That is exactly why I'm worried, given that the loss of Combo Attack just got offset and more by Crossover Chains (I think?) and all of this is so up in the air there's no saying what will happen.
Nexon hasn't helped to quell my doubts given that Phantoms are still far weaker than the one that was first introduced partially due to Adventurer skill changes (Lol Rapid Fire) and partially because Nexon does not know the meaning of re-balance, and that's after what, two buffs to them?
I don't understand how the Elemental Charge skill works at all. How does it stack and why does it keep referring to "5 charges" when we only have 4?
Using a Charge skill (i.e. Flame Charge, Blizzard Charge, Lightning Charge, Divine Charge) gives you 1 Elemental Charge buff (your specialized skill) and you can get up to 5 stacks of that buff. I think you have to alternate the Charges or else you won't gain the buff.
I just realized they did a cool change to all the status effect shields (Divine Protection, Elemental Adapting, Anti Magic Shell) that makes them block only the really bad statuses like seduce, stun, zombify and transform. Things like darkness or curse won't be blocked by the shield (sort of annoying but great because you won't waste it on a crappy thing you can just all-cure). Also the shields won't be used up if your status resistance resists the effect. I think this might work the same way for Pain Killer and Concentration.
I can't help but think the effects of Cross Over Chain are being misunderstood. I don't think it's a 100% increase in damage, but instead, saying that you'll do your full damage at full HP. What's the point of using it then? As your HP decreases, so does your damage. But in it's wake, you'll recieve instead the damage reduction stated in the description. But, seeing as I have no access to KMS let alone KMSt... I can't say for sure.
If it is indeed a 100% increase... I'm not going to lie, that's overdoing it.
From what I've see, your range doubles when it's on, with no other % damage boosts. I don't really see much of a problem with it, other than it makes boss damage really suck, though. Bowmasters also recieved a 100% damage buff, but not all the time, at least one out of every 10 attacks, though.
What's more is that Wild Hunters have another party buff that gives +10% attack, which is significantly better than 5% crit rate and 5% defense ignore in most cases.
Maybe if they made the SE hypers into something like 20% min crit damage and 20% max crit damage. That would be a pretty nice buff I think.
It's not that it excludes it, I just mean that boss damage is much less effective when you already have so much % damage, when you're already sitting on +100% damage, then 30% boss would only boost your damage by 15%, even less since there are other % damage bonuses outside of Cross Over Chain, yeah? Not that I think 30% boss damage should always be 1.3x damage, that would be terrible.
to put it simply, it works exactly the same way that your potential works, it's an increase of 100% total damage.
so if you hit 100, now you hit 200. if you got 100% boss damage, it would stack additively with crossover chains, making the previous 200 damage NOT 400, but 300 instead. since it's range+2*range
these are the sources of %total damage we have on our skills (meaning they are additive with each other)
gungnir HP bonus: +110% total dmg
reinforce: +20% boss dmg
reinforce: +20% dmg
sacrifice: +10% boss dmg
crossover: +100% total dmg
so when attacking a boss, it's like we had 260% boss damage before counting the boss damage in our weapon. so our weapon's boss damage won't be as effective since we're already stacked on it (in fact, at 300% boss damage, an increase of 30% boss would be less powerful than a 9% increase in attack)
edit: @MetaSeraphim; it already hits 8 monsters it seems, just needs the range increase. why the hell raging blow mobs the same amount at almost the same range, i have no pineappleing clue
edit: and pineapple it, enraged raging blow has a massive range of 320% almost as much range as our piercing through skill
They need to change Paladin Heaven Hammer Hyper skills to ACB hyper skills. +2 mob hit/+1 line/20% damage
They need to change Marksman Se hypers to something Useful to use, otherwise im just going to put my 2 extra point in my Pierce hypers 20% damage/ +1 line
Bucklerman sells two things, the Mastery Book 20 and Mastery Book 30 for 14m and 20m. These books, when double clicked, allow you to choose one of your skills that you wish to increase the master level of :O
I don't really know the specifics (does it include MW?) but it's step in the right direction for the mastery book system (after the dumb Mystery Mastery Book). :)
So if I alternate Lighting <-> Holy I can get the 5 stack? And then from what I'm reading if you use Blast after stacking Charges 5 times you get a buff called "Hero's Incising" which gives +40% damage, +40% Crit, and +30% PDR which lasts 45 seconds and applies to both ACB and Blast? Or am I reading this wrong?
EDIT: The translations are confusing, I don't understand this at all xD.
Soo, DRK currently has +80% raw damage now and +20% damage from DI reinforce vs. revamped +50% raw damage and +260% damage to bosses on Gungnir.
Difficult to tell how much better this actually is. I will enjoy it since I barely have any boss damage atm (~61%) and none on my weapons. I am afraid of how much the scaling will hurt us in the long run tho.
Can you change Quiver Cartridge while spamming hurricane or do you have to stop flow?
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