Ah. Thank you. That makes sense. They should just drop the multiplier or raise it I think.
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~~~~deleted~~~. I see wad you mean~~~
Agreed.
My gripe again: Why would you further buff a hero's main attack when pali's and especially dark knights have been using the same/same-ish attacks for years. To add insult to injury, they gave a cleric's heal a new animation... prettier heals are cool but it had better not end there -- I do feel like they'll be giving DrK's a new attack (yeah I'm feeling lucky) since they haven't touched crusher yet.
Where is the downside to being a hero these days? You own everything that can possibly be killed solo and if there's a boss such as pb/ht/zak you simply bring a party skill mule along, they have to come anyway otherwise it's just a waste of time. But since party skills are redundant these days, it's always safe to be a pure damage class like a hero. easy as abc.
The 'why'd you make a dk knowing that it's a support job' doesn't fly anymore. I made a DK for the spear. I made a warrior for the hp/attack period. HB has always benefitted other jobs more than they do DrKs thanks to berserk, it's about time that HB stops being the reason for making DrKs less fun to play by strapping on all these restrictions.
That's a lot of magic attack.... Sorry Mages, Apples aren't going to help you out that much. 30% damage boost while Night Lords get something like 100%? I can smell the balance already.
Although, if kMS doesn't have Apples.... :| This game has a lot of inconsistencies across versions.
ds = 30 mastery
bar = 30 mastery
demo = 20 mastery
sxform = 20 mastery
si/booster = 1 point enough for self training, 20 mastery
tl /1 point is good enough for ht. 20 is great (i would love the cd to be 10 min.. )
snatch = 30 mastery
coutner attack = 10 mastery
considering barrage's spammability in 12.320, perhaps demo may not be a priority anymore for bossing? it seems to just give you range for very hard to reach ht left paw and the frequent falling down at right paw/wing .
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I would think of 2 builds, standard + snatch build for training then.
standard aims for maxing bossing dmg asap
ds = 30 mastery
bar = 30 mastery
demo = 20 mastery
sxform = 20 mastery
counter attack = 10 mastery
this brings you to lvl 160 before you even add snatch.
the snatch build will perhaps use
ds = 30 mastery
bar = 30 mastery
sxform = 20 mastery
snatch = 30 mastery
~~
which is to say you will add snatch some point after lvl 141...
but then again, 7 points of snatch is all that it needs to stun 3 mobs.
I wrote this earlier regarding the dmg changes for mages, we can see that pure ints will be dead after this since MA is what counts now.
http://forums.asiasoftsea.net/showth...=816378&page=4
take note this is old e.amp 1.3x and old cl dmg 700%
gaining 100 ma from an apple will improve my dmg by 247156-190518 = 56638 gain in dmg.Quote:
my mage current has (with mw20)
magic 1579 (1559+20)
int 1299 (994 + 305)
luk 100 (28+72)
~~
in the new system, my range will therefore be.
magic attack = 1579-1299 = +280 ma
int = 1299
luk = 100
mastery = 50%
so maximum RANGE
=0.88*(4 * 1299 + 100) * (280 / 100)
=0.88*(5196 + 100) * 2.8
= 13049.344 (using tsw)
~~~
I will now reverse out the tsw and put in a +7 60% scrolled avg white tiger staff (luk3 ma 178 req luk 165) total (192 ma luk3 int7) and ap reset accordingly
int = 1191 +7 -67
luk = 98 +3 + 67
magic =1289 + 192
add in mw20 + medi, we get
int 1131 x 1.1 = 1244
luk 168 x 1.1 = 184
magic 1481 +113 + 20 = 1614 (oh my.. I should upgrade to lvl 163 staff anyway..higher magic than my tsw/berg)
~~
in the new system, my range will therefore be.
magic attack = 1614-1244 = +370 ma
int = 1244
luk = 168
mastery = 50%
so maximum RANGE
=0.88*(4 * 1244 + 168) * (370 / 100)
=0.88*(4976 + 168) * 3.7
= 16748.68 (using white dragon staff)
CL dmg (700%) using TSW = 111327~148436
CL dmg using white dragon = 142888~190518
i think the real implication is this.
base = = 16527.456
(gain 10 int)
=0.88*(4 * 1254 + 168) * (370 / 100)
= 16879.104
vs
(gain 10 ma)
=0.88*(4 * 1244 + 168) * (380 / 100)
=17201.536
10 int gain = 351.648 max dmg gain : 1 int = 35.1648 dmg
10 ma gain = 674.08 max dmg gain : 1 ma = 67.408 dmg
so 1 ma is roughly the equivalent of 1.9169 int (this value will change, but at around lvl 19x/200 that will be roughly the value)
but must ap reset 67 points unless they give free ap reset.
~~
in otherwords, pure int builds are screwed.
lvl 163 staff will become the top weapon of choice. + the issue of luk accuracy makes pure int dead
~
incidentally, my mage will probably have 370 to 400 ma once i reset my luk and scroll my lvl 163 staffs. i certainly forgot to count my bless of fairy buffs (which is now reduced to 20 ma), and yet to count in my +2 all stat + 5wa + 10ma evan glasses (if I want to psok over from viper to mage.. like heck i would)
Yes, converting to estaffs will probably be the best choice for mages. Those are VERY rare though.
Refer to ShiKage's post to see why adding Luk for accuracy is a waste of time. Mages working like the other classes but having a 163 staff is going to wreak some havoc. Looking forward to seeing where this goes.
I don't think there's any reason to add Luk until level 150 or so. Getting Luk + MW + Gear like (C)HTP to 163 from a base of 4 would take a while.
That 143k ~ 190k range for CL is a little scary, but I'm unfamiliar with Endgame damage ranges.
Lame thing about braveslash is that you'll have useless skill points for the first few levels of 4th job, not sure at what level it outpowers brandish, but it probably takes a while.
I detest slow skills. I would rather have a faster, weaker DPS skill than a slower, higher DPS skill. Well, until you get into extremes. I'd rather do 1000% every 2 seconds than 1% every tenth of a second.
I'm probably late to the party, but...
OMFGYES @ changes to Heal, Bless, and SR. I'm so freaking happy. :glitter: Also, I so wanna see Teleport Mastery in action.Quote:
Cleric:
- Heal now gets a spiffy new animation! Damage is now 280%. Note that damage is completely separate from heal rate which remains at 300. Heal is now holy element.
- Bless now gives +15 WATK/MATK at max level.
- Shining Ray now has an 80% chance to stun for 5 seconds.
- Teleport Mastery changed from passive to active. Here's how I'm THINKING it works --> When you put points into teleport mastery, you replace regular teleport. Then whenever you use teleport, any mobs you teleport through now have a 100% rate of stun. It has a cool new effect too, and I'm looking forward to seeing it in a video.
- Holy Attraction (???) gives +10% more crit rate at all levels.
- Holy Shield now gives +40% State Immunity (like Guardian Spirit for Paladins)
- Genesis damage increased by +100% at all levels. Now has an innate ability to crit at 20% rate.
I couldn't agree more, though my only concern is not the DPS, but the damage reduction. The less damage you cause, the more overall damage is reduced. Basically, if a monster reduces 2,000 damage, then a faster attack that did 5,000 damage would be far worse than an attack that did 10,000 but was twice as slow. If damage reduction was all percentage base, there wouldn't be an issue. I see why Nexon did it, I just was hoping for a better alternative. I just hope there's no issues with keeping a boss (Bigfoot for example) in knockback with a slower speed.
I thought damage reduction was entirely based on skill percentage. o-o