>Possible "Soul Jump"
FINALLY!
>CB effects
Totally useless unless they work on bosses.
>Shield Mastery "Guard"
Need more info to pass judgment, but liking it so far.
I notice the skill description said increase Physical AND Magical defense. I'mma love the MDEF buff.
>95% Stance
99% with CO, maybe, but just pineappleing make it 100% already Nexon! Or at least change it to 96% so CO can make it 100%
>Blast increase
Real nice, they keep buffing our neutral damage.
>90sec Divine Shield
Also useless, as 95% of the time, it doesn't even last 30sec.
>Rush damage increase
Why? No one used Rush for the damage.
>Holy charge increase
More neutral damage buffs
>Sanctuary increase
TOTALLY USELESS! Why buff the damage by 50% when it ALWAYS hits 999,999!?
All in all, real lackluster patch. Was kinda hoping they'd change ACB to be similar to the Bishop's current Angel Ray, in where they nerfed the damage by a lot, but made it hit multiple times per enemy. Right now ACB can hit max damage without even trying.
HS nerf...? Way to make Bishops even more useful!
Well, still palabads. What does increasing blessing armor to 90s do if it lasts, on average, for 10s.
Well, there's no current precedent for DoT not to work, so Flame Charge is still useful.
Of course, I'm not sure whether the DoT would make up for Holy Charge's increased damage.
If it's identical to Guardian (only with a 10% activation rate), Paladins just became even more invincible.
I like how they seem to be teasing us.
Not like that 1% makes much of a difference though with all the blocking chances we have.
Technically, that's an elemental buff.
Granted, it's on an almost non-existent mob type, but still.
At least now there's actually a reason to go Holy before MW.
I'm pretty convinced at this point that they have no idea how Hammer works
Only thing I really like here for mages: Magic Critical and ultimates hitting twice. Everything else blows/unnecessary.
Speed change on spears ey? I bet GMS aint going to do it to VIP spears. Would it not me simpler and more fair to make their booster compensate instead?
It's really nice against Fire Weak monsters, but unless the DoT is amazing, Holy will still be the element of choice.
I noticed the skill description said "Increase Physical and Magical defense". Kinda hoping that's true as well. I wouldn't mind having more MDEF since I only have around 4k - 5k. We have to take 1 damage from EVERYTHING!If it's identical to Guardian (only with a 10% activation rate), Paladins just became even more invincible.
True, it's also an elemental buff, but as you said, it's almost non-existent. Since we mostly use Holy as our neutral mob damage, I'm just considering it as a "Neutral" buff for the time being.Technically, that's an elemental buff.
Granted, it's on an almost non-existent mob type, but still.
At least now there's actually a reason to go Holy before MW.
I can only see the "buff" being warranted if they allow if to go beyond the damage cap, similar to Pierce.I'm pretty convinced at this point that they have no idea how Hammer works
Make 999,999 the soft cap and make it like 1.5mil or 2mil the hard cap and scale off of the damage.
Yeah, I don't know here. The Mage's Ultimates would be (somewhat) stronger at half damage and two hits. Personally, I've always liked the idea of making them, say, 10 hits at 180~200%. That would increase the damage (kinda, crit-wise at least), and it would kinda act more like the skills look.
Unless I'm mistaken, Shield Mastery already triples both of our defenses. We just happen to not get much M.Def from our stats so it doesn't add up like W.Def does.
That would actually be fairly brilliant.
I'm all in favor of skills not losing usefulness just because the user is uber-funded.
So 30% crit with an average of 1.35 extra damage per crit = 40.5% extra damage
60% crit with an average of 1.45 extra damage per crit = 87% extra damage
So 187/140.5= 1.33 times more damage before even counting the damage increases to CL. Nice.
15* % damage from Phoenix Link makes WH at 270% and BM at 265%only real difference is
WHs mobility, Feline Zerk and Stance vs BMs Avoid, Mobing skills, Weapon Defense/Magic Defense from phoenix Link, larger ignore def and Better Summons
edit: and the .05 diference in weapon multipliers
Cool News. I just checked Shakar's blog: THIEF LEGEND COMING SOON! :D
Didn't see anything that really stuck out to me. Bring on the thieves and pirates.
So, assuming they don't nerf Holy Focus, Bishops now have 75% crit for x1.45-x1.5. Genesis has a crit of 95%. LOL.
Sucks that HS was nerfed. This means slower training for EVERYONE, on EVERYTHING. gg Nexon.
Lol, wut?
I believe you mean:
Before this patch: 0.3 * (0.2+0.5)/2 = 0.105 = +10.5% more damage from crits = x1.105 critical multiplier
After this patch: 0.6 * (0.45+0.5)/2 = 0.285 = +28.5% more damage from crits = x1.285 critical multiplier
Average damage increase due to criticals alone: 1.285 / 1.105 = 1.1629 = +16.29% more damage
And FWIW:
Before this patch: 214% per hit
After this patch: 260% per hit
Average damage increase due to CL % alone: 260 / 214 = 1.2150 = +21.50% more damage
Total damage increase for CL: 1.1629 * 1.2150 = 1.4129 = +41.29% more damage
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