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Talk:Blaze
Blaze is changed
- Unlimit charge damage(Test server, Bug) -> limit charage damage.
- boost second attack damge (~x8) -> (~x5).
- Ice Spear + Blaze is changed hard.
if movie or screenshot's blaze damage is too high, maybe it is patch before. Juff 03:01, 24 March 2009 (UTC)
Ice Spear + Blaze
- What do you mean by "Ice Spear + Blaze is changed hard." ? Its harder to use them together?--Junjun 18:09, 15 March 2010 (UTC)
He means that the damage is dramatically reduce. People abused the Ice spear in order to have a monster get knocked back. After they hit one with Ice spear, they run behind them to where they will fall, load Blaze then release it to deal the boosted damage you get for hitting a monster that just got knocked back. They changed it so it does much less damage, making the Combat Wand a better choice for Blaze(rather then an Ice type wand needed to cast Ice spear). --Bryanneo 12:52, 30 March 2010 (UTC)
The boost of about 650 damage with int and+ damage x5 x1.5 might work, along with elements,its possible —Preceding unsigned comment added by Wuberfeca (talk • contribs) . Please always sign your comments with the button or by typing ~~~~!
Max Charge
Is there a way to know how long Blaze must be charged to reach maximum charge? Pantakeea 22:42, 9 May 2010 (UTC)
- Easy, just keep charging until your MP and Stamina stop draining. I would presume that's when it's reached max potential.
- Really not combat-worthy though, as anything strong enough to max-charge for would aggro you. And the description says it's best used near-KB'd or fallen targets.--Junjun 18:48, 18 May 2010 (UTC)
Melee damage
Theres nothing on the power of Blaze's melee hit, is it just like a normal attack?--Flimzy 06:12, 1 June 2010 (UTC)
- The skill claims to utilize strength, so I'm guessing it feeds off your STR stat, and also gets stronger with charge time. It does way more than a normal melee, I saw myself hitting 250+ with only 1~2 sec charge. --Junjun 18:55, 10 June 2010 (UTC)
- Well it does alot mroe dmg then a norm hit with a weapon.... Untransed i crited 800~ first hit transed i was critting a little over 1kdmg first hit.... I usually crit norm swings about 500 transed...—Preceding unsigned comment added by Junjun (talk • contribs) . Please always sign your comments with the button or by typing ~~~~!
- That's what I was getting at... It's clearly not a regular swing, and uses the basic stats, and the charging clearly helps. Saying you do more when transformed doesn't really tell us anything, it's obvious almost any melee/range attack would benefit from Trans--Junjun 18:24, 15 June 2010 (UTC)
- The melee swing seems to have a fixed damage multiplier. I don't know if it depends on rank, but at rank 3 I've determined that my melee swing does 160% damage (~245 max vs 155 max with some error due to uncertainty, I rounded it up to 1.6x since thats the most likely case). Tellos 18:01, 6 July 2010 (UTC)
- That's what I was getting at... It's clearly not a regular swing, and uses the basic stats, and the charging clearly helps. Saying you do more when transformed doesn't really tell us anything, it's obvious almost any melee/range attack would benefit from Trans--Junjun 18:24, 15 June 2010 (UTC)
- Well it does alot mroe dmg then a norm hit with a weapon.... Untransed i crited 800~ first hit transed i was critting a little over 1kdmg first hit.... I usually crit norm swings about 500 transed...—Preceding unsigned comment added by Junjun (talk • contribs) . Please always sign your comments with the button or by typing ~~~~!
I've done more testing into the melee damage and it appears to use twice the target's normal defence value. Has anyone else noticed this? Tellos 17:45, 5 September 2010 (UTC)
Actual usage
How are you actually supposed to use the skill, since "Press down on a mouse button and hotkey to focus the magic and release the button to explode it." doesn't seem to actually work. --Thi avatar 05:39, 12 June 2010 (UTC)
- you have to target/click yourself or a monster.--Hengsheng120·TALKCONTRIBS 08:24, 12 June 2010 (UTC)
Skill Training + Lag
I've been having a lot of trouble training rank B and later Blaze because of the "Use the skill right before an enemy is knocked down" training requirement. I was trying to do 2+Blaze and although I was getting the damage bonus for knockdown, I was unable to get the skill training. After talking to a few people, it turns out that you have to do 2+Blaze with almost no delay between the second hit and the Blaze, which is difficult or impossible to do for laggy people. Perhaps something about this should be put into the article as well as alternate methods to training if you suffer from lag(friend smashing into your Blaze or Ice Spear to Blaze)? Blargel 09:47, 12 June 2010 (UTC)
- If you're just laggy, I don't really see a method to help with it, seeing as any ally help would result in it already being knocked down, (idk if the game draws a line between "before KD'd" and "already KD'd") and your timing will probably be off a majority of the time from lag... --Junjun 18:12, 15 June 2010 (UTC)
- The thing about it is, I can still get the knockback damage boost from 2+Blaze. If I'm getting the damage boost, it would mean that I'm using Blaze to its maximum potential. Next time you need to train the knockback training requirement, try this. Do a 2+Blaze, but instead of tapping the hotkey for it, hold the Blaze for half second to a full second. You'll notice that your knockback damage is still applied but the training requirement is not fulfilled. Also, I did have a friend help me by doing a barehanded smash into my Blaze, and it did end up counting for the training requirement. Ice Spear to Blaze also works which is why I suggested those two in the first place. Blargel 12:59, 20 June 2010 (UTC)
- The knockdown enemy with blaze requirement only works if the enemy's knockdown timer exceeds 110% when blaze hits. The only way to do that is to do a min charge 2+blaze. As for the damage bonus, Blaze receives a multiplier of x1~4.5 depending on the enemy's knockdown timer. Using 2+ blaze to the full possible charge for enemy stun only gets you ~3.8x, whereas using it at min charge gets you 4.5x. So yes the damage would still be more just because you gave it more power, but it isn't going to count because you aren't getting the full multiplier. Tellos 17:04, 20 June 2010 (UTC)
- I was going to say it might be something like that because i wasn't sure, but if you knew this the entire time, why haven't you fixed the page?--Sozen Cratos Focker 15:09, 21 June 2010 (UTC)
- The knockdown enemy with blaze requirement only works if the enemy's knockdown timer exceeds 110% when blaze hits. The only way to do that is to do a min charge 2+blaze. As for the damage bonus, Blaze receives a multiplier of x1~4.5 depending on the enemy's knockdown timer. Using 2+ blaze to the full possible charge for enemy stun only gets you ~3.8x, whereas using it at min charge gets you 4.5x. So yes the damage would still be more just because you gave it more power, but it isn't going to count because you aren't getting the full multiplier. Tellos 17:04, 20 June 2010 (UTC)
- The thing about it is, I can still get the knockback damage boost from 2+Blaze. If I'm getting the damage boost, it would mean that I'm using Blaze to its maximum potential. Next time you need to train the knockback training requirement, try this. Do a 2+Blaze, but instead of tapping the hotkey for it, hold the Blaze for half second to a full second. You'll notice that your knockback damage is still applied but the training requirement is not fulfilled. Also, I did have a friend help me by doing a barehanded smash into my Blaze, and it did end up counting for the training requirement. Ice Spear to Blaze also works which is why I suggested those two in the first place. Blargel 12:59, 20 June 2010 (UTC)
- I don't know if this has been discussed anywhere (I'm very new to editing the wiki) but I did create a video showing how this training method can be easily met using pets: http://www.youtube.com/watch?v=bYwUgJL3nFU&context=C30ce5fbADOEgsToPDskKGkTYj1HCU4AzDEpPzmrQ3 It's very effective for those suffering from mild latency. I went from rank B - to mastered very quickly using -cp gear and this training method. I know the video is rather poor quality but I think it shows pretty well how it's done. It's fairly easy for those with mild latency that barely prevents using the 2+blaze method. Lunabee 02:50, 6 January 2012 (UTC)
Ego Wands
Do ego wands and their respective stats affect the damage of Blaze at all? EnigmaticFractal 21:53, 20 June 2010 (UTC)
- Ego Combat wands do effect blaze, but to what extent I'm not sure. Vanfanel on my server did 800 damage with rN blaze and ~200 int with a level 25 str ego combat wand. Tellos 16:47, 21 June 2010 (UTC)
F-keys
"Note: This skill does not work well when using non F1-F12 keys to activate the skill."
This phrase seems to have been warped from "You must use the F1-F12 keys to bind the skill in order for this skill to work properly" after multiple edits somehow. Both of these statements are not actually true though. The skill works best if you have it set to an F-key, but even if you don't, you can hold the Use button on the skill list to charge Blaze. Should it be removed? Blargel 17:23, 23 June 2010 (UTC)
Blaze Nerf
Blaze got nerfed, I can't hit enemies who are just in front of me with the explosion anymore. Tellos 21:17, 11 August 2010 (UTC)
- Yeah. Looking inside the pack files it seems that the following have changed:
- The combat wand multiplier was changed to 2.4, instead of 1.2
- Blaze's explosion radius was nerfed from 700 to 550.
- The rank-dependant explosion damage multipliers were changed to the following:
N F E D C B A 9 8 7 6 5 4 3 2 1 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 15 1.6 1.7 1.8 2.0
- Can someone please confirm this and edit the wiki accordingly? -- Tylian (TALK · CONTRIB) 08:20, 26 August 2010 (UTC)
- The nerf is as follows. Radius Decrease: 550. Damage when not using a combat wand .5. Damage when using a combat wand: 1.2. G13 modification: Base explosion damage -25%, +1% damage per 20 int. Tellos 11:34, 26 August 2010 (UTC)
- Basically halving the explosion multiplier while doubling the combat wand multiplier effectively does what you suggest. But I have a feeling my research is more accurate, as it's taken directly from the pack files. I think it would be a better idea to include correct statistical values in the wiki rather than approximates. -- Tylian (TALK · CONTRIB) 16:26, 26 August 2010 (UTC)
- Mathematicaly speaking, the wiki is entirely correct. Having the base explosion values at the G10 setting and having the wand modifier at 1.2/.5 is the same as having half the explosion values and twice the wand values. Its a rule of multiplication such that a*b*c=b*a*c. Changing it is just moving numbers around and does nothing in terms of accuracy. Tellos 15:36, 27 August 2010 (UTC)
- Let's use Rank F as an example and apply both the original and the modified modifier and values using the knockback formula without a combat wand and 200 int:
- Your Values: 50(1.0)(100+200/3)(0.5/10) = 250
- G11 Values: 50(0.4)(100+200/3)(1.0/10) = 200
- Mathematicaly speaking, the wiki is entirely correct. Having the base explosion values at the G10 setting and having the wand modifier at 1.2/.5 is the same as having half the explosion values and twice the wand values. Its a rule of multiplication such that a*b*c=b*a*c. Changing it is just moving numbers around and does nothing in terms of accuracy. Tellos 15:36, 27 August 2010 (UTC)
- Basically halving the explosion multiplier while doubling the combat wand multiplier effectively does what you suggest. But I have a feeling my research is more accurate, as it's taken directly from the pack files. I think it would be a better idea to include correct statistical values in the wiki rather than approximates. -- Tylian (TALK · CONTRIB) 16:26, 26 August 2010 (UTC)
- I see that according to your table they nerfed tanks F and E but left every other rank unaltered, so lets use r5's value instead.
50(3.0) * (100+200/3) * (.5/10) = 1,250
50(1.5) * (100+200/3) * (1.0/10) = 1,250.
ZOMG ITS THE SAME. The rules of math are rules for a reason. All the G11 formula (NOT VALUES) does is pop a 2 out of the explosion multiplier and stick it into the wand multiplier, effectively doing nothing. See what I'm getting at? Tellos 02:33, 1 September 2010 (UTC)
- I see that according to your table they nerfed tanks F and E but left every other rank unaltered, so lets use r5's value instead.
- Explosion radius reduced and the base explosion damage multiplier was halved but the combat wand damage multiplier was doubled, while the elemental wand damage multiplier remained unchanged (I didn't see anyone say it did?)... so this basically means elemental wand explosion damage got halved and the explosion radius was reduced. Also, the base explosion damage multiplier for rank F is 0.8, not 1.0 InterCaps 03:29, 3 September 2010 (UTC)
Blaze & Balance
magic balance doesn't affect blaze damage. [1]
- Stop reverting my edits. In G13 Int raises magic damage by 1% every 20 int untill 999 int (maximum). Blaze has its base damage lowered by 25% in G13. In order to find percent boost to recover the damage we use (1-n)^-1 where n is the percent reduction. This comes to (1-.25)^-1 = 1.3333. So you need 33.33% more damage to break even. In order to get 33.33% damage You need to use the new int formula which is 1+(INT/2000) damage multiplier. From this we can determine that it takes 666 int to receive 33.33% more damage. Read the information before changing it so you don't make a mistake. Blaze stops receiveing base damage at 600 int, but the int bonus will continue to boost it untill 999 int. Tellos 19:32, 1 September 2010 (UTC)
Damage table mismatch
it does not match the jp wiki's blaze article. jp server is currently in G12.--Hengsheng120·TALKCONTRIBS 12:49, 2 September 2010 (UTC)
Critical chance
Does blaze ignore protection when calculating crit chance? --Linguini 06:44, 13 December 2010 (PST)
- Try reading the page before asking questions on the talk page. It says that the explosion ignores protection for calculating critical. Tellos 18:52, 13 December 2010 (PST)
G13 Blaze Damage Nerf
G13's blaze damage seems to have been nerfed by 30% not 25%. I did numerous tests with screenshot proof that with Magic Mastery R1, 600+ int, fully charged blaze, no title, blaze's damage was: Pre-G13: 8640, Post-G13: 6048. 8640 * 0.7 = 6048. It's even shown in the damage formula calculation with that last .7 multiplier at the end.
- I think 600 int max was removed. Now purely based on magic damage by int, which is limited to 999. Not 100% sure though. -Fallenone 12:45, 11 February 2011 (PST)
- If you look at the formula which is updated for g13, the 600 int max is still there...also read the discussion on "blaze & balance" above and you'll see that int damage doesn't affect blaze like the other spells. (ps how do I sig posts?)
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Contents
Thread title | Replies | Last modified |
---|---|---|
Merlin update changed Blaze values. | 0 | 13:03, 29 April 2018 |
Casting Speed Reforge | 0 | 23:03, 8 May 2014 |
"Sleeping" Golem | 0 | 09:46, 4 October 2013 |
Staff | 1 | 14:36, 27 September 2013 |
Sound effects... | 1 | 03:04, 7 June 2012 |
G15 Adjustment | 7 | 16:36, 6 December 2011 |
Current Example Video | 2 | 02:44, 15 September 2011 |
G13 Nerf 30% | 0 | 12:43, 11 February 2011 |
So it seems that the Merlin update changed Blaze's values (and likely math too). I've updated the reforge pages to note the current values for reforges, but I'm unsure what to edit on the Blaze page because the values there don't seem to match the older version of the skill either. Here's the new names and values (and I want to keep the names like this the same for reforge matching purposes).
Explosion Damage | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 15 | 16 | 17 | 18 | 20 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Damage | 2.4 | |||||||||||||||
Explosion Radius | 550 |
Based on repeated tests (base Combat Wand vs. lv20 Casting Speed Hermit Staff), I can conclusively state that the Casting Speed reforge does not affect Blaze in any way.
Dante, Mikaya, you both misunderstand. Its referring to the part where you can't attack it normally without "waking it up", that is, get it out of rest.
Only the Sulfur Golems you find in the Sulfur Pits have this trait. The rest you can just attack normally.
Wasn't Enlightenment supposed to make Blaze usable with a staff? A prompt keeps saying I need a wand...
They don't, which is why I moved that bullet back to the Druid instead of Enlightenment. Thing is, KR Live and JP got Zero and Druid together, but CH and us get Zero first by itself. (KR Test got Zero first then got Druid, Diva, and Vate in one update after KR Live got them all.) My point is, Fusion Bolt might've been from Zero and Blaze from Druid, unsure.
I'm no where near the Blazer, and I hear it as if it was near by...it's not just me experiencing this right?
I don't use Blaze. How was it adjusted? For better? Or for worse?
int -> magic attack
increased the max dam cap but decreased the current dmg (20 int = 1 ma), which mean, good news for pros, bad news for people who cant afford magic attack/int es or AP to increase skill.
decreased splash damage.
think whatever you like.
You didn't even read my post in full, did you? I didn't say "How does the int formula work now?" I asked in what way the formula was affected at all, other than not using int, obviously. My question is "how is blaze damage determined after g15s2, and what is the simplest way it can be written so that I could plug in the variables and know my expected output ahead of time."
I did. I don't think it's not gonna be influenced by intelligence. o.o I'd expect it to be weaker unless you have the int to produce high magic attack stats.
For the love of Eccleston. You're either thick, or trolling me. 1) I made it clear I wasn't asking how the hell int affects it. 2) Magic Attack is directly influcenced by intelligence, so intelligence would still indirectly affect blaze damage. However, retroactively ignore this line. You never read it. 3) What the hell does the new blaze damage formula look like? I am fully aware that the determining stat will be magic attack, but OTHER THAN THE REMOVAL OF INT, AND THE ADDITION OF MAGIC ATTACK AS A VARIABLE, how has the formula changed?
O.o...something like:
Maximum Damage with Knockback:
- 50[Explosion Damage Multipler](Magic attack+[Wand Bonus])* Magic Mastery Bonus * .7
Maximum Damage with no Knockback:
- (50[Explosion Damage Multipler](Magic attack+[Wand Bonus])/4.5 * Magic Mastery Bonus * .7
don't ask me :c if it bothers you so much, go to a forum. don't complain here lol. like I said in another thread, not a big fan of that formula stuff. I'd think Mabination/Mabiguru would answer your question A lot faster.
I feel like the current example video should be changed to something a bit more appropriate. There is no need for the music used nor the text which tells us that this is the 'proper' usage of blaze. I feel like the credits are inappropriate too.
Just the skill and it's effects should be highlighted, no?