Rawr )+ I hope I'm wrong here, but can someone tell me if Fiel's other thread says that Brave slash has a longer delay than Brandish? 1080 ms vs 810 ms.
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Rawr )+ I hope I'm wrong here, but can someone tell me if Fiel's other thread says that Brave slash has a longer delay than Brandish? 1080 ms vs 810 ms.
Apparently by a lot. Brandish is 840ms. Brave Slash's delay is seemingly 1080ms. It does less DPS at max level. If they were the same speed though, it'd still need to be level ~18 to match DPS. The only possible advantages would be based on how FA would work with either skill, and possibly slash-stab ratios for Axe usage. Brave Slash does have a significantly larger range, but that doesn't make up for its horrible damage scaling.
I want to beleive FA works passively by adding 150% dmg to a hit, that's the only way I can justify this.
I realised I forgot to add in half of the warrior changes... updated previous post and putting it here as well.
Spoiler
Hadriel
Berserk activating at 100% HP and cutting Def does not sound fun. Rest of the DK changes do. They suck less now. Yey. If leveling is as omghax as 50% exp tnl sounds, I might try one. :o
so from the looks of it the hero is full on commando while the pally is a sentinel. Its looking like a 1-h pally may be a more viable option considering guarding is frikkin 30% activation rate
Why does Maple start to feel like Latale to me now...
Hadriel
Probably because of the upcoming Mechanic job (lolEngineer -> Meister), and may also be because NexonUS keeps referring to the Adventurers as "Explorers".
There's still no OMGHAX ladder-jump-climbing in Maplestory though...that was one thing I had to get used to when I quit La Tale and came back to Maplestory.
Levelling is hell in LaTale at Lv5x. Was planning on Bow Explorer -> Gunslinger (Oh well, what do you know. ANOTHER similarity).
I'm putting up what changes I can analyse from 1.2.318 to 1.2.319. Many thanks to Fiel for his extractions.
Spoiler
*edit* added in DK changes. *edit*
Hadriel
This thread has been updated for 1.2.319.
Ahh... the achilles data's not updated... but you'll do that eventually yea I know. Really curious about thunder spear though.
Hadriel
=/ Battleship Cannon takes another hit. 135% x 6 now. I really hope the formula changes and criticals make up for the 710% drop.
Yep, 135% x6 hits just effectively made Gunslingers one of the worst classes in the game. The only thing that can save it is if it's either a ton faster or if +20% critical is a lot better than we think it is.
Love how Triple Throw is still 270% x3 + 108% x3, though.
Requesting current Assaulter delay/animations
I fixed Achilles. It was due to a bad regular expression.
Ok thanks. There are others out there... but your hands are a little full right now so won't pester. =P
Hadriel
I know there are others - like mpCon in Element Amplification for Corsairs. But they didn't include an mpCon variable so there's nothing to substitute.
Not just that: Even though Ice Splitter and Flamethrower got a damage boost, targets got cut down to 4. Torp got a nerf, BF got a nerf, RF got a nerf. Only thing that was SEMI boosted is air strike, and even then in MAX level. (and no, i'm not looking at summons. they're not practical for training after 13x or before 85+)
The critical formula needs to be EPIC to make up for this crap.
It takes time to attack, i usually end up killing the mob before it starts. and personally i find it quite buggy when casting. Besides, whenever you're not sniping newts, it triggers monsters agro on you, and you end up getting hit on battleship. Personally? i don't use it.
and most of the other jobs are getting a boost somewhere, but corsairs just keep getting their attacks nerfed. but again, I dont want to speak before I see the new crit in action. If I understood correctly, there's a base 40% crit. so 60% crit might not be as bad as I thought. If these changes would be implemented as written, I would most likely quit my corsair.
Hang on, are ifrit and elquines switched? Because it sais ifrit freezes and it's weaker than elquines...
Ok, interesting thief stuff:
Star mastery makes star usage even more efficient by a lot. That means, that while on Shadow stars, you actually RECHARGE your stars while attacking.
Shadow web now has 100% chance of success when maxed. That makes it useful again.
Shared skills between Night Lords and Shadowers are now equal to both.
And... 6 chief bandits with maxed smokescreen in the same party can go into godmode.
This is all very interesting. And just as I was starting to get bored with MS, too.
Though I do wish I knew how the new crit system works, now I don't know which Adventurer ring to get. (Assuming it isn't nerfed.)
Probably the ring that gives the greatest crit chance, again assuming those don't undergo a nerf.
And wasn't the whole point of Mages getting each others summons part of some plotline in the 4th job?
Please tell me the 2 mob BStep at all levels is a typo. =(
Ugh, aside from Cannon being weaker (which is rage!), Octopus is also 80% weaker (cry!) and Elemental Boost gives 60% instead of 120% (or 200% currently in gMS).
Meanwhile NLs get a massive boost to their multi-target attack as well as a crazy good reflection skill? What the hell is this?
Looking at the critical skills, it seems to be very hard to get critical damage as compared to critical chance, so the cruel ring may actually turn out better than the critical ring for critical classes after these changes. That's just a wild guess though because this new critical system hasn't been figured out yet.
Awww... they nerfed BS back down to 900% x 4 mobs. Sad day for me.
30 MP 40 소비, 4명의 적에게 450% 데미지로 2번 공격, 90% 확률로 4초간 기절
That's korean for hits I assume, since assaulter has the exact same thing for hits:
30 MP 26 소비, 340% 데미지로 4번 공격, 80% 확률로 5초간 기절
And Band of Theives has similar if not the exact same korean for targets:
20 MP 30 소비, 최대 5명의 적에게 390% 데미지
Ohh I see it now. It translates to:
"Consumption MP 40, 2 to 4 times the enemy attacked 450% damage, 4 seconds 90% chance to stun"
so 900-1800%, and nothing about how many enemies.
Via google translate lawl.
I realize how late I am on this, but I just came.
Google Translate
Korean
To clear things out. All jobs (even beginners) have a base 5% critical chance. I don't know about the % critical damage, though.
Well, I have a Captain (I mean Corsair, but I'm still used to KMS names) and Aran in tespia. Not much to say about arans, they got nerfed a lot.
The critical skill does not make up for the nerfs. 20% chance, with the +5% base, is 25% chance for +20% damage.
Also, I have lvl 5 cannon, and is still weaker than triple fire. My lvl 1 torpedo is around the same damage than ice splitter WITHOUT ICE CAPSULE, and I only have lvl 1 elem boost. I kill mobs of vikings with it, it does around 22k each hit. And my equips aren't great.
So basically, before this patch, I was using battleship. Now I don't, cause is a waste. At least with low lvls of cannon/torpedo.
Also, about the captain's new dice skill. It rolls a dice, and depending on the number, you get a buff.
1: Fail. No buff.
2: +20% critical damage. (I'm not sure about this. Couldn't read the korean well, but I felt higher damage on my criticals)
3: +20% Max HP and MP.
4: +10% critical rate
5: +20% total damage.
6: I still didn't get a 6, but I'd say it has to be something good, cause it's rare.
EDIT: Oh, and there's the new 4th job skill, called "Counter Attack", but for some reason it doesn't let me put points on it. I have no idea of what it does, something about 1% chance for 15 seconds, and 3 attack at lvl 1.
EDIT2: I mixed up some dice numbers.
They should have left Corsairs alone. They were fine after the first patch. :f7:
The Dice skill seems nice. What's the most common result for you?
Damage on ice is wierd. Even though the boost is huge, I dont like the change of training method to use of it, but maybe it can open up himes as a training spot.
Please report on cannon power once you get it to a higher level please :f4:
And incase you guys forgot - lucky dice has a 5 minute cooldown after a 3 minute buff at max. still looks appealing?
Oh wow. Even though Final Attack for nerfed, it's actually pretty good right now. Sorta
There is no skill animation for it anymore. 0 Delay :D
Aw, the cooldown is so high, that I'd take a while. I'll just write down the results, and I'll post them every 10 or so.
Also, I can't get much more information about cannon. I'm lvl 124, and rates are 1x. Even with this new exp curve, it'd take me a lot to max it :S. Btw, at my level, vikings seem like the best choice to grind :S. Also, edited my previous post with dice skill details.
scratch that
Wait, F/Ps get Ifrit and I/Ls get Elquines?
Isn't it the other way around?
Since the Arch Mage summons were switched, does Ice Demon make monsters weak to Ice and Fire Demon make monsters weak to Fire?
Sorry for my Stupidity..
Fiel ,can u tell me Ifrit and Elquines is switched is a mistake of extraction.
or they are really switched?
I'm so confused now.:poast:
not a mistake. you could easily check this yourself by looking at jobIDs of each skill
I read somewhere that the Captain/Corsair's Counter attack skill is passive, and adds a chance for every attack you perform to add some WA temporarily. At maximum skill level, 10% chance of adding 30 WA. That, coupled with Critical Shot, is probably why many of their attacks were nerfed so badly.
So would this build for bandit be good?
1 Mastery -> 5 Haste -> 14 Steal(hits 4 enemies)(1 Savage Blow Somewhere) -> Max Mastery -> Max Steal -> 5 Booster -> Max Savage Blow/Haste(IDK which one to max first) -> Max Shadow Resistance
Sounds fine to me...
As for me, I'll definitely be past Second Job by the time the patch gets to MapleSEA. If they reset all the SP, then I would add:
Dagger Mastery - 20 (Maxed)
Dagger Booster - 20 (Maxed)
Haste - 20 (Maxed)
Steal - 11
Savage Blow - 30 (Maxed)
Shadow Resistance - 20 (Maxed)
Total: 121 SP
Note: I love having a 200 second Booster, so there. :p
Nooooo ifrit matched my outfit much better :'( /quit (nah jk :D <3 AM)
Pretty lame though, now demon will have no purpose at all (unless they make things weak to your other element, like when you're frozen doesn't that make electricity run more easely through you? And doesn't poison hurt more when you're burned? lol :D that would be awesome)
Oww, help me, the fact that I'm on fire makes this poison worse?
Had to take down the images for here. Sorry guys, but it's the only way I can do this.
Too much bandwidth, Fiel? a_@
He said in another thread the site was suspended due to high server load. It used up 350 GB in one week.
Dam a_@
Though, it seems that a lot of the visitors have left, but it might go back up when theres a new patch.
Boy do I feel like a dolt. I wasn't using mod_expires. No wonder my bandwidth usage was through the roof!
/me turns on mod_expires.
I just noticed that they squeezed all 3rd job F/P and I/L skills down to max within 10 or 20 levels. That's really nice, considering the math means essentially everything is maxed before reaching 4th Jobs, aside from 10 ish points in another skill. Though with Elemental Composition being replaced by 4th Job single targets, that's not an issue.
Regarding the Ifrit/Elquines switch, I really hope they change the Demons so that they make the mobs weak to the respective summon. If not, and their plan was to make training parties between I/Ls and F/Ps more viable so the summons of each could finish off the mobs of the other, or something stupid like that, all I'm going to do is say implied facepalm.
I really hope they change mobs to not be stregnthened to elements by the demons. It makes the poison from ID useless at places like O4 because it makes the mobs neutral to ice and lightning.
Is it me... or did I just see the translation of Ice Demon saying that it the pre-requisite of Ice Demon is level 5 Ice Demon? o.O Also, if I'm reading correctly, it appears to say that it makes monsters weak to Ice property, which is just the opposite of Fire Demon, except now that it's advantageous to one's own class. So can one now spam Ice Demon? =P
I hope there's still Frostbite damage... At the same time, Elquines/Ifrit switch would now make sense.
Hadriel
You are correct.
http://imgs.xkcd.com/comics/dependencies.pngQuote:
아이스 데몬
Description 아이스 데몬의 얼음 조각으로 다수의 적을 동시에 공격한다. 대상은 일정시간동안 화속성 공격에 더 많은 피해를 입는다.\n필요 스킬 : #c아이스 데몬 5레벨 이상#
That makes no sense at all... and Fire Demon doesn't have this at all...
Come to think about it... it reallty really doesn't make sense... pump this skill till level 5 or else you can't use it. =.="
Hadriel
I must admit, that is the one slightly annoying aspect of spamming the Demons at places strong/weak to the particular element, in that the first hit is either weaker than the rest, or frustratingly the strongest. Getting to have an isntant elemental advantage on the second hit would be very nice, and topping it off with appropriate element summons to deliver the extra damage means ArchMage training will be quite fast and fun. Hell, if the Demons are making mobs weak to the main element of the class, then you can easily set up for an ultimate cast every 30 seconds by ensuring the whole map is weak to the element before casting.
Provided all of this is the case, I really, really like the changes to ArchMages, though we'll still have to see if we're worthwhile at bosses now (though Elemental Reset will finally help with that <3!).
Spoiler
If I'm not mistaken, both Ice Demon and Fire Demon state that they make the target vulnerable to Fire-type attacks.
There are definitely some description issues here.
Fire demon's description is correct... it does add fire property. If you add one more character in:
화염
(Taken from Meteor. This means flame.)
Such that [... 5초간 화속성 ...] (from the description of the Ifrit skill, taken from the table for the skill data description, not the skill description) becomes:
[... 5초간 화염속성 ...]
Then "hwasokseong" becomes "fire property".
The issue with the translation is in Ice Demon, where you see 화속성 in the skill description, but yet in the description of the skill in the individual levels (i.e. in the table) you instead see 얼음속성, which means "ice properties".
So much for... copy and paste? Elquine's pre-req is missing but Ifrit's pre-req is correct, and Ice Demon's pre-req is itself. Pwn...
Hadriel
GoogleTranslate phail... oh well... "hwasokseong" makes no sense to us at all so I was trying to find an extra word or something that would make GT recognise that word as fire/flame thingy... just that character itself gave me "flower"... /facepalm.
CSB without invincibility frames?? If that were true, that's terrible. But as long as Barrage and Demo still has invincibility frames... well... *crosses fingers*
Hadriel
Demo has technically no invincibility frames. You just can't get hit while hitting the boss, but once you get back in position, bam. Barrage's invincibility frame is nothing without chaining it to CSB...
Also, they buffed CSB to hit 6 mobs... it would be ridiculous to leave it without invincibility frames now. Yeah sure, just CSB these 6 Oblivion Guardians and piss them off with 3k damage, so you get hit over and over before you can even Dragon Strike.