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Fiel
2010-12-01, 09:30 AM
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- The MaxHP, MaxMP, WDEF, MDEF, ACC, and Avoid were nerfed by about 25 - 33% on scrolls


- In case you were wondering the "x" variables for the masteries are accuracy.
- Evan's skill "Illusion" has its delay reduced from 1440 ms to 960 ms.
- Evan's skill "Earthquake" has its delay reduced from 1440 ms to 1260 ms.

Fighter
- Weapon Mastery - x (60 to 120)

Hero
- Brave Slash - damage (240 to 225)
- Enrage - mpCon (24 to 50); time (180 to 240)

Page
- Weapon Mastery - x (60 to 120)

Paladin
- Blast - damage (280 to 300)

Spearman
- Iron Will - mdd (100 to 200); time (300 to 240)
- Weapon Mastery - x (60 to 120)

Dark Knight
- Hex of the Beholder - acc (120 to 300); emdd (300 to 500); eva (120 to 300); epdd (300 to 500)

Magician
- Magic Armor - mdd (120 to 225); time (300 to 240)

F/P Mage
- Explosion - damage (535 to 580)

F/P Archmage
- Paralyze - damage (540 to 770)

I/L Mage
- Ice Strike - damage (125 to 145); range (250% Range (http://www.southperry.net/maplerange.php?ltx=-250&lty=-150&rbx=250&rby=150&skillID=2211002&before=1&size=1024) to 275% Range (http://www.southperry.net/maplerange.php?ltx=-275&lty=-150&rbx=275&rby=100&skillID=2211002&after=1&size=1024))

I/L Archmage
- Chain Lightning - damage (810 to 850)

Cleric
- Bless - v (90 to 180); u (150 to 300); w (90 to 180); time (300 to 240); z (150 to 300)

Priest
- Holy Attraction - New variable "ar" (15)
- Shining Ray - damage (530 to 580)

Bishop
- Angel Ray - mpCon (46 to 56); damage (720 to 900)

Bowman
- Focus - acc (80 to 225); eva (80 to 225)

Hunter
- Bow Mastery - x (60 to 120)

Ranger
- Strafe - damage (150 to 180)
- Arrow Rain - damage (400 to 500)

Bowmaster
- Vengeance - New variable "time" (4); Variable removed "x" (4)

Crossbowman
- Crossbow Mastery - x (60 to 120)

Sniper
- Arrow Eruption - damage (400 to 500)
- Strafe - damage (150 to 180)

Crossbow Master
- Ultimate Strafe - damage (210 to 225)
- Snipe - New variable "attackCount" (4); New variable "damage" (900)

Rogue
- Nimble Body - y (60 to 160); x (60 to 160)

Assassin
- Claw Mastery - x (60 to 120)

Hermit
- Avenger - damage (350 to 400)

Night Lord
- Triple Throw - damage (280 to 345)

Bandit
- Dagger Mastery - x (60 to 120)

Shadower
- Boomerang Step - damR (30 to 25); damage (630 to 670)
- Assassinate - damage (590 to 600)

Dual Master (55-69)
- Tornado Spin (Attack) - mpCon (22 to 16)
- Tornado Spin - v (8 to 6); New variable "z" (16); mpCon (40 to 20)

Dual Blader (120+)
- 4341009 - New variable "ignoreMobpdpR" (20); damage (110 to 105)
- Monster Bomb - damage (1100 to 1650)
- Final Cut - cooltime (60 to 90)
- Sudden Raid - damage (180 to 165)

Pirate
- Bullet Time - y (120 to 160); x (120 to 160)

Brawler
- Knuckler Mastery - x (60 to 120)

Marauder
- Energy Charge - acc (100 to 300); eva (100 to 300)
- Transformation - emdd (60 to 200); epdd (60 to 200)

Buccanneer
- Demolition - damage (410 to 440)
- Barrage - damage (362 to 400)
- Super Transformation - emdd (140 to 300); epdd (140 to 300)

Gunslinger
- Gun Mastery - x (60 to 120)

Corsair
- Rapid Fire - damage (195 to 225)

Dawn Warrior (II)
- Weapon Mastery - x (60 to 120)

Blaze Wizard (I)
- Magic Armor - mdd (120 to 225); time (300 to 240)

Blaze Wizard (II)
- Fire Arrow - damage (440 to 450)
- Fire Pillar - damage (300 to 325)

Blaze Wizard (III)
- Fire Strike - damage (500 to 550)

Wind Archer (I)
- Focus - acc (80 to 225); eva (80 to 225)

Wind Archer (II)
- Bow Mastery - x (60 to 120)

Wind Archer (III)
- Strafe - damage (150 to 180)
- Arrow Rain - damage (400 to 500)

Night Walker (I)
- Nimble Body - y (60 to 160); x (60 to 160)

Night Walker (II)
- Claw Mastery - x (60 to 120)

Night Walker (III)
- Avenger - damage (350 to 400)
- Triple Throw - damage (240 to 295)

Thunder Breaker (I)
- Bullet Time - y (120 to 160); x (120 to 160)

Thunder Breaker (II)
- Knuckler Mastery - x (60 to 120)
- Energy Charge - acc (80 to 300); eva (80 to 300)

Thunder Breaker (III)
- Transformation - emdd (60 to 200); epdd (60 to 200)
- Barrage - damage (325 to 360)

Aran (I)
- Combat Step - mpCon (5 to 10)
- Double Swing - mobCount (12 to 8)

Aran (II)
- 21100007 - mobCount (10 to 8); damage (560 to 490)
- Polearm Mastery - x (60 to 120)
- Triple Swing - mobCount (12 to 8)
- Body Pressure - time (200 to 180); mpCon (0 to 20); prop (60 to 40); Max level changed from 20 to 10

Aran (III)
- 21110011 - dotTime (10 to 6); damage (1200 to 1500)
- (hidden) Full Swing - Double Swing - mobCount (12 to 8)
- Rolling Spin - attackCount (5 to 4); prop (95 to 90); time (3 to 2)
- Final Toss - damage (300 to 350)
- Full Swing - damR (60 to 50); w (175 to 205); y (400 to 540); z (60 to 50)
- (hidden) Full Swing - Triple Swing - mobCount (12 to 8)

Aran (IV)
- (hidden) Over Swing - Triple Swing - damage (420 to 450); mobCount (12 to 8)
- Final Blow - New variable "cr" (100); damage (800 to 830)
- Over Swing - damR (80 to 40); w (330 to 360); y (420 to 450)
- (hidden) Over Swing - Double Swing - damage (330 to 360); mobCount (12 to 8)

Evan (VI)
- 22141004 - mpCon (100 to 30)

Evan (VII)
- Fire Breath - damage (460 to 500)
- 22150004 - Max level changed from 20 to 10
- Killer Wings - Max level changed from 20 to 10

Evan (VIII)
- Dragon Fury - x (70 to 50)
- Earthquake - damage (610 to 550); range (300% Range (http://www.southperry.net/maplerange.php?ltx=-300&lty=-200&rbx=300&rby=30&skillID=22161001&before=1&size=1024) to 220% Range (http://www.southperry.net/maplerange.php?ltx=-220&lty=-100&rbx=220&rby=30&skillID=22161001&after=1&size=1024))

Evan (IX)
- Flame Wheel - damage (600 to 670)
- Illusion - damage (180 to 175)

Evan (X)
- Blaze - damage (215 to 260); New variable "range" (300)
- Dark Fog - damage (1800 to 1950)

Battlemage (III)
- Dark Lightning - cr (15 to 50)

Wild Hunter (II)
- Crossbow Mastery - x (60 to 120)

Wild Hunter (III)
- Five Shot - damage (135 to 164)

Mechanic (II)
- 35100000 - x (60 to 120)

Mechanic (III)
- 35111015 - damage (540 to 570)

Mechanic (IV)
- 35121012 - damage (360 to 400)





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연합의 버클
Belt - All classes
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STR: +1
DEX: +1
INT: +1
LUK: +1
HP: +500
MP: +300
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Magic Attack: +20
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Manu
2010-12-01, 09:35 AM
I'm guessing the change in masteries is for +accuracy right? EDIT: oh you said that...
Some changes look nice, like Paralyze, it was needed.
For buccaneers, not much, I guess it's nice to have 240% extra damage on demo, I would like a little speed upgrade or delay reduce on it though.

IImaplers
2010-12-01, 09:38 AM
Great news for FP mages for Paralyze getting close to on-par with CL :f2:

Duelman
2010-12-01, 09:38 AM
Rapid fire back to square 1 again.

Bishops got a couple damage boosts that's cool.

What is this variable "ar" in this
"Priest- Holy Attraction - New variable "ar" (15)"

Dusk
2010-12-01, 09:38 AM
F/P Archmage
- Paralyze - damage (540 to 770)

I/L Archmage
- Chain Lightning - damage (810 to 850)

Bishop
- Angel Ray - mpCon (46 to 56); damage (720 to 900)

Crossbow Master
- Ultimate Strafe - damage (210 to 225)
- Snipe - New variable "attackCount" (4); New variable "damage" (900)


Oh boy HERE we go, this was much needed. And Nexon finally figured out how to fix Snipe. Awesome :D

SethElite
2010-12-01, 09:39 AM
What's with snipe?
4x900? Instead of just killing whatever?

Might make an I/L at some point now.

Fiel
2010-12-01, 09:42 AM
Rapid fire back to square 1 again.

Bishops got a couple damage boosts that's cool.

What is this variable "ar" in this
"Priest- Holy Attraction - New variable "ar" (15)"

Pretty sure AR has to do with some sort of resistance. I know Pallys get it too.

Adramelech
2010-12-01, 09:42 AM
Woohoo @ beholder buff and iron will buff xD

hamad138
2010-12-01, 09:50 AM
is ice charge for arans buffed?

nexon pls buff ice charge to 135% back then im happy with arans.


LOL TT went to 345 ^^

Duelman
2010-12-01, 09:55 AM
Fiel could that stand for All resistances +15? I can't think of what else the A could stand for... but All res +15 makes me think of diablo 2, not MS.

ShanghaiDizzy
2010-12-01, 09:58 AM
With that much increase in accuracy per weapon mastery, what's even the point of putting dex into warriors now?

MyMind
2010-12-01, 09:59 AM
so what's the dmg formula for snipe now?

Chameleonic
2010-12-01, 09:59 AM
What's with snipe?
4x900? Instead of just killing whatever?


I hope that is 4x900k damage for Snipe. :chin:

donovan
2010-12-01, 10:03 AM
They made Illusion weaker.......

EDIT: - Evan's skill "Illusion" has its delay reduced from 1440 ms to 810 ms.

nvm

Fiel
2010-12-01, 10:04 AM
nvm

buddyseeker
2010-12-01, 10:06 AM
http://www.happychinchilla.info/Southperry/00355/9010027.png
OMG. A game show? NPCs are the judges? I sense a new event!!

KhainiWest
2010-12-01, 10:12 AM
Hi beholder heres some roids.

Chilly
2010-12-01, 10:12 AM
F/P Archmage
- Paralyze - damage (540 to 770)

I/L Archmage
- Chain Lightning - damage (810 to 850)

Bishop
- Angel Ray - mpCon (46 to 56); damage (720 to 900)

As a L/I, I was at first :f6: regarding the continual buffs to CL, not that I do not enjoy or appreciate them, but at some point it was really going to get imbalanced.

But then, it was more of a :f2: to see that all magic casters adventurers were getting buffed.

On a negative and related note, it is disappointing to see Earthquake's magnificent range decrease to below that of even IS (Ice Strike) now, I always gave credence to Evan being great mobbers/trainers post-BB but I cannot be so sure of that now. Speaking of Evan...no drama please...

Fius
2010-12-01, 10:15 AM
So snipe is now 4 hits of 900% instead of a fixed amount of damage..?
Edit; Also kinda interesting to see Ultimate strafe buffed once again:goggle:

Dusk
2010-12-01, 10:19 AM
What's with snipe?
4x900? Instead of just killing whatever?

Might make an I/L at some point now.

3600% damage is quite a lot o_o It's over 2 1/2 Strafes and should be enough to kill all mobs in one hit if your damage is good. It's a nerf to weaker MMs, but a buff overall. Factoring in crit/SE puts it at about 5000% damage, so if your damage range is over 20k, Snipe should improve your damage now.

Liteness
2010-12-01, 10:20 AM
yay to buffs on overswing, but...only hits 8 mobs instead of 12 now oh wells dont even hit that many anyways
edit: body pressure max lvl 10 :D

Chameleonic
2010-12-01, 10:20 AM
3600% damage is quite a lot o_o It's over 2 1/2 Strafes and should be enough to kill all mobs in one hit if your damage is good. It's a nerf to weaker MMs, but a buff overall. Factoring in crit/SE puts it at about 5000% damage, so if your damage range is over 20k, Snipe should improve your damage now.

So it is a nerf to 99.99% of the MM out there. :f3:

Fiel
2010-12-01, 10:24 AM
That's assuming the new snipe will crit. That's unknown as of yet.

Freezor
2010-12-01, 10:27 AM
BaM's DarkLighting will always crit now?

Dusk
2010-12-01, 10:36 AM
So it is a nerf to 99.99% of the MM out there. :f3:

You're forgetting that Big Bang nearly doubles your damage range with the new formula and +20 Weapon Attack from maxed Boost. Snipe shouldn't really be maxed until after a whole slew of other things anyway, so no, if we're only looking at 160+ MMs, it's not a nerf to 99.99% of them.

shouri
2010-12-01, 10:37 AM
Similar question to the one a bit above:

- Final Blow - New variable "cr" (100); damage (800 to 830)

So... 100% crit rate? If so... sweet~ 'Cause I like using final blow :D

hamad138
2010-12-01, 10:57 AM
aran only needs ice charge 35% back and they would be fine.

Cause even with this buff they still behind all the other classes ( I have DPM calculator)

When they get ice charge 35% back they would be fine

RahlsSoldier
2010-12-01, 10:57 AM
- Sudden Raid - damage (180 to 165)


I think you forgot to change the skill name from Sudden Raid to Blade Fury.


4341009 - New variable "ignoreMobpdpR" (20); damage (110 to 105)



Also, this needs to be changed to Phantom Blow.

Shidoshi
2010-12-01, 11:11 AM
Yay, much needed buff to F/Ps along with a buff to all other mages as well.

FanaticRat
2010-12-01, 11:21 AM
So does this mean Illusion doesn't suck total ass anymore or...?

Polantaris
2010-12-01, 11:22 AM
With that much increase in accuracy per weapon mastery, what's even the point of putting dex into warriors now?

There was a point before hand? Maybe getting some Dex gear, but putting any points into Dex was pretty much a waste of points anyway.

Alloy
2010-12-01, 11:26 AM
Holy fuck at avenger and triple throw.

Koppee
2010-12-01, 11:31 AM
What in the world does this mean

- Super Transformation - emdd (140 to 300); epdd (140 to 300)

Whats emdd?

Thanks

Fiel
2010-12-01, 11:32 AM
emdd = extra magic defense

Pretty sure it stacks.

SwordStaker
2010-12-01, 11:42 AM
Love Illusions new speed.

GunisBack
2010-12-01, 11:56 AM
Still seems to me that Rapid Fire is still useless?

Fiel
2010-12-01, 12:13 PM
Rapid Fire will be useless as long as Battleship has 0 cooldown. There's really no reason to use it when Cannon just overpowers everything.

I'd say get rid of Rapid Fire and throw in a utility move.

donovan
2010-12-01, 12:16 PM
We still have Seal :\, pineappleing fix Seal and fix Mana Reflection, and give us Evan's Slow :\.

I was excited about CL buff, then I read this, granted in only affects very high leveled and high powered Archmages.


nvm

Dark Link
2010-12-01, 12:23 PM
Heroes nerfed, Paladins buffed!? This is blasphemy! lol @ DBs getting nerfed again.
Also the hell @ the insane Accuracy changes. New formula must be devastating if the Accuracy had to be buffed by 2x/3x/4x

Dusk
2010-12-01, 12:28 PM
We still have Seal :\, pineappleing fix Seal and fix Mana Reflection, and give us Evan's Slow :\.

I was excited about CL buff, then I read this, granted in only affects very high leveled and high powered Archmages.

Not affecting Archmages with below 50k damage ranges any time soon.

CarrionCrow
2010-12-01, 12:31 PM
Why do they keep beefing avenger and TT? I cannot say it is unwelcome, but with skills so utterly useless as Ninja Ambush and Shadow Meso I got to wonder why they do not make something out of those instead. Big Bang left those 2 skills unaltered in utility.

Worthyness
2010-12-01, 12:32 PM
Accuracy and avoid must either be really negligent or extremely necessary o_O

Abysseon
2010-12-01, 12:33 PM
We still have Seal :\, pineappleing fix Seal and fix Mana Reflection, and give us Evan's Slow :\.

I was excited about CL buff, then I read this, granted in only affects very high leveled and high powered Archmages.

Partial Resistance could use some work as well.

ghostofhalo
2010-12-01, 12:34 PM
We still have Seal :\, pineappleing fix Seal and fix Mana Reflection, and give us Evan's Slow :\.
Evan: 10 MP Cost: 40, Buff Duration: 150 sec, Slow Chance: 60%, Slow Duration: #y sec, Enemy Movement Speed: --40
Wizard: 20 MP Cost: 10, Enemy Movement Speed: --80, Duration: 80 sec

Why do you want Evan's again?

Heroes nerfed, Paladins buffed!? This is blasphemy!
Brave Slash = 225*3 on 3 targets, Blast is 300*3 on one target. If you throw in Enrage, Heroes hit 360*3 on one target. What you call a nerf is still more powerful without factoring criticals or the fact that ACA doubles damage compared to charges which are only truly effective on mobs weak to at least the main element (ex. Holy weak is 202.5% of which core bosses aren't weak to and PB is resistant to).

I for one would LOVE (can't put more meaning in that) to see some Final Attack fixes/buffs. It only hits one target in a mob and has nerfed damage with Slash Blast. On top of that it cancels stuns that Coma, Shout, and Monster Magnet hit.

OfnGaming
2010-12-01, 12:35 PM
That belt is really nice.

Justin
2010-12-01, 12:36 PM
What's with the repeated reduction on buff timers? What the hell's the point? What difference does it make whether the buff lasts 5 minutes or 4 minutes? Just seems like Nexon's trying to be an annoyance. Also, why the reduction on aran's mob skills from 12 mobs to 8? Unless the damage reduction got lowered for hits on multiple enemies... Seems like they're just smacking arans lower and lower. Though I haven't really seen arans post-bb, so I could be very wrong.

donovan
2010-12-01, 12:36 PM
Evan: 10 MP Cost: 40, Buff Duration: 150 sec, Slow Chance: 60%, Slow Duration: #y sec, Enemy Movement Speed: --40
Wizard: 20 MP Cost: 10, Enemy Movement Speed: --80, Duration: 80 sec

Why do you want Evan's again?
.

I want the Buff type Seal, not the Cast Type Skill, at least it'd more useful than what we have now.

ghostofhalo
2010-12-01, 12:45 PM
I want the Buff type Seal, not the Cast Type Skill, at least it'd more useful than what we have now.
It's a 60% chance to slow something that you already have the intent to kill. If it were a debuff, you could cast it slowing one group down while killing the other. I'm not too sure why you'd want the chance to slow one.

donovan
2010-12-01, 12:50 PM
Then Increase the rate? Seal is pretty useless overall, but this in my opinion would increase it's utility if only a little, I want the Mechanics of Evan's Slow, I should say, not a C/P of effects.

If Seal also worked like Evan's Slow it'd be more useful, they are both more like Threaten now, but it doesn't increase your damage, I only maxed them both near the end of 3rd Job, because Thunder Spear & PR were lacking, now with Thunder Spear and Ice Strike both being good choices to Max and Teleport Mastery overshadowing the Seal Chance, there no reason to max it. A similar situation occurs in 2nd Job, where with the increased MP of monsters, MP Eater is actually worth it, and Maxing Teleport increases the utility of Teleport Mastery in third, Slow falls to the wayside.

I suppose you could skip out on Composition and have room for both, but it's still overshadowed by Teleport Mastery.

I feel like you have try for the Slow and Seal to be useful.

I'd rather they just get rid of both skills though, heck Composition can go too, I've wanted this skill to Mob for the longest and that's the only way I'd consider it useful. It's almost never practical to Seal or Slow.

Dusk
2010-12-01, 12:53 PM
Does the Evan Slow work on bosses? Slow was never useful for training, the main draw is that it completely cripples mobile bosses.

donovan
2010-12-01, 01:07 PM
Does the Evan Slow work on bosses? Slow was never useful for training, the main draw is that it completely cripples mobile bosses.

I can test it on my Evan later, but I'm pretty sure it does. I get the whole mobile boss situation, but that doesn't excuse Seal which is useless in both situations.

Polantaris
2010-12-01, 01:09 PM
Brave Slash = 225*3 on 3 targets, Blast is 300*3 on one target. If you throw in Enrage, Heroes hit 360*3 on one target. What you call a nerf is still more powerful without factoring criticals or the fact that ACA doubles damage compared to charges which are only truly effective on mobs weak to at least the main element (ex. Holy weak is 202.5% of which core bosses aren't weak to and PB is resistant to).

Paladins don't use Blast on mobs anyway. They use ACB, which hits 7 Mobs for what is it...580% now? (550% IIRC + CO buff)

Blast is only used for single target bosses like Pap and Pianus, and probably LHC Mobs, I don't know how they work I never stuck around for LHC.

dpeterlin
2010-12-01, 01:13 PM
So...is barrage+demo gonna be better than demo spam now? Hmm, is it better pre-restructure also, dont remember comments on it besides that cluster pineapple of a thread in the pirate section that i think had most people leaning towards leaving barrage at lvl1..

Liking the buffs on beholder. Worried about the accuracy formula if htese changes needed to be made.

Takebacker
2010-12-01, 01:26 PM
So...is barrage+demo gonna be better than demo spam now?

Why would it? As long as ST's cooldown is 20 seconds barrage will still be useless.

dpeterlin
2010-12-01, 01:28 PM
Why would it? As long as ST's cooldown is 20 seconds barrage will still be useless.

400 * 10 = 4000
440 * 8 = 3520

Barrage is shorter to cast and higher damage, no?

The tiny bit of pdrate won't make up a lot, more chance to crit may be a factor, possibly damage cap as well

Takebacker
2010-12-01, 01:30 PM
Barrage is 6 hits and demo is 8, so 2400 vs 3520 w/ 20% def ignore.

dpeterlin
2010-12-01, 01:31 PM
Barrage is 6 hits and demo is 8, so 2400 vs 3520 w/ 20% def ignore.

Ah, missed that change to 6 hits
Wasn't keeping track of buccs when BB first came out (wasn't playing them)

Chilly
2010-12-01, 01:40 PM
Everything said regarding Seal.

Slow as you sort of hinted to is fine as it is, the 100% -80 speed castable is useful for mobile bosses and when I want to draw something to me when mobbing (now with only a 3 monster CL) without having it frozen in place when I leave the scope of the screen. Relatedly, does stun also stay in effect until you can see the monster again?

But back on topic, aside from slinking past auto-aggro monsters to which there are hardly any past training at Newties, Seal only functions as an addition to the process described above if I want them to follow without attacking or to unaggro them. But with what I perceive as a 1-2HKO training scenario with CL now, I do not think that monsters will have anytime at all to even touch me before they are reduced to smoldering bits so Slow for training and Seal are generally now useless. I will not yet demand a replacement because I know a lot of skills are useless and these 0-SP skills allow maxing of other skills. In addition, a little bit of extra SP is better than clammoring to under SP too many good skills.

Composition is another story all together, this skill aggravates me to no end. Just remove it, I am tired of it, its less than attractive animation, its inability to pass through walls, its single target failure, its wonky half elemental weakness properties (ice and lightning weak? how many of those are there?). Even if it did work with an elemental weapon I do not care for it at all.

Lastly, Mana Reflection: Party Buff, PG-style or MDR for character protection (once again, like Evan). That is all.

IllegallySane
2010-12-01, 01:46 PM
Hermit
- Avenger - damage (350 to 400)

Night Lord
- Triple Throw - damage (280 to 345)

Dam nigga, they are loving Night Lords too much again. I don't see the logic in trying to subtly unbalance things again.

PeePeeAyeDeeKay
2010-12-01, 01:49 PM
I don't think anyone posted the patch notes so here..

Notable unmentioned changes..
-> Snipe works the same as it does before this patch on normal mobs, but will hit 900% x 4 hit on bosses
-> Battleship durability value deleted (this just confirms the no cooldown so far)
-> Aran's skills Counter requirements adjusted
-----------> Combo Judgement 80 counters --> 100 counters required
-----------> Combo Barrier 200 counters --> 150 counters required

메이플스토리 테스트 클라이언트 Ver. 1.2.355 릴리즈 되었습니다.
이번 패치에서는 다음과 같은 사항이 수정, 추가되었습니다.


<게임 관련>
1. 게임에 접속하는 모든 캐릭터에게 SP 초기화 주문서 3장을 지급해 드립니다.
- SP 초기화 주문서는 더블 클릭하여 사용할 수 있으며, 사용 시 지금까지 분배했던 SP 포인트가
모두 되돌려집니다.
- 캐릭터 접속 시 소비 인벤토리로 지급되며, 인벤토리가 가득 차있어 주문서를 받지 못한 경우
소비 인벤토리 정리 후 재접속하면 지급받을 수 있습니다.
- SP 초기화 주문서는 지급받은 순간부터 2주일 이내에 사용해야 하며, 아이템에 명시된 유효기간이 지나면
자동으로 소멸됩니다.
- SP 초기화 주문서는 최초 1회 지급 후에는 더 이상 추가로 더 지급되지 않습니다.

2. 아이템의 MHP, MMP, 물리방어력, 마법방어력, 명중치, 회피치 상한이 999로 조정되었습니다.

<스킬 관련>
1. 일부 스킬의 성능 및 효과가 조정 되었습니다.
- 에반 : 일부 스킬의 데미지 및 공격속도가 추가 조정되었습니다.
- 아란 : 일부 스킬의 데미지 및 효과가 추가 조정되었습니다.
- 듀얼 블레이드 : 일부 스킬의 데미지가 추가 조정되었습니다.
- 그 외 직업군 : 일부 스킬의 데미지 및 효과가 추가 조정되었습니다.

2. 일부 스킬의 기능이 개편되었습니다.
- 스나이핑(신궁) : 보스 몬스터를 공격할 경우, 4번 연속 큰 데미지를 줄 수 있는 스킬로 변경되었습니다.
일반 몬스터의 경우는 기존과 동일하게 즉사효과가 적용됩니다.
- 배틀쉽 : 내구도 옵션이 삭제되었습니다.
- 파이널 블로우(아란) : 반드시 크리티컬 판정으로 적용되도록 변경되었습니다.

3. 도트 중복 적용 관련 버그가 수정되었습니다.
- 도트가 적용 중인 대상에게 도트 효과가 있는 공격 스킬을 지속적으로 사용할 경우, 도트 피해가 정상적으로
적용되지 않던 버그가 수정되었습니다.

4. 일부 아란 스킬의 필요 콤보 카운트가 조정되었습니다.
- 콤보 저지먼트 : 80 &#232; 100
- 콤보 배리어 : 200 &#232; 150

5. 일부 스킬의 데이터 설정 오류가 수정 되었습니다.
- 플레임 기어(궁극의 모험가) : 데미지 설정 오류가 수정되었습니다.
- 페럴라이즈(불독 아크메이지) : 데미지 설정 오류가 수정되었습니다.
- 플래시 점프(듀얼 블레이드) : 이동거리 설정 오류가 수정되었습니다.
- 컴뱃 스탭(아란) : 이동거리 설정 오류가 수정되었습니다.
- 스노우 차지(아란) : 데미지 증가 효과 및 관련 스트링이 정상 적용되었습니다.

6. 방어력, 명중치, 회피치 관련 버프 및 패시브의 효과가 일괄 상향 조정되었습니다.
MapleStory Client Ver. 1.2.355 was released.
This patch fixes the following issues, have been added.


"Game related"
1. Access to all the characters in the game in Chapter 3 will pay SP initialization order.
- SP is available by double-clicking the initialization order, and using the SP now points to the distribution of
Both will be back.
- Characters will be paid to access inventory and consumption, inventory, order not received full guy, Ben
Consumption and inventory by the payment can be reconnected.
- SP initialization order is paid from the moment that must be used within 2 weeks, after the validity period stated in item
Will automatically terminate.
- SP initialization order after the first one this week to make further payments will not be paid more.

2. Items MHP, MMP, physical defense, magical defense, myeongjungchi, hoepichi ceiling has been adjusted to 999.

"Skill related"
1. Some have been adjusted performance and effectiveness of the skill.
- Evan: Some of the skill has been adjusted to add damage and attack speed.
- Aran: add some skill and effectiveness of the damage has been adjusted.
- Dual Blades: Additional damage has been adjusted in some skills.
- Other Occupations: Some of the damage and the effect of additional skills have been adjusted.

2. Some features of the skill has been reorganized.
- Sniping (shrine): If the boss monster to attack, four times in a row to give a big damage to the skill has been changed.
General monsters' effect is pronounced the same as the previous applies.
- Battleship: Durability has been deleted option.
- Final Blow (ovum): must have been changed to reflect the critical decision.

3. Fixed a bug related to dot-overlap effect.
- Dot-dot effect is being applied to the target continue to use the attack skills, the dot damage normally
Fixed a bug that did not apply.

4. Aran some skill has been adjusted to the needs of your combo count.
- Combination of Judgement: 80 &#232; 100
- Combo Barrier: 200 &#232; 150

5. Some skill set of data has been corrected.
- Flame Gear (The Ultimate Adventurer): Damage to set the error has been corrected.
- Parallels Rise (Bulldog Archmage): Damage configuration error has been corrected.
- Flash Jump (Dual Blade): An error has been corrected distance settings.
- Combat staff (Aranda): set distance has been corrected.
- Snow Charge (Aranda): Increased damage and related effects have been applied over strings.

6. Defense, myeongjungchi, hoepichi related effects of passive buffs and a batch has been adjusted upward.

Takebacker
2010-12-01, 01:51 PM
Woah! Battleship durability DELETED? Dot-effect to do damage normally when using attack skills? Enjoy your extremely hax damage, AMs.

Combattente
2010-12-01, 01:53 PM
I'm really interested in how the new Snipe will work.

Manu
2010-12-01, 01:54 PM
- Sniping (shrine): If the boss monster to attack, four times in a row to give a big damage to the skill has been changed.
General monsters' effect is pronounced the same as the previous applies.
So I guess 4x900&#37; on bosses and instant kill on mobs?

GunisBack
2010-12-01, 02:00 PM
- Battleship: Durability has been deleted option.

So... no more breaking ship. Makes sense after they put the cooldown to 0 that this would follow.

Takebacker
2010-12-01, 02:02 PM
- Battleship: Durability has been deleted option.

So... no more breaking ship. Makes sense after they put the cooldown to 0 that this would follow.

Yet it doesn't make sense that they're still buffing rapid fire. It won't out damage cannon unless it does like 450&#37;+ damage. o.o Which means that there isn't a point in using it unless they add some sort of really useful effect to it. (constant KB like barrage?)

Manu
2010-12-01, 02:04 PM
Maybe they'll make ship like s.transform, 180 seconds/20 cool down, so you have to RF for 20 seconds or something, otherwise RF is just worthless.

IImaplers
2010-12-01, 02:05 PM
3. Fixed a bug related to dot-overlap effect.
- Dot-dot effect is being applied to the target continue to use the attack skills, the dot damage normally
Fixed a bug that did not apply.


What the heck does that mean ROFL?

edit: if it means what I think it does, then great. But it's not completely understandable/well-translated.

Takebacker
2010-12-01, 02:06 PM
Doing that would mean the biggest advantage to using ship (the HP) would be useless though.

@ above: Probably that DoT won't be reset when you're spamming a DoT skill. Like paralyze.

GunisBack
2010-12-01, 02:14 PM
Doing that would mean the biggest advantage to using ship (the HP) would be useless though.

@ above: Probably that DoT won't be reset when you're spamming a DoT skill. Like paralyze.

I'd be interested to see what they do if they don't make battleship have a cooldown again. Cause right now Rapid Fire is absolutely worthless..

Satellite
2010-12-01, 02:22 PM
Now when they nerfed Rolling Spin, I gotta admit it is indeed, useless for other than getting combos up. Unfortunately...

EDIT:

so we can now only hit 8 mobs, *rage*. Oh well, there rarely is over 8 mobs anyways, in high level spots we currently have.

and also, what is DamR? If it's damage range, what does it mean when damage range of overswing is changed from 80 to 40?

EDIT2:

Wut @ NPCS

Maplestoryan Idol or MapleStorys Got Talent much?

Aslay1
2010-12-01, 02:29 PM
Would be nice if they remove the cooldown on ST also, so we can atack, cancel ST, cast ST, atack using same or another skill and repeat, that would boost buccaneer gameplay even more enjoyable :goggle:, double Demo or Demo/barrage combo anyone?

fodjgngf
2010-12-01, 02:35 PM
I'm surprised about no one mentioning but Arans Double Swing and Triple swing are 8 mobs max now o_O.

Takebacker
2010-12-01, 02:35 PM
That's more of a buff if anything.

PirateIzzy
2010-12-01, 02:39 PM
What the hell? 345% Triple Throw? Looks like NLs are number one again.

Liteness
2010-12-01, 02:40 PM
I'm surprised about no one mentioning but Arans Double Swing and Triple swing are 8 mobs max now o_O.

maybe cuz we barely have 8+ mobs to kill?

Locked
2010-12-01, 02:41 PM
This is balancing?
Buffing Night Lords' TT to 345&#37;, with the highest multiplier in the game is balancing?

Justin
2010-12-01, 02:41 PM
I'm surprised about no one mentioning but Arans Double Swing and Triple swing are 8 mobs max now o_O.

Except if you actually read everyone's replies you'd notice several of us have mentioned it already?


But anyway, here's hoping these updates don't take too long to get to us after big bang is said and done.

PirateIzzy
2010-12-01, 02:45 PM
I'd be interested to see what they do if they don't make battleship have a cooldown again. Cause right now Rapid Fire is absolutely worthless..

They should remove Rapid Fire and/or give us Speed Infusion.

ghostofhalo
2010-12-01, 02:48 PM
This is balancing?
Buffing Night Lords' TT to 345&#37;, with the highest multiplier in the game is balancing?I think claws also have the lowest base attack of any weapon, but I can't help but agree here. I think they overpowered the Night Lord by a bit too much this time.

GunisBack
2010-12-01, 02:49 PM
They should remove Rapid Fire and/or give us Speed Infusion.

Oh yes please... that would make us a bit OPed though don't you think?

Dusk
2010-12-01, 02:50 PM
I'd be interested to see what they do if they don't make battleship have a cooldown again. Cause right now Rapid Fire is absolutely worthless..

I'm repeating myself for the millionth time, but Rapid Fire has ALWAYS been worthless when compared to Cannon in terms of pure DPS because the Ship does not break often enough for Rapid Fire's DPS contribution to be significant at all. If not having Demolition for 10&#37; of the time is enough to make Buccaneers consider Barrage worthless, why is Rapid Fire any different? Right now with the 90 second cooldown, I have my ship at least 90% of the time at a hard-hitting boss like Targa. The only reason to use Rapid Fire ever is to avoid having to deal with the time it takes to mount the ship and the limited mobility of the ship. Same reason to use Flamethrower instead of Torpedo. This doesn't change. The only thing that changes is that we don't have to deal with the annoying couple of seconds when the ship actually does break anymore.

Malthe
2010-12-01, 02:51 PM
Arans are extremely well-balanced now :)

I do wonder, did this change the way it reduces our damage? Like, 8 mobs is the same damage reduction that 12 used to be?
I don't know if that really made sense.. Kinda tired and going to bed soon.

hamad138
2010-12-01, 02:54 PM
Aran is not balanced. We have the lowest Dpm expect Bishop. We Need Snow Charge back or we still Be useless

GunisBack
2010-12-01, 03:00 PM
Aran is not balanced. We have the lowest Dpm expect Bishop. We Need Snow Charge back or we still Be useless

You guys can also mob as good or better then any other class in the game. Pick and choose.

Worthyness
2010-12-01, 03:01 PM
how do people calculate how much statistical damage classes have when it's in the testing stages still? If anything DPM shouldn't matter anymore now that equips play a HUGE part to damage dealt.

Still think it's too early to calculate DPM/S

Malthe
2010-12-01, 03:03 PM
Aran is not balanced. We have the lowest Dpm expect Bishop. We Need Snow Charge back or we still Be useless

This is what YOU think, you didnt try to prove it in any way, so how do you know besides from what you think?

IMO, arans are well-balanced, decent 1v1 DPS and amazing mobbers as always.

HighOnMushrooms
2010-12-01, 03:04 PM
http://www.happychinchilla.info/Southperry/00355/9010027.png
OMG. A game show? NPCs are the judges? I sense a new event!!

Yeah, its called 'Quiz Star K' from what I can see.

kruimel0
2010-12-01, 03:05 PM
This is what YOU think, you didnt try to prove it in any way, so how do you know besides from what you think?

IMO, arans are well-balanced, decent 1v1 DPS and amazing mobbers as always.

I have to agree with you. While I do find it a shame that arans can't hit 12 mobs anymore, and that a nerf to 10 would be enough for me, they will still be the best mobbers around, and decent to low bossers. But then again, if you wanted a good bosser, you should've never chosen an aran, but a NL or a sair. I'm happy with the way arans are going.

The boost in Combo Barrier seems strange to me though. It requires no character control of the aran at all anymore to have Barrier up all the time. It's just Combo Recharge -> Combo Barrier if you need it.

Aggravate
2010-12-01, 03:05 PM
Good part on Battleship. No point in having durability on the ship when you could go on & off it to reset the durability since there's no cooldown. At least that makes sense now.

Lol at Avenger & TT getting buffed. Solo-wise, we still do mediocre damage unless you're godly funded via Potentials, so I say it's a good thing to have it buffed. (Until the whiners make kMS nerf it again)

kMS should fix up the skill sets for NL's in 4th job as well. Ambush & Storm are useless unless you like that stun from Storm (though it's not necessary because we don't punch anymore). Venom is criticized as being mediocre, but the extra damage on bosses is nice. All we really need to max in 4th job is TT, Fake, Soul Stars, MW, and that's it. Three 4th job support skills while we use our offensive arsenal of TT, Avenger, and the occasional Drain. I'd love to have another mob attack, or something at least that's not inferior to Ambush & Storm.

rhpot03
2010-12-01, 03:07 PM
In regards to TT getting huge buff, I have a feeling that skill adjustments are tested using clean equips, since assassins get a much higher damage boost from scrolled equipments than any other class when their equipments are equally scrolled due to the low base attack of claws

Seems to me they're balancing the game to cater beginner players and not balancing the end game

Locked
2010-12-01, 03:08 PM
Aran is not balanced. We have the lowest Dpm expect Bishop. We Need Snow Charge back or we still Be useless

You keep whining about this and show no mathematical proof to any of it. It's just a completely baseless statement that no one will take seriously.

-Ghost-
2010-12-01, 03:10 PM
Aran is not balanced. We have the lowest Dpm expect Bishop. We Need Snow Charge back or we still Be useless

Can you just get over that crap already? That's all you ever post is how supposedly Arans seem to suck so badly, though if you've seen any videos of Arans you'd know they -still- have potential to be up there with the other classes. I've seen videos where an Aran was hitting constant 600k~999k.

By your logic then Bishops are useless if supposedly they're the weakest, so what's the point of playing as one after Big Bang? Guess everybody should quit their Bishops /sarcasm

Liteness
2010-12-01, 03:18 PM
Aran is not balanced. We have the lowest Dpm expect Bishop. We Need Snow Charge back or we still Be useless

snow charge is useless on every other mob except ice weak, now shut ur crap and do some math before posting other stuff

JoeTang
2010-12-01, 03:19 PM
Pre-Restructuring: 1890&#37; per Over Swing

Post-Restructuring: 1720% per Over Swing

THIS IS A FUCKING OUTRAGE, THEY NERFED ARANS. I DEMAND WE HAVE SNOW CHARGE GIVE DAMAGE SO WE CAN BE BALANCED AGAIN INSTEAD OF DOING THE WORST DPM BESIDES BISHOPS.

Tikey
2010-12-01, 03:32 PM
Does the Evan Slow work on bosses? Slow was never useful for training, the main draw is that it completely cripples mobile bosses.

The Evan Slow doesn't work on bosses.

FanaticRat
2010-12-01, 03:49 PM
They should remove Rapid Fire and/or give us Speed Infusion.

But RF is so fun to use...I'd rather they'd find some way to fix it as opposed to completely removing it...it'd be funny if they made it usable on ship and it had a secondary effect like always having KB or like causing the enemy's defense to drop a significant amount after so many consecutive hits so that there'd be a reason to use it with Cannon. In fact, having RF have some sort of secondary effect that can indirectly support teammates a la threaten would be really cool.

SwordStaker
2010-12-01, 03:51 PM
Now let me ask this to the math professors. With it's new speed how is Illusion now?

donovan
2010-12-01, 04:05 PM
They fixed the DoT for F/P now they can spam Paralyze without it canceling DoT pretty significant fix.

Abysseon
2010-12-01, 04:06 PM
They fixed the DoT for F/P now they can spam Paralyze without it canceling DoT pretty significant fix.

With this revamp update?

donovan
2010-12-01, 04:09 PM
With this revamp update?

If that is what this means then yes this update



3. Fixed a bug related to dot-overlap effect.
- Dot-dot effect is being applied to the target continue to use the attack skills, the dot damage normally
Fixed a bug that did not apply.

Shadeh
2010-12-01, 04:13 PM
Yay, much needed buff to F/Ps along with a buff to all other mages as well.

Mind calculating how F/Ps would compare with the current changes and show it to us? :D

Abysseon
2010-12-01, 04:13 PM
If that is what this means then yes this update

Lol, all this time I thought that the DoT was occuring despite skill spamming.

Sucks that it won't come to GMS for awhile.

66alex66
2010-12-01, 04:52 PM
It's a 60&#37; chance to slow something that you already have the intent to kill. If it were a debuff, you could cast it slowing one group down while killing the other. I'm not too sure why you'd want the chance to slow one.

Just look at Arans, couple of swings gets most of the mobs into "neglected" state, we got 60% chance too, plus i'd rather cast the buff and have it at a chance when i'm attacking than having to stop and cast it

FrozNlite
2010-12-01, 05:16 PM
Woah! Battleship durability DELETED? Dot-effect to do damage normally when using attack skills? Enjoy your extremely hax damage, AMs.


Mind calculating how F/Ps would compare with the current changes and show it to us? :D

I'm using the old 84 casts/min and 88 casts/min for Paralyze and Chain Lightning, respectively, with Lv. 11+ Booster; if they have completely changed and/or Booster has changed, let me know (though I've been following all of the rebalancing changes since Day 1 in June, like most, and iirc everything is back to normal with regards to the cast speeds of the two skills, and the effects of Booster):

88 casts x (0.85 casts at regular damage) x 850&#37; = 63,580%
88 casts x (0.15 casts at critical damage) x 1.5 (using 50% critical damage as base for all Beginners; also assuming critical damage formula hasn't changed since I last saw, so it still works as a multiplier) x 850% = 16,830%
63,580 + 16,830 = 80,410%

84 casts x 770% per cast = 64,680%/min Paralyze spam
210% damage per second (Paralyze DoT, according to 1.2.353) x 60 seconds = 12,600%
64,680 + 12,600 = 77,280%

Now of course DoT is stackable, so that figure can be increased by throwing in Poison Mist or other figures, but as those take away from Paralyze spam, and thus reduce the casts per minute by some complex figure associated with their respective cast speeds, I don't feel like nor have the time to figure that all out. But I'm guessing just by throwing in Poison Mist (two clouds a minute, assuming 40 second poison), the loss of a few Paralyze casts won't be greater than the overall net gain, which would push F/P DPM slightly past I/L.

Chilly
2010-12-01, 05:21 PM
Lol, all this time I thought that the DoT was occuring despite skill spamming.

Sucks that it won't come to GMS for awhile.

You are correct, that is precisely how it works post-BB, I thought we all understood this...


I just tested it. Skills that cause DoTs won't display the DoT if you keep refreshing it immediately, but they will continue to do the damage over time. From the "GMST Class Testing" thread in the Game Mechanics subforum.

Kabanaw
2010-12-01, 05:22 PM
Kinda lame how much they boosted F/Ps DPM. I mean, it's not that I think they should be weak as hell, but now a good F/P trains faster (6 mob AoE with freeze) than an I/L (3 hit, no stun) and can easily do better DPM with their other DoT skills.

CL needs something besides the increased crit rate. maybe a stun or something, but right now F/Ps have taken the lead.

Shidoshi
2010-12-01, 05:34 PM
Kinda lame how much they boosted F/Ps DPM. I mean, it's not that I think they should be weak as hell, but now a good F/P trains faster (6 mob AoE with freeze) than an I/L (3 hit, no stun) and can easily do better DPM with their other DoT skills.

CL needs something besides the increased crit rate. maybe a stun or something, but right now F/Ps have taken the lead.

From my calculations (just update my excel sheet with the new information) F/Ps are now really close to I/Ls in terms of DPS (a little bit behind) for 10&#37; MDRate.

At about 30% MDRate the F/Ps get stronger than I/Ls.

That's considering using all DoT skills. Hard to provide all the calculations I used but I could try to explain if anyone is interested.

Baklava
2010-12-01, 05:45 PM
Random tidbit from Insoya

Instead of warrior's final attack activating at a set &#37; rate after a skill, you manually induce it by hitting ↓ + attack key after a skill and it has a higher chance of dealing a critical hit.
Doesn't apply to Archer FA.

Takebacker
2010-12-01, 05:46 PM
Random tidbit from Insoya

Instead of warrior's final attack activating at a set &#37; rate after a skill, you manually induce it by hitting ↓ + attack key after a skill and it has a higher chance of dealing a critical hit.
Doesn't apply to Archer FA.

W'TF? Is it still no delay?

Worthyness
2010-12-01, 05:49 PM
Random tidbit from Insoya

Instead of warrior's final attack activating at a set &#37; rate after a skill, you manually induce it by hitting ↓ + attack key after a skill and it has a higher chance of dealing a critical hit.
Doesn't apply to Archer FA.

would be hilarious if it did. hold hurricane button + attack direction spam. Hold hurricane key and tap attack while holding down xD

Baklava
2010-12-01, 05:50 PM
W'TF? Is it still no delay?

No idea.
The skill description is weird, it says something about MP usage and a 12 mob count, but I can't understand it.
What it seems is that final attack is now some sort of an aran-esque final charge attack now.


Also, Aran's Final Blow has a 100&#37; critical hit rate too.

Freezor
2010-12-01, 05:50 PM
Random tidbit from Insoya

Instead of warrior's final attack activating at a set &#37; rate after a skill, you manually induce it by hitting ↓ + attack key after a skill and it has a higher chance of dealing a critical hit.
Doesn't apply to Archer FA.

Wait,WHAT?

If it is what I'm thinking,the only downside is to hit these keys everytime you want a FA...

Fiel
2010-12-01, 06:03 PM
Lavakab speaks the truth:

Description: 폴암을 크게 휘둘러 최대 12마리의 적에게 강력한 공격을 가한다. #c트리플 스윙 직후#에만 사용할 수 있으며 공격은 반드시 크리티컬로 적중된다.\n[발동 커맨드 : 트리플 스윙 + #c↓ + 공격키#]\n필요 스킬 : #트리플 스윙 20레벨 이상#

Level String: MP #mpCon 소비, #damage&#37; 데미지로 최대 #mobCount명의

Baklava
2010-12-01, 06:10 PM
Lavakab speaks the truth:

Description: 폴암을 크게 휘둘러 최대 12마리의 적에게 강력한 공격을 가한다. #c트리플 스윙 직후#에만 사용할 수 있으며 공격은 반드시 크리티컬로 적중된다.\n[발동 커맨드 : 트리플 스윙 + #c↓ + 공격키#]\n필요 스킬 : #트리플 스윙 20레벨 이상#

Level String: MP #mpCon 소비, #damage&#37; 데미지로 최대 #mobCount명의


...But what confuses me is why it says that it needs Lv20 Triple Swing. LOL
Either it's an error/typo or they just literally copy pasted final charge to be final attack, because that's what it does.

Cancambo
2010-12-01, 06:12 PM
Fuck, new final attack will be annoying to use.

Baklava
2010-12-01, 06:14 PM
Fuck, new final attack will be annoying to use.

I think it'll be FUNSIES because now it doesn't just hit 1 mob when you use slash blast or ground smash.

Takebacker
2010-12-01, 06:17 PM
pineapple, new final attack will be annoying to use.

But you can use it 100&#37; of the time now, and if it's still no delay then there isn't any downside to using it. It also remedies the whole argument about PS/SB vs ground smash, because you can control it. Not to mention it makes warriors less of a mashing class, which makes me extremely excited to make a UA page.

Mike
2010-12-01, 06:17 PM
Whoa, whoa, whoa. 100&#37; Final Attack rate if we hit the correct key after an attack? Sounds way too good.

Baklava
2010-12-01, 06:19 PM
But you can use it 100&#37; of the time now, and if it's still no delay then there isn't any downside to using it. It also remedies the whole argument about PS/SB vs ground smash, because you can control it. Not to mention it makes warriors less of a mashing class, which makes me extremely excited to make a UA page.

Why would you use Ground Smash, or any other skill for that matter, on a UA page with soul driver?

rhpot03
2010-12-01, 06:20 PM
I use the same finger for both my main attack skill and my attack button, as an RK user this is going to suck

Takebacker
2010-12-01, 06:21 PM
Why would you use Ground Smash, or any other skill for that matter, on a UA page with soul driver?

I never said i would. I was talking about warriors in general.

Baklava
2010-12-01, 06:24 PM
I never said i would. I was talking about warriors in general.

Oh, alright.

I think it'd be freaking awesome with Blast though. :3

MariaColette
2010-12-01, 06:39 PM
So wait, what did they do to Vengeance? o_o

Hanabira.Kage
2010-12-01, 06:49 PM
So wait, what did they do to Vengeance? o_o


I don't think they did anything. Looks to me like they just changed the name of the "stun duration" variable.

Abysseon
2010-12-01, 06:59 PM
You are correct, that is precisely how it works post-BB, I thought we all understood this...

From the "GMST Class Testing" thread in the Game Mechanics subforum.

I read the thread before, if someone can explain how you can figure out if the DoT is working despite skill
spamming then I'll believe the previous conclusions regarding how it operates in big bang.


Fixed a bug related to dot-overlap effect.
- Dot-dot effect is being applied to the target continue to use the attack skills, the dot damage normally
Fixed a bug that did not apply

From the bug fix description, it seems that the damage will now occur normally rather than mentioning
its display unless there's a better translation.

This makes a lot more sense to fixing how DoT works from the first few discussions on the kms f/p vids.

Ryukiroku
2010-12-01, 07:40 PM
Saw the change to Avenger and I was like "SWEET"
Saw the change to TT and I was like "HOLY..."

They've been adding too much power to NLs lately... it's nice but I'd rather have some new skills to play with. I agree with that Ninja Ambush, Shadow Meso and even Ninja Storm should be removed and replaced with something at least a bit more awesome and useful.

PeePeeAyeDeeKay
2010-12-01, 08:01 PM
Regarding Snow Charge change for Aran

Snow Charge
Passive Effect : Damage increased by 35&#37;
Active Effect : 33 MP, 200 seconds duration, ice attribute granted, -40 mob speed for 20 seconds

Korean(Got text from Insoya)
스노우 차지
데미지를 영구적으로 증가시키며, 스킬 사용 시 일정시간 동안 폴암에 얼음속성을 부여한다.

[수정] 스킬레벨 : 20

변경전 : MP 33와 200초 동안 무기에 얼음속성 부여, 100% 데미지, 20초간 적의 이동속도 -40

변경후 : 영구적으로 데미지 35% 증가. 스킬 사용 시 MP 33을 소비하여 200초 동안 무기에 얼음속성 부여, 20초간 적의 이동속도 -40

Google Translator to English
Snow Charge
Permanent damage increases, use the skills over time will give polame ice properties.

[Edit] Skill: 20

Before the change: MP 33 and 200 seconds of ice properties in the arms granted, 100% damage, 20 seconds enemy movement speed -40

After change: 35% increase in permanent damage. Using skill, MP 33 to 200 seconds to consume the ice properties in the arms granted, 20 seconds enemy movement speed -40

ghostofhalo
2010-12-01, 08:14 PM
^So for those Aran players complaining about a nerf, you just got 35&#37; more damage on all attacks without the charge and the charge itself (optional) slows targets. I think that's fair.

Link
2010-12-01, 08:30 PM
Shadower
- Boomerang Step - damR (30 to 25); damage (630 to 670)

What's that?

Baklava
2010-12-01, 08:31 PM
What's that?

The damage boost to Savage Blow, Steal, Band of Thieves, and Assaulter.

Kojo
2010-12-01, 08:40 PM
Yay for more Paladin buffs. When are they going to put in new animations though? :f4:


^So for those Aran players complaining about a nerf, you just got 35&#37; more damage on all attacks without the charge and the charge itself (optional) slows targets. I think that's fair.

Yeah, that's good. Now Arans won't have as crappy damage on ice-resistant targets, if I'm interpreting it correctly.

And wtf at those Final Attack changes. Not sure if I should like or not.

Polantaris
2010-12-01, 08:43 PM
Yay for more Paladin buffs. When are they going to put in new animations though? :f4:.

If for nothing else, JUST CB.

TrueBlitz
2010-12-01, 08:46 PM
Regarding Snow Charge change for Aran

Snow Charge
Passive Effect : Damage increased by 35&#37;
Active Effect : 33 MP, 200 seconds duration, ice attribute granted, -40 mob speed for 20 seconds

Google Translator to English
Snow Charge
Permanent damage increases, use the skills over time will give polame ice properties.

[Edit] Skill: 20

Before the change: MP 33 and 200 seconds of ice properties in the arms granted, 100% damage, 20 seconds enemy movement speed -40

After change: 35% increase in permanent damage. Using skill, MP 33 to 200 seconds to consume the ice properties in the arms granted, 20 seconds enemy movement speed -40

So with snow charge, you deal like 185% on iceweak monsters? That's awesome! I want to see hamad138's reaction to this.

ghostofhalo
2010-12-01, 08:49 PM
Yeah, that's good. Now Arans won't have as crappy damage on ice-resistant targets, if I'm interpreting it correctly.

And wtp at those Final Attack changes. Not sure if I should like or not.Exactly. The charge doesn't deal any ice damage what-so-ever, so they aren't restricted to avoiding ice-resistant monsters.
For Final Attack, I'm not liking it. The reason I never played my Aran passed level 40 is because of the key-presses. Besides, one of the main things Warriors (with enough speed/jump) are capable of is moving through the mobs quickly. Final Attack would only really benefit bosses and Lionheart where mobility isn't a necessity to speed up training. I think they took a good step forward, but they aren't quite done making Final Attack useful enough for warriors.

EDIT: I mean that the charge's damage buff doesn't deal ice damage. Not the charge. The charge appears to grant ice damage which would mean 202.5&#37; damage ((1+.35)*1.5) to ice weak if we're reading it properly.

Liteness
2010-12-01, 08:51 PM
^So for those Aran players complaining about a nerf, you just got 35&#37; more damage on all attacks without the charge and the charge itself (optional) slows targets. I think that's fair.

nobody was complaining cept that hamad guy

ODERS
2010-12-01, 09:02 PM
I did the calculations for Aran DPS when always at 100+ combos (cause of recharge) and the DPS at zakum (50&#37; PDR) came to be slightly more than a Drk using sacrifice, and a little bit more than a hero.

These calculations were post-restructuring, but before this update.

Btw, this is with Aran using a Normal 6 speed weapon with the Drk using a Slow 7 speed weapon. I calculated Drk DPS with Hex (+35 attack) being stackable with attack pots, and gave arans a + 50 w att boost from Combo and High Mastery. Min Crit rate for aran was 45% and max was 50%, 15% min for Drk 50% max. Drks got 100% PDR ignore and Arans got 20%.

This... just gives arans a slightly larger boost.

Fiel
2010-12-01, 09:07 PM
Okay guys, gonna be putting up the new skill tables soon. I've been porting skill reading facilities to a new library I wrote. Soon I'll have everything ported over to the new library. However, you guys get to reap from the fruits of my labor. All of the skill names will be in English to make things a bit easier to read through. I will also be accepting translations for the skill names I don't have translated yet.

I will not be accepting translations for skill descriptions as those change too often for them to be worthwhile to change, nor will I be accepting translations for the level strings. It's just not feasible and would eat up too much of my time.

In the future for other modules I will be accepting translations for NPC and mob names as well.

Worthyness
2010-12-01, 09:20 PM
Fiel is awesome :)

On topic of changes:

Kinda sad that all buccaneers get is Def and accuracy Buffs like everything else and a miniscule update to damage that really doesn't do much o_o

SwordStaker
2010-12-01, 09:33 PM
Okay guys, gonna be putting up the new skill tables soon. I've been porting skill reading facilities to a new library I wrote. Soon I'll have everything ported over to the new library. However, you guys get to reap from the fruits of my labor. All of the skill names will be in English to make things a bit easier to read through. I will also be accepting translations for the skill names I don't have translated yet.

I will not be accepting translations for skill descriptions as those change too often for them to be worthwhile to change, nor will I be accepting translations for the level strings. It's just not feasible and would eat up too much of my time.

In the future for other modules I will be accepting translations for NPC and mob names as well.
Wouldn't it be better to translate something like that if a person was both fluent in English and Korean? That way they could instead of literal terms put it in correct terms? Google translate isn't very reliable in the terms of perfect translation>.>

Worthyness
2010-12-01, 10:03 PM
Wouldn't it be better to translate something like that if a person was both fluent in English and Korean? That way they could instead of literal terms put it in correct terms? Google translate isn't very reliable in the terms of perfect translation>.>

Since Fiel is only translating the names of the skills, a "proper" translation really isn't necessary. We've all seen the names enough that we could probably identify all the skills just by the icons.

NPC/mob names are okay cause they're names for things that are fantastical and are essentially proper nouns. Google translate probably wouldn't know what to do with them, which is why Fiel would be accepting translation for those.

Fiel
2010-12-01, 10:13 PM
Wouldn't it be better to translate something like that if a person was both fluent in English and Korean? That way they could instead of literal terms put it in correct terms? Google translate isn't very reliable in the terms of perfect translation>.>

If you can find an English/Korean translator that would be willing to work on demand 24/7 for free to replace Google Translate, I'd be happy to meet him. While Google Translate is not perfect, it's good enough. All we need is good enough.

SwordStaker
2010-12-01, 10:33 PM
Since Fiel is only translating the names of the skills, a "proper" translation really isn't necessary. We've all seen the names enough that we could probably identify all the skills just by the icons.

NPC/mob names are okay cause they're names for things that are fantastical and are essentially proper nouns. Google translate probably wouldn't know what to do with them, which is why Fiel would be accepting translation for those.


If you can find an English/Korean translator that would be willing to work on demand 24/7 for free to replace Google Translate, I'd be happy to meet him. While Google Translate is not perfect, it's good enough. All we need is good enough.
Understandable. BRB lemme just fly to Korea :f3:

alone89
2010-12-01, 10:59 PM
Shouldn't they make AM's attack into multiple hit instead of just raising the power?
I've seen a video of I/L doing max damage for every hit, so it's kind of "pointless" for the power being raised? AM's will still doing max damage ._.

P.S: I know that I/L have some IMBA potential-ed equips.

Hanabira.Kage
2010-12-01, 11:15 PM
If you can find an English/Korean translator that would be willing to work on demand 24/7 for free to replace Google Translate, I'd be happy to meet him. While Google Translate is not perfect, it's good enough. All we need is good enough.


Okay. Hang on.

*runs off to grab HighOnMushrooms*

Dusk
2010-12-01, 11:41 PM
Tip on using Google Translate:

Many skill names are in Konglish. Plug them into the Google search bar with "translate ___" to check if there's a phonetic translation that works better than what you have. Easy check that doesn't even require knowing any Hangul.

Ex: Google translates 홀리 포커스 to "Holy Attractions." However, if you type translate 홀리 포커스 into the search bar, it will give you "holli pokeoseu," which makes it apparent that the skill should be named Holy Focus.

Also, sometimes Google doesn't translate random blocks of words. Put spaces between the words to see if they break down into anything meaningful.

Just ways to make the translator a better translator without actually learning Korean.

Cancambo
2010-12-02, 12:08 AM
Okay. Hang on.

*runs off to grab HighOnMushrooms*

He doesn't know Korean at all.

JoeTang
2010-12-02, 12:09 AM
The description for Final Attack is the same description for Final Blow. It even explicitly says Polearm, and use after Triple Swing, along with the Triple Swing prerequisite.

It's quite disappointing they decided to change all the Finishers for Aran like that, as well as the mob count. A pressing issue that still exists is that Combo Tempest scales ridiculously horribly compared to Judgement. Judgement does 180&#37; less net damage compared to maxed Tempest, but costs 100 less combo. You tell me which is more worthwhile. I guess they did view Fenrir to be overpowered, which I think it was, and is still significantly strong, especially compared to what other jobs have accessible in terms of damage, instantaneous or otherwise. I'm still confused as to what Over Swing's passive was changed to, as the notes in the OP state DamR went from 80 to 40, but the Skill Table thread states it scales up to 80% at maxed Over Swing, which is much more agreeable for me. The Full Swing table only says z% tough =[

Anyways, with this change, Arans can easily adapt to 12 Final Charge since their max mob count has been reduced to only 8, and rushing more monsters than you can hit isnt particularly useful. I'm still hoping they reraise the mob count, at the least to 10 monsters as I feel this is slightly uncalled for. As much as everyone likes to say Arans are amazing for their DPS, their real capacity is in their ability to train so efficiently with the high mob count attacking abilities. Their DPS is mediocre when compared to powerhouses like Heroes and Corsairs, in my opinion, though more research is required.

For the Aran Snow Charge, I believe the patch notes are stating that the Strings have been correctly changed to reflect the damage reduction, instead of falsly displaying 135%, as the extraction shows it still only does 100% damage.

As for damage over time, I personally tested it, and confirmed that it does do damage while you're spamming. You can easily test it yourself when Big Bang goes live. Just FRAPs yourself attacking a monster, add up all the damage you've done, and subtract that from the monster's max HP. You'll see that the amount of extra damage you would have needed to kill the monster is roughly the same as your DoT damage multiplied by the number of seconds required for you to kill the monster. I presume this update will address the issue of not being able to see the DoT damage at all, or there is another issue I am not aware of.
From what I can read of the patch notes, I believe this actual bug they are referring to is DoTs not being refreshed while continuously attacking monsters, which does exist if I recall correctly. i.e. if you spam Paralyze, I believe the DoT will not technically refresh until the old DoT runs out. This is extremely visible and noticeable with Poison Mist; monsters inside the mist will not refresh their DoTs until the original runs out, but is significantly more difficult to see for other skills since they're generally spammed. Simply put, if you Poison Breath and wait 5 seconds, and Poison Breath again, it will only last another 5 seconds instead of starting at 0 seconds and counting up to 10 seconds again. I could be wrong about this, but Fire/Poison Mages had quite a few issues in GMST that I hope were sorted out before this.

Illusion still has significant issues. It scales at such a horrible rate that Phantom Imprint is still a better skill until Illusion is at level 26. Combine that with the fact that it's still slower and weaker than Paralyze and Chain Lightning, and Evans don't have Teleport Mastery puts them at a slight disadvantage that I don't know if their higher base MATK, Dragon Fury, Imprint, and their weaker Amplification can make up for. One of the more useless additions was Dragon Sparking. At the VIIth evolution, I would expect something stronger than just Final Attack for Magicians; Final Attack scales extremely poorly for Evans since their attack speeds are slow.
I know part of the advantage of Earthquake is its 8 mob capacity, and Fire element, but it's still lower DPS than Dragon Thrust. There's still many scaling issues and useless skills such as Killing Wing that could definitely use improvement, as well as adjustment to skills like Magic Flare being so strong.

I feel that the Arrow Rain/Eruption damage buff was uncalled for, and simply restricts diversity for the classes. Prior, Inferno and Blizzard were perfectly viable builds because although they did not hit as high a mob cap, they scaled their damage for points significantly better, had elemental advantage, significantly more accessible attacking range, and did equal, or in Inferno's case, better DPS. Now, these two skills take the back seat again to Arrow Rain/Eruption, just like pre-Big Bang. They could do with something like a passive boost like Boomerang Step gives to Savage Blow, Assaulter, Band of Thieves, and Steal, or just plain increase their damage.



As for the Korean translations, we'd be better off translating it to Chinese or Japanese and having someone from this forum who can read that translate it to English than brute forcing it straight to English. Oriental Asian languages + Google Translate = gibberish most of the time because of vastly different grammatical syntax.

Cancambo
2010-12-02, 12:14 AM
It's quite disappointing they decided to change all the Finishers for Aran like that, as well as the mob count. A pressing issue that still exists is that Combo Tempest scales ridiculously horribly compared to Judgement. Judgement does 180&#37; less net damage compared to maxed Tempest, but costs 100 less combo. You tell me which is more worthwhile. I guess they did view Fenrir to be overpowered, which I think it was, and is still significantly strong, especially compared to what other jobs have accessible in terms of damage, instantaneous or otherwise. I'm still confused as to what Over Swing's passive was changed to, as the notes in the OP state DamR went from 80 to 40, but the Skill Table thread states it scales up to 80% at maxed Over Swing, which is much more agreeable for me. The Full Swing table only says z% tough =[

Anyways, with this change, Arans can easily adapt to 12 Final Charge since their max mob count has been reduced to only 8, and rushing more monsters than you can hit isnt particularly useful. I'm still hoping they reraise the mob count, at the least to 10 monsters as I feel this is slightly uncalled for. As much as everyone likes to say Arans are amazing for their DPS, their real capacity is in their ability to train so efficiently with the high mob count attacking abilities. Their DPS is mediocre when compared to powerhouses like Heroes and Corsairs, in my opinion, though more research is required.

For tempest, I envisioned a much newer way for Arans to train, much like Paladins who train with ice charge/heaven's hammer. With the addition of combo recharge, tempest adding to your combo, and the amount of time you spend to finish things off, I can easily see an Aran constantly tempesting everything and then finishing them off. Combos last a little longer now, too. The downside is that LHC would still be a much more viable training option.

Takebacker
2010-12-02, 12:20 AM
For tempest, I envisioned a much newer way for Arans to train, much like Paladins who train with ice charge/heaven's hammer. With the addition of combo recharge, tempest adding to your combo, and the amount of time you spend to finish things off, I can easily see an Aran constantly tempesting everything and then finishing them off. Combos last a little longer now, too. The downside is that LHC would still be a much more viable training option.

If GMS neo city high HP mobs are still OHKO-able at that time, yeah it'll be really viable. Though rolling spin would be used to rack up combos anyway, refresh will speed things up a lot.

Fenne
2010-12-02, 12:25 AM
No way they would let Hero Final Attack be 100&#37; of the time if you hit the right key. That is WAY overpowered.

But YAY at 60 more seconds on enrage :>

Polantaris
2010-12-02, 12:25 AM
I feel that the Arrow Rain/Eruption damage buff was uncalled for, and simply restricts diversity for the classes. Prior, Inferno and Blizzard were perfectly viable builds because although they did not hit as high a mob cap, they scaled their damage for points significantly better, had elemental advantage, significantly more accessible attacking range, and did equal, or in Inferno's case, better DPS. Now, these two skills take the back seat again to Arrow Rain/Eruption, just like pre-Big Bang. They could do with something like a passive boost like Boomerang Step gives to Savage Blow, Assaulter, Band of Thieves, and Steal, or just plain increase their damage.

When I read the initial post, I thought the exact same thing. 400&#37; to 10 mobs is a lot, 500% seems like an excessive amount for a 3rd Job skill, and as you said, it also removes the point of using Inferno/Blizzard also. I remember when I made my original KMS Bowmaster, with no blessing, crap gear, etc, I was slaughtering monsters with Arrow Rain...now it will be just completely broken.

JoeTang
2010-12-02, 12:25 AM
For tempest, I envisioned a much newer way for Arans to train, much like Paladins who train with ice charge/heaven's hammer. With the addition of combo recharge, tempest adding to your combo, and the amount of time you spend to finish things off, I can easily see an Aran constantly tempesting everything and then finishing them off. Combos last a little longer now, too. The downside is that LHC would still be a much more viable training option.

The problem is that's the complete opposite utility of maxing Tempest.

Cancambo
2010-12-02, 12:30 AM
The problem is that's the complete opposite utility of maxing Tempest.

I was only trying to find a real use for tempest.

Mike
2010-12-02, 12:37 AM
I was hoping for some new skill animations.

ghostofhalo
2010-12-02, 06:53 AM
No way they would let Hero Final Attack be 100&#37; of the time if you hit the right key. That is WAY overpowered.Eh, not really. It would only trigger once per mob (if they changed that as well, otherwise the first mob only) which means Brave Slash would be (225% * 3 + 150%) damage each attack. It's hardly a buff. They only thing that is nice about it is that you can choose no to use it on Coma, Shout, and Monster Magnet which breaks the stun effect if both the stun and Final Attack trigger. I'm also assuming you need to stand still in order to use it which would limit mobility for maximum DPS, so you're really only restricted to bosses and Lionheart Castle for your max DPS. It's not as overpowered as you'd think.

EDIT: Shout does not trigger Final Attack unless this patch changes that.

EDIT2: WOAH, I just checked the restructuring skills since Fiel updated the tables. Brave Slash's delay got nerfed again? 1140ms? Don't slow us down again. Heroes are going to be easily trampled in DPS compared to the other warriors.

hamad138
2010-12-02, 07:34 AM
nerd rage 35&#37; SNOw charge

we are balanced! ARans FTW!

Satellite
2010-12-02, 07:53 AM
nerd rage 35% SNOw charge

we are balanced! ARans FTW!
It always was 135%...

And about your other posts, if you are gonna complain without any valid point, how about a nice cup of shut the :pineapple: up?

Malthe
2010-12-02, 07:58 AM
nerd rage 35&#37; SNOw charge

we are balanced! ARans FTW!

Arans were always balanced <_<''

I agree with post above me..

Roxas
2010-12-02, 09:13 AM
Aran is not balanced. We have the lowest Dpm expect Bishop. We Need Snow Charge back or we still Be useless

Will you shut up about this already? What are you even basing this on? Any facts, calculations? Aran's do not have the lowest DPM, now shut up about Snow Charge.

Christ you're annoying, in every thread, I swear.

Phoenix
2010-12-02, 09:22 AM
EDIT2: WOAH, I just checked the restructuring skills since Fiel updated the tables. Brave Slash's delay got nerfed again? 1140ms? Don't slow us down again. Heroes are going to be easily trampled in DPS compared to the other warriors.

wth...I hope with them bringing the Dmg back to 225 it's 840ms again x__X

Abysseon
2010-12-02, 10:01 AM
Now let me ask this to the math professors. With it's new speed how is Illusion now?

Here's a video of Evans after 1.2.355 *credits go to spadow for the link:


http://www.youtube.com/watch?v=xznCOv27kfY

Is Illusion the same/close to the speed as Chain Lightning now? O.o

Evans are looking to be the fastest attacking mage class aside from battle mages.

ghostofhalo
2010-12-02, 10:35 AM
wth...I hope with them bringing the Dmg back to 225 it's 840ms again x__XSo do I. I just did some math (which I probably screwed up somewhere). Without factoring Maple Warrior, mob PDRate, and Combat Orders, I attempted to figure out the warrior DPS using clean Reverse items (2H for Hero, 1H for Paladin), max stats at level 200 (999,23,4,4), clean gear, and only their own buffs. Heroes use Brave Slash, Paladins use Blast, and Dark Knights use Dragon Crusher. All of these are directed at one target. I did try to factor in criticals, so I hope this seems about right. The DPS stands at:

Heroes w/o Enrage: 81336.82343
Heroes with Enrage: 130138.9175
Dark Knights under Dark Force, Crusher: 120708.0898
Dark Knights under Dark Force, Fury: 96069.43852
Paladins Dual, Blast: 133995.5147
Paladins Dual, Holy Weak: 200378.6137
Paladin Dual, ACB: 67732.81312
Paladin, Holy Weak: 101288.5187

If these numbers are correct in this senario, Heroes are better at 1v1 than Dark Knights, Dark Knights are better at mobs than Heroes, and Paladins win at 1v1 regardless. Paladins only accel in mob DPS with mobs of 4 or more when fighting elementally weak and mobs of 7 at any time (which, of course, is factoring in Combat Orders).
Your two cents and corrections are welcome as I most likely forgot something.

hamad138
2010-12-02, 10:45 AM
Fiel can you confirm Passiv effect of Snow Charge.

Dusk
2010-12-02, 11:11 AM
Here's a video of Evans after 1.2.355 *credits go to spadow for the link:

Is Illusion the same/close to the speed as Chain Lightning now? O.o

Evans are looking to be the fastest attacking mage class aside from battle mages.

810 ms is the "average" attack speed for every class. Chain Lightning is a bit faster, but Evans have Faster (3) cast speed while AMs have Fast (4) cast speed, so Illusion actually comes out slightly faster. I think it's a bit ridiculous that the dragon moves so fast now. I mean, sure, one of the biggest reasons people hate Evans is because they attack so damn slow, but the new ninja dragon just doesn't really fit with the animations (especially Thrust) that were originally intended to be about 3 times slower. I think they should change Illusion back to around 1050 base cast speed, the cast speed of Crusher (and with a Fast (5) weapon), and buff the damage accordingly. That's slow enough to look convincing without being annoying.

Manu
2010-12-02, 11:31 AM
Wow, earthquake is really fast too 0.o

FanaticRat
2010-12-02, 11:48 AM
I think it's a bit ridiculous that the dragon moves so fast now. I mean, sure, one of the biggest reasons people hate Evans is because they attack so damn slow, but the new ninja dragon just doesn't really fit with the animations (especially Thrust) that were originally intended to be about 3 times slower. I think they should change Illusion back to around 1050 base cast speed, the cast speed of Crusher (and with a Fast (5) weapon), and buff the damage accordingly. That's slow enough to look convincing without being annoying.

Eh, I don't know, I like the way it looks now.

Abysseon
2010-12-02, 11:49 AM
I think it's a bit ridiculous that the dragon moves so fast now. I mean, sure, one of the biggest reasons people hate Evans is because they attack so damn slow, but the new ninja dragon just doesn't really fit with the animations (especially Thrust) that were originally intended to be about 3 times slower. I think they should change Illusion back to around 1050 base cast speed, the cast speed of Crusher (and with a Fast (5) weapon), and buff the damage accordingly. That's slow enough to look convincing without being annoying.

And yet archmage/bishop summons still take 3 seconds to attack a target... >.>

Can't wait to see how the funded evan bossing vids will look after this revamp.

KhainiWest
2010-12-02, 11:55 AM
So do I. I just did some math (which I probably screwed up somewhere). Without factoring Maple Warrior, mob PDRate, and Combat Orders, I attempted to figure out the warrior DPS using clean Reverse items (2H for Hero, 1H for Paladin), max stats at level 200 (999,23,4,4), clean gear, and only their own buffs. Heroes use Brave Slash, Paladins use Blast, and Dark Knights use Dragon Crusher. All of these are directed at one target. I did try to factor in criticals, so I hope this seems about right. The DPS stands at:

Heroes w/o Enrage: 81336.82343
Heroes with Enrage: 130138.9175
Dark Knights under Dark Force, Crusher: 120708.0898
Dark Knights under Dark Force, Fury: 96069.43852
Paladins Dual, Blast: 133995.5147
Paladins Dual, Holy Weak: 200378.6137
Paladin Dual, ACB: 67732.81312
Paladin, Holy Weak: 101288.5187

If these numbers are correct in this senario, Heroes are better at 1v1 than Dark Knights, Dark Knights are better at mobs than Heroes, and Paladins win at 1v1 regardless. Paladins only accel in mob DPS with mobs of 4 or more when fighting elementally weak and mobs of 7 at any time (which, of course, is factoring in Combat Orders).
Your two cents and corrections are welcome as I most likely forgot something.

Dark knights use sac for bosses, and what speed weapon?

Takebacker
2010-12-02, 12:06 PM
Did dragon blink (random teleport) get removed? Why is that evan walking everywhere?

vx-2
2010-12-02, 12:09 PM
Sigh.... sad for the BowMasters again.... but.... honestly... Arrow Rain is like "spamm-able" now..

Fiel
2010-12-02, 12:09 PM
And yet archmage/bishop summons still take 3 seconds to attack a target... >.>

Can't wait to see how the funded evan bossing vids will look after this revamp.

That's because Archmage summons attack independently. They're totally different and not subject to comparison.

SwordStaker
2010-12-02, 12:45 PM
Did dragon blink (random teleport) get removed? Why is that evan walking everywhere?

http://www.youtube.com/watch?v=d3uHWANMoKY&feature=sub

They look very powerful now. She uses random tele

http://www.youtube.com/watch?v=LLyH4xVrEBM&feature=mfu_in_order&list=UL
Do want

Abysseon
2010-12-02, 01:12 PM
That's because Archmage summons attack independently. They're totally different and not subject to comparison.

Since the concept of an evan uses a dragon as opposed to the character for attacking purposes, the slow casting speed made sense given the dragon's size end game.

Now that the dragon can attack that fast (even faster than cl?), I was wondering why the other summons still remained slow despite being a similar size.

JoeTang
2010-12-02, 01:21 PM
Everyone thinks that 225&#37; Brave Slash with 840ms delay isn't overpowered? That 2500%/s isn't overpowered when Blast can only do 1600%/s?

SaptaZapta
2010-12-02, 01:23 PM
The dragon is not a summon, so asking about "other summons" while discussing it is misleading.
The dragon is just a fancy graphic instead of a staff/wand, the real attacker is the character and it makes sense that he can attack as fast as other mages.
The AM summons are supporters. They attack independently of the character, who could be spamming CL or w/e other attack at the same time. They are slow not because of their size but because Whoever decided that's enough "free" additional damage for a mage to be doing.

ghostofhalo
2010-12-02, 01:28 PM
Everyone thinks that 225&#37; Brave Slash with 840ms delay isn't overpowered? That 2500%/s isn't overpowered when Blast can only do 1600%/s?I hope that isn't including criticals and is counting mobs because those numbers seem far off. Take a look at my post back a few posts. I did some (probably failed) math behind the three warriors. Brave Slash is far underpowered in comparison.

EDIT:

Dark knights use sac for bosses, and what speed weapon?Normal (6) 2H sword for Hero, Slow (7) Spear for Dark Knight, and Fast (5) 1H Sword for Paladin all under booster effects. This was not including PDRate as I stated, and Sacrifice is 690% where Crusher is 170% * 4 (680%) attacks. If you really need to see the difference, I could change it.

JoeTang
2010-12-02, 01:39 PM
Brave Slash with Enrage does 1894.7&#37;/s now
Brave Slash with Enrage before the nerf speed and damage nerf did 2742.9%/s
Brave Slash with Enrage before the nerf speed nerf did 2571.4%/s
Blast with Combat Orders and Holy Charge does 1935.4%/s

Brave Slash was grossly overpowered, and considering it practically matched Blast's DPS without Enrage so it could hit three monsters, and basically matched ACB's DPS on six monsters with only three targets, this nerf should have been a long time coming.

dpeterlin
2010-12-02, 01:41 PM
and Sacrifice is 690&#37; where Crusher is 170% * 4 (680%) attacks.

The difference is speed per cast.
Sac is way faster than crusher. Even if it doesn't ignore pdrate it's still a better 1vs1 attack.



Power Strike/Slash Blast/Sacrifice/Normal Attack
Fast (5): 720ms (-30ms)

Crusher (16-30 points)
Fast (5): 990ms (-60ms)

Satellite
2010-12-02, 01:44 PM
And again, only Evan videos and nothing about Aran. Why this much hate? there's 2385098 Evan videos and 3 for Aran (which are basically same map and same recorder)

Abysseon
2010-12-02, 01:49 PM
And again, only Evan videos and nothing about Aran. Why this much hate? there's 2385098 Evan videos and 3 for Aran (which are basically same map and same recorder)

It was the same for v.12353 =/
The only vids I could find were mostly evans along with dbs and arans.

Still waiting to see the new ice strike and now I'm interested in the new snipe/DoT display changes.

KhainiWest
2010-12-02, 01:49 PM
The difference is speed per cast.
Sac is way faster than crusher. Even if it doesn't ignore pdrate it's still a better 1vs1 attack.

sorry should have specified this earlier to fix the confusion. And for the record, GMS translation or not, it does ignore PDR.

ghostofhalo
2010-12-02, 01:52 PM
Brave Slash with Enrage does 1894.7&#37;/s now
Brave Slash with Enrage before the nerf speed and damage nerf did 2742.9%/s
Brave Slash with Enrage before the nerf speed nerf did 2571.4%/s
Blast with Combat Orders and Holy Charge does 1935.4%/s

Brave Slash was grossly overpowered, and considering it practically matched Blast's DPS without Enrage so it could hit three monsters, and basically matched ACB's DPS on six monsters with only three targets, this nerf should have been a long time coming.I'm still not getting it. Brave Slash and Blast were the same speed. Blast was 280% x3 and Brave Slash was 210% x 3. It seems close (Blast is 33.3% higher), but Blast has a +50% chance to critical (for 120-150% damage) on top of a stacking attack buff and higher mastery. Dual charging on Holy Weak mobs hits 215% damage (135% * 150% * + 12.5% I messed up in my calculation). I'm not sure you're including everything that factors in a class, not an attack.

Dusk
2010-12-02, 02:06 PM
Advanced Combo Attack doubles Brave Slash damage. Before the nerf, it did 768&#37;x3 damage with Enrage. One of the reasons I asked why ACA added 10% damage for ALL orbs in the GMST class testing thread is because Heroes were so overpowered before.

ghostofhalo
2010-12-02, 02:17 PM
Advanced Combo Attack doubles Brave Slash damage. Before the nerf, it did 768&#37;x3 damage with Enrage. One of the reasons I asked why ACA added 10% damage for ALL orbs in the GMST class testing thread is because Heroes were so overpowered before.By that logic, Blast while Dual Charging was dealing 707.35% per hit factoring its critical only on Holy Weak. Brave Slash was 672% per hit with Enrage before restructuring. Now Brave Slash is 720% per hit with Enrage and Blast while Dual Charging is 757.875% per hit on Holy Weak. Since Brave Slash is 1140ms and Blast is 840ms, Blast while Dual Charging is about 43% more DPS than Brave Slash with Enrage.

EDIT: Messed up. Fixed the last statement.

Dusk
2010-12-02, 02:19 PM
By that logic, Blast while Dual Charging was dealing 707.35&#37; per hit factoring its critical only on Holy Weak. Brave Slash was 672% per hit with Enrage before restructuring. Now Brave Slash is 720% per hit with Enrage and Blast while Dual Charging is 757.875% per hit on Holy Weak. Since Brave Slash is 1140ms and Blast is 840ms, Blast while Dual Charging is about 70% more DPS than Brave Slash with Enrage.

240 x 2 x 1.6 = 768

I don't see how Blast outdamaging Brave Slash on Holy weak is unfair.

ghostofhalo
2010-12-02, 02:25 PM
240 x 2 x 1.6 = 768

I don't see how Blast outdamaging Brave Slash on Holy weak is unfair.Brave Slash was reduced to 225&#37; per hit and has a higher delay. Without Holy Weak (simple Dual Charging), Blast causes 519.9375% per hit. Brave Slash then excels by a mere 2% more damage. However, this is factoring two skills alone. Factoring the whole class' abilities (Rage vs. Divine Armor that stacks with attack pots and 20% more mastery for starters), Paladins already outdamage Heroes by a fair amount. Throwing Dark Knight in the mix, and Heroes are still faily weak when Sacrifice is thrown in.

Takebacker
2010-12-02, 02:42 PM
Brave Slash was reduced to 225&#37; per hit and has a higher delay. Without Holy Weak (simple Dual Charging), Blast causes 519.9375% per hit. Brave Slash then excels by a mere 2% more damage. However, this is factoring two skills alone. Factoring the whole class' abilities (Rage vs. Divine Armor that stacks with attack pots and 20% more mastery for starters), Paladins already outdamage Heroes by a fair amount. Throwing Dark Knight in the mix, and Heroes are still faily weak when Sacrifice is thrown in.

And on 3 mobs you f'ucking destroy everyone. I'm really not seeing why heroes need to be buffed.

ghostofhalo
2010-12-02, 02:48 PM
And on 3 mobs you f'ucking destroy everyone. I'm really not seeing why heroes need to be buffed.If the monster isn't weak to an element, yes, we will beat a Paladin on mobs of 3. However, Dark Knights deal more damage with Crusher when factoring increased critical rate, bonus mastery, and Blood/Beholder Buff. When a mob is elementally weak (including ice), ACB beats Brave Slash as well.

0^2
2010-12-02, 02:52 PM
Isnt that the point of the Paladin's charges? To make them superior on elementally weak foes? Heros have always been strong so I dont get why you're acting that theyre somehow weaker now.

Dusk
2010-12-02, 02:52 PM
Brave Slash was reduced to 225&#37; per hit and has a higher delay. Without Holy Weak (simple Dual Charging), Blast causes 519.9375&#37; per hit. Brave Slash then excels by a mere 2% more damage. However, this is factoring two skills alone. Factoring the whole class' abilities (Rage vs. Divine Armor that stacks with attack pots and 20% more mastery for starters), Paladins already outdamage Heroes by a fair amount. Throwing Dark Knight in the mix, and Heroes are still faily weak when Sacrifice is thrown in.

Only ACB has 90% mastery, not Blast. Combat Mastery is roughly equal to Blast's innate crit and ITD on any boss with 50% defense.

ghostofhalo
2010-12-02, 02:58 PM
Isnt that the point of the Paladin's charges? To make them superior on elementally weak foes? Heros have always been strong so I dont get why you're acting that theyre somehow weaker now.Because Paladins still beat Heroes at 1v1 and 4+ on neutral mobs. Dark Knights beat Heroes at all forms (1v1, 2-3 mobs, 4+ mobs). There's no benefit to a Hero compared to the only remaining case, 2-3 neutral mobs against a Paladin. There's hardly any reason to play the class, especially since Panic and Coma are terrible DPS and Heroes interrupt stuns which renders Chance Attack useless after the first hit. Bosses are immune to stun, freeze, and, to my knowledge, darkness. I'm pretty sure none of those affect Lionheart mobs either. If they buffed Panic and Coma passively with, say, Advanced Combo Attack, it might not nearly be as bad. We'll see how it goes. Restructuring can't be over, right?


Only ACB has 90&#37; mastery, not Blast. Combat Mastery is roughly equal to Blast's innate crit and ITD on any boss with 50% defense.ACB adds 20% mastery while charged, not while using ACB. Combat Mastery doesn't reduce PDRate by that amount I'd assume. I'm pretty sure it's multiplied by the PDRate.

0^2
2010-12-02, 03:02 PM
There is an advantage in Heros not needing to manage as many buffs nor elemental weakness as Paladins or the many SP needed to be invested to make Beholder effective. They just get Advanced Combo and theyre good to go with Intrepid/Brave Slash.

KhainiWest
2010-12-02, 03:07 PM
Because Paladins still beat Heroes at 1v1 and 4+ on neutral mobs. Dark Knights beat Heroes at all forms (1v1, 2-3 mobs, 4+ mobs). There's no benefit to a Hero compared to the only remaining case, 2-3 neutral mobs against a Paladin. There's hardly any reason to play the class, especially since Panic and Coma are terrible DPS and Heroes interrupt stuns which renders Chance Attack useless after the first hit. Bosses are immune to stun, freeze, and, to my knowledge, darkness. I'm pretty sure none of those affect Lionheart mobs either. If they buffed Panic and Coma passively with, say, Advanced Combo Attack, it might not nearly be as bad. We'll see how it goes. Restructuring can't be over, right?

ACB adds 20&#37; mastery while charged, not while using ACB. Combat Mastery doesn't reduce PDRate by that amount I'd assume. I'm pretty sure it's multiplied by the PDRate.

May I remind you that dark knights, for the last 2-3 years have been maintaining half their hp to do damage still inferior to hero's. A class' damage does not make them inferior or is not the sole purpose of the class..

ghostofhalo
2010-12-02, 03:14 PM
May I remind you that dark knights, for the last 2-3 years have been maintaining half their hp to do damage still inferior to hero's. A class' damage does not make them inferior or is not the sole purpose of the class..I'm not asking for some damage. I'm asking for some sort of decent advantage to the class besides a slight damage increase in 2-3 mobs compared to a Paladin fighting neutral mobs. That's all Heroes are capable of with this update. I don't care if Dark Knights are better at Bossing or if Heroes will never reach the damage a Paladin can hit on elementally weak mobs, I just want to see a middle ground or a benefit to play a Hero.

Dusk
2010-12-02, 03:22 PM
ACB adds 20&#37; mastery while charged, not while using ACB. Combat Mastery doesn't reduce PDRate by that amount I'd assume. I'm pretty sure it's multiplied by the PDRate.

My mistake, Blast does have 94% mastery when ACB is maxed.

On a boss with 50% defense:
Paladins have 20% ITD and do 60% of raw damage
Heroes have 40% ITD and do 70% of raw damage
55% crit rate = +19.25% damage
5% crit rate = +1.75% damage

60% * 1.1925 = 71.55%
70% * 1.0175 = 71.225%

Okay might as well do the other calcs while I'm at it:

Brave Slash is now: 225x3% / (840 ms with Faster (2)) * 2 (ACA) * 1.6 (Enrage) = 2571.4% dps
Blast is now: 304x3% / (630 ms with Faster (2)) * (1.37 (Holy Charge) + 0.125 (Lightning Charge)) = 2164.2% dps

Heroes: 70% mastery = 85% average damage = 2185.7% average dps
Paladins: 94% mastery = 97% average damage = 2099.3% average dps

Heroes are 4.1% ahead assuming the same equips, but this doesn't take into account the attack bonus from Divine Shield, or elemental weaknesses. I think Pallys do need a slight nerf.

v I already factored that in. ITD = Ignore Target Defense

ghostofhalo
2010-12-02, 03:29 PM
My mistake, Blast does have 94&#37; mastery when ACB is maxed.

On a boss with 50% defense:
Paladins have 20% ITD and do 60% of raw damage
Heroes have 40% ITD and do 70% of raw damage
55% crit rate = +19.25% damage
5% crit rate = +1.75% damage

60% * 1.1925 = 71.55%
70% * 1.0175 = 71.225%
It definitely looks better, but Blast:
30 MP Cost: 24, Number of Hits: 3, Damage: 280%, Chance to Ignore DEF: 20%, Additional Crit Rate: 50%, Instant Death Chance: 10%

I'm just at the point where I'm sick of the numbers. I think I'm going to save my complaining for when restructuring is done and Big Bang is here in GMS to test the new features (such as PDRate).

EDIT: In my defense, I was an idiot to point that out. The DPS would stay the same.

SwordStaker
2010-12-02, 05:13 PM
The dragon is not a summon, so asking about "other summons" while discussing it is misleading.
The dragon is just a fancy graphic instead of a staff/wand, the real attacker is the character and it makes sense that he can attack as fast as other mages.
The AM summons are supporters. They attack independently of the character, who could be spamming CL or w/e other attack at the same time. They are slow not because of their size but because Whoever decided that's enough "free" additional damage for a mage to be doing.
This. It would make sense for Mir to be faster as time goes on as well. If anyone here did the storyline Afrien tells Evan that Dragon Masters and Dragons were to grow together. So it would make sense as Evan got faster, stronger, and just plain out wiser Mir would as well. Plus I like Illusions new speed makes it look more like an Illusion before it was Hit.....hit... now it's more: hithithithihit. Looks much more like an Illusion. I'l see if I can find a video but its done a lot in Dragon Ball Z especially mostly by Gohan and Burter that when they moved at super speed it looked like there was many different beings of them to strike at one time. Illusion is a 4 hit named Illusion so it would make sense to be super fast to give the feeling of an Illusion.

Hanabira.Kage
2010-12-02, 05:33 PM
This. It would make sense for Mir to be faster as time goes on as well. If anyone here did the storyline Afrien tells Evan that Dragon Masters and Dragons were to grow together. So it would make sense as Evan got faster, stronger, and just plain out wiser Mir would as well. Plus I like Illusions new speed makes it look more like an Illusion before it was Hit.....hit... now it's more: hithithithihit. Looks much more like an Illusion. I'l see if I can find a video but its done a lot in Dragon Ball Z especially mostly by Gohan and Burter that when they moved at super speed it looked like there was many different beings of them to strike at one time. Illusion is a 4 hit named Illusion so it would make sense to be super fast to give the feeling of an Illusion.


Like this?


http://www.youtube.com/watch?v=X_rbv3dA8hs

SwordStaker
2010-12-02, 05:37 PM
Like this?


http://www.youtube.com/watch?v=X_rbv3dA8hs
Can't compare that to ms! :f5: Lyn would eat the Black Mage for breakfast>.>

JoeTang
2010-12-02, 07:08 PM
With this speed nerf to Brave Slash, Brandish is better until level 28 Brave Slash. They're going about adjusting this all wrong. Unless if multi-hits let you charge Orbs faster or something, there's a significant issue in design here, outside of DPS balance.

I am of the firm belief that Paladins should be, at the very least, equal if not better DPS on single target neutral, since Blast is strictly a single target skill. Enrage should not be some magic button that gives you single target DPS on demand because you don't need to mob, especially since charges let Pink Bean shit all over Paladins.

Baklava
2010-12-02, 07:11 PM
Some of the skill descriptions in the data tables aren't right, so I wouldn't go all bat-shi't on this just yet.

mamaloki
2010-12-02, 07:21 PM
like what stereo pointed out in some thread, paladin after BB is still lol class. That is why they need some buff.

Stereo tested all 3 warrior class and realize paladin isn't that OP after BB. Infact, the craziness of ACA + enrage is making hero a too OP after mechanics.

Hence Nexon decide to cut from brave slash.


Just a side note:
We the 3 warrior class has been fighting since 4th job out. Paladin is the most lol class. Drk got lol second due to berserk. with aran out, it is worse.

So let hope all these buffing and nerfing can make everyone happy.!:f2:

ghostofhalo
2010-12-02, 07:37 PM
I am of the firm belief that Paladins should be, at the very least, equal if not better DPS on single target neutral, since Blast is strictly a single target skill. Enrage should not be some magic button that gives you single target DPS on demand because you don't need to mob, especially since charges let Pink Bean pomegranate all over Paladins.I can't quite agree with you there. The main thing about a Hero is the advantage on Neutral territory. I think they should excel in both mobs and 1v1 when neutral and Paladins should have a much higher damage when they are elementally weak. Dark Knights have their advantage by a huge arsenal of skills that enable training virtually anywhere with the most useful party buff in the game.

I came to figure that in terms of bossing, Dark Knights should excel at high defense bosses (Horntail, Pink Bean), Heroes should excel at neutral bosses (Zakum, Papulatus), and Paladins should excel at elementally weak bosses (Anego, Pianus, Black Crow, Bigfoot) This way they all have their own grounds rather than a system of who is generally better at 1v1 DPS. It creates a situation where classes are categorized in a manner where if there is a slot open, the Paladin would get taken instead of the Hero because with this patch, Paladins are better at 1v1 than a Hero even if the boss they are fighting is Horntail (not weak to elements). The same thing happens now (pre-BB) where Heroes (190&#37;) are taken over Paladins (162.5% dual charging).

I'd like to see classes that have unique specialities that should be recognized in different situations (Neutral vs. Elemental, Rage vs. Combat Orders + Threaten, etc.) and not features that seperate a class from another (1v1 vs. mobs).

Fiel
2010-12-02, 07:48 PM
Some of the skill descriptions in the data tables aren't right, so I wouldn't go all bat-shi't on this just yet.

I did update a lot of them. Which ones aren't right?

Dusk
2010-12-02, 07:51 PM
I can't quite agree with you there. The main thing about a Hero is the advantage on Neutral territory.

Do you know how many bosses actually have elemental weaknesses? It's like, King Slime, Pianus, and two of Zakum's arms. Long list there. Elemental attacks should be a bonus, not an excuse to nerf a class.

JoeTang
2010-12-02, 07:55 PM
I can't quite agree with you there. The main thing about a Hero is the advantage on Neutral territory. I think they should excel in both mobs and 1v1 when neutral and Paladins should have a much higher damage when they are elementally weak. Dark Knights have their advantage by a huge arsenal of skills that enable training virtually anywhere with the most useful party buff in the game.

I came to figure that in terms of bossing, Dark Knights should excel at high defense bosses (Horntail, Pink Bean), Heroes should excel at neutral bosses (Zakum, Papulatus), and Paladins should excel at elementally weak bosses (Anego, Pianus, Black Crow, Bigfoot) This way they all have their own grounds rather than a system of who is generally better at 1v1 DPS. It creates a situation where classes are categorized in a manner where if there is a slot open, the Paladin would get taken instead of the Hero because with this patch, Paladins are better at 1v1 than a Hero even if the boss they are fighting is Horntail (not weak to elements). The same thing happens now (pre-BB) where Heroes (190%) are taken over Paladins (162.5% dual charging).

I'd like to see classes that have unique specialities that should be recognized in different situations (Neutral vs. Elemental, Rage vs. Combat Orders + Threaten, etc.) and not features that seperate a class from another (1v1 vs. mobs).

Shit, I'm sorry. I should have taken into consideration how important Anego, Pianus, Black Crow, and Bigfoot were compared to Raids. How foolish of me.

Locked
2010-12-02, 08:05 PM
I'd like to see classes that have unique specialities that should be recognized in different situations (Neutral vs. Elemental, Rage vs. Combat Orders + Threaten, etc.) and not features that seperate a class from another (1v1 vs. mobs).

Threaten > Rage
Combat Orders > Rage

imo anyway.

Kevin645
2010-12-02, 08:08 PM
Where is the module located for data tables?
Thanks again

Bribery
2010-12-02, 08:15 PM
The best boost out of the restructuring for Evans has got to be the Soul Stone buff from the last patch. Now that it can target 5 people, it's probably one of the most useful party buffs at major boss battles. It's basically free wheels every 5/6 minutes. Does anyone know if it can be dispelled?

Illusion is pretty good now, aside from the scaling issues. However, Blaze is their strongest single target attack since it gets the EWand boost (which once again makes Illusion useless). Since I'm lazy, does anyone care to do a comparison DPS between Arch Mages and Evans?

Overall I'm very pleased with the Evan changes, though I agree that there needs to be a few tweaks. I agree with Dusk in that the skills are *too* fast. Not that it's overpowered or anything, it just looks ridiculous having that giant dragon move so quickly. They should lower the speed and scale the damage accordingly. I wouldn't mind having attacking speeds similar to a Dark Knight. I also hope that Blaze will be changed back into a CL-like skill since it was godly for LHC training. Earthquake should get its sexy range back as well.

ghostofhalo
2010-12-02, 09:27 PM
Shit, I'm sorry. I should have taken into consideration how important Anego, Pianus, Black Crow, and Bigfoot were compared to Raids. How foolish of me.Considering that they are the easiest bosses to train on, yes, they are important. I'm not saying Paladins should be horrible at raid bosses. I'm just saying they and Dark Knights shouldn't have nearly as much DPS compared to Heroes who got the short end in this update.

Threaten > Rage
Combat Orders > Rage

imo anyway.My point behind this was that it offers variation to the classes where they each have their own perks instead of "this one is better at 1v1 entirely." The warriors have, up to this point, been a means to fighting in all situations. If a class is limited to a select amount of mobs to excel in, then there is no reason to play "this" class over the other for bossing or training.

dpeterlin
2010-12-03, 12:25 AM
Considering that they are the easiest bosses to train on, yes, they are important

If BF weren't nerfed to hell it would make for a much more compelling case.

Heroes just don't excel atm. Seems like they are the pallies of old.
Not like they are really lacking anywhere though, the differences don't seem major unlike how pallies used to be.

Dusk
2010-12-03, 12:34 AM
^Also if any of those bosses existed in KMS, which is the version they focus on when balancing. KMS doesn't make a lot of elementally weak bosses. There are more bosses that are resistant to all elements than bosses that are weak to even one element. Elemental advantage is a rare bonus, and Paladins should not be balanced to be weaker on neutral targets because of that. I think the only legitimate reason to make Paladins weaker than Heroes on neutral targets is the design scheme of Paladins being a defensively oriented class while Heroes are an offensively oriented class.

ChaosCorpse
2010-12-03, 12:35 AM
I don't think anyone posted the patch notes so here..

Notable unmentioned changes..
-> Snipe works the same as it does before this patch on normal mobs, but will hit 900&#37; x 4 hit on bosses


Thanks for mentioning this. When I thought that the unique aspect of Snipe was removed (although already being able to miss is a huge step into that), I was going to call my main dead enough to request a user-name change here. Still I'd like to know how harsh an affect this would have for me. I planned on just using my main casually with a sub-par Casa Crow to hunt area bosses here and there. For someone with a max dmg range of about 3800 now and no real intention of getting further potential stuff, what area bosses could I OKO with this modified snipe? Base Mastery, but no 4th job one. Or if you could point me in the right direction in terms of calculators, base formula adjustments between now and then, and their new HP it'd be appreciated.

zesdac
2010-12-03, 12:54 AM
Priest
- Holy Attraction - New variable "ar" (15)
ar(15)=15% accuracy, right?

But what's the point to add 15% accuracy to priests/bishops? It'd be better if the skill could give them 15% mastery since their striking power is way too low compared with the other classes.
:f5:

Dusk
2010-12-03, 01:02 AM
Yeah, it's 15&#37; accuracy. They changed the accuracy formula, so maybe accuracy is actually needed for mages now?

TagerBustah
2010-12-03, 04:28 AM
My mistake, Blast does have 94% mastery when ACB is maxed.

On a boss with 50% defense:
Paladins have 20% ITD and do 60% of raw damage
Heroes have 40% ITD and do 70% of raw damage
55% crit rate = +19.25% damage
5% crit rate = +1.75% damage

60% * 1.1925 = 71.55%
70% * 1.0175 = 71.225%

v I already factored that in. ITD = Ignore Target Defense

For paladin did you forget to add threaten that also reduces pdrate by 30%?
since both chaos zak and chaos ht both have 50% pdrate threaten works on both of them

so if im not mistaken the calc for paladin should be

Paladins

threaten -30% pdrate
50*30% =15
50-15=35

blast -20% pdrate
35*20%=7
35-7=28

100-28=72% of raw damage

not counting of course threaten works for all attackers

Paladin
72% * 1.1925 = 85.86%

Hero
70% * 1.0175 = 71.225%

IllegallySane
2010-12-03, 04:30 AM
like what stereo pointed out in some thread, paladin after BB is still lol class. That is why they need some buff.

Stereo tested all 3 warrior class and realize paladin isn't that OP after BB. Infact, the craziness of ACA + enrage is making hero a too OP after mechanics.

Hence Nexon decide to cut from brave slash.


Link to where Stereo said this? I'd like to see the maths on why Paladins aren't Pwn-adins as they are hyped to be.

Stereo
2010-12-03, 06:23 AM
Link to where Stereo said this? I'd like to see the maths on why Paladins aren't Pwn-adins as they are hyped to be.

I haven't said exactly that, but they are still very weak on neutral stuff compared to Heroes (Brave Slash does almost the same damage to 3 targets that Blast can to 1 target) It's about 26&#37; stronger with Holy, 20% stronger with Fire, 11% stronger with Ice, 8% stronger with Lightning weak mobs, factoring in everything except ignore wdef.

The ignore wdef is still in need of testing, eg. how Threaten + Blast's inherent 20% stack. If I'd had ACB on Tespia it would have been fairly easy to test - but damage ranges were so big that it would be tricky to check that 5% vs. 4.4% wdef decrease. From what I did on my Hero, it seemed like it was a chance to ignore all wdef - so it was 10% @ 60%, 0% @ 40%.

Anyway, you only need 1 Paladin at a boss to Threaten and then every class gets it. It won't help DrKs, but it should help Heroes (70% or 58% reduction in def depending how it stacks)

So then you need to look into party composition - is it better to bring 1 Paladin and 4 Heroes, or 5 Paladins, or 5 Heroes, etc.



Am I right in thinking Anego's the only Holy-weak boss with more than 100k hp? Or have they added another? I mean, if it's a question of Scarlion and Pianus, then you should compare using Fire weakness if anything. BF and Anego have taken pretty hefty nerfs.

Baklava
2010-12-03, 06:40 PM
How come Dark Knights don't have Beholder's Revenge anymore? :T

dpeterlin
2010-12-03, 06:58 PM
How come Dark Knights don't have Beholder's Revenge anymore? :T

http://www.southperry.net/showthread.php?t=34413&p=590854&viewfull=1#post590854

I'm guessing it's related to the bug Fiel mentioned about why it didn't show up in one of the other threads.

Anonymous Moose
2010-12-03, 11:46 PM
Am I right in thinking Anego's the only Holy-weak boss with more than 100k hp? Or have they added another? I mean, if it's a question of Scarlion and Pianus, then you should compare using Fire weakness if anything. BF and Anego have taken pretty hefty nerfs.

Kacchuu Musha is Holy weak according to Hidden-Street, but it only has 72 million HP. Also I've managed to compile this list of level 100+ bosses using their database:

Fire Weak:
Pianus
Big Foot
Black Crow
Azure Ocelot
Scarlion
Relik
Body Guard A
The Boss
Munin

Ice Weak:
Manon
Scarlet Phoenix
Kacchuu Musha
Hsalf
Targa
Body Guard B
Hugin

Lightning Weak:
Headless Horseman
Kacchuu Musha
Anego
Lilynouch

Holy Weak:
Scarlet Phoenix
Azure Ocelot
Kacchuu Musha
Anego

Neutral (or lacks complete elemental resistance):
Leviathan
Dodo
Snowman
Papulatus
Red Nirg
Zakum
Lyka
HT
Dunas Type D
Pink Bean
Soloman
Rex
Feudal Lord

Resistant to all of the above:
Ergoth
Margana
Krexel
Ariel

Although I could have missed a few (hidden-street is incomplete in some areas and occationally wrong, and of course I could have missed something or made an error).

Also, for those only interested in bosses with over 100million HP:
Bodyguard A 400m
Bodyguard B 500m
The Boss 150m
Hugin 450m
Munin 450m
Scarlion 150m (plus other forms)
Targa 150m (plus other forms)
Hsalf 233m
Relik 231m

TagerBustah
2010-12-04, 05:02 AM
Kacchuu Musha is Holy weak according to Hidden-Street, but it only has 72 million HP. Also I've managed to compile this list of level 100+ bosses using their database:

Fire Weak:
Pianus
Big Foot
Black Crow
Azure Ocelot
Scarlion
Relik
Body Guard A
The Boss
Munin


Black Crow (tengu) is weak to lightning not fire

Phoenix
2010-12-04, 05:56 AM
With this speed nerf to Brave Slash, Brandish is better until level 28 Brave Slash. They're going about adjusting this all wrong. Unless if multi-hits let you charge Orbs faster or something, there's a significant issue in design here, outside of DPS balance.

I am of the firm belief that Paladins should be, at the very least, equal if not better DPS on single target neutral, since Blast is strictly a single target skill. Enrage should not be some magic button that gives you single target DPS on demand because you don't need to mob, especially since charges let Pink Bean shit all over Paladins.

This is my main concern with Brave Slash. Bigbang is supposed to get rid of redundant skills >_> I wish they'd bring it back to 840ms, nerf it bac to 190% and leave it alone.

And I don't really think Paladins NEED extreme DPS since threaten enough is a reason to make a pally.

ghostofhalo
2010-12-04, 09:11 AM
This is my main concern with Brave Slash. Bigbang is supposed to get rid of redundant skills >_> I wish they'd bring it back to 840ms, nerf it bac to 190&#37; and leave it alone.

And I don't really think Paladins NEED extreme DPS since threaten enough is a reason to make a pally.Fair enough argument. I think Brave Slash was 210% before restructuring. In its current position, it was stated earlier that it's worse than Brandish up until level 28. So yes, it is a bit redundant.

Kevin645
2010-12-04, 11:08 AM
Wouldn't this be a dandy idea?
Lower Brandish's damage just enough so that Brave slash is not redundant, but not to low that training speed in 3rd job is lame
Even if it takes Brave Slash level 15 to beat brandish that is great

ghostofhalo
2010-12-04, 11:21 AM
Wouldn't this be a dandy idea?
Lower Brandish's damage just enough so that Brave slash is not redundant, but not to low that training speed in 3rd job is lame
Even if it takes Brave Slash level 15 to beat brandish that is greatYou are aware that level 1 Blast replaces all attacks when attacking one target, right? It's a terrible idea.

Sheep
2010-12-04, 12:26 PM
I think Nexon is really doing a great job at rebalancing these skills. I am particularly pleased to see Snipe and Paralyze, as well as the potential DoT error, "fixed".
Obviously there are a few things that could use tweaking, but I think this is a great step in the right direction.

I honestly can't tell whether I prefer I/L of F/P anymore. I love the damage and arching pattern of CL, but the range and DoT of Paralyze is really appealing.

Just my thoughts. No really value of this post other than a few comments.
Keep up the discussion, it's interesting to read.

ThaKakarot
2010-12-04, 01:02 PM
I read on Basil that the dmg cap really pineapples over CL for high lvl I/L Archmages, losing you up to 2.3 mill dmg.


From Basil:

"They're buffing CL over and over again but they don't realise that with it being so strong, I/L are going to be so severely limited by the cap there's going to be a majority of damage wasted.

On a lightning-weak opponent, my max critical damage with infinity and cheese stands at...

3,262,345.

2,262,346 points of damage wasted.

Over a minute of CL spamming, that's 199,086,480 DPM lost.

Now yes, that's at max. But to put it to you...

If PB was lightning-weak, I'd be hitting the cap on him with echo.
Or MW 30.
Or SE.
Or decent SE.
Or with 30% bossing damage.
Or with a mere 4% Total Damage increase.

They need to reduce CL's power and make it multi-hit. They seem to want to buff I/L's power considerably, I don't know why they're hindering us with a cap ... Just like pre-BB times.

CL would be amazing as a 4-hit, 215% hit skill. Hell, even dropping it to a 2-hit 425% reduces the damage wasted from over 2.6 million to just over 600k. I don't get Nexon's logic."

If this is true, it kinda sucks :f3:

JoeTang
2010-12-04, 01:36 PM
I read on Basil that the dmg cap really pineapples over CL for high lvl I/L Archmages, losing you up to 2.3 mill dmg.


From Basil:

"They're buffing CL over and over again but they don't realise that with it being so strong, I/L are going to be so severely limited by the cap there's going to be a majority of damage wasted.

On a lightning-weak opponent, my max critical damage with infinity and cheese stands at...

3,262,345.

2,262,346 points of damage wasted.

Over a minute of CL spamming, that's 199,086,480 DPM lost.

Now yes, that's at max. But to put it to you...

If PB was lightning-weak, I'd be hitting the cap on him with echo.
Or MW 30.
Or SE.
Or decent SE.
Or with 30&#37; bossing damage.
Or with a mere 4% Total Damage increase.

They need to reduce CL's power and make it multi-hit. They seem to want to buff I/L's power considerably, I don't know why they're hindering us with a cap ... Just like pre-BB times.

CL would be amazing as a 4-hit, 215% hit skill. Hell, even dropping it to a 2-hit 425% reduces the damage wasted from over 2.6 million to just over 600k. I don't get Nexon's logic."

If this is true, it kinda sucks :f3:

>I read on Basil

hurrrr

Since when do I/L mages have constant last stage infinity, infinite Cheeses, guaranteed lightning weak, +60% critical minimum damage, 100% critical rate and 100% ITD?

The game is balanced to KMS. KMS's highest MATK buff is +35 from a Cash Shop Item as far as I know. They don't even have Elemental Staves. It's not their job to make content that doesn't even exist in their version work for their version. That's GMS's job.

A boss with over 3m HP that's lightning weak doesn't even exist in KMS. He's basically crying over the fact that he wastes millions of mesos to buff himself to 11HKO Black Crow with Chain Lightning, but the damage cap limits him to only 35HKO. Nothing of value is lost, get over it.

ghostofhalo
2010-12-04, 01:39 PM
Obviously there are a few things that could use tweaking, but I think this is a great step in the right direction.I agree that they are finally getting some things in balance, but I think a lot of the delay changes are killing classes. As a Hero, I took a fair amount of time raging at the Brave (Intrepid) Slash delay nerf (practically all day Thursday) and did a whole bunch of calculating. Heroes lost about 26% of their DPS in this patch putting Brave (Intrepid) Slash at the worse mobbing skill of the 4th job warriors as well as just under Sacrifice (17% less damage, increases as PDRate goes up assuming it ignores now) with single target. If it was left alone, Blast with a holy advantage would be 20% stronger than Brave Slash (instead of 64% stronger) and Brave Slash would be 10% stronger on neutral mobs (instead of Blast still being 23% stronger).

Calculations will vary based on equipment, but I used the abilities the class had alone. I used base max stats (999/23/4/4), Reverse weapons, 2H sword for Hero, 1H sword for Paladin, and Spear for Dark Knight. PDRate and Combat Orders was not factored in, though in doing so, Sacrifice would definitely be higher as well as the Paladin's damage.I'm assuming a lot of other delay changes really screwed over some classes, except Thunder Breaker (Striker) with the near double attack speed buff. Has anyone else looked into the changes? What else could really be fixed (such as CL and Paralyze hitting multiple times or a cap increase)?

Justin
2010-12-04, 01:53 PM
Any word on how elemental staves/wands play into the mage scene? I'm wondering if NexonAM's taken these into consideration or not. If not, mages really are going to be SUPERBEEFED with big bang.

ghostofhalo
2010-12-04, 01:58 PM
Any word on how elemental staves/wands play into the mage scene? I'm wondering if NexonAM's taken these into consideration or not. If not, mages really are going to be SUPERBEEFED with big bang.
I'm assuming unlike GMST wave 1 (even ealier than the Alien PQ Tespia), players didn't have access to free NX to get gachapon or anything for that matter. The only way someone could have possibly tested it is if a party had killed Castellian (spelling?) and gotten one there. I'd assume it's going to remain unchanged, but it's possible that Nexon America might remove it. For the sake of balance, they probably should.

Abysseon
2010-12-04, 02:00 PM
I honestly can't tell whether I prefer I/L of F/P anymore. I love the damage and arching pattern of CL, but the range and DoT of Paralyze is really appealing.

Yeah, I plan on making a F/P when this comes to GMS.


>I read on Basil

hurrrr

Since when do I/L mages have constant last stage infinity, infinite Cheeses, guaranteed lightning weak, +60&#37; critical minimum damage, 100% critical rate and 100% ITD?

The game is balanced to KMS. KMS's highest MATK buff is +35 from a Cash Shop Item as far as I know. They don't even have Elemental Staves. It's not their job to make content that doesn't even exist in their version work for their version. That's GMS's job.

A boss with over 3m HP that's lightning weak doesn't even exist in KMS. He's basically crying over the fact that he wastes millions of mesos to buff himself to 11HKO Black Crow with Chain Lightning, but the damage cap limits him to only 35HKO. Nothing of value is lost, get over it.

Well he stated that his Thunder Spear/Big Bang would be stronger 1v1 than Chain Lightning despite the speed difference:


They will be. That's the sad thing.

Lightning Weak:
TS - 652,469 per hit x 5
BB - 1,113,035 per hit x 5.

... Lol. .-.;

@Efemera

Same applies on Apple, though, admittedly the amount of damage lost drops a bit. And with a 20% critical chance and the illustration to point out wasted damage, it kindof is. The point isn't to say 'omg we're gonna be hitting 3.2m', but more that at absolute max, by reducing the hit count, you're actually making the skills, and classes, more effective by not limiting them so much with the damage cap.

I don't know how those numbers are possible but he seems to be very well funded.

JoeTang
2010-12-04, 02:02 PM
The delay changes to Arrow Rain/Eruption make them super crappy. I almost never ran into mobs of more than 6, except I could lure because it was fast enough. Now, it's so slow you can actually get killed using it to lure because of the amount of damage it would draw. Maps where monsters exist in mobs greater than 6 require that Arrow Rain/Eruption be at standard speed so it can actually KB monsters. Since it's this slow, you're basically just drawing aggro so you can get hit instead of efficiently killing monsters.

Ice Strike getting a speed decrease makes no sense at all since it was already slow to begin with.
Barrage was already a shitty skill, it didn't need to become worse.
Dragon Strike nerf is almost as bad as Arrow Rain/Eruption. Just denies more mobility for Buccaneers. Unless it gives them more invincibility frames, which I would guess it does the opposite, it's a needless change.

Abysseon
2010-12-04, 02:23 PM
Ice Strike getting a speed decrease makes no sense at all since it was already slow to begin with.


? *checks new delay thread*

Ice Strike was changed to 1290 and Thunder Spear is 1300? x/
Hope they increase the speed before the update is final.

Kalemora
2010-12-04, 02:38 PM
? *checks new delay thread*

Ice Strike was changed to 1290 and Thunder Spear is 1300? x/
Hope they increase the speed before the update is final.
What is this I don't even.
Why make some of our slowest skills even slower...?

Takebacker
2010-12-04, 02:38 PM
Barrage was already a pomegranatety skill, it didn't need to become worse.
Dragon Strike nerf is almost as bad as Arrow Rain/Eruption. Just denies more mobility for Buccaneers. Unless it gives them more invincibility frames, which I would guess it does the opposite, it's a needless change.

What?

ghostofhalo
2010-12-04, 02:48 PM
What?Apparently Barrage still has less damage than Demolition which is self-explanitory. The main issue is that you are transformed 90&#37; of the time (180s duration, 200s cooldown), so Barrage becomes virtually useless outside of those 20 seconds. Slowing it just made it worse. Dragon Strike does the same thing. It was slowed down when it was actually well-worth using in Big Bang. Nexon Korea just did too many tweaks to the delay of skills that already were fine on their own or needed help to begin with. They hardly nerfed anything that really needed it. Even Triple Throw got a significant boost in damage.

Takebacker
2010-12-04, 02:51 PM
Apparently Barrage still has less damage than Demolition which is self-explanitory. The main issue is that you are transformed 90&#37; of the time (180s duration, 200s cooldown), so Barrage becomes virtually useless outside of those 20 seconds. Slowing it just made it worse. Dragon Strike does the same thing. It was slowed down when it was actually well-worth using in Big Bang. Nexon Korea just did too many tweaks to the delay of skills that already were fine on their own or needed help to begin with. They hardly nerfed anything that really needed it. Even Triple Throw got a significant boost in damage.

You don't have to tell me the reasoning. I play the class....


Slowing it just made it worse.


It was slowed down

This is what i'm talking about. What exactly were the changes?

PirateIzzy
2010-12-04, 02:56 PM
You don't have to tell me the reasoning. I play the class....





This is what i'm talking about. What exactly were the changes?

Increased delays, basically.

ghostofhalo
2010-12-04, 02:56 PM
This is what i'm talking about. What exactly were the changes?
Barrage is up to 2670 from 2430.
Dragon Strike is up to 1320 from 1080.

From the Restructuring Delays (http://www.southperry.net/showthread.php?t=35237) thread.

Takebacker
2010-12-04, 02:59 PM
I'm not really pissed about that at all. Barrage was already useless and as long as dragon strike is still spammable it's still able to be used in the same way. It got buffed in damage anyway. Plus, orb has more of an advantage over DS now. L> post-restructuring DS/orb &#37;/s per mob table. ;-;

ghostofhalo
2010-12-04, 03:04 PM
From the looks of things, Battle Mage and Arans got a slight decrease to most of their skills, but the Hero (4th job) and I/L AM (3rd job) seemed to get hit the hardest with delays. With damage, it has to go to both AMs since it's possible to hit damage cap while using infinity (I/L vs. Papulatus video proves it), and a bigger buff would just support that. Some of the mage's attacks could definitely use a second or third strike instead of one powerful one or at the very least a new damage cap or not one at all.

JoeTang
2010-12-04, 03:18 PM
I'm not really pissed about that at all. Barrage was already useless and as long as dragon strike is still spammable it's still able to be used in the same way. It got buffed in damage anyway. Plus, orb has more of an advantage over DS now. L> post-restructuring DS/orb %/s per mob table. ;-;

| 1 | 2 | 3 | 4 | 5 | 6
Dragon Strike | 643.94 | 1287.88 | 1931.82 | 2575.76 | 3219.7 | 3863.64
Energy Orb | 837.61 | 1396.01 | 1768.28 | 2016.46 | 2181.91 | 2292.22

Assuming 2/3rds reduction still. I cannot recall if it had changed since Big Bang.

Takebacker
2010-12-04, 03:19 PM
I thought all reduction skills had a .9 reduction per hit instead of the previous 2/3rds.

JoeTang
2010-12-04, 03:23 PM
I thought all reduction skills had a .9 reduction per hit instead of the previous 2/3rds.

Energy Orb and Final Attack were the only skills to have 2/3 reduction. Final Attack still has 2/3 reduction.

Takebacker
2010-12-04, 03:27 PM
Energy Orb and Final Attack were the only skills to have 2/3 reduction. Final Attack still has 2/3 reduction.

Well whatever. I was pretty sure CL/blaze/orb had the same reduction, but whatever.

What i mean is it was changed to .9 after big bang.

JoeTang
2010-12-04, 03:48 PM
Well, if that's the case:
| 1 | 2 | 3 | 4 | 5 | 6
Dragon Strike | 643.94 | 1287.88 | 1931.82 | 2575.76 | 3219.7 | 3863.64
Energy Orb | 837.61 |1591.45 | 2269.92 | 2880.53 | 3430.08 | 3924.68

Takebacker
2010-12-04, 03:50 PM
Which means orb is better than dragon strike in almost every way now. Only downside being that you need energy to use it. Totally the way it should have been FROM THE START. <3

Abysseon
2010-12-04, 04:06 PM
From the looks of things, Battle Mage and Arans got a slight decrease to most of their skills, but the Hero (4th job) and I/L AM (3rd job) seemed to get hit the hardest with delays. With damage, it has to go to both AMs since it's possible to hit damage cap while using infinity (I/L vs. Papulatus video proves it), and a bigger buff would just support that. Some of the mage's attacks could definitely use a second or third strike instead of one powerful one or at the very least a new damage cap or not one at all.

Paralyze is currently 770&#37; with 220%? DoT.
I'm not sure if the single skill damage cap applies to F/P Archmages since with the new DoT display update, the 220% should allow them to surpass it.