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  1. Default KMST 1.2.12 - Skill Changes Part III


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    Character
    Item
    (PvE) Skill Changes
    NPC

  2. Default Re: KMST 1.2.12 - Skill Changes Part III


    based locked thank you

  3. Default Re: KMST 1.2.12 - Skill Changes Part III


    What does y stand for in this list? Activation delay?

  4. Default Re: KMST 1.2.12 - Skill Changes Part III


    I believe so. Activation cool down.

    Seems they made it 100% PROC rate while lowering the damage & adding a 1 second cooldown for PROC-ing it.

    Reactivation and final damage increase lowered, Activation chance stacking removed.

  5. Default Re: KMST 1.2.12 - Skill Changes Part III


    Since Thunderstorm has a new speed (7), I am curious to what the speed was previously, both in an abstract sense i.e. speed(9), (12), (42), etc. and a more practical sense i.e. how fast is it moving now?

    They moved Chain Lightning back to its original speed, gave a possible +1 Attack Speed (~10%) via Wand and added an extra line (~14%) effectively giving it a 24% damage increase from current in capping situations. The damage and Hyper Skill percentage reductions should be considered but I am ignoring them because that buff seems unwarranted given...

    All the nerfs to F/P and this weird Infinity nerf that results in a 1.8X damage multiplier rather than the 2.0X. I am not sure what they did to deserve this.

    I/L Teleport Mastery Hyper Skill nerf is hilariously useless.

    I thought from reading they were giving all Adventurers a drain skill, but that might have been something else. It is under 2. of the patch notes.

    EDIT: Oh, I see, it's the Night Walker -> Adventurer skill.

  6. Default Re: KMST 1.2.12 - Skill Changes Part III


    Which is ridiculously good, 50% ignore defense nearly always. The damage to Chaos Vellum will be amazing.

  7. Default Re: KMST 1.2.12 - Skill Changes Part III


    Do they not realize that fiddling with the number of hits and damage on Blast and not taking into account of +1 line hypers or the extra line from advanced charged blow actually resulted in them nerfing it?

  8. Orbital Bee Cannon
    IGN: SaptaZapta
    Server: Kradia
    Level: 275
    Job: Hero
    Guild: Matriarchy
    Alliance: Peaceful

    Default Re: KMST 1.2.12 - Skill Changes Part III


    Raging Blow is normally 268% damage 5 times. With Extra Strike hyperskill it's 6 hits.
    Enrage used to give 60% damage increase.
    So now Enrage only gives about 12% damage increase (7% with hyper), unless you're capping?
    That's quite the nerf to Heroes' bossing

  9. Default Re: KMST 1.2.12 - Skill Changes Part III


    I think the 60% damage increase is on top of the increase to Raging Blow while in Enrage. Could be wrong.

  10. Orbital Bee Cannon
    IGN: SaptaZapta
    Server: Kradia
    Level: 275
    Job: Hero
    Guild: Matriarchy
    Alliance: Peaceful

    Default Re: KMST 1.2.12 - Skill Changes Part III


    Max says "instead". I really hope he's wrong.

  11. Default Re: KMST 1.2.12 - Skill Changes Part III


    The reason why I said that is because in the description for Raging Blow it got changed like this:

    \n#c인레이지 상태#일 경우 데미지 #damR% 증가, #c마지막 두 번의 공격은 크리티컬 판정#
    During Enrage, damage #damR% increase, last 2 hits are critical
    \n#c인레이지 상태#일 경우 #x%의 데미지로 #y번 공격, #c마지막 두 번의 공격은 크리티컬 판정#
    During Enrage, #x% damage #y times, last 2 hits are critical

    I'm not sure how the skills work so if there's something wrong with that assumption let me know! :)

  12. Orbital Bee Cannon
    IGN: SaptaZapta
    Server: Kradia
    Level: 275
    Job: Hero
    Guild: Matriarchy
    Alliance: Peaceful

    Default Re: KMST 1.2.12 - Skill Changes Part III


    Ah, I see now.
    Enrage gives 60% extra damage to all skills (at the cost of making them only hit one target).
    Raging Blow used to get an extra 10% on top of that, when Enraged.
    Now it gets an effective 12% (or 7%) extra, which becomes up to 33% when you cap.
    So a small nerf for non-cappers who have the hyperskill, and a big buff for those Heros who cap now.

  13. Brick Male
    IGN: ZeroCA
    Server: Windia
    Level: 21x
    Job: Zero
    Guild: EssentiaI
    Alliance: N/A
    Farm: ReneMule
    usa

    Default Re: KMST 1.2.12 - Skill Changes Part III



  14. Default Re: KMST 1.2.12 - Skill Changes Part III


    Did anyone test if the cooldown on armor break can be bypassed with a -1 cooldown potential line?

  15. Default Re: KMST 1.2.12 - Skill Changes Part III


    Can we call this patch "The worst in History" now ?

  16. Default Re: KMST 1.2.12 - Skill Changes Part III


    The Corsair buffs between this and the previous patch are really nice. I wish they'd make adjustments to Quickdraw and Broadside though. Quickdraw is really annoying to use and Broadside is kind of useless.

  17. Default Re: KMST 1.2.12 - Skill Changes Part III


    reminder that playing paladin gets you permabanned when you train publically because based nexon gm's don't understand just how much invincibility they have

  18. Default Re: KMST 1.2.12 - Skill Changes Part III


    they should just remove the dmg cap i hate limit

  19. Lead Ball Male
    IGN: Ivangoldes
    Server: Now Bera
    Level: 258
    Job: Marksman
    Guild: Olimpo/OnePoint
    Alliance: Aliança
    Farm: Ivangold/Farmnamedmg
    brazil

    Default Re: KMST 1.2.12 - Skill Changes Part III


    Pretty sure there will be marksmans capping , and i guess only marksmans , but theses changes seens interesting , also wanna see how ''unsolable'' the new boss will be and not more lagging than HT(that my PC can barely suport, i just crash when i try to use piercing arrow).

  20. Default Re: KMST 1.2.12 - Skill Changes Part III


    I-is this okay? C-can I come out of hiding now...?

  21.  

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