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Silmeria
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Mystic Raid Set

Sun Sep 17, 2017 3:24 am

Currently Mystic Raid Set is the worst option for raid sets...
Aside of having low mag, mystic raid set does not have a complimentary set to fill the weapon slot(s). Partial manashard set can only fill so little stats,
Miracle also does not help Mystics survives because skills won't one shot them, and trigger attacks will still kill them.
Increasing def and HP through talent also beats the miracle's purpose because Miracle can only be activated above 75% hp. Increasing Def and HP will increase mystic's survivability but will drop down Miracle activation rate possibly to 0%.

So I suggest to change Mystic Raid Set's skill bonus from Miracle to Dodge. Aside of increasing Mystic's survivability drastically, this will also encourage people building more diverse Mystic formations.
 
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whodahackii
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Re: Mystic Raid Set

Sun Sep 17, 2017 10:19 am

I do not know where is this coming from. The equipment itself is lack luster, but it can be work around =D
before any changes are met, please take these suggestion:
Go full 'of defense' equipment, full Guard Defense rune, full Def Talent then HP talent.

Above works well for both Healer & Mystics, since they are good for their aura and skills, more reason to let them live then boasting 15k Mag and die before casting spells.
 
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Silmeria
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Re: Mystic Raid Set

Sun Sep 17, 2017 11:54 am

I do not know where is this coming from. The equipment itself is lack luster, but it can be work around =D
before any changes are met, please take these suggestion:
Go full 'of defense' equipment, full Guard Defense rune, full Def Talent then HP talent.

Above works well for both Healer & Mystics, since they are good for their aura and skills, more reason to let them live then boasting 15k Mag and die before casting spells.
Well other mystics equipment sets can be built around defense suffix too.
But as I said... Building defense talent and defense suffix does increase mystics' survivability.
But it makes the skill that comes with it obsolete, and that's what makes it most lackluster imo.
Refresh on Champions and Shadows are useful in various situation.
Resilience on Guardians and Healers make them survive longer and good for bosses with annoying on-spawn skill.
Miracle on Rangers increase their survivability and when they survive they can trigger each other on the next turn.
Only Miracle on Mystics is not as effective as other raid set's skill bonus. Even if they survive one killing blow, if they can't cast their skill after that the mystics will get killed the next turn.
Changing it into Resilience or Vampiric will also be better than Miracle, even Refresh will give slightly better advantage. But I think Dodge would give more variations on building mystics.
 
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Munilet
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Re: Mystic Raid Set

Sun Sep 17, 2017 8:25 pm

Totally agree with this..
 
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Zayler
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Re: Mystic Raid Set

Sun Sep 17, 2017 9:55 pm

Maybe implement something like chance to activate miracle is equal to the current remaining HP% of the unit?

I.e. Max HP = 100% to survive from lethal blow. Half HP = 50% chance to survive from lethal blow.

Not sure if that is possible with the current in-game mechanics though. If it's too OP then they could add something like *can only activate once per round*.
 
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Silmeria
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Re: Mystic Raid Set

Sun Sep 17, 2017 11:20 pm

Maybe implement something like chance to activate miracle is equal to the current remaining HP% of the unit?

I.e. Max HP = 100% to survive from lethal blow. Half HP = 50% chance to survive from lethal blow.

Not sure if that is possible with the current in-game mechanics though. If it's too OP then they could add something like *can only activate once per round*.
75% HP requirement is too high...
It's more reasonable to make it 30-49% HP since Miracle only saves from one killing blow.
 
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Zayler
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Re: Mystic Raid Set

Mon Sep 18, 2017 9:55 am

Maybe implement something like chance to activate miracle is equal to the current remaining HP% of the unit?

I.e. Max HP = 100% to survive from lethal blow. Half HP = 50% chance to survive from lethal blow.

Not sure if that is possible with the current in-game mechanics though. If it's too OP then they could add something like *can only activate once per round*.
75% HP requirement is too high...
It's more reasonable to make it 30-49% HP since Miracle only saves from one killing blow.
My suggestion means that the chance of having Miracle activate is always there if it has not activated, just that it is reduced when you lose HP.
Basically it has a higher chance to save you from killing blows if you have more HP, but lower chance if you have less remaining HP.

Example below for further clarification:

Maximum HP (100%) = 100% chance to activate Miracle if hit by killing blow
82% remaining HP = 82% chance to activate Miracle if hit by killing blow
49% remaining HP = 49% chance to activate Miracle if hit by killing blow
7% remaining HP = 7% chance to activate Miracle if hit by killing blow
 
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Vincyblue
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Re: Mystic Raid Set

Mon Sep 18, 2017 8:37 pm

Currently Mystic Raid Set is the worst option for raid sets...
Aside of having low mag, mystic raid set does not have a complimentary set to fill the weapon slot(s). Partial manashard set can only fill so little stats,
Miracle also does not help Mystics survives because skills won't one shot them, and trigger attacks will still kill them.
Increasing def and HP through talent also beats the miracle's purpose because Miracle can only be activated above 75% hp. Increasing Def and HP will increase mystic's survivability but will drop down Miracle activation rate possibly to 0%.

So I suggest to change Mystic Raid Set's skill bonus from Miracle to Dodge. Aside of increasing Mystic's survivability drastically, this will also encourage people building more diverse Mystic formations.
+1 for this
Nice idea. But first they must fix genesis and kiera CDs xD
 
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Silmeria
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Re: Mystic Raid Set

Mon Sep 18, 2017 11:44 pm

Maybe implement something like chance to activate miracle is equal to the current remaining HP% of the unit?

I.e. Max HP = 100% to survive from lethal blow. Half HP = 50% chance to survive from lethal blow.

Not sure if that is possible with the current in-game mechanics though. If it's too OP then they could add something like *can only activate once per round*.
75% HP requirement is too high...
It's more reasonable to make it 30-49% HP since Miracle only saves from one killing blow.
My suggestion means that the chance of having Miracle activate is always there if it has not activated, just that it is reduced when you lose HP.
Basically it has a higher chance to save you from killing blows if you have more HP, but lower chance if you have less remaining HP.

Example below for further clarification:

Maximum HP (100%) = 100% chance to activate Miracle if hit by killing blow
82% remaining HP = 82% chance to activate Miracle if hit by killing blow
49% remaining HP = 49% chance to activate Miracle if hit by killing blow
7% remaining HP = 7% chance to activate Miracle if hit by killing blow
I get it... I mean Miracle's Design is already flawed from the beginning... it would be better if they're using your suggestion or lowering the value.
 
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Ferico
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Re: Mystic Raid Set

Tue Sep 19, 2017 7:08 pm

I like the idea of the dodge!! +1

I wonder if we can have a new effect such as resurrection for the raid set as well? Hmmm