Why do they keep beefing avenger and TT? I cannot say it is unwelcome, but with skills so utterly useless as Ninja Ambush and Shadow Meso I got to wonder why they do not make something out of those instead. Big Bang left those 2 skills unaltered in utility.
Heroes nerfed, Paladins buffed!? This is blasphemy!
Brave Slash = 225*3 on 3 targets, Blast is 300*3 on one target. If you throw in Enrage, Heroes hit 360*3 on one target. What you call a nerf is still more powerful without factoring criticals or the fact that ACA doubles damage compared to charges which are only truly effective on mobs weak to at least the main element (ex. Holy weak is 202.5% of which core bosses aren't weak to and PB is resistant to).
I for one would LOVE (can't put more meaning in that) to see some Final Attack fixes/buffs. It only hits one target in a mob and has nerfed damage with Slash Blast. On top of that it cancels stuns that Coma, Shout, and Monster Magnet hit.
What's with the repeated reduction on buff timers? What the hell's the point? What difference does it make whether the buff lasts 5 minutes or 4 minutes? Just seems like Nexon's trying to be an annoyance. Also, why the reduction on aran's mob skills from 12 mobs to 8? Unless the damage reduction got lowered for hits on multiple enemies... Seems like they're just smacking arans lower and lower. Though I haven't really seen arans post-bb, so I could be very wrong.
I want the Buff type Seal, not the Cast Type Skill, at least it'd more useful than what we have now.
It's a 60% chance to slow something that you already have the intent to kill. If it were a debuff, you could cast it slowing one group down while killing the other. I'm not too sure why you'd want the chance to slow one.
Then Increase the rate? Seal is pretty useless overall, but this in my opinion would increase it's utility if only a little, I want the Mechanics of Evan's Slow, I should say, not a C/P of effects.
If Seal also worked like Evan's Slow it'd be more useful, they are both more like Threaten now, but it doesn't increase your damage, I only maxed them both near the end of 3rd Job, because Thunder Spear & PR were lacking, now with Thunder Spear and Ice Strike both being good choices to Max and Teleport Mastery overshadowing the Seal Chance, there no reason to max it. A similar situation occurs in 2nd Job, where with the increased MP of monsters, MP Eater is actually worth it, and Maxing Teleport increases the utility of Teleport Mastery in third, Slow falls to the wayside.
I suppose you could skip out on Composition and have room for both, but it's still overshadowed by Teleport Mastery.
I feel like you have try for the Slow and Seal to be useful.
I'd rather they just get rid of both skills though, heck Composition can go too, I've wanted this skill to Mob for the longest and that's the only way I'd consider it useful. It's almost never practical to Seal or Slow.
Does the Evan Slow work on bosses? Slow was never useful for training, the main draw is that it completely cripples mobile bosses.
I can test it on my Evan later, but I'm pretty sure it does. I get the whole mobile boss situation, but that doesn't excuse Seal which is useless in both situations.
Brave Slash = 225*3 on 3 targets, Blast is 300*3 on one target. If you throw in Enrage, Heroes hit 360*3 on one target. What you call a nerf is still more powerful without factoring criticals or the fact that ACA doubles damage compared to charges which are only truly effective on mobs weak to at least the main element (ex. Holy weak is 202.5% of which core bosses aren't weak to and PB is resistant to).
Paladins don't use Blast on mobs anyway. They use ACB, which hits 7 Mobs for what is it...580% now? (550% IIRC + CO buff)
Blast is only used for single target bosses like Pap and Pianus, and probably LHC Mobs, I don't know how they work I never stuck around for LHC.
So...is barrage+demo gonna be better than demo spam now? Hmm, is it better pre-restructure also, dont remember comments on it besides that cluster pineapple of a thread in the pirate section that i think had most people leaning towards leaving barrage at lvl1..
Liking the buffs on beholder. Worried about the accuracy formula if htese changes needed to be made.
Slow as you sort of hinted to is fine as it is, the 100% -80 speed castable is useful for mobile bosses and when I want to draw something to me when mobbing (now with only a 3 monster CL) without having it frozen in place when I leave the scope of the screen. Relatedly, does stun also stay in effect until you can see the monster again?
But back on topic, aside from slinking past auto-aggro monsters to which there are hardly any past training at Newties, Seal only functions as an addition to the process described above if I want them to follow without attacking or to unaggro them. But with what I perceive as a 1-2HKO training scenario with CL now, I do not think that monsters will have anytime at all to even touch me before they are reduced to smoldering bits so Slow for training and Seal are generally now useless. I will not yet demand a replacement because I know a lot of skills are useless and these 0-SP skills allow maxing of other skills. In addition, a little bit of extra SP is better than clammoring to under SP too many good skills.
Composition is another story all together, this skill aggravates me to no end. Just remove it, I am tired of it, its less than attractive animation, its inability to pass through walls, its single target failure, its wonky half elemental weakness properties (ice and lightning weak? how many of those are there?). Even if it did work with an elemental weapon I do not care for it at all.
Lastly, Mana Reflection: Party Buff, PG-style or MDR for character protection (once again, like Evan). That is all.
I don't think anyone posted the patch notes so here..
Notable unmentioned changes..
-> Snipe works the same as it does before this patch on normal mobs, but will hit 900% x 4 hit on bosses
-> Battleship durability value deleted (this just confirms the no cooldown so far)
-> Aran's skills Counter requirements adjusted
-----------> Combo Judgement 80 counters --> 100 counters required
-----------> Combo Barrier 200 counters --> 150 counters required
Korean
메이플스토리 테스트 클라이언트 Ver. 1.2.355 릴리즈 되었습니다.
이번 패치에서는 다음과 같은 사항이 수정, 추가되었습니다.
<게임 관련>
1. 게임에 접속하는 모든 캐릭터에게 SP 초기화 주문서 3장을 지급해 드립니다.
- SP 초기화 주문서는 더블 클릭하여 사용할 수 있으며, 사용 시 지금까지 분배했던 SP 포인트가
모두 되돌려집니다.
- 캐릭터 접속 시 소비 인벤토리로 지급되며, 인벤토리가 가득 차있어 주문서를 받지 못한 경우
소비 인벤토리 정리 후 재접속하면 지급받을 수 있습니다.
- SP 초기화 주문서는 지급받은 순간부터 2주일 이내에 사용해야 하며, 아이템에 명시된 유효기간이 지나면
자동으로 소멸됩니다.
- SP 초기화 주문서는 최초 1회 지급 후에는 더 이상 추가로 더 지급되지 않습니다.
<스킬 관련>
1. 일부 스킬의 성능 및 효과가 조정 되었습니다.
- 에반 : 일부 스킬의 데미지 및 공격속도가 추가 조정되었습니다.
- 아란 : 일부 스킬의 데미지 및 효과가 추가 조정되었습니다.
- 듀얼 블레이드 : 일부 스킬의 데미지가 추가 조정되었습니다.
- 그 외 직업군 : 일부 스킬의 데미지 및 효과가 추가 조정되었습니다.
2. 일부 스킬의 기능이 개편되었습니다.
- 스나이핑(신궁) : 보스 몬스터를 공격할 경우, 4번 연속 큰 데미지를 줄 수 있는 스킬로 변경되었습니다.
일반 몬스터의 경우는 기존과 동일하게 즉사효과가 적용됩니다.
- 배틀쉽 : 내구도 옵션이 삭제되었습니다.
- 파이널 블로우(아란) : 반드시 크리티컬 판정으로 적용되도록 변경되었습니다.
3. 도트 중복 적용 관련 버그가 수정되었습니다.
- 도트가 적용 중인 대상에게 도트 효과가 있는 공격 스킬을 지속적으로 사용할 경우, 도트 피해가 정상적으로
적용되지 않던 버그가 수정되었습니다.
5. 일부 스킬의 데이터 설정 오류가 수정 되었습니다.
- 플레임 기어(궁극의 모험가) : 데미지 설정 오류가 수정되었습니다.
- 페럴라이즈(불독 아크메이지) : 데미지 설정 오류가 수정되었습니다.
- 플래시 점프(듀얼 블레이드) : 이동거리 설정 오류가 수정되었습니다.
- 컴뱃 스탭(아란) : 이동거리 설정 오류가 수정되었습니다.
- 스노우 차지(아란) : 데미지 증가 효과 및 관련 스트링이 정상 적용되었습니다.
6. 방어력, 명중치, 회피치 관련 버프 및 패시브의 효과가 일괄 상향 조정되었습니다.
English
MapleStory Client Ver. 1.2.355 was released.
This patch fixes the following issues, have been added.
"Game related"
1. Access to all the characters in the game in Chapter 3 will pay SP initialization order.
- SP is available by double-clicking the initialization order, and using the SP now points to the distribution of
Both will be back.
- Characters will be paid to access inventory and consumption, inventory, order not received full guy, Ben
Consumption and inventory by the payment can be reconnected.
- SP initialization order is paid from the moment that must be used within 2 weeks, after the validity period stated in item
Will automatically terminate.
- SP initialization order after the first one this week to make further payments will not be paid more.
2. Items MHP, MMP, physical defense, magical defense, myeongjungchi, hoepichi ceiling has been adjusted to 999.
"Skill related"
1. Some have been adjusted performance and effectiveness of the skill.
- Evan: Some of the skill has been adjusted to add damage and attack speed.
- Aran: add some skill and effectiveness of the damage has been adjusted.
- Dual Blades: Additional damage has been adjusted in some skills.
- Other Occupations: Some of the damage and the effect of additional skills have been adjusted.
2. Some features of the skill has been reorganized.
- Sniping (shrine): If the boss monster to attack, four times in a row to give a big damage to the skill has been changed.
General monsters' effect is pronounced the same as the previous applies.
- Battleship: Durability has been deleted option.
- Final Blow (ovum): must have been changed to reflect the critical decision.
3. Fixed a bug related to dot-overlap effect.
- Dot-dot effect is being applied to the target continue to use the attack skills, the dot damage normally
Fixed a bug that did not apply.
4. Aran some skill has been adjusted to the needs of your combo count.
- Combination of Judgement: 80 è 100
- Combo Barrier: 200 è 150
5. Some skill set of data has been corrected.
- Flame Gear (The Ultimate Adventurer): Damage to set the error has been corrected.
- Parallels Rise (Bulldog Archmage): Damage configuration error has been corrected.
- Flash Jump (Dual Blade): An error has been corrected distance settings.
- Combat staff (Aranda): set distance has been corrected.
- Snow Charge (Aranda): Increased damage and related effects have been applied over strings.
6. Defense, myeongjungchi, hoepichi related effects of passive buffs and a batch has been adjusted upward.
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