fire
Fire Attack Weak: 120
Resist Fire: 72
Weak/Resist: 1.66
Water
Water weak: 18
Resist Water: 16
Weak/Resist: 1.125
Dark
Dark Attack Weak: 40
Dark Resist: 262
Weak/Resist: .15
I just find it incredibly funny that NCsoft based their new race on the worst element possible. God knows that few kameals will have their dark attack toggled, but they will have holy weapon. The balance between the elements is just a joke especially considering the new attributes that people can add to their weapon/armors. The elements should be balanced or removed. As they are it is just really really sad.
you are baseing that they are wrong on what? That's what wh says and wh is usually pretty good...
Do you honestly... seriously.. believe there are only *5* mobs that are resist sacred?
If so, your like level 40.
I found that 1 to be odd too... they didn't have resist sacred on the list but only greater resist sacred... I think I remember the mos mobs as resist sacred. So that's maybe 10 diferent mobs in mos so 15. Can't recall where else resist sacred are. They aren't in toi/catas/necos/it/pagans/dvc/vos/fotd/bs/etc. angels in woa could be...
All the mobs with resist sacred are level 74+ mobs in Wall of Argos and Shrine of Loyalty. If you can name more than those 3 that specifically resist sacred, feel free to name them.
The site the OP referenced actually list 2 of the mobs twice as sacred resist mobs.
Desciples of Punishment, Authority and Protection are the 3.
Just to make sure people aren't getting confused.
Just because a mob is weak to dark does not mean it is resist sacred. The same as a mob is weak to sacred does not mean it is dark resist. Anyone who has played a necro knows that. ;)
EDIT: Another thing I think some may be getting confused about. Some may be associating the ability to use disrupt undead and might of heaven on a mob. If a mob is weak to sacred, it does not mean those two skills can be used on it. The mob has to be undead for those skills to be used. So what I'm pointing out is, if you can't use those two skills on a mob,. It does not mean that it is resist sacred.
All 'angel' type monsters have resist sacred, even if it isn't shown. They also have dark weakness, even if not shown. Your words right back at you: Anyone who has played a necro(or SH) knows that.
All 'angel' type monsters have resist sacred, even if it isn't shown. They also have dark weakness, even if not shown. Your words right back at you: Anyone who has played a necro(or SH) knows that.
All 'angel' type monsters have resist sacred, even if it isn't shown. They also have dark weakness, even if not shown. Your words right back at you: Anyone who has played a necro(or SH) knows that.
Almost all angel race type mobs have dark weak labled. I think TOI are the ones not labeled and they are strong m.def. Since those mobs stats have changed patch to patch who knows for sure about them. To prove your theory wrong do the following. Make a Kamael, use dark weapon on a non angelic mob, and remove dark weapon. Guess what? You do less damage with dark weapon on, same applies to holy weapon. If a mob does not have the weakness listed on it's drop down and you have dark or holy applied to your weapon you will do less damage. It can be proven by doing that simple test that I did discover in CT1.
Now as you said, right back at ya. ;)
Oh and, a Necro only has dark attacks. So how would you compare?
Ever been in Valley of Saints? The mobs there are Angel type, without dark weakness shown(at least that's how they were in interlude, haven't checked now for obvious reasons). Death spike does more damage to them than hurricane, so that's proof enough.
Try now, Holy Weapon didn't work like that in Interlude either. Anyway's, no i've not been in VOS Since C4 or C5. Whichever chronicle they were listed as Divine race instead of Angel was the last time I was there killing mobs. I don't have an SH or a Melee char atm that I can check with. I could make a Kamael to test it on in the cata's and let you know what I find.
hm, while we at it. i belive all undead/demon mobs have dark resist regardless if its show or not aswell. so you prolly can add abit more do those dark resist ones.
thats about 800 different mobs (some was listed twice though)
oh and 122 mobs listed as angels.
still think dark is a good attribute? not to mention that all s80 armors have dark resist aswell.
what about surrenders? Also, is it not the case that all mobs in this game have basic stats like any other race that are not presented on the drop down stats in game? The drop down under each mob isn't supposed to be that comprehensive, i thought. That was the point.
if you really want to discuss imbalance issues related to elemental set up how about the fact that mages can increase their damage with approx 110% by adding the right elemental stones to lvl4 which adds 150elemental patt. on their arcana mace but in pvp your elemental protection effectiveness stops at like 40 even if you have 100+ protection of that attribute the excess of 60+ doesn't count at all..
also melee/archers don't get even close to that much of a damage increase when adding elemental attrributes to their weapons and poor buffer/healer w/e support classes who have zero use for that at all.
if you really want to discuss imbalance issues related to elemental set up how about the fact that mages can increase their damage with approx 110% by adding the right elemental stones to lvl4 which adds 150elemental patt. on their arcana mace but in pvp your elemental protection effectiveness stops at like 40 even if you have 100+ protection of that attribute the excess of 60+ doesn't count at all..
also melee/archers don't get even close to that much of a damage increase when adding elemental attrributes to their weapons and poor buffer/healer w/e support classes who have zero use for that at all.
/rant off ^^"
wrong. if the mage have 150 attribute you can buff 180 in resist and all would be usefull. now there is atm not enough buffs to get that high, but in anycase.
and afaik its only about 50% increase in damage, not 110%
oh, and i do agree that its abit unfair that mages get such a great degree of increased damage compared to physical DDs
All the mobs with resist sacred are level 74+ mobs in Wall of Argos and Shrine of Loyalty. If you can name more than those 3 that specifically resist sacred, feel free to name them.
The site the OP referenced actually list 2 of the mobs twice as sacred resist mobs.
Desciples of Punishment, Authority and Protection are the 3.
Just to make sure people aren't getting confused.
Just because a mob is weak to dark does not mean it is resist sacred. The same as a mob is weak to sacred does not mean it is dark resist. Anyone who has played a necro knows that. ;)
EDIT: Another thing I think some may be getting confused about. Some may be associating the ability to use disrupt undead and might of heaven on a mob. If a mob is weak to sacred, it does not mean those two skills can be used on it. The mob has to be undead for those skills to be used. So what I'm pointing out is, if you can't use those two skills on a mob,. It does not mean that it is resist sacred.
You realize that MoS alone has more than three mobs that are Resist Sacred, and what mob in Shrine of Loyal is Resist Sacred?
Mobs that are of "Dark Attacks" are Resistant to Dark/Weak to Holy as well as Mobs that are of the "Sacred Attacks" are Resistant to Sacred/Weak to Dark.
Consider it a balancer considering we need minimum 2 rechargers of high level / nuker to party constantly like melee do :p
I party with my sorc friend in FoTD. he out XPs me there like its cool. he kills mobs before I can even target the mob can get a shot off with my bow then he's on to the next two mobs while I'm still looking for one mob.
I totally disagree with ya man, I think your wrong. The only thing is that nukes finally get resisted by mobs now. Which is great boost for melee who was always surpassed by nukers in the kill rate department.
Now Melee have a chance to catch up with the Nukers.
The best thing about the attribute is that it can only be applied to S/g armor/weapons. Given there is only 1 S/g robes that nukers can wear and it don't favor PvP, you wont see nukers doing attributes to their armor. You will see archers/daggers/tyrants/ dwarfs/tanks/bd/sws adding attribute to their armor.
So nukers get a boost in dmg; great! Melee get a boost in dmg reduction; awesome! :D :cool:
you are baseing that they are wrong on what? That's what wh says and wh is usually pretty good...
Do you honestly... seriously.. believe there are only *5* mobs that are resist sacred?
If so, your like level 40.
I found that 1 to be odd too... they didn't have resist sacred on the list but only greater resist sacred... I think I remember the mos mobs as resist sacred. So that's maybe 10 diferent mobs in mos so 15. Can't recall where else resist sacred are. They aren't in toi/catas/necos/it/pagans/dvc/vos/fotd/bs/etc. angels in woa could be...
I hope you don't play Prophet/Bishop/Elven Elder. Or I pity your party when you give them holy weapon.
Consider it a balancer considering we need minimum 2 rechargers of high level / nuker to party constantly like melee do :p
I party with my sorc friend in FoTD. he out XPs me there like its cool. he kills mobs before I can even target the mob can get a shot off with my bow then he's on to the next two mobs while I'm still looking for one mob.
I totally disagree with ya man, I think your wrong.
I'm not gonna start a new thread on this again - I don't feel like repeating myself 20000x, but.
1) Attributes only for S grade, hence 76+ characters only
2) You are talking about FoD, only good for up to 76. Gimme examples of better nuker exp 77+ and I can counter them with better melee exp areas with easier party setups
(Since people say "nuker" please let me know a place good for any nuker, i.e. not only sh/necro but also sps/sorc)
FoD is not a good place to give as an example in a thread about attribute stones considering the level of the mobs.
(From what I have read in your other posts, I was under the impression u are 77+ on ur main at least, so I'm sure you can give me some examples)
So nukers get a boost in dmg; great! Melee get a boost in dmg reduction; awesome! :D :cool:
I agree with you on this part, but melee also get a damage increase. Imagine a dagger party with "light" augmented weapons in pagans. U'd exp faster than you do now, which is, in my experience, one of the fastest places in game to level 77+
if you really want to discuss imbalance issues related to elemental set up how about the fact that mages can increase their damage with approx 110% by adding the right elemental stones to lvl4 which adds 150elemental patt. on their arcana mace but in pvp your elemental protection effectiveness stops at like 40 even if you have 100+ protection of that attribute the excess of 60+ doesn't count at all..
also melee/archers don't get even close to that much of a damage increase when adding elemental attrributes to their weapons and poor buffer/healer w/e support classes who have zero use for that at all.
/rant off ^^"
Most people read that and don't bother trying to understand what it means.
This statement does not say that you cannot carry and hence nullify more than 40 of a particular element. What it specifically says is that you cannot have more than 40 elemental uagmented defense carry over after you have completely nullified (brouight to 0) the elemental attribute of the attacker. If you have 100 defense and the attacker has 60 offense, any attack on you by the attacker will hit as if the attacker had 0 offense and you had 40 defense. If you both have 150 in offense and defense, it will be as if you both have 0.