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View Full Version : [KMST] [1.2.376] More Warrior Rebalance. Remixed music.



Fiel
2011-03-24, 04:15 AM
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Still working on that new script for parsing skill changes. Doing these skill changes requires quite an involved script to do it all well.

In an odd bit for this patch, Nexon KR included three "new" pieces of music depending if you consider a remix to be a new song. Regardless, here they are:

henesys_remix.mp3 (http://www.happychinchilla.info/Southperry/patch/sound/henesys_remix.mp3)
dolphin_night.mp3 (http://www.happychinchilla.info/Southperry/patch/sound/dolphin_night.mp3)
dolphin_noon.mp3 (http://www.happychinchilla.info/Southperry/patch/sound/dolphin_noon.mp3)

Fighter
Power Reflection - x (20 --> 30)

Crusader
Coma - y (3 --> 1); description (다수의 적에게 데미지를 주며 일정확률로 기절시킨다. 콤보 카운트가 3개 이상 충전되어 있을 때만 사용 가능하다.\n필요 스킬 : #c콤보 어택 1레벨 이상# --> 다수의 적에게 데미지를 주며 일정확률로 기절시킨다. 콤보 카운트가 1개 이상 충전되어 있을 때만 사용 가능하다.\n필요 스킬 : #c콤보 어택 1레벨 이상#)
Panic - damage (670 --> 1000); x (60 --> 20); time (9 --> 30); New variable cooltime (30); description (다수의 적에게 데미지를 주며 일정확률로 암흑 효과를 걸어 명중률을 감소시킨다. 콤보 카운트가 2개 이상 충전되어 있을 때만 사용 가능하다.\n필요 스킬 : #c콤보 어택 1레벨 이상# --> 다수의 적에게 데미지를 주며 일정확률로 암흑 효과를 걸어 명중률을 감소시킨다. 콤보 카운트가 2개 이상 충전되어 있을 때만 사용 가능하며 패닉의 암흑 효과는 모든 몬스터에게 적용되지만 보스 몬스터에게는 암흑 지속시간이 절반으로 감소한다.\n필요 스킬 : #c콤보 어택 1레벨 이상#); Level String (MP #mpCon와 콤보 카운터 #y개를 사용하여 #mobCount명의 적에게 #damage% 데미지, #prop% 확률로 암흑공격, 암흑 효과 발동 시 #time초동안 대상의 명중률 -#x% --> MP #mpCon와 콤보 카운터 #y개를 사용하여 #mobCount명의 적에게 #damage% 데미지, #prop% 확률로 암흑공격, 암흑 효과 발동 시 #time초동안 대상의 명중률 -#x%\n재사용 대기시간 : #cooltime초)

Hero
Intrepid Slash - mobCount (3 --> 4); delay (930 ms --> 840 ms)
Advanced Final Attack - New variable ar (15); New variable padX (30); description (파이널 어택의 발동확률과 데미지가 대폭 상승한다.\n필요 스킬 : #c파이널 어택 20레벨 이상# --> 영구적으로 공격력과 명중률이 증가하며 파이널 어택의 발동확률과 데미지가 대폭 상승한다.\n필요 스킬 : #c파이널 어택 20레벨 이상#); Level String (#prop% 확률로 #damage% 데미지의 파이널 어택 발동 --> 영구적으로 공격력 #padX, 명중률 #ar% 증가, 공격 시 #prop% 확률로 #damage% 데미지의 파이널 어택 발동)

Paladin
Blast - damage (285 --> 300)

Dark Knight
Dark Impale - damage (130 --> 135)

Dual Master (55-69)
Flashbang - damage (160 --> 250); mobCount (15 --> 6); x (85 --> 20); time (20 --> 50); cooltime (55 --> 60); description (섬광탄을 던져 일정시간동안 적 다수의 시야를 차단한다. 대상의 명중치를 감소시킬 수 있다. --> 섬광탄을 던져 일정시간동안 적 다수의 시야를 차단한다. 대상의 명중치를 감소시킬 수 있으며 보스 몬스터에게도 적용된다. 단, 보스 몬스터에게는 지속시간이 절반으로 감소한다.)

Dawn Warrior (III)
Coma - y (3 --> 1); description (다수의 적에게 데미지를 주며 일정확률로 기절시킨다. 콤보 카운트가 3개 이상 충전되어 있을 때만 사용 가능하다.\n필요 스킬 : #c콤보 어택 1레벨 이상# --> 다수의 적에게 데미지를 주며 일정확률로 기절시킨다. 콤보 카운트가 1개 이상 충전되어 있을 때만 사용 가능하다.\n필요 스킬 : #c콤보 어택 1레벨 이상#)
Panic - damage (670 --> 1000); x (60 --> 20); time (9 --> 30); New variable cooltime (30); description (다수의 적에게 데미지를 주며 일정확률로 암흑 효과를 걸어 명중률을 감소시킨다. 콤보 카운트가 2개 이상 충전되어 있을 때만 사용 가능하다.\n필요 스킬 : #c콤보 어택 1레벨 이상# --> 다수의 적에게 데미지를 주며 일정확률로 암흑 효과를 걸어 명중률을 감소시킨다. 콤보 카운트가 2개 이상 충전되어 있을 때만 사용 가능하며 패닉의 암흑 효과는 모든 몬스터에게 적용되지만 보스 몬스터에게는 암흑 지속시간이 절반으로 감소한다.\n필요 스킬 : #c콤보 어택 1레벨 이상#); Level String (MP #mpCon와 콤보 카운터 #y개를 사용하여 #mobCount명의 적에게 #damage% 데미지, #prop% 확률로 암흑공격, 암흑 효과 발동 시 #time초동안 대상의 명중률 -#x% --> MP #mpCon와 콤보 카운터 #y개를 사용하여 #mobCount명의 적에게 #damage% 데미지, #prop% 확률로 암흑공격, 암흑 효과 발동 시 #time초동안 대상의 명중률 -#x%\n재사용 대기시간 : #cooltime초)

Mechanic (II)
Perfect Armor - New variable y (500)



http://www.happychinchilla.info/Southperry/patch/character/01142329.png
메이플 가이드북 훈장
Medal - All classes
Req Level: 30
Req STR: 1
Req DEX: 1
Req INT: 1
Req LUK: 1
One-of-a-kind
Tradeblock
0 slots
http://www.happychinchilla.info/Southperry/patch/character/01062137.png
플럼 밀크샤벳 팬츠
Pants - All classes
Cash Item


http://www.happychinchilla.info/Southperry/patch/character/01062138.png
민트 밀크샤벳 팬츠
Pants - All classes
Cash Item
http://www.happychinchilla.info/Southperry/patch/character/01112653.png
소드맨링
Ring - All classes
Req Level: 10
HP: +100
MP: +50
Magic Attack: +1
Weapon Attack: +1
One-of-a-kind
Cannot resell to merchants
Account sharable
Sharable Once
0 slots

Critical:
Req Level - 10
Probability - +3%


http://www.happychinchilla.info/Southperry/patch/npc/1002009.png
돌고래
Script: dolphin0_feed


http://www.happychinchilla.info/Southperry/patch/npc/1002010.png
돌고래
Script: dolphin1_feed


http://www.happychinchilla.info/Southperry/patch/npc/1012124.png
리시
Function: 꽃잎의 요정
Script: risi_reward
벚꽃잎을 모아 오시면 선물을 드릴게요~


http://www.happychinchilla.info/Southperry/patch/npc/9010030.png
잡상인
Function: 버프 아이템판매
보물찾기 꽝 쪽지를 맛있는 먹거리로 바꾸어 준다네.
보물찾기 꽝 쪽지를 가지고 있다면 내게 가지고 오게나.


http://www.happychinchilla.info/Southperry/patch/npc/9900003.png
스피넬
Script: test_team
소원을 말해봐~
감사합니다. 고객님.




http://www.happychinchilla.info/Southperry/patch/general/darkHenesysMinimap.png


http://www.happychinchilla.info/Southperry/patch/general/LHCMinimap.png



http://www.happychinchilla.info/Southperry/patch/general/ToTBefore.png


http://www.happychinchilla.info/Southperry/patch/general/ToTAfter.png




Not Started
Start Script: q2559s
Quest Info: 메이플 운영자가 알려 줄 것이 있다고 하는데...

http://www.happychinchilla.info/Southperry/patch/npc/9010000.png
안녕하세요 모험가님, 오늘은 알려드릴게 있어서 이렇게 연락을 드렸어요.
오늘은 유독 하늘이 푸르지 않나요? 저 하늘을 날아보고 싶어질 만큼. 저 하늘을 날 수 있다면 얼마나 기분이 좋을까요?
뜬금 없이 무슨 얘기냐구요? 후훗, 저 하늘을 날 수 있는 방법이 있다면 흥미가 좀 가시나요?

Started
End Script: q2559e
Quest Info: 메이플 운영자는 하늘을 날고 싶다면, 빅토리아, 에레브, 오르비스, 무릉, 아리안트, 에델슈타인,리프레의 정거장에 있는 교관 어빈을 만나보라고 한다. 어떻게 하늘을 난다는 거지?

http://www.happychinchilla.info/Southperry/patch/npc/9072000.png
음, 메이플 운영자의 소개로 왔다고? 그래, 자네도 비행기에 관심이 있나?
비행기가 뭐냐고? 비행기는 메이플 월드의 새로운 이동 수단일세. 다른 라이딩처럼 타고 여기저기 돌아다니는 것도 가능하지만, 다른 대륙으로 날아다닐 수 있는 기능이 있다네.

Completed
Quest Info: 교관 어빈은 하늘을 날고자 하는 자들을 위한 선물이라며, 나무 비행기 3일 이용권를 선물로 주었다.

Not Started
Start Date: March 31, 2011 at 000000 hours
End Date: April 14, 2011 at 000000 hours
Quest Info: 카산드라가 소풍 때 입기 위해 준비해놓은 봄옷들을 몬스터들이 모두 훔쳐가 버렸다는데… 카산드라를 찾아가서 도와줄까?

http://www.happychinchilla.info/Southperry/patch/npc/9010010.png
엉엉..이제 어떻게 하면 좋아...얼마나 이날을 기다려왔는데 이렇게 봄소풍을 망치게 되다니.
무슨 일인데 그래요?

이제 곧 봄소풍이잖아. 소풍에 입고 갈 예쁜 봄 옷들을 준비 해 놓았는데 글쎄 지난밤에 모두 다 감쪽같이 사라져 버린 거야. 이건 분명히 심술궂은 몬스터들의 짓이 분명하다구. {Your Name}! 녀석들에게서 나의 소중한 봄옷들을 되찾아주지 않겠어?

Started
End Script: q11160e
Required Items: 1 x 라이징 스타 딥블루 배기진, 1 x 스위트 핑크 엔젤 윙, 1 x 레인보우 뱅글
Quest Info: 몬스터를 사냥하여 카산드라의 봄옷을 되찾아 주자.

http://www.happychinchilla.info/Southperry/patch/npc/9010010.png
Completed
Quest Info: 카산드라에게 예쁜 봄 옷을 찾아주었으니, 이제 즐거운 봄소풍을 즐길 수 있겠지?

Not Started
Start Date: March 31, 2011 at 000000 hours
End Date: April 14, 2011 at 000000 hours
Quest Info: 메이플 운영자가 봄소풍 준비를 위해 부탁할 것이 있다는데…

http://www.happychinchilla.info/Southperry/patch/npc/9010000.png
안녕하세요 {Your Name}님! 메이플 월드 전체가 곧 다가 올 봄소풍 때문에 들떠 있어요. 그런데 봄소풍에 맛있는 먹거리가 빠지면 안되겠죠? 맛있는 소풍 도시락을 준비해서 우리 함께 즐거운 소풍을 즐기도록 해 보는 것은 어떨까요?
그리고 전체 이벤트 기간을 합쳐 50번 이상 소풍 도시락을 받으신 분들은 추첨을 통해 푸짐한 상품을 받을 기회도 있어요. 한 번 해 보시겠어요?

Started
End Script: q11161e
Required Items: 1 x 빈 도시락 통, 5 x 방울토마토, 5 x 김치김밥, 5 x 참치 샌드위치, 5 x 양념통닭 조각, 5 x 맑은 탄산음료
Quest Info: 메이플 운영자는 빈 도시락 통 한 개와 여러 먹거리들을 함께 모아오라고 했다. 몬스터들로부터 이것들을 모두 얻을 수 있다니 녀석들을 열심히 해치워보자.

http://www.happychinchilla.info/Southperry/patch/npc/9010000.png
아 벌써 다 구해오신 거에요? 어디 한번 살펴볼까…모두 다 잘 챙겨 오셨네요. 잠시만 기다리세요. 제가 맛있는 소풍 도시락을 만들어 드릴게요.

Completed
Quest Info: 메이플 운영자에게 빈 도시락 통과 여러 먹거리들을 가져다 주고 맛있는 봄소풍 도시락을 받았다. 운영자에게 도시락을 50번 이상 받으면 푸짐한 경품의 추첨 대상이 된다고?

Not Started
Start Date: March 31, 2011 at 000000 hours
End Date: April 14, 2011 at 000000 hours
Required Items: 햇살 인형, 빛나는 햇살 인형
Quest Info: 순진한 가가에게 요즘 큰 걱정이 하나 생겼다는데…. 마을에 있는 가가를 찾아가 그의 걱정을 들어봐야겠다.

http://www.happychinchilla.info/Southperry/patch/npc/9000021.png
정말 이대로 괜찮을까? 아무래도 걱정이 되는데……
무슨 걱정이라도 있으세요?

엇, 안녕하세요 {Your Name}님. 저 하늘을 좀 보세요. 저 멀리 구름이 가득하잖아요. 봄소풍이 얼마 남지 않았는데…이러다 소풍날 비가 올 것 같아서 날씨 걱정에 잠도 제대로 오지 않는다구요.
저런. 제가 혹시 도와드릴 방법이 없을까요?

제가 드리는 이 햇살 인형을 30분간 잘 간직#k하고 있으면 빛나는 햇살 인형으로 바뀔 거에요. 그럼 그 빛이 사라지기 전에 저에게 다시 가져다 주세요. 마을 어르신의 말씀으로는 이 빛나는 햇살 인형을 많이 모아서 잘 간직하면 소풍날 맑은 하늘을 볼 수 있을 거라구 하셨어요. 정말 도와주시는거죠?

Started
End Script: q11162e
Required Items: 1 x 빛나는 햇살 인형
Quest Info: 이 햇살 인형을 30분 동안 잘 보관하면 밝게 빛이 나는 인형으로 변할 거라고? 무언가 미심쩍지만 순진한 가가의 희망을 깰 순 없으니 잘 보관했다가 돌려주도록 하자.


http://www.happychinchilla.info/Southperry/patch/npc/9000021.png
Completed
Quest Info: 이런 인형으로 과연 소풍 날 맑은 하늘을 볼 수 있을까? 가가의 소망이 현실로 이루졌으면 좋겠다.


Not Started
Start Date: April 14, 2011 at 000000 hours
End Date: April 21, 2011 at 000000 hours
Quest Info: 봄소풍 시즌을 맞이해 실시되는 보물찾기! 열심히 참여만 하면 엄청난 상품을 받을 기회도 주어진다는데…


http://www.happychinchilla.info/Southperry/patch/npc/9000021.png
{Your Name}님! 드디어 기다리고 기다리던 봄소풍을 떠날 때가 왔어요. 메이플 월드 전체가 봄소풍 때문에 떠들썩 한 것은 이미 알고 계시죠?

그리고 소풍의 꽃은 뭐니 뭐니 해도 보물찾기 라는 사실 역시 아실 거에요. 이번에 메이플 월드에서도 봄소풍을 맞이해 보물 찾기를 실시한다고 해요. 게다가 열심히 참여하기만 하면 푸짐한 상품을 탈 수 있는 기회도 주어진데요. 관심이 있으시다면 저의 설명을 좀 더 들어보시겠어요?


Started
Quest Info: 마을에 있는 가가에게 보물찾기에 대해 좀 더 자세히 물어보자.

http://www.happychinchilla.info/Southperry/patch/npc/9000021.png
이거 정말 신나는 일 아니에요? 물론 좋은 보물을 얻으려면 많은 노력이 필요하겠지만, 혹시나 꽝이 나왔다고 해서 너무 실망하진 마세요.
소풍 시즌을 맞아 마을에 등장한 노점상에게 꽝이 적힌 종이 쪽지를 여러 장 모아서 가지고 가면 각종 맛있는 먹거리들로 바꾸어준다고 하더라구요.
그리고 이벤트 기간 동안 많은 보물 쪽지를 획득한 분들을 대상으로 종이 속에 적혀있는 내용과 관계없이 추첨을 통해 푸짐한 현물 상품을 받을 기회도 드릴 테니 무조건 열심히 참여해 보는 것이 좋겠죠?

Exp: 1000

Completed
Quest Info: 훗, 나도 열심히만 참여하면 엄청난 보물을 얻을 수 있다 이 말이지? 앞으로 열심히 해야지!

Not Started
Start Date: March 31, 2011 at 000000 hours
End Date: April 14, 2011 at 000000 hours
Previous Quest: "봄소풍엔 옷이 날개!" Completed
Quest Info: 전에 구해다주었던 카산드라의 봄옷에 무슨 문제가 생긴 모양이다. 마을의 카산드라를 찾아가보자.

http://www.happychinchilla.info/Southperry/patch/npc/9010010.png
아, {Your Name} 마침 잘 왔어. 네가 저번에 찾아 준 봄옷들에 조금 문제가 생겼어. 지난 밤 거울을 보고 옷을 입으려고 했는데 생각해보니 글쎄 이게 내 옷이 아닌거 같아서 말이야.
그게 무슨 말이에요?

얼마전까지만 해도 나한테 딱 맞았는데, 어제 입으려고 보니 숨을 쉬지 못할 정도로 몸에 꽉 끼는 거 있지? 그 동안에 이 카산드라님이 그렇게 살이 쪘을리도 없고....
아....네.

뭐야 그 떨떠름한 대답은. 어찌되었든 몬스터들로부터 내가 잃어버린 다른 옷들을 찾아줬으면 좋겠어. 이번에도 도와줄꺼지?

Started
End Script: q11164e
Required Items: 1 x 쥬얼 핑크 채플린모자, 1 x 아메리칸 드림, 1 x 스톤 워싱 진
Quest Info: 또 다른 옷을 몬스터에게서 찾아달라고? 휴...카산드라의 부탁이니 한 번 더 들어줘야지 뭐.

http://www.happychinchilla.info/Southperry/patch/npc/9010010.png
아, 봄소풍 단체사진 때문에 온 거지? 날 찾아오느라 수고했어.

Completed
Quest Info: 이젠 정말 괜찮겠지? 카산드라에게 빨리 봄이 찾아오길 바란다.

Not Started
Start Date: March 31, 2011 at 000000 hours
End Date: April 14, 2011 at 000000 hours
Previous Quest: "봄소풍엔 옷이 날개!" Completed
Previous Quest: "봄소풍엔 옷이 날개! 2" Completed
Quest Info: 카산드라에게 또 급한 일이 생긴 모양이다. 마을에 있는 카산드라를 찾아가보자.

http://www.happychinchilla.info/Southperry/patch/npc/9010010.png
{Your Name}~~안녕? 마침 잘왔어. 얼마나 기다리구 있었는데~ 왜 이제서야 오는거니?
아..무슨 일이세요? 그런데 오늘따라 말투가 조금 달라지신 거 같은데...

달라지긴 뭐가 달라져~? 그냥 날씨도 좋고 봄도 오고 그리고 {Your Name}에게 부탁할 것도 있고 그래서 그런 것 아닐까~~?
아 역시....또 이번엔 무슨 옷을 찾아오면 되는 거에요?

어머? 어떻게 알았니? 글쎄 어제 {Your Name}이 찾아 준 옷을 한 번 입어봤는데 영 마음에 안 들더라구. 사실 지난번에 잃어버린 다른 옷이 자꾸 생각이 나서. 한번만 더 도와주면 안될까? 웅??

Started
End Script: q11165e
Required Items: 1 x 밀짚 페도라, 1 x 노란 설레임, 1 x 노란 무지개슈즈
Quest Info: 정말 여자의 마음은 봄바람에 흔들리는 갈대라더니...카산드라의 부탁을 마지막으로 한 번 더 들어주는 수 밖에 없겠다.

http://www.happychinchilla.info/Southperry/patch/npc/9010010.png
Completed
Quest Info: 메이플 월드에도, 카산드라의 마음에도 봄이 오긴 온 모양이다.

Not Started
End Date: April 21, 2011 at 000000 hours
Start Script: q11170s
Quest Info: 70레벨 이상의 전사들에게만 드리는 특별한 혜택! 지금 살펴보세요~!

http://www.happychinchilla.info/Southperry/patch/npc/9010000.png
Started
Quest Info: 전사의 별이 떴다! 70레벨 이상의 전사들에게만 드리는 특별한 혜택! 전사로써의 자부심을 가지세요.

Completed
Quest Info: 전사의 별이 떴다! 70레벨 이상의 전사들에게만 드리는 특별한 혜택! 전사로써의 자부심을 가지세요.

Not Started
End Date: April 21, 2011 at 000000 hours
Start Script: q11171s
Quest Info: 몬스터 파크에 있는 슈피겔만의 이야기를 들어보자.

http://www.happychinchilla.info/Southperry/patch/npc/9071000.png
Started
Quest Info: 몬스터 파크가 새로 열렸다면서 슈피겔만이 선물해 준 입장권을 이용해서 몬스터파크에 들어가 보자. 마을에 있는 몬스터파크 셔틀을 이용하면 손쉽게 몬스터 파크로 이동할 수 있다.


Completed
Quest Info: 몬스터 파크가 새로 열렸다면서 슈피겔만이 선물해 준 입장권을 이용해서 몬스터파크에 들어가 보자. 마을에 있는 몬스터파크 셔틀을 이용하면 손쉽게 몬스터 파크로 이동할 수 있다.


Not Started
End Date: April 21, 2011 at 000000 hours
Previous Quest: "몬스터 파크 초대장" Completed
Quest Info: 슈피겔만이 나를 위해 특별한 이벤트를 준비했다고 한다. 그의 말을 들어보자.

http://www.happychinchilla.info/Southperry/patch/npc/9071000.png
{Your Name}!몬스터파크에는 참여해 본건가? 으음? 표정이 왜 그러지? 무슨 문제라도 있나?
보상을 받기까지 너무 까마득한 것 같아요.

저런...도저히 엄두가 안 나는 모양인게로군. 그렇다면 내가 특별한 제안을 하나 하지. 몬스터파트의 오픈기념 행사라고 생각해도 좋네. 몬스터 파크를 10번만 클리어하면 상품체험행사로 슈피겔만의 콧수염(5일)을 주도록 하겠네. 어떤가? 도전해 보겠나?

Started
Quest Info: 몬스터파크의 슈피겔만은 몬스터파크에 입장해서 10번 클리어를 하면 슈피겔만의 콧수염(5일)을 주겠다고 약속했다. 10번만 클리어하면 된다고? 지금 당장 도전해 보자.
몬스터파크 클리어 #R11172# / 10 회 완료.

http://www.happychinchilla.info/Southperry/patch/npc/9071000.png
오! 벌써 10번이나 클리어하다니 정말 굉장한데? 자~, 그럼 약속을 지켜야겠지?

Completed
Quest Info: 몬스터파크에 입장해서 10번 클리어를 하면 슈피겔만의 콧수염(5일)을 받았다.

Not Started
End Date: April 21, 2011 at 000000 hours
Quest Info: 카산드라를 찾아가 보자.

http://www.happychinchilla.info/Southperry/patch/npc/9010010.png
그 소식 들었어? 승강장에 개인용 비행기가 들어왔다는 소리말야. 못들은 거야? 그 비행기만 있으면 직접 비행기를 타고 대륙이동을 하거나, 지역 이동을 할 수 있다는거야. 한마디로 더 이상 그 느려터진 비행선 시간을 기다릴 필요가 없다는 거지!
나도 너무너무 타보고 싶은데, 워낙 바쁜 몸이라서 짬이 안 나네. {Your Name}, 내가 나 대신 비행기를 타보고 와서 어땠는지 이야기해주지 않겠어? 그렇게만 해준다면 좋은 선물을 줄게.

Started
Quest Info: 카산드라는 이번에 새로 도입된 개인용 비행기에 대해서 들어봤냐고 하면서 대륙이동에 있어서는 정말 획기적인 기술이라면서 정거장에 가서 비행기를 한번 타보고 그 경험담을 이야기해 준다면 핑크 스쿠터 7일 이용권을 주겠다고 했다.
비행기를 타보고 카산드라를 찾아가 보자.
비행기로 대륙 이동 #R11173# / 1 회 완료.

http://www.happychinchilla.info/Southperry/patch/npc/9010010.png
어때? 비행기를 타 본 소감이? 어서 빨리 이야기해봐!
무엇보다 기다리지 않아서 좋은 것 같아. 여러사람들이랑 만나는 우연을 기대할 수는 없겠지만 원하는 곳으로 더 빨리 움직일 수 있다는 건 굉장히 편한 것 같아. 너도 다음에 꼭 한번 타봐. 정말 재밌었어.

네 말을 들으니까 정말 타보고 싶다. 내 부탁을 들어줬으니 선물을 줘야겠지?

Completed
Quest Info: 카산드라는 이번에 새로 도입된 개인용 비행기에 대해서 들어봤냐고 하면서 대륙이동에 있어서는 정말 획기적인 기술이라면서 정거장에 가서 비행기를 한번 타보고 그 경험담을 이야기해 준다면 핑크 스쿠터 7일 이용권을 주겠다고 했다.
비행기를 타보고 카산드라를 찾아가 경험담을 이야기해 줬다.

Not Started
End Date: April 21, 2011 at 000000 hours
Quest Info: 전사의 별 아래 태어난 자들에게 축복 있으라...

http://www.happychinchilla.info/Southperry/patch/npc/9010000.png
안녕하세요 {Your Name}님, 전사로 전직하신 것을 축하드립니다. 지금부터 4월20일까지는 전사의 별이 뜨는 시기로 이 시기에 전사로전직하는 분들께 특별한 선물을 드리고있답니다. 지금 선물을 받으시겠어요?

Started
Quest Info: 전사의 별 아래 태어난 자들에게 축복 있으라...

http://www.happychinchilla.info/Southperry/patch/npc/9010000.png
Completed
Quest Info: 전사의 별 아래 태어난 자들에게 축복 있으라...

Not Started
End Date: April 21, 2011 at 000000 hours
Start Script: q11177s
Quest Info: 2차 전직을 했다면 메이플 운영자를 찾아가 보자.

http://www.happychinchilla.info/Southperry/patch/npc/9010000.png
2차 전직을 축하드려요!! 전사의 별에서 뿜어져 나오는 기운이 높은 시기에 전사로 전직을 하시다니!! 당신의 기쁨을 두 배로 만들어 드리기 위해서 특별한 선물을 준비했답니다. 지금 받으시겠어요?

Started
Quest Info: 전사의 별에서 뿜어져 나오는 기운이 높은 시기에 전사로 전직한 것을 축하한다며, 경험치 버프 아이템과 주문서를 받았다.

http://www.happychinchilla.info/Southperry/patch/npc/9010000.png
Completed
Quest Info: 전사의 별에서 뿜어져 나오는 기운이 높은 시기에 전사로 전직한 것을 축하한다며, 경험치 버프 아이템과 주문서를 받았다.

Not Started
End Date: April 21, 2011 at 000000 hours
Start Script: q11178s
Quest Info: 3차 전직을 했다면 메이플 운영자를 찾아가 보자.

http://www.happychinchilla.info/Southperry/patch/npc/9010000.png
Started
Quest Info: 전사의 별에서 뿜어져 나오는 기운이 높은 시기에 전사로 전직한 것을 축하한다며, 경험치 버프 아이템과 주문서를 받았다.

http://www.happychinchilla.info/Southperry/patch/npc/9010000.png
Completed
Quest Info: 전사의 별에서 뿜어져 나오는 기운이 높은 시기에 전사로 전직한 것을 축하한다며, 경험치 버프 아이템과 주문서를 받았다.

Not Started
End Date: April 21, 2011 at 000000 hours
Start Script: q11179s
Quest Info: 4차 전직을 했다면 메이플 운영자를 찾아가 보자.

http://www.happychinchilla.info/Southperry/patch/npc/9010000.png
Started
Quest Info: 전사의 별에서 뿜어져 나오는 기운이 높은 시기에 전사로 전직한 것을 축하한다며, 경험치 버프 아이템과 주문서를 받았다.

http://www.happychinchilla.info/Southperry/patch/npc/9010000.png
Completed
Quest Info: 전사의 별에서 뿜어져 나오는 기운이 높은 시기에 전사로 전직한 것을 축하한다며, 경험치 버프 아이템과 주문서를 받았다.

Not Started
End Date: April 21, 2011 at 000000 hours
Start Script: q11180s
Quest Info: 메이플 운영자를 찾아가 보자.

http://www.happychinchilla.info/Southperry/patch/npc/9010000.png
Started
End Script: q11180e
Quest Info: 메이플 운영자는 전사의 별에서 뿜어져 나오는 기운이 높은 시기에 5레벨을 올리면 경험치 버프 아이템과 공격력 주문서를 받을 수 있다면서 지금 레벨보다 5레벨이 더 오르면 자신을 찾아오라고 했다.

http://www.happychinchilla.info/Southperry/patch/npc/9010000.png
Completed
Quest Info: 메이플 운영자는 전사의 별에서 뿜어져 나오는 기운이 높은 시기에 5레벨을 올리면 경험치 버프 아이템과 공격력 주문서를 받을 수 있다면서 지금 레벨보다 5레벨이 더 오르면 자신을 찾아오라고 했다.

Not Started
Quest Info: 몬스터 파크의 슈피겔만이 조용히 할 이야기가 있다고 한다. 몬스터파크 기념주화에 대한 이야기라는데, 그를 찾아가 보자.


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몬스터 파크에 설치되어 있는 던전들은 꽤 재미있는 곳이지. 아직 이용 못해봤다면 한 번 이용해 보라구. 참, 몬스터파크 기념주화는 좀 모았나? 내가 좀 도와줄까?

Started
Quest Info: 몬스터 파크 내 초급 던전의 보스를 처치해야 한다.
메탈골렘, 크림슨 락, 크림슨 락, 설산의 마녀, 세르프, 주니어 발록 중 한 마리를 처치하면 된다.

http://www.happychinchilla.info/Southperry/patch/npc/9071000.png
후후 제법이군. 자 받으라구.

Completed
Quest Info: 던전 내의 보스 몬스터를 처치하고 몬스터파크 기념주화를 받았다. 몬스터파크 기념주화를 모아서 슈피겔만의 콧수염(5일)이나 슈피겔만의 친필 사인(7일)로 교환할 수 있다.

Not Started
Quest Info: 몬스터 파크의 슈피겔만이 조용히 할 이야기가 있다고 한다. 몬스터파크 기념주화에 대한 이야기라는데, 그를 찾아가 보자.


http://www.happychinchilla.info/Southperry/patch/npc/9071000.png
몬스터 파크에 설치되어 있는 던전들은 꽤 재미있는 곳이지. 아직 이용 못해봤다면 한 번 이용해 보라구. 참, 몬스터파크 기념주화는 좀 모았나? 내가 좀 도와줄까?

Started
Quest Info: 몬스터 파크 내 중급 던전의 보스를 처치해야 한다.
선비귀신, 제노, 디트와 로이 중 한 마리를 처치하면 된다.



http://www.happychinchilla.info/Southperry/patch/npc/9071000.png
후후 제법이군. 자 받으라구.

Completed
Quest Info: 던전 내의 보스 몬스터를 처치하고 몬스터파크 기념주화를 받았다. 몬스터파크 기념주화를 모아서 슈피겔만의 콧수염(5일)이나 슈피겔만의 친필 사인(7일)로 교환할 수 있다.

Link
2011-03-24, 04:18 AM
>Henesys Remix?

What the hell? That's Ellinia.

Dolphin Night is... Ant Tunnel

Dolphin Noon is... Florina?



30 second cooldown on Panic --- DO NOT LIKE. I'd rather have it consume all orbs. >_>

IPunketOz
2011-03-24, 04:20 AM
zzz nothing good for Drk :/ and lot of stuff for heros :'(

Fiel
2011-03-24, 04:21 AM
All of these MP3's are listed under BgmEvent. Considering that one of the BGMs is used in one of the new maps, I'd say it's an event. :f3:

Death
2011-03-24, 04:26 AM
Still no love for Blunt weapons. ):
But looks good though ;o

And i heard there will be a cooldown on panic? o.o
Thats kinda weird...

Fiel
2011-03-24, 04:28 AM
Hey guys, does "Gate of Future" sound familiar?

EDIT: Nevermind. It's the dark Henesys stuff.

ShinkuDragon
2011-03-24, 04:30 AM
nice, 25% increase to damage, i like, and srsly, blast to 300%? when will the OPaladin-ness end!

http://www.happychinchilla.info/Southperry/patch/npc/1012124.png

isn't that a pokemon? :f1:

Death
2011-03-24, 04:34 AM
nice, 25% increase to damage, i like, and srsly, blast to 300%? when will the OPaladin-ness end!

http://www.happychinchilla.info/Southperry/patch/npc/1012124.png

isn't that a pokemon? :f1:

Hope it ends soon. Now even more people will make a UA Paladin. D:

And yeah isnt it called bellflower or w/e? I never really watched pokemon to be honest. x_x

Kashimiya
2011-03-24, 04:37 AM
:goggle:
Blast to 300%? THIS IS MADNESS
I would've preferred Dark Impale to hit less(4 maybe?) but do more damage so Fury might still have SOME use, but eh.
I'm assuming Heroes won't be orb cycling that often with the cooldown on Panic now?
@Above: I think the Pokemon in question is Bellosom, but Bellosom has more green IIRC xD

JoeTang
2011-03-24, 04:43 AM
Heroes got buffed quite a bit.

Brave Slash + 6x Coma, Panic on cooldown when you have 10 orbs 6 mobs:
8910%/s

Monster Magnet + Panic (Manual 8~10 orb) 6 mobs:
~7940%/s
Monster Magnet + 9x Coma + Panic on cooldown when you have 10 orbs 6 mobs:
8710%/s

Brave Slash + Panic Macro 3 mobs:
~4860%/s
Brave Slash + Panic on cooldown 3 mobs:
~5240%/s

Enrage Brave Slash + Panic on cooldown 1v1:
3259%/s
Brave Slash + Panic on cooldown 1v1:
2037%/s

Holy Lightning Advanced Charge Blow 6 mobs:
8306%/s
Holy Lightning Advanced Charge Blow 3 mobs:
4208%/s
Holy Lightning Blast:
1623%/s

Berserk Dark Impale 6 mobs:
7543%/s -> 7828%/s
Berserk Dark Impale 3 mobs:
3829%/s -> 3971%/s
Berserk Sacrifice:
1472%/s

When you actually scale the the damage based on their weapon modifier, Dark Knights are about even with Heroes on mobs. 1v1 Heroes destroy everyone.

As good as Coma may possibly be, Brave Slash does more damage, and is only 30ms slower now. Coma is only useful when you hit more monsters, but you can actually spam it and not run out of combo. It doesn't do particularly good damage though, only about 8000%/s on six monsters.

Imitazion
2011-03-24, 05:14 AM
Flame Gear duration is now 40 seconds, instead of 15.
Brave Slash's delay was changed from 920 to 840 again. it also now hits 4 monsters.
Dark Impale got 5% extra damage - 135%, 5 hits.
Blast got increased to 300% damage.
UA Vampire skill has been fixed to do better damage, so the skill is at least somewhat beneficial.
monster park has been updated.
LHC-like areas(Neo City, Ellin) have been adjusted accordingly.
Dual Bladers cannot be created anymore.

ghostofhalo
2011-03-24, 05:20 AM
I'd still like to see Brave Slash not be filler, and this patch kind of just made that even less so. Coma is virtually spammable. With AFA, we'd have a 48% chance to charge orbs, 12% chance to retain orbs, and 40% chance to lose an orb. I'm hoping that Panic and Coma at least got some range. It's going to suck losing our DPS at bosses like Zakum and Horntain when we can't reach some of the parts without Brave Slash. The least they could do if they're going to make Brave Slash filler is lower the maximum damage, raise the minimum (to beat Brandish at level 1), and give it 6 targets and range. On a side note, just how powerful is Panic? I'd assume it's probably the most powerful ability so far, but with a 30second cooldown, it can't get affected by your own darkness effect. I'm assuming the damage cap might need to be raised, or at least allowing Panic to pass it. I'm a fairly low funded Hero, and even I can hit 200-250k with Panic in it's current state.

Andrés Guajardo
2011-03-24, 05:26 AM
Well that changes are quite nice, but the cooldown on Panic is a little bit senseless.

ShinkuDragon
2011-03-24, 05:41 AM
I'd still like to see Brave Slash not be filler, and this patch kind of just made that even less so. Coma is virtually spammable. With AFA, we'd have a 48% chance to charge orbs, 12% chance to retain orbs, and 40% chance to lose an orb. I'm hoping that Panic and Coma at least got some range. It's going to suck losing our DPS at bosses like Zakum and Horntain when we can't reach some of the parts without Brave Slash. The least they could do if they're going to make Brave Slash filler is lower the maximum damage, raise the minimum (to beat Brandish at level 1), and give it 6 targets and range. On a side note, just how powerful is Panic? I'd assume it's probably the most powerful ability so far, but with a 30second cooldown, it can't get affected by your own darkness effect. I'm assuming the damage cap might need to be raised, or at least allowing Panic to pass it. I'm a fairly low funded Hero, and even I can hit 200-250k with Panic in it's current state.

funny, soulds like a DrK, not kidding, obscene damage, minimal range, and WTP with those numbers above o.O 8000% on a single monster? the hell?


:goggle:
Blast to 300%? THIS IS MADNESS
I would've preferred Dark Impale to hit less(4 maybe?) but do more damage so Fury might still have SOME use, but eh.
I'm assuming Heroes won't be orb cycling that often with the cooldown on Panic now?
@Above: I think the Pokemon in question is Bellosom, but Bellosom has more green IIRC xD

i was thinking of a new one that came out, still haven't played the game enough to know them, and i would actually like if they made Buster useable in some way, but dark impale simple destroys everything except sacrifice. on 1vs1

JoeTang
2011-03-24, 05:43 AM
I'd still like to see Brave Slash not be filler, and this patch kind of just made that even less so. Coma is virtually spammable. With AFA, we'd have a 48% chance to charge orbs, 12% chance to retain orbs, and 40% chance to lose an orb. I'm hoping that Panic and Coma at least got some range. It's going to suck losing our DPS at bosses like Zakum and Horntain when we can't reach some of the parts without Brave Slash. The least they could do if they're going to make Brave Slash filler is lower the maximum damage, raise the minimum (to beat Brandish at level 1), and give it 6 targets and range. On a side note, just how powerful is Panic? I'd assume it's probably the most powerful ability so far, but with a 30second cooldown, it can't get affected by your own darkness effect. I'm assuming the damage cap might need to be raised, or at least allowing Panic to pass it. I'm a fairly low funded Hero, and even I can hit 200-250k with Panic in it's current state.

Care to explain how Brave Slash is a filler skill?

ghostofhalo
2011-03-24, 05:50 AM
Care to explain how Brave Slash is a filler skill?


Coma is virtually spammable. With AFA, we'd have a 48% chance to charge orbs, 12% chance to retain orbs, and 40% chance to lose an orb.

Coma does trigger Final Attack unless it was otherwised changed during these warrior revamps. Once you get your orb counter to 10, Coma takes over and it's rare to lose enough orbs to make Brave Slash better again. That is unless Panic and Coma no longer work from the normal formulas and just use regular damage. It's hard to judge anything without any Hero videos from KMST.

JoeTang
2011-03-24, 05:58 AM
Coma does trigger Final Attack unless it was otherwised changed during these warrior revamps. Once you get your orb counter to 10, Coma takes over and it's rare to lose enough orbs to make Brave Slash better again. That is unless Panic and Coma no longer work from the normal formulas and just use regular damage. It's hard to judge anything without any Hero videos from KMST.

I'd like to think that Nexon is smart enough to not give Heroes a spammable skill that literally gives them 31100%/s on six monsters. If it did, why would you care if Brave Slash were a filler skill? Literally over 9000%/s single target with Enrage Coma Panic not good enough for you?

ghostofhalo
2011-03-24, 06:04 AM
I'd like to think that Nexon is smart enough to not give Heroes a spammable skill that literally gives them 31100%/s on six monsters. If it did, why would you care if Brave Slash were a filler skill? Literally over 9000%/s single target with Enrage Coma Panic not good enough for you?That's what I'm saying. I want to see how the hell these so-called finishers work now. And if Brave Slash is filler, why add it to the 4th job? It hardly does anything but replace Brandish. They could always do something else with it: a new buff that summons a large weapon that raises hit range, a new finisher that hits one enemy for massive damage (with a cooldown), anything is more useful than "that skill used between the good ones."

ShinkuDragon
2011-03-24, 06:05 AM
I'd like to think that Nexon is smart enough to not give Heroes a spammable skill that literally gives them 31100%/s on six monsters. If it did, why would you care if Brave Slash were a filler skill? Literally over 9000%/s single target with Enrage Coma Panic not good enough for you?

can i break the power level indicator yet?

and wth? 9000%/s, when sacrifice is only 1472%/s

i am confused with these numbers *puts on dunce hat* either this is overly overpowered to the point where i would react just like vegeta, or there is something i am missing here that makes it more... not overkill?

EDIT: oh, i see, hypothetical situation, still, the 2037%/s on 1vs1 of heroes, makes me wonder about the strength of sacrifice, even while ignoring all pdr

Baklava
2011-03-24, 06:20 AM
I'd like to think that Nexon is smart enough to not give Heroes a spammable skill that literally gives them 31100%/s on six monsters. If it did, why would you care if Brave Slash were a filler skill? Literally over 9000%/s single target with Enrage Coma Panic not good enough for you?

It's obvious to see that he won't stop complaining until Heroes are able to deal 99999%/0.5 with Brave Slash, even when they're basically on par/above par with every other warrior and completely outclass them at bosses right now!

It even looks like Paladins are back to being pretty low on warrior damage terms, too!

I think it makes the most sense that Heroes have the least range because they basically rely on brute weapon force without outside stimuli. (Beholder/Dark Power for Dark Knights and Elements for Paladins)

...and it would make power reflection more useful if you can just stand on something and deal 500% of the damage you take on top of your attacks rather than sniping it from a long range while making power reflection useless.


That's what I'm saying. I want to see how the hell these so-called finishers work now. And if Brave Slash is filler, why add it to the 4th job? It hardly does anything but replace Brandish. They could always do something else with it: a new buff that summons a large weapon that raises hit range, a new finisher that hits one enemy for massive damage (with a cooldown), anything is more useful than "that skill used between the good ones."

Isn't that how Buccaneers work? DRAGON STRIKE, FIST, DRAGON STRIKE, FIST, DRAGON STRIKE, FIST, SUPER TRANSFORM, DEMOLITION, FIST, DEMOLITION, FIST, DEMOLITION, FIST.
lots of skills used between good ones.

and they're pretty strong at doing that at close range.



edit; IN OTHER NEWS, I SEE SPINEL.

SOME WORLD TOUR?

ShinkuDragon
2011-03-24, 06:27 AM
It's obvious to see that he won't stop complaining until Heroes are able to deal 99999%/0.5 with Brave Slash, even when they're basically on par/above par with every other warrior and completely outclass them at bosses right now!

It even looks like Paladins are back to being pretty low on warrior damage terms, too!

I think it makes the most sense that Heroes have the least range because they basically rely on brute weapon force without outside stimuli. (Beholder/Dark Power for Dark Knights and Elements for Paladins)

...and it would make power reflection more useful if you can just stand on something and deal 500% of the damage you take on top of your attacks rather than sniping it from a long range while making power reflection useless.


problem comes with certain enemies (C/ZAK's top right arm, C/HT heads, dunno what else) and that last example is precisely sacrifice+revenge on a DrK, except we don't avoid any damage, we take even more (thank you sacrifice :f3:)

Kabanaw
2011-03-24, 06:32 AM
I waited an entire week for another patch, with the hopes that this one would be a Magician patch, but nope >:C

Ah well, this means one of two things:

1) They'll be working on changing all classes, one per KMS patch for a while
2) They honestly think that warriors are the only unbalanced class, which would make me sad.

ghostofhalo
2011-03-24, 07:08 AM
It's obvious to see that he won't stop complaining until Heroes are able to deal 99999%/0.5 with Brave Slash, even when they're basically on par/above par with every other warrior and completely outclass them at bosses right now!I'm complaining about how useless Brave Slash is for an "upgrade." It should be something like Dragon Strike replacing Shockwave, but instead, it's an attack that will rarely get used when you aren't spamming "finishers" which I suppose aren't finishers anymore.

Isn't that how Buccaneers work? DRAGON STRIKE, FIST, DRAGON STRIKE, FIST, DRAGON STRIKE, FIST, SUPER TRANSFORM, DEMOLITION, FIST, DEMOLITION, FIST, DEMOLITION, FIST.
lots of skills used between good ones.
This is not the same thing at all. You use your attacks as filler to compensate for the delay between skills. Heroes will use Brave Slash to build a combo and nothing else. We'll be spamming Coma constantly until our luck runs low enough to drop below X number of orbs (the point where Brave Slash would be better) and repeat. I'd be happy using Brandish for the entire 4th job if they would just replace Brave Slash with something a little more useable.

I'm mostly waiting for a video or some comfirmation of Panic/Coma's damage formula retaining and Final Attack triggering with both still. I'm mostly assuming neither has changed since Big Bang.

Link
2011-03-24, 07:31 AM
DEMOLITION, FIST, DEMOLITION, FIST, DEMOLITION, FIST.



What kind of idiot would do that unless they're obsessed with invulnerability frames?

Pythagoras
2011-03-24, 08:04 AM
Any changes to ToT map?

Oh noted.

The opened 1st door is finally closed, but the closed 2nd door is now opened.

Jon
2011-03-24, 08:21 AM
Ooh, the new World Maps are pretty snazzy. And the new MP3s are wutwutwutwutwutwut. The "remix" isn't a remix at all. >_>

Alloy
2011-03-24, 08:32 AM
By the way, I heard something about the ultimate adventurer skills getting a tweak. What's up with that? It named Vampire too.

Dusk
2011-03-24, 08:56 AM
I waited an entire week for another patch, with the hopes that this one would be a Magician patch, but nope >:C

Ah well, this means one of two things:

1) They'll be working on changing all classes, one per KMS patch for a while
2) They honestly think that warriors are the only unbalanced class, which would make me sad.

I'm thinking the former: it'll just be a slower process than we originally anticipated. This will be the "Warrior Patch."

Haseo
2011-03-24, 10:07 AM
Hope it ends soon. Now even more people will make a UA Paladin. D:

And yeah isnt it called bellflower or w/e? I never really watched pokemon to be honest. x_x

Looks like the love child of a bellossom and a shaymin to me.

Also, lol@ Ellinia music being disguised as Heneremix.

Stereo
2011-03-24, 10:33 AM
I'd like to think that Nexon is smart enough to not give Heroes a spammable skill that literally gives them 31100%/s on six monsters. If it did, why would you care if Brave Slash were a filler skill? Literally over 9000%/s single target with Enrage Coma Panic not good enough for you?

Not sure how you get those numbers, but then I'm also not sure what multipliers work on Hero's finishers.
- Advanced Combo: is currently 400%, as in 100% + 30%/orb (ie. 1000*4 = 4000%/Panic)
- Enrage: works with Finishers?
- Chance Attack: works with Finishers?
- Final Attack: currently works with Finishers, but is only about 500% anyway (even with 10 orbs)

Bribery
2011-03-24, 10:39 AM
Unless I'm interpreting it incorrectly, Advanced Final Attack now gives a passive 30% damage boost.

hamad138
2011-03-24, 10:56 AM
Unless I'm interpreting it incorrectly, Advanced Final Attack now gives a passive 30% damage boost.

seriously i dont believe this :f6:

Sarah
2011-03-24, 10:59 AM
nice, 25% increase to damage, i like, and srsly, blast to 300%? when will the OPaladin-ness end!

http://www.happychinchilla.info/Southperry/patch/npc/1012124.png

isn't that a pokemon? :f1:

http://www.serebii.net/pokedex-bw/421.shtml looks like Cherrim's sunny day form

Takebacker
2011-03-24, 11:11 AM
I think nexon is getting a lot better at balancing within job adavncements. Heroes pallys and drks are finally in the range of where they should be in DPS compared to each other and there are still advantages each of them have that are very attractive. Pallys are tanks, heroes destroy anything that moves, and drks get amazing damage boosts. And all of them complement each other! I expected them to move on to another job and keep tweaking warriors. Guess we have to wait another week for more. D:

Fiel
2011-03-24, 11:19 AM
Unless I'm interpreting it incorrectly, Advanced Final Attack now gives a passive 30% damage boost.

No, it gives a stackable +30 WATK.

Takebacker
2011-03-24, 11:20 AM
Does that att boost increase with CO? By 2 or 1 total?

ShinkuDragon
2011-03-24, 11:29 AM
http://www.serebii.net/pokedex-bw/421.shtml looks like Cherrim's sunny day form

a bit off topic, i blame myself. anyways, this is what i had in mind when i posted it, this and the evo
http://www.serebii.net/pokedex-bw/548.shtml

ghostofhalo
2011-03-24, 11:48 AM
Not sure how you get those numbers, but then I'm also not sure what multipliers work on Hero's finishers.
- Advanced Combo: is currently 400%, as in 100% + 30%/orb (ie. 1000*4 = 4000%/Panic)
- Enrage: works with Finishers?
- Chance Attack: works with Finishers?
- Final Attack: currently works with Finishers, but is only about 500% anyway (even with 10 orbs)I'm pretty sure both Erange and Chance Attack works with finishers. As for Final Attack, it's not the damage I'm concerned about. It's the fact that it charges orbs too, meaning it helps finishers become spammable (in this case Coma since Panic has a cooldown).

Fiel
2011-03-24, 12:24 PM
By the way, I heard something about the ultimate adventurer skills getting a tweak. What's up with that? It named Vampire too.

I didn't see anything for Vampire, but I did see a change for the Blaze Wizard's UA skill. The "time" variable was increased from 15 to 40.

DarkQThunder
2011-03-24, 12:40 PM
I didn't see anything for Vampire, but I did see a change for the Blaze Wizard's UA skill. The "time" variable was increased from 15 to 40.

Looks like mages now have a UA skill that actually increases DPM, unless the reduction from my ewand is applied to DoT (the boost doesn't affect ice demon's DoT but I'm not completely sure about reduction).

byakugan
2011-03-24, 12:42 PM
1 - Those remix songs got nothing of a remix.
2 - All new maps are cool except the new Temple of time map which is almost the same thing
3 - I hope nexon does something to avoid Dawn warriors of becoming even more overpowered. I am sick of every one already making dawn warriors for soul driver.
4 - 30 seconds cooldown on panic? Since the damage cap is 1 million, it seems unfair you cannot use this skill more often considering marksmen can use snipe every 4 seconds.
5 - Still waiting for a damn change to shout.

ghostofhalo
2011-03-24, 01:17 PM
1 - Those remix songs got nothing of a remix.
2 - All new maps are cool except the new Temple of time map which is almost the same thing
3 - I hope nexon does something to avoid Dawn warriors of becoming even more overpowered. I am sick of every one already making dawn warriors for soul driver.
4 - 30 seconds cooldown on panic? Since the damage cap is 1 million, it seems unfair you cannot use this skill more often considering marksmen can use snipe every 4 seconds.
5 - Still waiting for a damn change to shout.Soul Driver was already nerfed to 720% (4 x 180%). And I completely agree with Panic. If it's going to be 4000% at 10 orbs (40x damage without enrage), Heroes will have no trouble hitting the cap in no time. The fact that it works on bosses is nice, but there's also something about a reduced effect on bosses. My question is if that is reduced duration or reduced accuracy penalty. As for Shout, I guess it would since Coma has a massive chance to stun now. I'm not really sure what perk Shout would have. Maybe it would add a temporary damage buff (like a war cry) or something. Whatever though. I just want to see Heroes in action with this patch.

byakugan
2011-03-24, 02:23 PM
Even if they nerfed Soul driver after chaos, I don't want panic and coma to become a new reason for a soul master bandwagon.

As for shout, I expressed in the hamad thread my wish for it to become an ultimate like heaven's hammer and dragon roar are. Maybe instead of high damage it can "scare" all monsters around and curse them with darkness (even bosses), that or at least a new animation.

ghostofhalo
2011-03-24, 02:57 PM
As for shout, I expressed in the hamad thread my wish for it to become an ultimate like heaven's hammer and dragon roar are. Maybe instead of high damage it can "scare" all monsters around and curse them with darkness (even bosses), that or at least a new animation.New animation, yes. Ultimate, maybe. "scare" and darkness, no.
I'd like to see some use to it like startling the enemy forcing all skills to extend cooldowns. At bosses with super defense, it could extend that one-minute cooldown an extra 25% (15 seconds) or something. It'd also make great use in PvP as an anti-ultimate. Twister Spin (40 -> 50), Transform (200 -> 250), another Hero's Panic (30 -> 37.5), plus several others would feel an impact in PvP, assuming they live long enough to notice it. Even the minor cooldown skills in PvP (Chains of Hell and Snipe for example) would notice at least 1.2 seconds extra. It could make all the difference. The idea fits well with Magic Crash. Use it to prevent the buff, and then extend its cooldown with Shout. It gives you those extra needed seconds for Magic Crash to cooldown before the buff can be recasted. Shout would, of course, need a cooldown then.

Sorien
2011-03-24, 03:03 PM
Are we going to be getting modules for the warrior, and possibly other classes, revamps soon? It seems like they're going to be making more changes again like with Big Bang.

ghostofhalo
2011-03-24, 03:08 PM
Are we going to be getting modules for the warrior, and possibly other classes, revamps soon? It seems like they're going to be making more changes again like with Big Bang.
I would assume so, but Nexon Korea hasn't actually announced anything. The warriors are getting pretty balanced, except the Hero. When they nerfed one thing, they completely broke (OP) another. Less defensive abilities, game breaking DPS. Weak 4th job attack, near spammable stun. Practically removed ranged attacks, passive 30 weapon attack bonus. I'm still not sure what they are trying to accomplish here.

Takebacker
2011-03-24, 03:15 PM
>Game breaking DPS

Have you seen dbs and mechs? Hero DPS on this level is more than balanced with the other warriors.

Fiel
2011-03-24, 03:16 PM
Are we going to be getting modules for the warrior, and possibly other classes, revamps soon? It seems like they're going to be making more changes again like with Big Bang.

Once they start adding more relevant content and maybe give this stuff a name, perhaps.

MysticHLE
2011-03-24, 03:18 PM
When will the useless assumptive calculations on DPS + "OMG OPness!" + "we suck" bitching without even looking at game play...stop?

You people are making complete assumptions of how the skills work based on numbers alone - when you KNOW for a fact that not all aspects of game mechanics are reflected in the numbers and extractions (take Intrepid Slash's current delay, for example) - and without factoring in things like time it takes to apply buffs (since every class have different amounts of buffs, and in a party, that can change as well), etc in your DPS, how accurate are your comparative calculations anyway?

ghostofhalo
2011-03-24, 03:22 PM
>Game breaking DPS

Have you seen dbs and mechs? Hero DPS on this level is more than balanced with the other warriors.
Are you sure? Really? Assuming finisher damage hasn't changed and final attack still triggers after finishers, Coma does 3061.73% per second with max combo (unless I goofed up the formula). Assuming it works with Enrage and Chance Attack, that's 6123.46% per second, 3827.16% each target without Enrage (22962.96% all together). Can you name a class that can do that kind of damage? I don't think Mech or DB can.

Take it with a grain of salt though. Someone should really check my math as I'm more than likely wrong.

EDIT: Booster not factored in.

Anyone else think that finishers no longer use their original formula but instead normal damage?

Sorien
2011-03-24, 04:00 PM
Once they start adding more relevant content and maybe give this stuff a name, perhaps.

Alright then, thanks! :f2:



When will the useless assumptive calculations on DPS + "OMG OPness!" + "we suck" bitching without even looking at game play...stop?

You people are making complete assumptions of how the skills work based on numbers alone - when you KNOW for a fact that not all aspects of game mechanics are reflected in the numbers and extractions (take Intrepid Slash's current delay, for example) - and without factoring in things like time it takes to apply buffs (since every class have different amounts of buffs, and in a party, that can change as well), etc in your DPS, how accurate are your comparative calculations anyway?

I don't really care much about the changes to heroes, but it seems like they're buffing the warrior classes a bit too much. Even with mediocre equips, people are likely going to be 1 hit killing any normal monster that's their level, and that's just boring. Maybe if they make it so there are more areas like LHC, sure, but it's irritating when I go to an area with monsters that are my level and I can kill them with unreasonable ease.

Phoenix
2011-03-24, 04:00 PM
840ms is our current delay right? Then I'm already satisfied, everything else is just on top of that.

Plus they increased the target range to 4? And Seem to have finally made Panic cause darkness on bosses, albeit with a shorter duration.

Locked
2011-03-24, 04:14 PM
840ms is our current delay right? Then I'm already satisfied, everything else is just on top of that.

Plus they increased the target range to 4? And Seem to have finally made Panic cause darkness on bosses, albeit with a shorter duration.

They increased the duration from 9 seconds to 30 seconds.

Also.. I spent over 5 minutes looking at the ToT map figuring out the change until I finally found out it was the doors.

PeePeeAyeDeeKay
2011-03-24, 04:14 PM
840ms is our current delay right? Then I'm already satisfied, everything else is just on top of that.

Plus they increased the target range to 4? And Seem to have finally made Panic cause darkness on bosses, albeit with a shorter duration.
Panic's blind effect is listed as 30 seconds for max level..

damage (670 --> 1000); x (60 --> 20); time (9 --> 30); New variable cooltime (30)
.. unless you mean nerfed on bosses like pre-BB PG

Viaje
2011-03-24, 04:17 PM
Holy Lightning Blast:
1623%/s
LF> Critical to be factored in.


When will the useless assumptive calculations on DPS + "OMG OPness!" + "we suck" peaching without even looking at game play...stop?

You people are making complete assumptions of how the skills work based on numbers alone - when you KNOW for a fact that not all aspects of game mechanics are reflected in the numbers and extractions (take Intrepid Slash's current delay, for example) - and without factoring in things like time it takes to apply buffs (since every class have different amounts of buffs, and in a party, that can change as well), etc in your DPS, how accurate are your comparative calculations anyway?
Things like buff applications, that's a minuscule factor in the long run. If one class does 10% extra damage every minute, a few extra buffs aren't going to negate that.

Not sure what you're saying about IS' delay since, well, that is reflected in the extraction. 0.o
Overall, DPS is all in the numbers. Even buff cast times are a matter of numbers.

If you were to argue that we can't be certain that Panic/Coma are calculated the same, then maybe I could get on board.


I don't really care much about the changes to heroes, but it seems like they're buffing the warrior classes a bit too much. Even with mediocre equips, people are likely going to be 1 hit killing any normal monster that's their level, and that's just boring. Maybe if they make it so there are more areas like LHC, sure, but it's irritating when I go to an area with monsters that are my level and I can kill them with unreasonable ease.
Then why are you there?

The only reason any class should not be at LHC is if they're hunting PoT. That's it.
Training anywhere else is subpar.

Phoenix
2011-03-24, 04:17 PM
Panic's blind effect is listed as 30 seconds for max level..

.. unless you mean nerfed on bosses like pre-BB PG

The translated strings seems to indicate that yes.

So 20% chance to inflict darkness for 15 seconds on bosses, and a 30 second cooldown? Seems pretty good, especially if you have multiple heroes/Threaten already.

Now they just need to make MM's Blind work on bosses too. And make Mage Slow activate chance attack as well =]

EDIT: My bad, 20 is the Mpcon

PeePeeAyeDeeKay
2011-03-24, 04:25 PM
The translated strings seems to indicate that yes.

So 20% chance to inflict darkness for 15 seconds on bosses, and a 30 second cooldown? Seems pretty good, especially if you have multiple heroes/Threaten already.

Now they just need to make MM's Blind work on bosses too. And make Mage Slow activate chance attack as well =]

OH okay.. I see where you're getting it from. It should be:
Normal Mobs: 20 MP(unchanged so far), 2 Combo Orbs required, 1000% damage, 6 target, 90% Blind Rate(unchanged so far), -20% accuracy for 30 seconds, 30 sec cooldown.

Bosses: 20 MP(unchanged so far), 2 Combo Orbs required, 1000% damage, 6 target, 90% Blind Rate(unchanged so far), -20% accuracy for 15 seconds, 30 sec cooldown.

Kalovale
2011-03-24, 04:31 PM
Kinda meh, I seriously want them to make Dark Impale a kinda skill that changes Crusher/Fury/Sacrifice animations and damage%, like Advanced Straffe or something. Making us spam a single skill is stupid. Even in the early DK days, people had the choice between small mob+boss vs large mob.

Cavalier
2011-03-24, 04:34 PM
Kinda meh, I seriously want them to make Dark Impale a kinda skill that changes Crusher/Fury/Sacrifice animations and damage%, like Advanced Straffe or something. Making us spam a single skill is stupid. Even in the early DK days, people had the choice between small mob+boss vs large mob.

I might be missing something, but isn't spamming a single skill what most classes do?

Dusk
2011-03-24, 04:41 PM
I might be missing something, but isn't spamming a single skill what most classes do?

That's what makes most classes boring.

donovan
2011-03-24, 04:45 PM
Yea it's an ongoing complaint that's completely redundant.

Happy
2011-03-24, 05:05 PM
What the fuqqqqqqqqqqqqq? Whats the diffrence between the ToT map?

Abysseon
2011-03-24, 05:05 PM
Looks like mages now have a UA skill that actually increases DPM, unless the reduction from my ewand is applied to DoT (the boost doesn't affect ice demon's DoT but I'm not completely sure about reduction).

Until they increase the damage %, its still looks like a pointless ck skill to use.

A 178 i/l archmage had gears at pap and the damage was disappointing.
He only used it once in the beginning as well.


I waited an entire week for another patch, with the hopes that this one would be a Magician patch, but nope >:C

Ah well, this means one of two things:

1) They'll be working on changing all classes, one per KMS patch for a while
2) They honestly think that warriors are the only unbalanced class, which would make me sad.

Since they updated the warrior hero's will and made new skills from earlier jobs giving +main/secondary stats (physical training), the other classes may get similar balancing before this comes to KMS.

Fiel
2011-03-24, 05:12 PM
What the fuqqqqqqqqqqqqq? Whats the diffrence between the ToT map?

Look at the doors.

MysticHLE
2011-03-24, 05:20 PM
Things like buff applications, that's a minuscule factor in the long run. If one class does 10% extra damage every minute, a few extra buffs aren't going to negate that.


Oh really? If a buff lasts for 2 seconds (Combat Orders, for example), that's 2/60 seconds or 1/30 minutes gone. 10% extra damage per minute with 1/30 of the minute gone is quite a lot if you add up everything - that 10% extra per minute essentially then becomes only 6.3% extra per minute. Granted that we don't rebuff the same skill every minute, but you kinda see where I'm going, I hope.

And besides, the buffs are just an example of one of many things that people don't consider in these calculations - Paladins in particular have a huge set of buffs that aren't exactly fast except done on a rope.

I'd like to know how many calculations out there honestly take into consideration of Threaten effects/probability and other skills which ignores monster PDR such as Combat Mastery. What about a Paladin's 94% mastery compared to a Hero's 70%? Skills like Guardian repelling a monster away? Your own character's knock-back rate and thus DPS changes due to Stance level differences with and without CO? Chances of attack stunning/freezing a mob so that the mob does not attack back and lowering the probability of your character being KBed/attacks being interrupted? The characters' mobility and mobbing ability (e.g. Monster Magnet used in conjunction with Rush vs. no Monster Magnet, etc)? What about Heaven's Hammer (although not killing the mobs) aggroing the mobs towards you and essentially used as an AOE mobbing skill while rest of the map may be dealt with normally?

Yeah sure, class X does game breaking damage if you consider the perfect scenario in which everything is mobbed together or if you consider single target DPS only...

Like...really? What's the point of doing these calculations again if we aren't going to be practical?

No model is perfectly accurate, yet some are useful - but only if applied practically. And I dare say that very few of the above factors I listed are negligible.

Sorien
2011-03-24, 05:21 PM
Then why are you there?

The only reason any class should not be at LHC is if they're hunting PoT. That's it.
Training anywhere else is subpar.

Yes, I realize that training anywhere other than LHC is slower, but that doesn't mean that the mobs outside of LHC should be destroyed ten times over by a singe attack. I would prefer the warrior classes be balanced out while keeping the same amount of strength that they currently possess in GMS.

As for why I'm anywhere other than LHC. I kind of enjoy walking around and hunting random monsters as well as doing quests, and I especially enjoyed wandering pre-BB when most enemies my level were actually taking more than 3 hits to kill and could actually hurt me. But I feel like doing that will become significantly less entertaining when absolutely nothing can so much as become agroed toward me because they die the moment I attack. It's one thing if the monster is 10 levels below me, but with warriors the way they are, I'll be one hit killing monsters that are even above my level.

yo72
2011-03-24, 06:35 PM
Oh really? If a buff lasts for 2 seconds (Combat Orders, for example), that's 2/60 seconds or 1/30 minutes gone. 10% extra damage per minute with 1/30 of the minute gone is quite a lot if you add up everything - that 10% extra per minute essentially then becomes only 6.3% extra per minute. Granted that we don't rebuff the same skill every minute, but you kinda see where I'm going, I hope.

And besides, the buffs are just an example of one of many things that people don't consider in these calculations - Paladins in particular have a huge set of buffs that aren't exactly fast except done on a rope.

I'd like to know how many calculations out there honestly take into consideration of Threaten effects/probability and other skills which ignores monster PDR such as Combat Mastery. What about a Paladin's 94% mastery compared to a Hero's 70%? Skills like Guardian repelling a monster away? Your own character's knock-back rate and thus DPS changes due to Stance level differences with and without CO? Chances of attack stunning/freezing a mob so that the mob does not attack back and lowering the probability of your character being KBed/attacks being interrupted? The characters' mobility and mobbing ability (e.g. Monster Magnet used in conjunction with Rush vs. no Monster Magnet, etc)? What about Heaven's Hammer (although not killing the mobs) aggroing the mobs towards you and essentially used as an AOE mobbing skill while rest of the map may be dealt with normally?

Yeah sure, class X does game breaking damage if you consider the perfect scenario in which everything is mobbed together or if you consider single target DPS only...

Like...really? What's the point of doing these calculations again if we aren't going to be practical?

No model is perfectly accurate, yet some are useful - but only if applied practically. And I dare say that very few of the above factors I listed are negligible.

Do you play the same game? We are playing MS where all the skill needed to play is to hold down 1 button. Have you ever bossed?

Cavalier
2011-03-24, 06:44 PM
Do you play the same game? We are playing MS where all the skill needed to play is to hold down 1 button. Have you ever bossed?
His post really doesn't have much to do the difficulty of the game. He's just saying that there's a bunch of other factors that can affect DPS, since if you want to be accurate, you have to consider the time it takes to buff, what happens if don't have stance and have to keep walking back, etc.

yo72
2011-03-24, 07:03 PM
His post really doesn't have much to do the difficulty of the game. He's just saying that there's a bunch of other factors that can affect DPS, since if you want to be accurate, you have to consider the time it takes to buff, what happens if don't have stance and have to keep walking back, etc.

Everyone has to buff 2 or 3 lost seconds buffing is nothing and not everyone buffs the second before they expire. If you get kbed learn to jump and attack or to tank hits.

MysticHLE
2011-03-24, 07:58 PM
Jump attack at boss after being hit? Last time I checked, this game's horizontal jump distance is solely dependent on the character's speed. Are you pineappleing kidding me? Unless you're a ranged (non BM) and want to possibly totally misplace your character, or risk falling off platforms or end up hugging a boss, you would NOT be jump attacking after being KBed by an attack - you'd be walking and repositioning yourself before attacking. And guess what? That rate of you getting hit would be major time lost factor on your DPS!

And since when has the focus about DPS become solely bossing? If it's not all about bossing, then I hope it's clear why the points I raised are important.

But since you're so stuck in your head about DPS => bossing, then allow me to proceed onto my next point.

Does it really matter all that much - both pre-LHC and post-LHC?

Not sure about your server, but as far as I can see throughout the forums/buddy chat/guild chat...pre-LHC bosses like Zak, HT, etc...the amount of waiting it takes to get into the run due to other runners, channel hoggers, dc hackers, Windows disconnection issues, etc. is very well on the order of the actual duration of the boss run itself - if not many times more. I can argue that your % of exp/hour gained at bossing is greatly diminished due to the amount of waiting and time it takes to prepare for the run. Thus, whether or not your boss run itself lasts 20 minutes or 25 minutes due to class differences, would actually be very negligible compared to total time spent - and you'll be better off training normally. Besides, you're limited to how many times you can boss daily anyway.

The only place where time is really a constraint and where class DPS tier would matter at then, would be PB (and just in the past 2 days, PB has been downed in my server 3 times) - and again, how many damage calculations out there take into consideration of skills which affect monster PDR, PDR ignore rate, mastery rate, different elemental advantages/disadvantages (Huginn, Muninn, Ariel, etc.), Mini-Bean summon rates affecting single target DPS classes, etc?

At LHC - class variations in DPS barely matter - as most exp are gained through having more members in the party - and not through who has the biggest e-penor in damage and gets white exp or the most exp out of ~50k (non party exp).

So seriously, is class-relative DPS really that big of a deal on a more practical standpoint? If so, what use is peaching about assumptive analysis before being sure about game mechanics and seeing things in action? If not, why bother at all?

P.S. Thanks Stereo for supporting my buffs point in the following post.

Stereo
2011-03-24, 08:24 PM
Everyone has to buff 2 or 3 lost seconds buffing is nothing and not everyone buffs the second before they expire. If you get kbed learn to jump and attack or to tank hits.

9.5 seconds on my Paladin to get fully buffed, and the skills have
80s
90s
100s
180s
200s
200s
200/330s (ice+fire, holy)
240s
300s
Cooldowns.
Looked at over a 5 minute period, that's 2.625 + 6.67 + 2.1 + 3.33 + 3 * 1.05 + .875 + .7 = 19.45 seconds.

That means I spend at least 6.5% of my time casting buffs...

TagerBustah
2011-03-24, 08:33 PM
Heroes got buffed quite a bit.

Brave Slash + 6x Coma, Panic on cooldown when you have 10 orbs 6 mobs:
8910%/s

Monster Magnet + Panic (Manual 8~10 orb) 6 mobs:
~7940%/s
Monster Magnet + 9x Coma + Panic on cooldown when you have 10 orbs 6 mobs:
8710%/s

Brave Slash + Panic Macro 3 mobs:
~4860%/s
Brave Slash + Panic on cooldown 3 mobs:
~5240%/s

Enrage Brave Slash + Panic on cooldown 1v1:
3259%/s
Brave Slash + Panic on cooldown 1v1:
2037%/s

Holy Lightning Advanced Charge Blow 6 mobs:
8306%/s
Holy Lightning Advanced Charge Blow 3 mobs:
4208%/s
Holy Lightning Blast:
1623%/s

Berserk Dark Impale 6 mobs:
7543%/s -> 7828%/s
Berserk Dark Impale 3 mobs:
3829%/s -> 3971%/s
Berserk Sacrifice:
1472%/s



Did you include elemental advantage and critical for paladin? and ACB hits 7 mobs.

Viaje
2011-03-24, 08:35 PM
I might be missing something, but isn't spamming a single skill what most classes do?
So you're advocating boring game play just because it's the standard?

My favorite part of LHC is actually having to pay attention to mob size to determine whether I use Blast or ACB.
Drks, meanwhile, have had the benefit all along of choosing between Crusher/Fury and had Sacrifice added as a viable attack in Big Bang.
Now they're dumbing down the play style for the sake of giving them a new skill.


No model is perfectly accurate, yet some are useful - but only if applied practically. And I dare say that very few of the above factors I listed are negligible.
Well let's see.


Oh really? If a buff lasts for 2 seconds (Combat Orders, for example), that's 2/60 seconds or 1/30 minutes gone. 10% extra damage per minute with 1/30 of the minute gone is quite a lot if you add up everything - that 10% extra per minute essentially then becomes only 6.3% extra per minute. Granted that we don't rebuff the same skill every minute, but you kinda see where I'm going, I hope.
What version of CO are you looking at that lasts two seconds? Last I checked, it's 1.5 (http://www.southperry.net/showthread.php?t=35267) seconds.

Of course, the biggest atrocity in your math is how flagrantly you dismiss that, no, you won't ever be casting your buffs every minute. Combat Orders, for example, last three.
So that becomes 1.5/180 or .8% of every minute.
I see where you're attempting to go, but your logic is faulty.

Negligible? Yes.


And besides, the buffs are just an example of one of many things that people don't consider in these calculations - Paladins in particular have a huge set of buffs that aren't exactly fast except done on a rope.
I'd argue with this, but I'm not sure what you're saying.
Buffs are just an example and then you give another example that is... buffs?


I'd like to know how many calculations out there honestly take into consideration of Threaten effects/probability and other skills which ignores monster PDR such as Combat Mastery. What about a Paladin's 94% mastery compared to a Hero's 70%? Skills like Guardian repelling a monster away? Your own character's knock-back rate and thus DPS changes due to Stance level differences with and without CO? Chances of attack stunning/freezing a mob so that the mob does not attack back and lowering the probability of your character being KBed/attacks being interrupted? The characters' mobility and mobbing ability (e.g. Monster Magnet used in conjunction with Rush vs. no Monster Magnet, etc)? What about Heaven's Hammer (although not killing the mobs) aggroing the mobs towards you and essentially used as an AOE mobbing skill while rest of the map may be dealt with normally?
Dusk's account for Threaten, mastery, and PDRate. (http://www.southperry.net/showthread.php?t=7019)

I'll address the rest of the complaints on a point-by-point basis:
- Curious how Guardian's KB skill affects DPM at a boss. Especially the grand amount that are immobile. I'd say it has negligible effects.
- As for a character getting KB'd, I'd love how you would go about doing the math on that. Feel free to go ahead and try. At the end of the day, Palis having near-100% Stance isn't going to make up for Heroes doing three times their damage. It becomes negligible by relativity.
- Any mob that can be stunned/frozen should be dying in less than three hits, which can always be preformed before a mob and thinks to attack. Negligible for sure.
- Also curious how you'd calculate the affect of Monster Magnet and Rush. Most DPM is done on pinned or immobile monsters anyway, making this very negligible.
- Monsters in LHC are auto-aggro'd anyway, taking away any appeal of using Hammer for that purpose. Once again, negligible.


Yeah sure, class X does game breaking damage if you consider the perfect scenario in which everything is mobbed together or if you consider single target DPS only...

Like...really? What's the point of doing these calculations again if we aren't going to be practical?

No model is perfectly accurate, yet some are useful - but only if applied practically. And I dare say that very few of the above factors I listed are negligible.
If you insist that there's no point in doing calculations unless they perfectly account for everything, then you're the one being impractical.

Mobbing takes a couple of seconds, and all warriors do it just as well at LHC. Single target DPS is considered because that's what most bosses are.


Yes, I realize that training anywhere other than LHC is slower, but that doesn't mean that the mobs outside of LHC should be destroyed ten times over by a singe attack. I would prefer the warrior classes be balanced out while keeping the same amount of strength that they currently possess in GMS.

As for why I'm anywhere other than LHC. I kind of enjoy walking around and hunting random monsters as well as doing quests, and I especially enjoyed wandering pre-BB when most enemies my level were actually taking more than 3 hits to kill and could actually hurt me. But I feel like doing that will become significantly less entertaining when absolutely nothing can so much as become agroed toward me because they die the moment I attack. It's one thing if the monster is 10 levels below me, but with warriors the way they are, I'll be one hit killing monsters that are even above my level.
If it's boring, downgrade your equips.
May I suggest a Pumpkin Basket? :P

On a serious note though, I'll agree though that there is a major imbalance/bipolarity when it comes to training in Maple.

The problem doesn't lie with the skills: it lays with the mobs.
They're buffing the skills so that players can better face places like Future Ereve, LHC, and the bosses that come with them, but that leaves the old mobs in the dust.

What would be fantastic would be to see, if not most of Leafre, the Temple of Time revamped to work exactly like LHC. Not only would this mean a bigger variety of training, but it would mean a more even distribution of elemental weaknesses among end-game training.

Dusk
2011-03-24, 08:37 PM
9.5 seconds on my Paladin to get fully buffed, and the skills have
80s
90s
100s
180s
200s
200s
200/330s (ice+fire, holy)
240s
300s
Cooldowns.
Looked at over a 5 minute period, that's 2.625 + 6.67 + 2.1 + 3.33 + 3 * 1.05 + .875 + .7 = 19.45 seconds.

That means I spend at least 6.5% of my time casting buffs...

Cast your buffs on a rope. Shouldn't take 9.5 seconds.

MysticHLE
2011-03-24, 08:41 PM
Cast your buffs on a rope. Shouldn't take 9.5 seconds.

Not always possible at bosses. :f2:

Get to a rope, buff, walk back to attack - may very well cancel out the time saved.

ghostofhalo
2011-03-24, 09:06 PM
Why do we need to wait for buffs to cast anyway? There's a macro system that could make great work for casting buffs if they didn't have delays. Take Enrage for example. It takes around 3-4 attacks to get full buffed to 10 orbs to cast Enrage... even though it works with 9 for some reason... and even then, it has no delay or animation. It instantly casts with no interruption in my attacks. We don't have an Auto Buff for pets yet, and even so, don't those trigger the delay anyway? It's not like any buff takes longer than 1.5 seconds, right? It's hardly a "weakness" with invulnerability frames each time you get hit.

MysticHLE
2011-03-24, 09:11 PM
What version of CO are you looking at that lasts two seconds? Last I checked, it's 1.5 (http://www.southperry.net/showthread.php?t=35267) seconds.

Of course, the biggest atrocity in your math is how flagrantly you dismiss that, no, you won't ever be casting your buffs every minute. Combat Orders, for example, last three.
So that becomes 1.5/180 or .8% of every minute.
I see where you're attempting to go, but your logic is faulty.

Negligible? Yes.


Please look at Stereo's analysis.



I'd argue with this, but I'm not sure what you're saying.
Buffs are just an example and then you give another example that is... buffs?


Meant that buff delays were just one example...thought it would be obvious enough.



Dusk's account for Threaten, mastery, and PDRate. (http://www.southperry.net/showthread.php?t=7019)


And what about the peaching based on new calculations posed by various different people every time one of these re-balance patches come out?



I'll address the rest of the complaints on a point-by-point basis:
- Curious how Guardian's KB skill affects DPM at a boss. Especially the grand amount that are immobile. I'd say it has negligible effects.


Bossing again? What is this...BossStory?



- As for a character getting KB'd, I'd love how you would go about doing the math on that. Feel free to go ahead and try. At the end of the day, Palis having near-100% Stance isn't going to make up for Heroes doing three times their damage. It becomes negligible by relativity.


3 times the damage? What patch are we talking about here? Video please.

I have yet to see a Hero with similar equips doing 3 times my damage.



- Any mob that can be stunned/frozen should be dying in less than three hits, which can always be preformed before a mob and thinks to attack. Negligible for sure.


Really? Performed before a mob can think to attack? For sure? Qualm Monks, Oblivion Monks (any mob that does not pre-buff before casting magic)...you can ensure that they don't attack you within 3 hits if you don't stun them, eh? Yes, yes, quite negligible indeed. :f3: </sarcasm>



- Also curious how you'd calculate the affect of Monster Magnet and Rush. Most DPM is done on pinned or immobile monsters anyway, making this very negligible.


Are you focusing on bossing only again? Please refer to my other post if so. And if not, you prove my point exactly. This is something that would NOT be easy to calculate, yet it can drastically affect game play and training efficiency. It's by no means negligible AT ALL. Your logic here is flawed.



- Monsters in LHC are auto-aggro'd anyway, taking away any appeal of using Hammer for that purpose. Once again, negligible.


And 8 million damage every 20 seconds to Zak's 8 arms...and 5 million damage every 20 seconds to HT's legs, tail, wings, and both hands are negligible too, right?



If you insist that there's no point in doing calculations unless they perfectly account for everything, then you're the one being impractical.


That's not what I insist on at all. But if people are going to go as far as peaching based on assumptive calculations without seeing the class in action and videos...about the fact that their class is OMG imbalanced or another class is OMG OPness, then they should in all fairness, account for everything accurately. =)



Mobbing takes a couple of seconds, and all warriors do it just as well at LHC. Single target DPS is considered because that's what most bosses are.


No longer relevant to the point I was making. Please refer to my other post on bossing.



On a serious note though, I'll agree though that there is a major imbalance/bipolarity when it comes to training in Maple.

The problem doesn't lie with the skills: it lays with the mobs.
They're buffing the skills so that players can better face places like Future Ereve, LHC, and the bosses that come with them, but that leaves the old mobs in the dust.

What would be fantastic would be to see, if not most of Leafre, the Temple of Time revamped to work exactly like LHC. Not only would this mean a bigger variety of training, but it would mean a more even distribution of elemental weaknesses among end-game training.

Agreed. =)


Why do we need to wait for buffs to cast anyway? There's a macro system that could make great work for casting buffs if they didn't have delays. Take Enrage for example. It takes around 3-4 attacks to get full buffed to 10 orbs to cast Enrage... even though it works with 9 for some reason... and even then, it has no delay or animation. It instantly casts with no interruption in my attacks. We don't have an Auto Buff for pets yet, and even so, don't those trigger the delay anyway? It's not like any buff takes longer than 1.5 seconds, right? It's hardly a "weakness" with invulnerability frames each time you get hit.

What you said touches on what I said in another post in another thread somewhere...but why bother having so many active skills, period?! Things like Booster and AC and Stance...should really just be passive skills (I honestly don't see a point in NOT wanting those)...less clutter for keyboards too (even with macros). If anything, they're just there to make us feel better about our class having cool animations...but meh, it's getting a bit too much IMO. <.<

Sorien
2011-03-24, 10:22 PM
On a serious note though, I'll agree though that there is a major imbalance/bipolarity when it comes to training in Maple.

The problem doesn't lie with the skills: it lays with the mobs.
They're buffing the skills so that players can better face places like Future Ereve, LHC, and the bosses that come with them, but that leaves the old mobs in the dust.

What would be fantastic would be to see, if not most of Leafre, the Temple of Time revamped to work exactly like LHC. Not only would this mean a bigger variety of training, but it would mean a more even distribution of elemental weaknesses among end-game training.

That would be wonderfull! Especially since it would let I/L mages and Bishops actually deal decent damage while grinding.


What you said touches on what I said in another post in another thread somewhere...but why bother having so many active skills, period?! Things like Booster and AC and Stance...should really just be passive skills (I honestly don't see a point in NOT wanting those)...less clutter for keyboards too (even with macros). If anything, they're just there to make us feel better about our class having cool animations...but meh, it's getting a bit too much IMO. <.<

Well, having them all passive would make dispel less effective, and thereby significantly reduce the time needed to kill bosses; however, I think it'd be better if the buffs were active, but didn't need to be recast all the time. I'd prefer it if the buffs were active, but then worked like Soaring where they would continue to drain mp from the user over time (it's not like it'd be hard to make a skill drain 1-10 points of mp every few seconds). Just leave it so that the skills with time limits are party buffs, make the timer only kick in when the non-caster is out of range of the buff provider, and buffs that have cooldowns, like Divine Shield, or aren't controlled by the caster, like Lucky Dice and Oshi.

MysticHLE
2011-03-24, 10:34 PM
Well, having them all passive would make dispel less effective, and thereby significantly reduce the time needed to kill bosses; however, I think it'd be better if the buffs were active, but didn't need to be recast all the time. I'd prefer it if the buffs were active, but then worked like Soaring where they would continue to drain mp from the user over time (it's not like it'd be hard to make a skill drain 1-10 points of mp every few seconds). Just leave it so that the skills with time limits are party buffs, make the timer only kick in when the non-caster is out of range of the buff provider, and buffs that have cooldowns, like Divine Shield, or aren't controlled by the caster, like Lucky Dice and Oshi.

That's actually a really good idea! =D But maybe not every few seconds...*imagines the horrors of 1/1*

Stereo
2011-03-24, 11:08 PM
Cast your buffs on a rope. Shouldn't take 9.5 seconds.

Yeah, it's 6.0 seconds approximately. And a second run through 9 buffs while just standing around was only 8.5 seconds, so part of it's a matter of lag, and having to hit so many keys. I suspect buffs are 0.6 secs or 1.5 secs depending if they have a huge animation or not.

Still silly that we have so many buffs...

MetaSeraphim
2011-03-24, 11:14 PM
What is this...BossStory?

With regular monsters for training becoming bosses, yes.

Kojo
2011-03-25, 12:08 AM
Still silly that we have so many buffs...

I agree. It's especially annoying at stuff that dispel. Recasting everything is so annoying and sometimes I have so many buffs on at once I don't even know which ones to recast :s

Dark Link
2011-03-25, 01:30 AM
Funny to see Blast back to 300% after it was deemed "too powerful" in Chaos.

Phoenix
2011-03-25, 01:35 AM
Funny to see Blast back to 300% after it was deemed "too powerful" in Chaos.

I thought Blast was always 300% past Restructuring. And it was only less in PvP?

Dark Link
2011-03-25, 02:36 AM
I thought Blast was always 300% past Restructuring. And it was only less in PvP?

Reorganization Part 2 in KMST

Damage of Blast has been increased from 280% to 300%
Reorganization Part 3 in KMST

Damage of Blast has been decreased from 300% to 285%

Apparently 300% was deemed "too powerful" during the testing phase of Chaos, but apparently now it isn't?

FenixR
2011-03-25, 02:53 AM
Reorganization Part 2 in KMST

Reorganization Part 3 in KMST


Apparently 300% was deemed "too powerful" during the testing phase of Chaos, but apparently now it isn't?

It seems that Heros where doing even more damage with finishers and what not, so i guess buffing Blast by 15% was the least they could do?

Baklava
2011-03-25, 02:53 AM
Reorganization Part 2 in KMST

Reorganization Part 3 in KMST


Apparently 300% was deemed "too powerful" during the testing phase of Chaos, but apparently now it isn't?

Well with Dark Impale and the new Panic/Coma/Brave Slash, a not-300% Blast would be pretty crappy.

And even with the new Advanced CB/ Blast with elemental advantage, they now still trail the other warriors in Single and Mob damage with the new skills. And you'll never find a lot of mobs with elemental weaknesses past 120 because EVERYTHING RESISTS EVERYTHING.

That brings me to my next point where people use the fact that because Paladins have a lot of defense/guard skills, they should be really, really weak.

Defense/taking less damage still means jack in this game!

Dark Link
2011-03-25, 03:16 AM
That brings me to my next point where people use the fact that because Paladins have a lot of defense/guard skills, they should be really, really weak.

Defense/taking less damage still means jack in this game!

Well, if there was a freaking "Aggro" table in the game, then it'd make sense, but THIS IS FREAKING MAPLESTORY!

Phoenix
2011-03-25, 03:27 AM
Defense/taking less damage still means jack in this game!

It sorta does when it comes down to surviving seduce/pot lock without a Bishop.

I'd be more than willing to sacrifice some DPS for Guardian and or achillies back as a hero.

Atuan
2011-03-25, 03:32 AM
And you'll never find a lot of mobs with elemental weaknesses past 120 because EVERYTHING RESISTS EVERYTHING.
What. Only the stone golems in LHC resist damn near everything. ToT past memory is weak to the elements. Gigs are weak to lit. The dragon turtles to their elements. Rexton weak to lit. Brexton weak to Ice. Bains to ice. Bearwolves weak to fire.

Plenty of weakness to go around on the training mobs.


That brings me to my next point where people use the fact that because Paladins have a lot of defense/guard skills, they should be really, really weak.

Not "really, really weak", but they can't have Divine Shield, Guardian, Shield Mastery and all of the damage to boot. I feel the warriors will eventually become "balanced" by having the user weigh their options. Paladins for ridiculous survivability. Drks for great utility. Heroes for rape.

FenixR
2011-03-25, 03:34 AM
Paladins should have a skill that would reduce the damage done to Party members BEHIND you. Paladins take full damage, the second behind you would take 90% damage of the damage, the third 80% and so on.

But after all this is MS so meh!

Dark Link
2011-03-25, 03:45 AM
Paladins should have a skill that would reduce the damage done to Party members BEHIND you. Paladins take full damage, the second behind you would take 90% damage of the damage, the third 80% and so on.

But after all this is MS so meh!

That'd be so cash actually. It'd be similar to RO Crusader's "Sacrifice" ability where you take X% of the damage your party members would take.

MysticHLE
2011-03-25, 04:48 AM
With regular monsters for training becoming bosses, yes.

And this is why skill book prices are soaring by the day. BS 20 is 100 mil+ now on my server...was 70 mil pre-LHC.

DrkGabs
2011-03-25, 05:20 AM
Well I hope Heros become one of the best dps in this game, because they deserve it and its their specialty (supposedly), me as a Pally I' m gonan be happy to hug PB and not die. Each warrior branch should stand their own ground, Heroes dealing damage, Paladins tanking (i'd love to see a new Aggro system implemented), and DrK's somewhere inbetween.

Baklava
2011-03-25, 05:39 AM
What. Only the stone golems in LHC resist damn near everything. ToT past memory is weak to the elements. Gigs are weak to lit. The dragon turtles to their elements. Rexton weak to lit. Brexton weak to Ice. Bains to ice. Bearwolves weak to fire.

Plenty of weakness to go around on the training mobs.

Not "really, really weak", but they can't have Divine Shield, Guardian, Shield Mastery and all of the damage to boot. I feel the warriors will eventually become "balanced" by having the user weigh their options. Paladins for ridiculous survivability. Drks for great utility. Heroes for rape.

Yeah but Paladins need something that's Holy weak to be able to be almost on par with Dark Knights/Heroes.


Saying that survivability balances damage in a game that plays like maple is stupid, and I'm sure you're aware of it.

Surviving is useless in party play because chances are you can just have a bishop tape down the heal key and have an Aran/Battle Mage cast their party defense buffs and any class pretty much doesn't have to worry. Paladin's defense is basically a solo gimmick that doesn't benefit anyone. What good is a Paladin if the rest of the party dies?

And they're pretty much the same as everyone else when it comes to magic tanking. Divine Shield doesn't block magic properly, Guardian only works with touch contact, shield mastery requires a shield equipped, so you sacrifice even more damage (and x2 of a paladin's base magic defense is...still crap) for a stat that still has a bad formula.

Until they get some skill that can makes everyone else take 50% less damage or something, there's really no way damage can balance with surviving. The game of maple with all its emphasis on damage is to kill something before it can even hit you.


Also, Mechanics have an nearly infinite Divine Shield-like guard that deflects physical and magical attacks, good physical/magic defense boosts and RANGED damage that beats everyone's ass with a spiked club.

Whoops!

Fiel
2011-03-25, 06:08 AM
Until they get some skill that can makes everyone else take 50% less damage or something, there's really no way damage can balance with surviving. The game of maple with all its emphasis on damage is to kill something before it can even hit you.

Threaten is great for bossing, I hear.

yo72
2011-03-25, 06:32 AM
9.5 seconds on my Paladin to get fully buffed, and the skills have
80s
90s
100s
180s
200s
200s
200/330s (ice+fire, holy)
240s
300s
Cooldowns.
Looked at over a 5 minute period, that's 2.625 + 6.67 + 2.1 + 3.33 + 3 * 1.05 + .875 + .7 = 19.45 seconds.

That means I spend at least 6.5% of my time casting buffs...

I ment 2/3 seconds more spent buffing over x class
wanna compare buffs?
NL I macro haste/booster/meso up SP, MW probally 6 seconds
BM I macro Soul arrow,booster,SE,MW+time spent SE-ing idiots who scream at me when they miss SE and I have to move around sometimes so I dont go over the 100 atk limit so I can keep FA up on
AM Medi,MG,infinity,ele reset,tele mastery,MW,summon
Hero Enrage,pg,booster,combo,stance,mw,rage
I can keep going with all my mains but it is pointless everyone has to buff and KBs are irrelevant if you know how to control your character.

Atuan
2011-03-25, 06:43 AM
@bakalava
Guardian blocks everything. And gives you ER and passive status resistance. Divine Shield can block certain Physical-Magical attacks like the Thorns from Memory Monk Trainees, if memory serves. You aren't missing much on anything by equipping a shield. If you've got a nice shield with a nice potential, that setup stands on its own. For Heroes and Paladins. Paladins get an extra bump for using one, though.

The rest is a cop-out. Tug at the game like that and the whole thing falls apart. Classes need their gimmicks. Its a gimmicky game. We can trade anecdotes if you'd like, but projecting them onto other players doesn't do anyone any good.

There isn't anything to engaging in this pissing contest. If the Knights get the damage and the tricks, there will be people crying foul. All there is to it.

JoeTang
2011-03-25, 07:46 AM
Well with Dark Impale and the new Panic/Coma/Brave Slash, a not-300% Blast would be pretty crappy.

That doesn't make sense because Dark Knights did not get stronger for single target DPS.

Sorien
2011-03-25, 10:10 AM
Paladins should have a skill that would reduce the damage done to Party members BEHIND you. Paladins take full damage, the second behind you would take 90% damage of the damage, the third 80% and so on.

I had a similar thought to that, but I was thinking of having Achilles turned into a party buff where the paladin takes 5% less damage for each other party member in the party while also taking 50% of the damage that each party member receives. The damage absorbed by the paladin is then reduced by his/her enormous defensive abilities so that he/she still won't die very easily.

I just figured that way a paladin's defense would be of use to people, especially against the stronger bosses like Chaos Zakum and Chaos Horntail, which practically "require" the more brittle classes to hp wash and buy wheels.

Takebacker
2011-03-25, 10:26 AM
Yeah but Paladins need something that's Holy weak to be able to be almost on par with Dark Knights/Heroes.

Balanced.


Saying that survivability balances damage in a game that plays like maple is stupid, and I'm sure you're aware of it.

No it isn't. Using "plays like maple" as an excuse is silly because you're not distinguishing between pot cooldown systems or normal ones. Surivability normally is only to save pots. In pot cooldown it's an entirely different (and necessary) role and i'm sure you're aware of it.


Surviving is useless in party play because chances are you can just have a bishop tape down the heal key and have an Aran/Battle Mage cast their party defense buffs and any class pretty much doesn't have to worry. Paladin's defense is basically a solo gimmick that doesn't benefit anyone. What good is a Paladin if the rest of the party dies?

>Party dies

>Party play
>Implies training

When the hell would that ever happen?


And they're pretty much the same as everyone else when it comes to magic tanking. Divine Shield doesn't block magic properly, Guardian only works with touch contact, shield mastery requires a shield equipped, so you sacrifice even more damage (and x2 of a paladin's base magic defense is...still crap) for a stat that still has a bad formula.

Magic is always weaker than physical to begin with and for the most part always survivable on a normal scale/avoidable, so there being little difference between classes in respect to magic tanking doesn't matter.

Divine shield does it's job. Guardian prevents all hits. Shield mastery requiring a shield, thus reducing damage, does not make sense. Did you forget shields can have potential? A well scrolled shield WILL beat a 2h sword. Paladins getting more bonuses from wearing it just makes it better.


Until they get some skill that can makes everyone else take 50% less damage or something, there's really no way damage can balance with surviving. The game of maple with all its emphasis on damage is to kill something before it can even hit you.

As fiel said, threaten is god. It severely decreases PDR as well as damage dished out. I really don't know how you could want any party skill other than threaten AND YOU STILL GET COMBAT ORDERS.


Also, Mechanics have an nearly infinite Divine Shield-like guard that deflects physical and magical attacks, good physical/magic defense boosts and RANGED damage that beats everyone's ass with a spiked club.

They also have 4x-5x the hitbox than everyone else and limited escape options. Ranged damage means nothing if the boss is impossible to KB with those skills, in which case it can walk up to your mech and touch your ridiculous hitbox.

TagerBustah
2011-03-25, 10:38 AM
Heroes got buffed quite a bit.

Brave Slash + 6x Coma, Panic on cooldown when you have 10 orbs 6 mobs:
8910%/s

Monster Magnet + Panic (Manual 8~10 orb) 6 mobs:
~7940%/s
Monster Magnet + 9x Coma + Panic on cooldown when you have 10 orbs 6 mobs:
8710%/s

Brave Slash + Panic Macro 3 mobs:
~4860%/s
Brave Slash + Panic on cooldown 3 mobs:
~5240%/s

Enrage Brave Slash + Panic on cooldown 1v1:
3259%/s
Brave Slash + Panic on cooldown 1v1:
2037%/s

Holy Lightning Advanced Charge Blow 6 mobs:
8306%/s
Holy Lightning Advanced Charge Blow 3 mobs:
4208%/s
Holy Lightning Blast:
1623%/s

Berserk Dark Impale 6 mobs:
7543%/s -> 7828%/s
Berserk Dark Impale 3 mobs:
3829%/s -> 3971%/s
Berserk Sacrifice:
1472%/s



Paladin % DPS

Blast with regular crit rate at Faster(3)
Holy weak+light weak 3,733%/s
Fire weak+light weak 3,558%/s
Ice weak+light weak 3,308%/s

Holy weak+light 3,629%/s
Fire weak+light 3,454%/s
Ice weak+light 3,204%/s

Neutral holy+light 2,488%/s
Neutral fire+light 2,372%/s

Blast with 82% crit rate at Faster(3) (crit ring+ decent SE+ guild SE)
Holy weak+light weak 4,252%/s
Fire weak+light weak 4,053%/s
Ice weak+light weak 3,769%/s

Holy weak+light 4,134%/s
Fire weak+light 3,935%/s
Ice weak+light 3,650%/s

Neutral holy+light 2,835%/s
Neutral fire+light 2,702%/s

ACB without crit at Normal(6) 3mobs 6mobs 7mobs
Holy weak+light weak 6,146%/s 12,292%/s 14,340%/s
Fire weak+light weak 5,858%/s 11,716%/s 13,669%/s
Ice weak+light weak 5,447%/s 10,894%/s 12,710%/s

Holy weak+light 5,974%/s 11,949%/s 13,941%/s
Fire weak+light 5,687%/s 11,374%/s 13,269%/s
Ice weak+light 5,275%/s 10,551%/s 12,310%/s

Feel free to correct any mistake.

Takebacker
2011-03-25, 10:41 AM
Doesn't double weakness not stack?

Lugin
2011-03-25, 10:44 AM
Paladin % DPS

Blast with crit
Holy weak+light weak 3,652%/s
Fire weak+light weak 3,481%/s
Ice weak+light weak 3,236%/s


Lightning doesn't count toward advantage when dual charged.

DarkQThunder
2011-03-25, 10:46 AM
They also have 4x-5x the hitbox than everyone else and limited escape options. Ranged damage means nothing if the boss is impossible to KB with those skills, in which case it can walk up to your mech and touch your ridiculous hitbox.
Mechs have drill rush, but I agree with you and Fiel on threaten. As an example, CZak has a 40% PDR, so people do 60% damage; threaten makes that 28% PDR, and people do 72% damage, which means the entire squad does 20% more damage. I'm also quite sure threaten saved my shad a couple times when CZak casts zombify, seduce, and dispell at the 2nd and 3rd bodies.

Sorien
2011-03-25, 10:48 AM
Doesn't double weakness not stack?

Lightning doesn't count toward advantage when dual charged.

Double weakness does stack, but it's a bit different than you might think.

The formula is something like: [(primary ele % * primary ele bonus) + (12.5% * lightning bonus)]

Basically, Lightning will always provide additional damage when stacked, but depending on the lightning bonus it will add 6.25%, 12.5%, or 18.75% damage.

Takebacker
2011-03-25, 10:49 AM
Mechs have drill rush, but I agree with you and Fiel on threaten. As an example, CZak has a 40% PDR, so people do 60% damage; threaten makes that 28% PDR, and people do 72% damage, which means the entire squad does 20% more damage. I'm also quite sure threaten saved my shad a couple times when CZak casts zombify, seduce, and dispell at the 2nd and 3rd bodies.

Drill rush can't be used on tank though, which is always on at a boss. The animation makes it impossible to switch out of last minute to save yourself, and rush has such long range that you could rush the boss into a corner and wind up right on top of it, suffering from touch damage anyway.

TagerBustah
2011-03-25, 11:37 AM
Did anyone notice they increased Brave slash to hit 4 enemies instead of 3?

Stereo
2011-03-25, 12:17 PM
Balanced.



No it isn't. Using "plays like maple" as an excuse is silly because you're not distinguishing between pot cooldown systems or normal ones. Surivability normally is only to save pots. In pot cooldown it's an entirely different (and necessary) role and i'm sure you're aware of it.



Still way overkill there... when my Paladin fights Ani, with a 2h weapon, I'm repotting for the MP. I even have +mp regen earrings (18mp/4s. Wonder if I can find better ones, or if this effect even stacks). If I use a 1h weapon I imagine I wouldn't take damage, I'd just burn through my MP with Blast.

The 30s (now 15s) cooldown on heal is like playing with pot cooldown, all the time. And I haven't run into issues there yet either. Other than that Heal for Clerics is way better :( Kinda like how Mechs, at level 10, get a better version of Rush, Stance, and DS.


Holy + Lightning weak:
(Holy * holyweak + Lightning * lightningweak) * Blast % * blast hits * (normal damage + %crit * (min crit + max crit)/2) * (1000ms/atkms)
(1.37 * 1.5 + .125 * 1.5) * 3.0 * 3 * (1 + .57 * (.41 + .5)/2) * (1000/630)
= 4034%/s at Fastest(2), 3683%/s at Faster(3).

Dark Link
2011-03-25, 01:12 PM
Double weakness does stack, but it's a bit different than you might think.

The formula is something like: [(primary ele % * primary ele bonus) + (12.5% * lightning bonus)]

Basically, Lightning will always provide additional damage when stacked, but depending on the lightning bonus it will add 6.25%, 12.5%, or 18.75% damage.

Since when has this been in the game? Last I read, when you dual charged, Lit only gave a flat damage boost and its elemental boost was removed for in favor of the primary element. If Lit had its elemental bonus applied during dual charge, then our best combo would be Holy+Lit at OB4, not Ice+Lit.

Worthyness
2011-03-25, 01:32 PM
KMS: make every single monster have ridiculously high HP to encourage party training, but then make every class do hundreds of thousands of damage to make said monsters look like small fry. What is the point of making monsters stronger if all they're going to do is "balance" the players out by giving them more overall damage via skills? Seems to defeat the original point.

Sorien
2011-03-25, 01:38 PM
Since when has this been in the game? Last I read, when you dual charged, Lit only gave a flat damage boost and its elemental boost was removed for in favor of the primary element. If Lit had its elemental bonus applied during dual charge, then our best combo would be Holy+Lit at OB4, not Ice+Lit.

Well if you look at the formula, lightning's bonus to the damage isn't multiplicative, it's additive.

Against a dual weak enemy the formula would be [(1.XX * 1.5) + (0.125 * 1.5)]. Multiply that by 100 to get the % damage bonus.

Ice + Lightning at Oblivions would result in {100 * [(1.20 * 1.5) + (0.125 * 1.5)]} = 198.75%

Holy + Lightning at Oblivions would only be {100 * [(1.37 * 1.0) + (0.125 * 1.5)]} = 155.75%

Lightning alone at Oblivions would be [100 * (1.25 * 1.5)] = 187.5%


KMS: make every single monster have ridiculously high HP to encourage party training, but then make every class do hundreds of thousands of damage to make said monsters look like small fry. What is the point of making monsters stronger if all they're going to do is "balance" the players out by giving them more overall damage via skills? Seems to defeat the original point.

To be honest, I think they need to rework the monsters' and players' hp, mp and damage completely. They should just have an hp/mp formula based on the character's level and job, then have damage dealt by players be significantly lower as well as reducing the amount of HP that monsters have. Hell, they should make each monster be considered part of one of the different jobs and assign them stats that use the same formulas as the players so that fighting a monster would be like playing PvP against someone with unique skills.

Fiel
2011-03-25, 01:41 PM
Quests have been added to the thread. Note that this is in early beta form.

Takebacker
2011-03-25, 02:27 PM
KMS: make every single monster have ridiculously high HP to encourage party training, but then make every class do hundreds of thousands of damage to make said monsters look like small fry. What is the point of making monsters stronger if all they're going to do is "balance" the players out by giving them more overall damage via skills? Seems to defeat the original point.

Base damage through skills aren't enough to make the changed monsters puny. Changing skills and adding power only serves to increase base training speed. The equips of the player determines everything beyond that.

Jon
2011-03-25, 02:41 PM
Quests have been added to the thread. Note that this is in early beta form.

Lookin' good. Can't wait to see it in English. :f3:

TagerBustah
2011-03-25, 02:46 PM
Holy + Lightning weak:
(Holy * holyweak + Lightning * lightningweak) * Blast % * blast hits * (normal damage + %crit * (min crit + max crit)/2) * (1000ms/atkms)
(1.37 * 1.5 + .125 * 1.5) * 3.0 * 3 * (1 + .57 * (.41 + .5)/2) * (1000/630)
= 4034%/s at Fastest(2), 3683%/s at Faster(3).

you forgot to add combat orders for blast it should be 3.04*3

Gregory
2011-03-25, 04:00 PM
Dolphin Noon is... Florina?

Dolphin Noon is actually kerning swamp / kpq music

Dusk
2011-03-25, 04:59 PM
@Takebacker I'll have to agree with Baklava here. There's only three things that really matter in Maple, damage, speed, and tankiness. Tankiness is useless in Maple beyond the survival threshold. It doesn't matter if you end a battle with 500 HP or 10,000 HP. The only way Paladin defense would actually be a balancing factor is if the threshold was set extremely high - which would just be annoying given the hugely varying levels of tankiness by class.

Paladins have no means of actually using their tankiness to help their party. Oh, so they have a buff they can throw on their party and a debuff to throw at enemies. Nothing critical. Nothing a Paladin needs to survive for. It used to be that when a DK died at HT, all the ranged in the party would go with them if they weren't resed. That's the kind of party ability you need to actually justify being weaker in exchange for better defenses.

DarkQThunder
2011-03-25, 05:18 PM
@Dusk For bosses with seduce, survival threshold for the first few people to enter the boss map is much higher than that of everybody else. Also, paladin's threaten helps quite a bit, say a boss did 20k damage, threaten would make that 14k, almost as low as the 12.5k HP needed to reach 20k hp with HB. In the case the ranged attacker has a czhelm, CHTP, and rex earrings, HB only gives 1.9x/1.3x = 1.46x boost because of how it adds with % hp equips, and the attacker would need 13.7k HP including these equips to reach 20k.

aslemn
2011-03-25, 09:18 PM
I don't get the logic on LHC map, although it looks good. Looks like a pretty weird castle, and... You walk inside the walls?! And if not, why the hell are lower dots than others?
Makes no sense to me :S

Sorien
2011-03-25, 09:26 PM
I don't get the logic on LHC map, although it looks good. Looks like a pretty weird castle, and... You walk inside the walls?! And if not, why the hell are lower dots than others?
Makes no sense to me :S

Well, forts do generally have an inside porsion of the walls where people can be safer even if the enemy manages to get inside of the walls. I do have to agree that it's a bit ackward looking though, I mean the walls weren't drawn to look like they could have anything inside them, and then there are dots that you mentioned which are lower than the others even though the character keeps walking on a level plain.

SEAmapler
2011-03-26, 08:21 AM
http://www.youtube.com/watch?v=JIsw5RdcbuI&feature=player_embedded
Another vid on Dark Impale. Its fast.
Note: The weapon speed of the weapon at the start is slow. The 2nd weapon speed is normal.

Currently, in tespia, when you create new warrior you are awarded with these items:

1st job: Swordmen Ring: 100hp/50mp 1att/matt 3% crit (movable through storage!!!)

Lvl10,20,25: Awarded a random box with equips

2nd job: Warrior's one/two hand weapon att 60% (+3att , +3str, +1 dex) and 1 hour long 1.5x exp buff

3rd job: Same as second job

4th job: ???

Lvl70+ warriors: (these prize go for players already with warriors) :
One choice: (For Pallys only since they didn't get new skill)
-Mystery Mastery Book
-Blast 30
-Sanctuary/Heaven's Hammer 30
-Guardian Spirit 30
-Rush 30
-Stance 30

dark knight (dark impale 30) and hero (advanced final attack 30) get new skill books
(It can raise from lvl10 to 30 wtp?? and it works 100%)

About treasure monsters:

You can find treasure monsters in every map (lvl15+) and they have special green name tag
15~70: They drop scrolls and monster park ticket (brown one)
71~120: They drop scrolls and monster park ticket (white one)
121+: They drop mystery mastery scroll (currently in tespia they are not being dropped 100%), scrolls, chaos scroll, special chaos scroll (the chaos scroll that adds +10 or -10), adv pot/enhance, etc.

Credits to Ellinforest

MetaSeraphim
2011-03-26, 08:44 AM
Lvl70+ warriors: (these prize go for players already with warriors)

dark knight (dark impale 30)

(It can raise from lvl10 to 30 wtp?? and it works 100%)

Awesome.

PeePeeAyeDeeKay
2011-03-26, 08:57 AM
Nvm, misinterpreted..

Dusk
2011-03-26, 08:57 AM
dark knight (dark impale 30) and hero (advanced final attack 30) get new skill books
(It can raise from lvl10 to 30 wtp?? and it works 100%)


Only makes sense; imagine the chaos if suddenly every Hero and DrK was looking for their skillbooks for their new skills.

^No, that's for the actual patch. The skillbooks have to be thrown in so that people who don't get a free book from the event can get the skills later on.

ShinkuDragon
2011-03-26, 09:40 AM
Only makes sense; imagine the chaos if suddenly every Hero and DrK was looking for their skillbooks for their new skills.

^No, that's for the actual patch. The skillbooks have to be thrown in so that people who don't get a free book from the event can get the skills later on.

SWEEEET.

but if i get this straight, the hellslayer the guy is usin in the video, instead of being the usual slow8, is instead normal6?

Baklava
2011-03-26, 07:23 PM
Balanced.

No it isn't. Using "plays like maple" as an excuse is silly because you're not distinguishing between pot cooldown systems or normal ones. Surivability normally is only to save pots. In pot cooldown it's an entirely different (and necessary) role and i'm sure you're aware of it.

>Party dies

>Party play
>Implies training

When the hell would that ever happen?

Magic is always weaker than physical to begin with and for the most part always survivable on a normal scale/avoidable, so there being little difference between classes in respect to magic tanking doesn't matter.

Divine shield does it's job. Guardian prevents all hits. Shield mastery requiring a shield, thus reducing damage, does not make sense. Did you forget shields can have potential? A well scrolled shield WILL beat a 2h sword. Paladins getting more bonuses from wearing it just makes it better.

As fiel said, threaten is god. It severely decreases PDR as well as damage dished out. I really don't know how you could want any party skill other than threaten AND YOU STILL GET COMBAT ORDERS.



Hardly balanced because I'm still going to stress that defense is useless and you're not going to always find monsters that are optimally weak to an element.

Are you saying that it's balanced for a Paladin to deal half of what a Hero/Dark Knight could do provided you have every optimal scenario in play, just because they take about 2-3k less damage?

Bosses with potion cool down systems don't matter, just get a bishop problem solved?

Saying that survivability is useful for "saving potions" is an even stupider excuse because potions are SO CHEAP now and easy bosses like papulatus drop 100-300 power elixirs per kill and that's good for a LONG time.

Shields can get STR potential, I realize that, but you'd have to get a SUPER potential like 6/9/9% to be able to overtake 2h swords, and even then it'd just be by a bit because of the lower attack/STR multiplier for 1h swords.

Not to mention that Heroes could go 1h sword as well and be even better!
Dark Knights aren't counted because Dark Impale is stupid fast and stupid strong, and their weapons have a much higher multiplier.

Threaten and Combat Orders are good, but they also make every other class in the party better too.
Heroes/Dark Knights working off threaten and combat orders, good lord.

Paladins are basically just solo bishops and buff mules in a party.
Paladins need something that allow them to really reduce damage taken by the party, and not just themselves, to be balanced. I could live with inferior damage if I could make the entire party take 30% less physical/magical damage.

Or even a Holy Cover type skill where the Paladin could take the damage for the party, at a reduced rate. Like if you're in a party of 6 and your team takes like 5k each, the paladin takes all of it at 10 or 25%, which means that everyone else would take 0 damage and the paladin would take 3~4k or guarded damage + 3~6k which they could certainly take.

And guess what, battle mages and arans have the party defense skills. (Aegis Shield, Blue Aura)

Phoenix
2011-03-26, 07:32 PM
Hardly balanced because I'm still going to stress that defense is useless and you're not going to always find monsters that are optimally weak to an element.

Are you saying that it's balanced for a Paladin to deal half of what a Hero/Dark Knight could do provided you have every optimal scenario in play, just because they take about 2-3k less damage?

Bosses with potion cool down systems don't matter, just get a bishop problem solved?

Saying that survivability is useful for "saving potions" is an even stupider excuse because potions are SO CHEAP now and easy bosses like papulatus drop 100-300 power elixirs per kill and that's good for a LONG time.

Shields can get STR potential, I realize that, but you'd have to get a SUPER potential like 6/9/9% to be able to overtake 2h swords, and even then it'd just be by a bit because of the lower attack/STR multiplier for 1h swords.

Not to mention that Heroes could go 1h sword as well and be even better!
Dark Knights aren't counted because Dark Impale is stupid fast and stupid strong, and their weapons have a much higher multiplier.

Threaten and Combat Orders are good, but they also make every other class in the party better too.
Heroes/Dark Knights working off threaten and combat orders, good lord.

Paladins are basically just solo bishops and buff mules in a party.

Paladins need something that allow them to really reduce damage taken by the party, and not just themselves, to be balanced.

I could live with inferior damage if I could make the entire party take 30% less physical/magical damage.

And guess what, battle mages and arans have those skills. (Aegis Shield, Blue Aura)

I don;t think any actual paladin can complain about the situation they're in. First, Shield+1 hand sword is ALWAYS better than 2 hand with regards to potential and weapon speed.
Second threaten is probably the best support skill in the game, and pre-BB it provided even better survivability than HB on certain bosses. And now it's still an amazing skill, so what if it allows other classes to deal more damage...

And the damage dealt is not even so far behind heroes. Especially when you take in account a 94% mastery rate and super high crit rate.

And Survivability is an enormous issue in actual bossing environment with pot lock/sed/Pot cooldowns, and Pallies are better than any class in those situations bar none.

EDIT: I know for one that bishops are probably the hardest class to actually find >_> If you want an imbalance issue, there's one.

PirateIzzy
2011-03-26, 07:36 PM
http://www.youtube.com/watch?v=JIsw5RdcbuI&feature=player_embedded
Another vid on Dark Impale. Its fast.
Note: The weapon speed of the weapon at the start is slow. The 2nd weapon speed is normal.

Currently, in tespia, when you create new warrior you are awarded with these items:

1st job: Swordmen Ring: 100hp/50mp 1att/matt 3% crit (movable through storage!!!)

Lvl10,20,25: Awarded a random box with equips

2nd job: Warrior's one/two hand weapon att 60% (+3att , +3str, +1 dex) and 1 hour long 1.5x exp buff

3rd job: Same as second job

4th job: ???

Lvl70+ warriors: (these prize go for players already with warriors) :
One choice: (For Pallys only since they didn't get new skill)
-Mystery Mastery Book
-Blast 30
-Sanctuary/Heaven's Hammer 30
-Guardian Spirit 30
-Rush 30
-Stance 30

dark knight (dark impale 30) and hero (advanced final attack 30) get new skill books
(It can raise from lvl10 to 30 wtp?? and it works 100%)

About treasure monsters:

You can find treasure monsters in every map (lvl15+) and they have special green name tag
15~70: They drop scrolls and monster park ticket (brown one)
71~120: They drop scrolls and monster park ticket (white one)
121+: They drop mystery mastery scroll (currently in tespia they are not being dropped 100%), scrolls, chaos scroll, special chaos scroll (the chaos scroll that adds +10 or -10), adv pot/enhance, etc.

Credits to Ellinforest

Based on how often the monsters miss on him, I'd say the miss glitch in GMS isn't a glitch at all (I hope I'm wrong.)

Phoenix
2011-03-26, 07:38 PM
Based on how often the monsters miss on him, I'd say the miss glitch in GMS isn't a glitch at all (I hope I'm wrong.)

Ew )= Yeah seems they have that invinci frame issue as well....

Locked
2011-03-26, 07:40 PM
Ew )= Yeah seems they have that invinci frame issue as well....

..Dammit.
That's terrible ._.

Baklava
2011-03-26, 07:44 PM
Player avoid actually makes a difference now, I think...


I don;t think any actual paladin can complain about the situation they're in. First, Shield+1 hand sword is ALWAYS better than 2 hand with regards to potential and weapon speed.e a much shorter cooldown?
Second threaten is probably the best support skill in the game, and pre-BB it provided even better survivability than HB on certain bosses. And now it's still an amazing skill, so what if it allows other classes to deal more damage...

And the damage dealt is not even so far behind heroes. Especially when you take in account a 94% mastery rate and super high crit rate.

And Survivability is an enormous issue in actual bossing environment with pot lock/sed/Pot cooldowns, and Pallies are better than any class in those situations bar none.


Because it's exactly like what I said? Paladins act as buff/debuff mules without any true upside like being able to significantly reduce party damage, which has always come as a standard for RPG Paladins.
Threaten makes everyone better, damage wise, so does Combat Orders.

What super high crit rate? Blast? I still feel like ACB would be better at bosses like Zakum/HT so you can hit every single summon at HT and multiple arms at Zakum. That and crit damage isn't that high, it's like a maximum of x1.2 or something.

POTION LOCK/POTION COOLDOWN, BISHOP'S GOT THAT DOWN. Paladins can't recover MP.
And you could just shuffle between the party's Hero's Wills to get past seduce. Doesn't it hav

Phoenix
2011-03-26, 08:13 PM
Player avoid actually makes a difference now, I think...




Because it's exactly like what I said? Paladins act as buff/debuff mules without any true upside like being able to significantly reduce party damage, which has always come as a standard for RPG Paladins.
Threaten makes everyone better, damage wise, so does Combat Orders.

What super high crit rate? Blast? I still feel like ACB would be better at bosses like Zakum/HT so you can hit every single summon at HT and multiple arms at Zakum. That and crit damage isn't that high, it's like a maximum of x1.2 or something.

POTION LOCK/POTION COOLDOWN, BISHOP'S GOT THAT DOWN. Paladins can't recover MP.
And you could just shuffle between the party's Hero's Wills to get past seduce. Doesn't it hav

I play both a Hero and a Pally, and I have never felt outclassed on either. In fact at LHC the Pally out performs my hero despite being several levels lower.

Blast has a +52% crit rate, on top of an innate min crit modifier, and ACB's 74% mastery rate is applied on all skills.

Hero's Will isn't a party skill, and with zombify included on most bosses and bishop's heal being based on their m-att (I.e most bishops healing 3-4k HP), it really isn't a huge option to bring bishops.

I'm just saying that Pally's are far from the loladins of the past. A party absorb skill or the transformation of Divine shield into a Party skill would be nice, but I could live without it.

Sorien
2011-03-26, 09:51 PM
I'm just saying that Pally's are far from the loladins of the past. A party absorb skill or the transformation of Divine shield into a Party skill would be nice, but I could live without it.

I like Divine Shield the way it is. I'd prefer to have my character not randomly change into a genaric paladin every 30-40 seconds and look like that 90% of the time I'm fighting. That's one thing I don't like about buccs, they all look the same when they transform.

Also, I really do have to agree with some of the points Baklava is trying to make. Paladins have an insanely high amount of defense, but when in a party, they can never use their defense to help anyone. I think achilles should be replaced on Paladins as well and changed into a move that will act like a Battle Mage's aura, but rather than buffing the party's stats it will reduce the damage taken by the Paladin by 5% for each party member within range of the effect, and then have the Paladin absorb 50% of the damage that's taken by those party members. A skill like that would be a godsend at bosses with seduce and pot-lock/cooldown, since people who are seduced would likely be moving right alongside the Paladin and be far more likely to survive even without threaten applied to the boss.

Phoenix
2011-03-26, 10:27 PM
Does Blue aura for BaM's still kill the BaM when 1/1 occurs, they should really rethink 1/1 attacks in general.

And I thought DS as a party skill would work in the sense, that ALL party members would get the 5 hit block effect when it activates as well the weapon attack boost.

byakugan
2011-03-26, 11:05 PM
Why are some people complaining that it isnt fair for paladins to be weak just because they got huge defense? are paladins really weak? That is only true when they are compared to Heroes and Dark Knights in KMST, and even there they aren't any weak (I believe they are even with DrK's though) However 1 - No one here knows yet if the damage of panic and coma is calculated the same way as it is right now which could turn out into heroes being weaker than what everyone expects, 2 - it's still in testing, it can be changed.

About the idea of giving paladins a party skill that absorbs damage taken by his teammates, I think the skill's idea is great but giving it to a Paladin? i'm not sure. That would definitely make them into the best buffers in the game, and having the best buffs, the best defense and good damage doesn't sound balanced. Replace combat orders with this skill, and give combat orders to bishops (although it'd make more sense given to Heroes, [DrK = HB; Palis = Defense skill; Heroes = CO] but people might complain) and then I would agree

Baklava
2011-03-26, 11:56 PM
Why are some people complaining that it isnt fair for paladins to be weak just because they got huge defense? are paladins really weak? That is only true when they are compared to Heroes and Dark Knights in KMST, and even there they aren't any weak (I believe they are even with DrK's though) However 1 - No one here knows yet if the damage of panic and coma is calculated the same way as it is right now which could turn out into heroes being weaker than what everyone expects, 2 - it's still in testing, it can be changed.

About the idea of giving paladins a party skill that absorbs damage taken by his teammates, I think the skill's idea is great but giving it to a Paladin? i'm not sure. That would definitely make them into the best buffers in the game, and having the best buffs, the best defense and good damage doesn't sound balanced. Replace combat orders with this skill, and give combat orders to bishops (although it'd make more sense given to Heroes, [DrK = HB; Palis = Defense skill; Heroes = CO] but people might complain) and then I would agree

Giving heroes combat orders would make them just plain OP.

Paladins don't necessarily have "good" damage when compared to the other warriors and other pure damage classes. They're melee archmages, to be honest.

People only called them OP when they had access to a super strong Soul Driver that could be used in conjunction with charges. Now that that's been nerfed, they don't have much going for them in terms of damage.


Does Blue aura for BaM's still kill the BaM when 1/1 occurs, they should really rethink 1/1 attacks in general.

And I thought DS as a party skill would work in the sense, that ALL party members would get the 5 hit block effect when it activates as well the weapon attack boost.

The attack boost should be for Paladins only because almost every class has an attack boosting skill and making the paladin's only attack boosting skill be a party skill wouldn't really be fair.

Sorien
2011-03-27, 12:45 AM
Why are some people complaining that it isnt fair for paladins to be weak just because they got huge defense? are paladins really weak? That is only true when they are compared to Heroes and Dark Knights in KMST, and even there they aren't any weak (I believe they are even with DrK's though) However 1 - No one here knows yet if the damage of panic and coma is calculated the same way as it is right now which could turn out into heroes being weaker than what everyone expects, 2 - it's still in testing, it can be changed.

About the idea of giving paladins a party skill that absorbs damage taken by his teammates, I think the skill's idea is great but giving it to a Paladin? i'm not sure. That would definitely make them into the best buffers in the game, and having the best buffs, the best defense and good damage doesn't sound balanced. Replace combat orders with this skill, and give combat orders to bishops (although it'd make more sense given to Heroes, [DrK = HB; Palis = Defense skill; Heroes = CO] but people might complain) and then I would agree

I'm not complaining about being weak at all, I made a White Knight years ago knowing full well how weak I would be. Now that we're stronger, I actually want them to stop handing us such crazy buffs. Hell I think they should shave Blast down to 280% again, and have ACB only deal 600% damage at max. Charged Blow in third job needs to just be something like 500%.Oh and for the love of God, make it so we can't max all of our first, second and third job moves using Combat Orders (make Recovery a 15 point skill or something). I mean seriously, do we really need enough defense to take 1 damage from Oblivions, have all of our skills maxed out prior to level 120, AND hit just as hard as the other warriors?

Oh and about moving Combat Orders. I don't think it should be moved around, that would just cause an uproar amongst all the people that hopped on the Paladin bandwagon during the Balance Patch and Big Bang.

Stereo
2011-03-27, 01:05 AM
I'd happily go back to being 60-80% as strong an attacker as the other warriors, if I got a good party defense skill in return. Heck Threaten's practically worth that, it's really awesome. Right now (280% in GMS) I think Blast's too strong, and my ACB is crazy...

SEAmapler
2011-03-27, 02:00 AM
Spadow has just updated his blog post about the warrior events. There are some mistakes on my previous post (sorry about that):

When a Swordman has reached level 10 and advanced to the first job advancement, the Maple Administrator will reward you with the Swordsman Ring and three different Warrior Equipment Boxes (weapon not included) for level 10, 20 and 25. The ring can only be shared through storage once and does not stack with Adventurer Rings, Lilin’s Ring and Resistance Ring.

The level 70 quest rewards are available for both existing and new warriors.

For having the 4th job advancement and every 5 levels gained after that, the rewards are the same as the 2nd & 3rd job advancement

JMRV
2011-03-27, 08:51 PM
^ Are you sure that the level 70 quest rewards are for both existing and new warriors? Do you have to be exactly 70, or is it any level above 70?

I like how they're restructuring warriors and soon mages. I wonder if they're going to restructure the rest of the explorers. (although Echo of Hero being changed for only warriors hints that they are, but who knows?)

Takebacker
2011-03-27, 09:00 PM
How was echo even changed?

JMRV
2011-03-27, 09:15 PM
Echo of Hero, or Hero's Will, right? Not exactly sure, but it cures out of more statuses. They only changed it for warriors so far, IIRC. It could mean anything, really.

Edit : Oh, my bad. I meant Hero's Will. Echo of Hero is something else, fail.

SEAmapler
2011-03-28, 02:25 AM
^ Are you sure that the level 70 quest rewards are for both existing and new warriors? Do you have to be exactly 70, or is it any level above 70?

Yes, both new and existing. lvl 70 or above

ghostofhalo
2011-03-28, 02:08 PM
Has anyone come across any KMST videos of the latest Hero rebalance? I've been staring at the skills more and more frequently and something just doesn't add up. I'm starting to believe that finishers are no longer affected by their own formula but instead use the basic damage formula. Coma would do 2480% with its normal formula and since it only consumes one orb, it's going to be highly spammable. Advanced Final Attack gives a 60% chance to strike for 250% (not the wow factor) which works after finishers. On top of that, ACA gives an 80% chance to charge two orbs instead of one. Something has to have been changed that we're not aware of, and I'm hoping a video could clear that up. Either finishers don't trigger final attack anymore or the damage fomula for finishers has been reset to a normal damage output.

Fiel
2011-03-28, 02:21 PM
Panic and Coma still work with final attack.

ghostofhalo
2011-03-28, 05:21 PM
Panic and Coma still work with final attack.
Well then something has to have changed with the damage formula. There is no way they'd let Coma deal 2480% each attack if it works with Final Attack. Advanced Final Attack alone causes a 60% chance to at least keep the orb that was just consumed. It would have to deal just 620% (base skill %) to be remotely balanced.

Kalovale
2011-03-29, 11:45 AM
Well then something has to have changed with the damage formula. There is no way they'd let Coma deal 2480% each attack if it works with Final Attack. Advanced Final Attack alone causes a 60% chance to at least keep the orb that was just consumed. It would have to deal just 620% (base skill %) to be remotely balanced.

There is a delay significant enough to put a wrench in this. Before AFA even gets to trigger, you're already well into your second finisher hit.

Viaje
2011-03-29, 03:53 PM
Has anyone come across any KMST videos of the latest Hero rebalance? I've been staring at the skills more and more frequently and something just doesn't add up. I'm starting to believe that finishers are no longer affected by their own formula but instead use the basic damage formula. Coma would do 2480% with its normal formula and since it only consumes one orb, it's going to be highly spammable. Advanced Final Attack gives a 60% chance to strike for 250% (not the wow factor) which works after finishers. On top of that, ACA gives an 80% chance to charge two orbs instead of one. Something has to have been changed that we're not aware of, and I'm hoping a video could clear that up. Either finishers don't trigger final attack anymore or the damage fomula for finishers has been reset to a normal damage output.
Where are you getting the impression that it only consumes one orb?
The language, at least as translated by Spadow, just says that it requires one orb. That's wholey different from what you're saying.
For an example, look at the description in GMS which currently says, "Can only be used when at least one combo orb is charged."

In the first warrior patch, they made it "3 combo counts is required to use Coma." (http://spadow.wordpress.com/2011/03/17/kmst-v375-monster-park-warrior-class-restructuring/)
The second made it "The required combo count for Coma has been decreased from 3 to 1." (http://spadow.wordpress.com/2011/03/26/kmst-v376-warrior-restructuring-part-2-new-events/)

As I'm reading it, nothing has changed.

MetaSeraphim
2011-04-02, 03:17 PM
One thing I forgot to say before. With all the changes they did they once again failed to change many of the skill icons of all three warriors to match the fact that they use two weapons now instead of one.

Rugadhv
2011-04-18, 05:12 PM
so intrepid slash is going from 930ms to 840ms? i had read that it was reversed and delay was going from 840 to 930 so it was going to be slower. i just wanna clarify since i dont remember what it was at when we got it when BB hit. if it gets faster id love it, thats what i initially thought was happening when i read this till i read other post on another site.

byakugan
2011-04-18, 05:16 PM
so intrepid slash is going from 930ms to 840ms? i had read that it was reversed and delay was going from 840 to 930 so it was going to be slower. i just wanna clarify since i dont remember what it was at when we got it when BB hit. if it gets faster id love it, thats what i initially thought was happening when i read this till i read other post on another site.

Something like this 840ms ->910 ms ->840ms

I guess they thought since now It would hit 4 monsters, It could be slower, but no one agreed with them :f3: