Dammit, i liked it when every1 laughed @ me when 4th job came out. But then again, now i get to laugh @ heros!
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Dammit, i liked it when every1 laughed @ me when 4th job came out. But then again, now i get to laugh @ heros!
I love the new animation changes. But why did they have to make IS slower AND take away my precious Achilles </3. They keep taking away hero skills and then buffing them with pallies F5.
On side note, I like how Dark Impale or w.e is basically on par or better than the old IS.
Extremely happy about the new white knight animations, hoping for some new animations for blast and dual charging in the future. I'll miss having the wings from holy coming from the body though.
Now all the White Knights/Paladins *cough*Kojo*cough* can stop whining about WK animations.
monster park o.o ehhhh
http://www.youtube.com/watch?v=ZO5TXS_mgHQ
Holy crap. 20.0% damage reduction from Achilles and ACB now does 700% at level 10!?
+30 STR and DEX, supposedly, on that new training skill isn't that bad actually. Considering how massive even the smallest stat boost can give due to potential system, it's actually a lot better than it really is at endgame.
lol @ HP recovery getting nerfed by 50%, it was totally expected. 80% recovery was pretty insane due to the amount of damage reduction Paladins already have
Mixed feelings. New pally anims were needed, but why put a sword in it :'(
@vid: Seems like HH still has this delay that you're standing still without a weapon and unable to do anything. Why didn't they fix that. Or maybe they did, he was just chatting after HH'ing.
HH anim is as it should be though. A HUUUUGE hammer. I can remember clearly when I first saw HH I was like "wth", since in my mind it was as big as in this vid xD
Damn, i didn't check this thread earlier because I thought it would be something uninteresting as Monster Carnival, but I see they even added skill changes. I don't have time to read the whole thread so I will just say...
wtp is up with slowing Intrepid Slash from 810 ms to 910 ms Stupid Nexon? :f7:. This is just the first patch in the test server so they better fix it :f5:
ALso the new paladin animations are just too sexy, now I know i got to create a UA Paladin.
God, that range of Dark Impale makes it godly for DrK's.
We don't even know how advanced final attack works?
Advanced final attack is obvious, warriors normally trigger it 40% of the time dealing 150% damage, advanced just makes it 60% chance @ 250% damage, so expected 60% damage from old to 150% to new. Intrepid does 225% x 3 + 150% = 825%, old -> 210% x 3 + 60% = 720%, so let's hope the speed difference is less than 105/720 = 14.58% for the new system to be better for heroes. (Assuming fasts 5 weapon with booster is 690ms for IS, it might be 780ms after this change -> 90/690 = 13.0%.) Just sucks that we lose achilles.
Heroes are still strong, you guys keep forgetting they have advanced combo attack and enrage.
Sacrifice HP cost per attack was reduced to 5% from 11? Wow, DrKs looking pretty attractive now.
@ above: And adv final attack is one more way heroes get an even more ridiculous damage boost from CO.
Enrage only attacks single targets and the real comparison here is mobbing attacks. Combine that with the fact that ACB is stronger and both are faster, hit more targets, AND have more range and you have one seriously screwed up situation. If they want some sort of balance, Brave Slash needs its original range back (250% pre-BB release) and should hit 6 targets. At that point, I couldn't care less about the speed increase. If we only get to hit half as many targets, the least they can do is increase the damage to make up for the advantages the other classes have. Heroes have a massive 1v1 DPS, I understand (3.2x damage), but at training areas and LHC, that doesn't mean squat.
What? An attack that you have to be even closer for? An attack that applies darkness on non-boss mobs? At this rate, they may as well remove Chance Attack. It doesn't do squat against the mobs you'll be training on for at least half of your 4th job. If I had to categorize priority, Brave Slash wouldn't be near the top. I'd be ACA, Adv. Final Attack, Enrage, Power Stance (or vise versa), and then maybe Brave Slash but even that's generous since I'd probably do Combat Mastery before it. The point is, at its current place, Brave Slash is nothing more than a buffed version of Brandish (as usual) that only acts as filler for when Panic or Coma are too weak or you don't have enough orbs to use it. I hardly call this compensation.
how am i to survive at czak now without achilles? 1/1 seduce plz ._.
the new skill looks pretty beast for training, but can't really say the same about bossing, paladins somehow found the way to get even stronger now, and heroes now remind me of old DK's with their butt-buddy bishops, except they will be all "CO PLZ"
overall interesting, and i don't mind the leeching coming back, now that i seem t have a buster-fury-sacrifice mashed up in one, i might be able to earn some money <.<
Panic/Coma might be useful again with faster orb charging (and slower BraveSlash), and yes BS is just a buffed version of Brandish. Although, it is a nice boost to our mobbing ability and I would max it second.
And... Monster Magnet stuns, so that skill alone makes Chance Attack worthwhile. The only problem I see is that Panic's darkness ability is useless unless they allow it to work on a boss.
Then finally, Achilles is pretty low on my priority list for skills. I probably wont notice its gone (although this is someone that hasnt gone to PB or HT, so someone that needs the defense would probably not agree)
1. From Brandish to Brave Slash, it's about a 27% DPS gain compared to 40% from before. Final Attack gives you a higher chance to charge orbs, so I would get it second IMO judging by the way finishers work now. A nice boost to our mobbing ability would be able to hit mobs easier. Finishers still have no range (so it uses the basic 100-120px range or so) and Brave Slash hits half the targets as either Panic or Coma let alone having the shorter range of the other two (ACB and Dark Impale). Glass Cannons in the front lines are Cannon Fodder.
2. Monster Magnet was nerfed to hit one mob at level one. In other words, it isn't nearly as useful until you start maxing it which is after about 5 skills. So no, it doesn't help until it's far too late in the 4th job to make a difference.
3. I wouldn't be nearly as upset if, say, Power Reflection worked on 1/1 abilities. That or if Self-Recovery healed percentage based just to survive a bit better. But I too won't miss Achilles that much.
Whats this?! They remove the part that said "Leave Monster hp at 10k" of Heavens Hammer?! (Also is Holy element now O.o)
Ok im getting scared...
What's wrong with being a Hero and tanking damage? It's not like any of you have gone through the experience of always risking getting your butt kicked everywhere. In mobby training, any warrior would already have Rush so what's the point of range?
The new Panic is semi-spammable, doing 670% dmg to 6 mobs (as opposed to IS' 675% dmg on 3, which is inferior before factoring speed disadvantage), obviously bringing Hero's mob capabilities to a never-before-seen-by-the-class level (used in conjunction with Brave Slash of course).
Chance attack works with Threaten, so that counts bosses, for LHC mobs, if at all possible, you can inflict darkness with Panic itself.
You have the worst 3 target damage, yes, but you also gain 6 target damage that the class never knew before. On single target, you're still pineappleing pomegranate out of everything. What's not to like? Do you have to excel at bossing AND mob training to be happy?
I hope PG works on magic attacks now, and 1/1 otherwise it's a piss poor replacement for achilles.
It's nice to have damage and all, but if you're dying from sed every minute it's no use.
And is a heroe's single target dmg still that outstanding with the slower IS? It's going to take me a while to get used to spamming Panic so much.
I hope PG works on magic attacks now, and 1/1 otherwise it's a piss poor replacement for achilles.
It's nice to have damage and all, but if you're dying from sed every minute it's no use.
And is a heroe's single target dmg still that outstanding with the slower IS? It's going to take me a while to get used to spamming Panic so much.
What about sacrifice? Dark impale clearly beats out panic if not in damage then in range (but i would be inclined to believe in both since the consistency with orb damage would be a factor to consider), so while their 6 mobbing is stronger than it ever was it still pales in comparison to both of the other warriors.
Yeah, now that it's 5% HP, it's actually usable, thankfully.
That has NOTHING to do with their UPGRADED ability to train in mobby areas. Sure, it still sucks balls compared with others, and Heroes can peach and moan all they want, I think that's reasonable too. The fact is still that they now have something they have NEVER had before. Power AND variety of skill.
In fact, to be fair to them, I would like Nexon to get rid of Dark Impale and leave my class the f'uck alone. It was fine as it was.
I meant that since it beat out the faster IS before, it's going to beat out the slower IS now especially since sac is "useable". Unless coma becomes way better than IS somehow i don't see how heroes will be f'ucking s'hit up 1v1.
@ above: I don't see how that has NOTHING to do with it. If both classes got upgraded mobbing abilities and DrKs already beat heroes 1v1 with sac, where's the balance?
OMGOMGOMGOMGOMGOMG
THANK YOU NEXON YOU FINALLY CHANGED THE pineappleING PALADIN AND WK ANIMATIONS
Finally now I won't have to use ugly looking skills :f2:
I hope they start making some nice changes to Mages next. Yay for... Paladins..?
All I can say is, finally.
I'm liking the new animations. Took them long enough! I really should start on a pally.
bleh @ monster park
???? I was never in this thread referring to party situations where a hero would magically have threatened bosses to fight. Besides, sacrifice ignores PDR. Pretty much all bosses and LHC mobs have 25% or greater PDR, which is pretty much the same as 1.25x damage you get from chance attack. The only difference is chance attack and hero attacks affect more than one mob, but this argument is completely different from the mobbing/balance thing we had going on before.
I thought we were accounting for Sacrifice's PDR-ignoring capability to make it better than BraveSlash. I recall something about Steve's calculations back then.
And if you want to split it into Pally-supported and non-Pally-supported, that's fine by me too. BraveSlash, Advance Combo, Advance FA, and Enrage are all supported whereas Drks "currently" can't use CO, and even when they do, it's just Berserk and 5% mastery.
All I figured out after calculating is that Brave Slash is a filler attack in any senario. At this point, I can't argue any more about it. All I can say for sure is that Heroes can no longer spam Brave Slash without using finishers, and that's assuming finishers still have their formulas that are boosted from the number of orbs you have. One top of that, Darkness at the very least needs to work on bosses or Chance Attack is rather pointless. Without seeing videos, I won't bother to discuss it anymore. I like that finishers are more worthwhile (assuming the orb boosting exists still), but one of the reasons I couldn't be bothered to play my Aran is because I had to hit so many keys rather than holding one down and activating a few others when needed. I'd rather Heroes not turn into something of that manner, especially since it's my main class.
Again, I'll be holding out for some videos. Until then, I'll keep quite.
Yeah i was just pointing it out. I think PDR between the two classes is kind of well done. Heroes ignore 40% of it, and if threaten is present then that's even less PDR + 1.25x damage. DrKs always ignore it with sac, and ignore 20% of it with impale. The problem is that PDR under 40ish% i suppose isn't really THAT big an impact on damage when ignoring is factored in but i guess damage is damage?
Also, do you think it's possible to hit 6 zak arms with dark impale? That would sure make DrKs and heroes balanced, lol. Edit: Looked at it's range and it's a LOT smaller than i thought it was. Is that even a range improvement over fury?
It's small vertically, but that's about the same as Fury, I feel. Even Crusher has a bigger vertical range.
EDIT: Holy pineapple I leveled up.
If my math was correct that i did quickly, hero is actually same with the intrepid slash being slower and with the boost of advanced final attack. Yea......why did they do that when there is no change in dps. O_O
The more interesting bit is what finishers do to affect DPS and the lack of range in comparison to the other two warriors since Heroes lack defense now. I enjoy math, but I am in no mood to even remotely attempt the massive amount of calculation to figure it out. Panic consumes 2 orbs, and Advanced Final Attack triggers 60% of the time that can recharge 2 orbs 80% of the time and 1 orb the other 20% of the time. On average, how many times can you spam Panic and how much damage does it deal assuming the finisher formula is still intact? Try that on for size.
Now, all Heaven's Hammer needs left to be awesome is to use it like this:
http://www.youtube.com/watch?v=XwLg4tYvg0k
Sacrifice does 920%/s and ignores defense 100% of the time
Dark Impale does 773.8%/s and ignores defense 20% of the time.
Sacrifice is still significantly better, but Dark Impale is a beastly mobbing skill for a Dark Knight, significantly better than Fury which only does 506.2%/s
Panic hits 6 mobs, consumes 2 orbs, and has a 90% chance to put monsters into Darkness for 9 seconds, lowering their accuracy by 60%. The damage should otherwise be calculated identically as it is now, unless they internally changed that, because the description is the same as it was before the change. It should then be ~1.4x stronger, so it would do about 1500% in 3rd job with 5 orbs, and 2688% in fourth job with 10 orbs.
Coma is slightly weaker but stuns and uses three orbs, which I don't find makes too much sense. If it hit more than six monsters or something, that'd be cool.
herpderp
CO increases Advanced Final Attack's average damage by 6.16%. Comparatively, Intrepid Slash gets 18% more damage. It's not that significant compared to something like Advanced Charge Blow which gets +40% damage from CO.
umad?
You need 15 Brave Slash too outDPS Brandish. lol. 15 Brave Slash 16 Advanced Final Attack is 690% damage. 30 Brave Slash 1 Advanced Final Attack is 749.98%. Unless you're explicitly training with Panic, in which case I recommend you use Brandish + Advanced Final Attack, since Brave Slash scales so poorly, you should max Brave Slash first if you're training with it.
Gonna try looking into DPS with new Panic.
....
Spoiler Alert : I am going to sound negative/not surprised/not caring.
(Adventure) Revamp... Big Bang... Chaos...<InsertNewNameHere>
Guessing : Extreme, Supreme, Boom, disarray, discord, disorder (the patterns are going A, B, C, maybe D next.
In the end they are running out of ideas, so they just make skill changes again and again.
When Chaos came out in KMST I was like thinking why didn't just do these skill changes when Big Bang happened?
Now once again new skill changes...
I am guessing this is to set for Summer 2011.
KMST................................ GMS...............(Notes)
New Classes........................Areas..............(I wasn't paying attention to KMST at this time.)
Revamp...........................New classes .............(I wasn't paying attention to KMST at this time.)
Big Bang............................Revamp............ ..(Everyone was comparing adventure rings then KMST got hit with Big Bang everyone started saying Crit.)
Chaos..............................Big Bang...............(They were like how many weeks apart we got Big Bang then they get Chaos.)
(InsertNewName)................Chaos.............. ..(Nexon America said Summer 2011, I wont be surprised when this gets finished.)
yessir
My main complaint is that I played Aran and didn't like it because I had to constantly press buttons. So for me, C C C Down Forward C. It gets tiring after a while (physically). I don't mind thinking on my feet, but if I constantly end up switching between Brave Slash, Panic, and Rush based on how many orbs I have (which gets confusing at bosses with other Heroes), it'll start to get a little annoying. I can't say anything for sure until it comes out, and without videos or at least someone in KMST that plays a Hero, I can't judge how they react. A gimped Brave Slash may make up for a massive Panic damage. Instead of nerdraging anymore, I'm just going to sit back and watch the extractions and videos when they come out. We'll see how it goes.
It's hardly gimped considering the delay just goes from 840 to 930, which is less than 100ms.
Charge Blow goes from 600 to 810 ms which is a 210ms increase!
Everything at LHC is also element resistant
Spadow's article is up, if anyone wants to read it. This patch has a lot to offer. Party ratio changed from 6:1 to 6:4, You can now fly your own airplane to travel between islands faster, and there is a "coming soon" gate in monster park, which will probably be for 4th job+. There are a lot more things, I just don't want to list them all.. Sounds like an aftershock caliber patch to me :D
Sweet. This patch is at least sounding like it has more good things to bring than bad.Quote:
You can now fly your own airplane to travel between islands faster
Is Coma useless now, or am I missing something? :f6:
The new Drk skill looks exactly like Phantom Blow.
After reading Spadow's blog, I realized that they are probably making changes to all classes.
They gave Warriors a skill that boosts str and dex by 30 at max, and while this is not a clear indication that they will make changes to all classes, it does make sense that they would give all second job characters +primary and secondary stat skills.
I think the best proof comes from the changes to hero's will- they changed this skill, while only a little, for all three warrior classes. If they weren't going to change every class, then why wouldn't they have changed hero's will for every class already?
Some KMS player that could tell us if HH became "Just another Ultimate" or being the same HH we pallys hate and love?
@above: Heros will of other classes recovers from differents Status aside from seduce /trollface.jpg
I didn't read much of the thread, but this patch looks pretty damn great, for Warriors mostly. But the other stuff looks fun too.
Hm, you're right. Now that I think about it, I'm surprised more people aren't talking about this skill. Like you said, it would imply that all other classes would most likely get revamped to include a skill like this, but it would also provide a good amount of extra secondary stats that could go towards equipping the Level 130/140 equips.
NEW PALLY ANIMATIONS.
I came. Thrice.
Next week better be Adv Mages.
-Remove EBolt
-Magic Guard Animation Change
-Remove Slow
-Poison Breath animation Change
-Thunderbolt animation change
-30 LUK 30 INT Skill
-Booster to Second Job
-Remove Seal
-Change I/L E-Reset Animation
-Magic Compo MobSkill + Damage Boost + Animation change(expecting this from that icon change a few updates back)
-Poison Mist animation change
-Replace Booster and Seal with something, idk
-Shining Ray Animation change, dunno if they need a damage boost
-Differentiate Big Bang between elements(animation change)
-Chain Lighting MultiHit + Damage Boost + animation change removal of that pineappleing damage reduction over mobs
-Paralyze MultiHit animation change damage boost
-Angel Multi + animation change damage boost
-Make Demon less usless :|
-Make summons attack faster
I'm liking the passive +30 STR/DEX bonuses, but Dragon Blood changed to +60 STR = :f4:
Anyone suggest maxing Achilles early to save on books?...nah, not happening.
-Make slow a buff like evan's slow
am i the only one QQing about the 840->930m MS on heros IS...
- Yeah, Magic Armor, Guard, and Poison Breath need animation changes badly. I could totally see them changing Demon's animation as well as its effects as well.
- Why would they need to change thunderbolt's animation? Wasn't it already changed during Big Bang?
- Holy Arrow will probably be changed to a mob skill.
Even though I've honestly never seriously played mages, here are additional changes that I'd do:
- Give I/L's a new single target skill in 3rd job. The targeted monster not only takes Ice damage, but it is slowed. (Typical kind of slow + slowing down the target's skill animations. Think something like Booster in reverse. Should work on bosses. Don't know if such a skill effect is even possible, though.)
- Give F/P's a new party skill in 3rd job. Allows all party members' attacking skills to inflict damage over time. If the attacking skills already have a DoT effect, the party skill should improve the DoT effect even more.
- Add on the ability to resist status effects and Dispel to the Partial Resistance skill.
- Replace Seal with a new skill that shifts the target's elemental resistances down one stage. Should obviously work on bosses. Such a skill should probably have a cooldown.
- Replace Ice/Fire Demon's DoT effect with a Seal effect.
- Change Big Bang to a single target skill? It'd be awkward, but Chain Lightning and Paralyze seems to make Big Bang kind of redundant in its current state.
...Dang it, Evan more or less already took many of the things that I'd give to I/L's and F/P's, especially that damage reduction party skill.
Brave slash slower.... Other than that great warrior stuff but why do they remove heroes skills so much and leave pali with them all?
Do not dare to touch my beautiful Magic Armor animation. That + Sparkly Eyes + Jumpcast = most fun I've ever had in Maple.
What mages do need is an actual DPS skill each, to stop this pomegranate about being low-tier classes. Or just buff them a crapload. They're still not as good as they were with ultimates.
Sigh, no bucc changes. Looks like we have been forgotten.
Seriously what? Arch Mages' slow is way better than Evan's slow. It slows moving bosses to a crawl. Slow is a fantastic skill and fits perfectly with the mage theme of disables and crowd control. Both Arch Mages have multiple stunning/freezing skills and having Evan's slow would be completely useless. Why on earth would you want slow removed?
Guardian = Defensive
Achilles = Defensive
Monster Magnet = Offensive
It only makes logical sense that they're going by original class design and wanting to make Hero THE offensive warrior class, while keeping Paladin THE defensive warrior class. It will also explain why MM was removed from Paladins when BB hit.
Herp derp, I never knew Buccs were classified as a WARRIOR class and not a PIRATE class.Quote:
Sigh, no bucc changes. Looks like we have been forgotten.
Yeah, it makes sense that they're going to do these changes over several different patches going through each class. Don't think they would add a skill to warriors that adds STR/DEX without adding similar skills to other adventurer classes.
Took a quick swing at Panic DPS in the following scenario:
When you have 10 Orbs, use Panic. You are brought down to 8 orbs. Charge back up to 10 orbs. Repeat.
The conclusion drawn is that you will be using Panic roughly 64% of the time. 26% of the time, you are at 8 Orbs, and 10% of the time, you are at 9 Orbs.
This is with 30 Advanced Combo Attack and 30 Advanced Final Attack. I am assuming Panic linearly scales with this patch, and does 2680% damage. Using this model, I ran it through a simulator doing 1000000 attacks. The DPS came out to be ~2870%/s. The DPS on six targets came out to be ~14000%/s. This does not consider Chance Attack or Critical.
hurrdurr Heroes are so pineappleing underpowered.
Gonna try double Panic to see if it's an improvement or not.Using Panic twice is detrimental to DPS on single targets (~2840%/s). It is an insignificant increase on DPS to mobs by ~100%/s or less (i.e. less than 20%/s per monster)
Finally, updated WK charge animations. My eyes can stop bleeding.
And I like my Slow, kthx.
I'm sorry, but I've never had any reason to ever use Slow or Seal as an I/L Archmage, I freeze w/e need to disable, you can't seal LHC Mobs, if you were going to bring a up a situation where you can't freeze, and honestly Slow is not worth the time.
I would keep Seal if they made it like Evan's Slow, the same with Seal, but at their current state neither are worth it.
Also Chain Lightning's animation is terrible, it sloppy and looks like a child drew it.
Why would Evan's Slow be useless when they do the same things, save the fact that Evans don't have to cast it on mobs, when attacking and freezing them would accomplish the same thing.
With Chain Lighting "Chaining Attribute" the Evan's Slow would be a lot more useful, because you could attack the incoming mobs and Slow them down, as opposed to the current Slow where with it's subpar range, you'd have to get in the middle of a mob to Slow down the entire mob, at that point you'd prob be better of Chain Lighting a few times. Same with Bishop's Angel Ray "splash attribute". In a F/Ps case you'd be in the middle of them mob anyway, but not having to waste time casting Slow first then attacking would be a lot better, and the mobs will already be Paralyzed too.
The only downside is a %chance to activate, but even if it's unneeded I use Slow on my Evan, even if I 2HKO the monster, why because it's an extra ailment, that does not take away from my DPS, and if I get KBed I don't have to worry about all the monsters rushing me. However with my Slow why would I waste time casting Slow not to get KB, I'd rather just attack the monster.
The major argument is the lack of it working on Bosses, but if it works on Bosses there is no reason not to change it.
You completely missed the point. Arch Mage's slow works on bosses; Evan's doesn't. I don't waste my time disabling mobs I 1-2hko.
The whole point is that Evan's Slow doesn't work on bosses. If it did, then it would not be Evan's Slow. It would be a completely new Slow.
Evan's Slow is useless because it does not work on bosses. A Slow that works as a buff on your character that can affect Bosses would not be useless, but it is also not the Slow that Evan have.
Also, I fine tuned my algorithm and it determined that as optimal DPS with Panic is with 9 or more orbs on both single and multiple targets.
As long as Slow works on bosses, who gives a pineapple about anything else? That in itself is a godsend already.
I honestly just want the skill gone, but they can fix it too, just saying right now unless you're a really heavy solobosser, because in any 4th Job part situation, you will knock back the mob, and most likely have a rushing warrior, it's useless. In the Solo situation the few seconds you save is honestly not worth 20 Skills Points, you just don't have anywhere else to put em.
It is much easier to telecast in place at bosses that are not moving and charge Big Bang when LHC mobs are not moving. I use Slow all the time.