1) 레벨 10이상의 모든 유저들은 이벤트 기간동안 화면 왼편의 이벤트 알리미를 통해 다음과 같은 설명
퀘스트를 수행 할 수 있습니다.
- 2012 유물 발굴대회 공고
- 슈피겔만이 잃어버린 8개의 발굴 도구
- 슈피겔만의 골동품 박물관
2) 이벤트 기간 동안 필드의 일반 몬스터를 사냥하여 <알 수 없는 유물>을 획득 할 수 있습니다.
단, 자신의 레벨보다 11이상 낮거나 21이상 높은 몬스터는 알 수 없는 유물을 드롭하지 않습니다.
3) 2012 유물 발굴대회 공고 퀘스트를 통해서 슈피겔만의 이상한 유물대회에 대한 자세한 정보를
얻을 수 있습니다.
4) 알 수 없는 유물을 획득하면 <유물 점수>를 얻을 수 있으며, 하루에 1000점을 달성하면
유물대회 1일 참여를 인정받을 수 있습니다. 출석체크는 이벤트 알리미를 통해 완료할 수 있으며
출석 일수에 따른 보상을 퀘스트 완료를 통해 받으실 수 있습니다.
5) 출석체크는 총 8일간 진행되며, 5일차 출석 체크를 완료하면 이벤트 스탬프를 받으실 수 있습니다.
출석체크 8일을 완료한 상태에서 얻게되는 유물 점수는 모두 누적 유물 점수로 기록됩니다.
6) 1일 참여 이후 얻게되는 유물 점수 또한 <누적 유물 점수>로 기록됩니다. 누적 유물 점수는
슈피겔만의 골동품 박물관에서 다양한 아이템과 교환할 수 있습니다. 골동품 박물관은
이벤트 알리미를 통해 이벤트 진행 기간동안 상시로 이용하실 수 있습니다.
7) 알 수 없는 유물을 얻게 되면 일정 확률로 <유물 지킴이>가 등장합니다. 유물 지킴이를 처치하면
한 번에 유물점수 50점을 얻을 수 있는 <유물 지킴이의 흔적>을 드롭하게 됩니다. 또한 유물 지킴이는
가끔씩 소비 버프 아이템인 발굴된 비약을 드롭합니다.
8) 알 수 없는 유물을 얻게 되면 일정 확률로 <가치 있는 유물> 효과가 발동됩니다. 가치 있는 유물은
30분간 지속되며, 발동중에는 유물 점수를 2배씩 얻을 수 있습니다.
9) 알 수 없는 유물을 얻게 되면 일정 확률로 <슈피겔만이 잃어버린 발굴 도구>를 발견할 수 있습니다.
발굴 도구는 총 8개로 구성되어 있으며, 1개의 발굴 도구를 찾을 때마다 캐릭터 레벨에 따른 경험치
보상을 받게 됩니다. 또한 8개의 발굴 도구를 모두 찾게되면 <2012 슈피겔만의 유물 발굴자> 훈장을
보상으로 받을 수 있습니다.
<오류 수정>
1. 성향스탯과 관련된 퀘스트 중 일부 퀘스트를 ‘미하일’ 캐릭터로 진행할 수 없던 문제가 수정되었습니다.
Appears to be a revamp for Paladins, Heroes, Dark Knights, and Dawn Warriors.
Paladins got
Spoiler
Monster magnet and a few adjustments.
Spoiler
trolololol.
Heroes got
Spoiler
That new attack skill.
Spoiler
TROLOLOLOL F'UCK PALADINS
2012-04-05, 02:50 AM
Nion
Re: KMST v1.2.427
...
I'm happy for my Hero but sad for my Paladin.
WTH
2012-04-05, 02:59 AM
Polantaris
Re: KMST v1.2.427
You can't exactly determine that it's a "F'uck Paladins" moment until we get an extraction. For all we know, Blast is getting a 500% damage increase or something insane.
Honestly, damage increases are probably the best thing for Paladin considering if they fully revamp the class it will be raped in the ass much like Vipers were.
2012-04-05, 03:16 AM
Dark Link
Re: KMST v1.2.427
Quote:
Originally Posted by Polantaris
Honestly, damage increases are probably the best thing for Paladin considering if they fully revamp the class it will be raped in the ass much like Vipers were.
Yeah, because that damage increase to Sanctuary was totally needed...
2012-04-05, 03:20 AM
Raul
Re: KMST v1.2.427
Okay, some general translations from the patch notes:
Gallery PQ has been made harder.
CHARACTERS WITH LOCKED ITEMS CAN'T BE DELETED F'UCK YEAH! brb locking something nice and untradeable
Common changes:
Power Strike's damage increased
Slash Blast's damage increased
Rush (mini-FJ) delay decreased
Something with stance is changed, I can't quite figure it out.
Rush (4th job) damage increased
Changes for Heroes:
Rage's duration is increased, and it now stacks with other attack buffs (!)
Brandish has been changed to 2nd job
Intrepid Slash has been changed to 3rd job
Self Recovery HP recovery boosted
new passive 3rd job skill that is a status resistance boost (endure?)
Enrage has been changed (THIS CONFUSES ME)
New Skill! Raging Blow, 4th job, attacks an enemy in front of you several times, the final hit is always critical (LOL THIS WAS CALLED SO MANY TIMES)
Changes for Paladins:
Elemental disadvantages removed against bosses
Shield Mastery has increased guard chance
Guardian has an effect even after all the guards are used (I think)
ACB has a OHKO chance
Sanctuary has more hits, more damage, and hits more on bosses
Gets monster magnet
Blast's damage is buffed
Changes for Dark Knights:
Dragon Buster's damage buffed
Dragon Fury's damage buffed
Sacrifice's damage buffed and attack count increased
Endure added (status resistance)
Dark Impale's damage buffed
Beholder's Revenge's cooldown adjusted
Aura of the Beholder's HP recovery raised
Soul Masters:
I don't give a pineapple and no one else does either.
EDIT:
Other stuff, non-skill related. Credits for this to KremeChoco of Leafre
<Item-Related>
Tooltip display has been adjusted for scrolls
Made it easier to recognize the description and stats of the scrolls
Hero books for Raging Blow have been added
Warrior Reorganization Items have been added for the celebration event
<Equipment Items>
(Lv. 30)Earrings: Earrings of a Strong Warrior
(Lv. 50)Ring: Ring of a Strong Warrior
(Lv. 75)2H Sword: Strong 2H Sword of the Warrior
<Consumption Items>
Warrior's Blessing Elixir
1H Weapon Attack for Warriors 70% Scroll
2H Weapon Attack for Warriors 70% Scroll
Spiegelmann's Contest to get strange relic items have been added
<Event-Related>
Warrior revamp celebration event
SP Reset Scroll given to every Soul Master/Dawn Warrior and Adventurer Warriors
Equipment Box Sets given out every few levels starting from Lv. 10 to 70.
Spiegalmann's 2012 Contest (Note: This is pretty much the old Excavation event. I'm not going to go into great detail because of this)
Anyone above Lv. 10 can participate
You must find 8 excavation tools
Any mob around your level will drop the tools
2012-04-05, 03:23 AM
ShinkuDragon
Re: KMST v1.2.427
dark knights:
Sacrifice's damage buffed and attack count increased
Endure added (status resistance)
Dark Impale's damage buffed
Yeah, because that damage increase to Sanctuary was totally needed...
Would you rather not have any changes of any kind? I'm sure they'll arrange that for you if you pissed and moaned enough that your skill you don't use was buffed unneccessarily.
2012-04-05, 03:24 AM
Dark Link
Re: KMST v1.2.427
Quote:
Elemental disadvantages removed against bosses
About time Nexon...I would praise you for that except you just had to do this...
Quote:
Sanctuary has more hits, more damage, and hits more on bosses
SERIOUSLY NEXON!? STOP BUFFING A SKILL THAT DOES FIXED DAMAGE!
What is the freaking point in buffing its damage if it always does a fixed amount of damage, aka whatever the current damage cap is?
Quote:
Originally Posted by Link
Would you rather not have any changes of any kind? I'm sure they'll arrange that for you if you pissed and moaned enough that your skill you don't use was buffed unneccessarily.
Considering Sanctuary does FIXED damage, it was a useless and pointless "buff".
Sanctuary ALWAYS hits for 999,999 damage, regardless of your range.
2012-04-05, 03:27 AM
Polantaris
Re: KMST v1.2.427
Quote:
Originally Posted by Dark Link
Yeah, because that damage increase to Sanctuary was totally needed...
From how it was translated on my computer, it read that it was only for bosses. Outside of bosses it doesn't even really matter, considering you'll probably be 1-hitting everything with it anyway. A damage boost against bosses on a skill you can only use every 20 seconds...it's a needed buff in terms of Paladin Bossing, considering just about every other class outmatches them currently.
There's also the large possibility that they might be removing the fixed damage for Sanctuary. The notes aren't exactly explicit.
The most useless change I can find is ACB given auto-killing effects. Since those don't (and never will) work on bosses, I've always found them to be the most useless ability ever, unless it's one of those skills where auto-killing also does something for you, which doesn't seem to be the case. Even before I had my Empress set and had only about 15% in STR, I would 2-hit things at the most. Doesn't really do anything.
2012-04-05, 03:29 AM
Raul
Re: KMST v1.2.427
Quote:
Originally Posted by ShinkuDragon
dark knights:
Sacrifice's damage buffed and attack count increased
Endure added (status resistance)
Dark Impale's damage buffed
Oh boy... stop revamping shet holy pineapple. Get your pineappleing dam mind up already.
2012-04-05, 03:31 AM
ShinkuDragon
Re: KMST v1.2.427
Quote:
Originally Posted by xManuz
Oh boy... stop revamping shet holy pineapple. Get your pineappleing dam mind up already.
i get freaking status resistance if this shet is true, and sacrifice gets at least a THIRD HIT, you can revamp all you want nexon.
Quote:
Originally Posted by Raul
Don't worry, I'll try a DrK for you.
there's no need, extractions will keep me warm at night, ofc, you're still free to play one :U
2012-04-05, 03:32 AM
Baklava
Re: KMST v1.2.427
Quote:
Originally Posted by Dark Link
Considering Sanctuary does FIXED damage, it was a useless and pointless "buff".
Sanctuary ALWAYS hits for 999,999 damage, regardless of your range.
It doesn't deal 999,999 damage on bosses anymore. It actually does the 1700% damage, which was a gigantic nerf if you're not geared to hades and back.
2012-04-05, 03:32 AM
Link
Re: KMST v1.2.427
Quote:
Originally Posted by Dark Link
SERIOUSLY NEXON!? STOP BUFFING A SKILL THAT DOES FIXED DAMAGE!
What is the freaking point in buffing its damage if it always does a fixed amount of damage, aka whatever the current damage cap is?
Fixed damage several times over is so much worse than fixed damage once, right?
2012-04-05, 03:36 AM
Dark Link
Re: KMST v1.2.427
Quote:
Originally Posted by Baklava
It doesn't deal 999,999 damage on bosses anymore. It actually does the 1700% damage, which was a gigantic nerf if you're not geared to hades and back.
Wow, it doesn't? That's extremely disappointing...
Quote:
Originally Posted by Link
Fixed damage several times over is so much worse than fixed damage once, right?
I like how you're nitpicking my posts.
I never said the "Multiple Hit" addition was bad.
2012-04-05, 03:40 AM
xManuz
Re: KMST v1.2.427
We need pirate hero already :(
2012-04-05, 03:40 AM
Link
Re: KMST v1.2.427
Quote:
Originally Posted by Dark Link
I like how you're nitpicking my posts.
I never said the "Multiple Hit" addition was bad.
Because hitting more times per cast is never related to damage output at all, is it?
2012-04-05, 03:47 AM
Dark Link
Re: KMST v1.2.427
Quote:
Originally Posted by Link
Because hitting more times per cast is never related to damage output at all, is it?
What are you even talking about?
Before Baklava mentioned it to me earlier in this topic, I was under the impression Sanc still did a fixed amount of damage to bosses, aka 999,999. What I was ranting about was the pointlessness in buffing the damage on Sanc when it already hit for damage cap.
Why bother buffing the damage on Sanc when it already hit damage cap? 1500% -> 1700% was still 999,999 -> 999,999. Nothing changed.
I NEVER once said the "Attack Count: 4" was "Bad", but apparently you're still under the impression I was complaining about it.
Now that I know Sanc doesn't do "Fixed" damage to bosses anymore, I totally understand why they buffed Sanc's damage.
2012-04-05, 03:48 AM
Baklava
Re: KMST v1.2.427
hahaahahahahah
So you don't like doing 1700% to bosses? That's okay you'll just do 425% x4, otherwise known as the same thing.
2012-04-05, 04:01 AM
Locked
Re: KMST v1.2.427
Quote:
Originally Posted by Baklava
hahaahahahahah
So you don't like doing 1700% to bosses? That's okay you'll just do 425% x4, otherwise known as the same thing.
99999999999999999999999999999999999999999999999999 99999999999999999999999999999999999999 x 4 > 99999999999999999999999999999999999999999999999999 99999999999999999999999999999999999999 x 1
2012-04-05, 04:01 AM
ShinkuDragon
Re: KMST v1.2.427
Quote:
Originally Posted by Baklava
hahaahahahahah
So you don't like doing 1700% to bosses? That's okay you'll just do 425% x4, otherwise known as the same thing.
unless you're funded out the ass, but this benefits critical hits a lot more, since it's not that hard to cap without crits at 1700%
2012-04-05, 04:08 AM
Dark Link
Re: KMST v1.2.427
I'm afraid to know what kind of range you'd need to consistently hit for 999,999 x4 every time Sanc is used.
2012-04-05, 04:17 AM
ShinkuDragon
Re: KMST v1.2.427
Quote:
Originally Posted by Dark Link
I'm afraid to know what kind of range you'd need to consistently hit for 999,999 x4 every time Sanc is used.
i'm betting around 250~300k, from my dark knight experience