How do you feel about the content changed in this patch? Click on "Rate this thread" in the upper right-hand corner of this thread to share your opinion!
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Other Changes:
- It would appear that Hangawi is some sort of event involving bunnies. I'm certain something like this would come up in the quest extraction.
Character
Accessory
Medal
http://www.happychinchilla.info/Sout...r/01142519.png 이볼빙 시스템 마스터
Medal - All Classes Req Level: 100 STR: +6 DEX: +6 INT: +6 LUK: +6 Magic Attack: +5 Weapon Attack: +5
Untradeable
One-of-a-kind
Cannot resell to merchants
0 slots
http://www.happychinchilla.info/Sout...r/01142521.png 고운누리 윷놀이
Medal - All Classes Req Level: 13 Magic Attack: +8 Weapon Attack: +8
Untradeable
Cannot extend time limit
Time limited
One-of-a-kind
Cannot resell to merchants
0 slots
http://www.happychinchilla.info/Sout...m/02003570.png 3배 자이언트 비약
3배 자이언트 비약이다. 사용하면 어떤 일이 일어날까?\n#c*주의:사용 시, 버프가 사라질 수 있으니 주의하세요.# Speed: +20 Jump: +20 Items per slot: 1 Required Level: 10 Time: 60,000
Tradeblock
Cannot resell to merchants
Time Limited
http://www.happychinchilla.info/Sout...m/02003571.png 5배 자이언트 비약
5배 자이언트 비약이다. 사용하면 어떤 일이 일어날까?\n#c*주의:사용 시, 버프가 사라질 수 있으니 주의하세요.# Speed: +40 Jump: +40 Items per slot: 1 Required Level: 10 Time: 60,000
Tradeblock
Cannot resell to merchants
Time Limited
http://www.happychinchilla.info/Sout...m/02028147.png 업그레이드 밸류팩
베이직 밸류팩을 구입한 캐릭터가 구입하면 현재의 경험치 보너스와 공격력/마력 버프 효과를 스페셜 밸류팩과 동일하게 업그레이드 할 수 있다. 자신이 가진 베이직 밸류팩의 남은 기간만큼만 구매할 수 있다. \n#c경험치 보너스와 공격력/마력 버프 이외의 다른 효과는 적용되지 않습니다.#
Tradeblock
Cannot resell to merchants
http://www.happychinchilla.info/Sout...m/02431093.png 메이플 베이직 밸류팩 버프
메이플 베이직 밸류팩을 구매한 자들에게 주어지는 특별한 버프다. 30분간 공격력과 마력을 증가시킨다. 자신의 레벨이 10만큼 상승할때마다 버프의 효과는 비례하여 상승하며, 100레벨 이상의 효과는 동일하다. 다른 버프와 중복하여 적용 가능하다. Items per slot: 1
Tradeblock
Cannot resell to merchants
Time Limited
http://www.happychinchilla.info/Sout...m/02431094.png 메이플 스페셜 밸류팩 버프
메이플 스페셜 밸류팩을 구매한 자들에게 주어지는 특별한 버프다. 30분간 공격력과 마력을 증가시킨다. 자신의 레벨이 10만큼 상승할때마다 버프의 효과는 비례하여 상승한다. 다른 버프와 중복하여 적용 가능하다. Items per slot: 1
Tradeblock
Cannot resell to merchants
Time Limited
Dark Synthesis:
Changed - Level readout (MP #mpCon 소비, 주위의 #mobCount명의 적에게 #damage% 데미지로 #attackCount번 공격.\n#c쿨타임 : #cooltime초, 데미지 최대값 #MDamageOver --> MP #mpCon 소비, 주위의 #mobCount명의 적에게 #damage% 데미지로 #attackCount번 공격.\n재사용 대기시간 : #cooltime초, 데미지 최대값 #MDamageOver)
Dark Force - Critical Damage:
Changed - criticaldamageMin (10 --> 20) (10 --> 20)
Dark Force - Critical Rate:
Changed - cr (10 --> 20) (10 --> 20)
Dark Impale - Ignore Guard:
Changed - Description (다크 임페일의 몬스터 방어 무시 수치를 증가시킨다. --> 다크 임페일의 몬스터 방어율 무시 수치를 증가시킨다.)
Changed - Level readout (몬스터 방어 무시 #ignoreMobpdpR% 추가 증가 --> 몬스터 방어율 무시 #ignoreMobpdpR% 추가 증가)
Dark Thirst:
Changed - Level readout (MP #mpCon 소비, #time초간 물리 공격력 #indiePad% 증가, 드레인 #x%. 단, 최대 HP 이상은 불가. \n#c쿨타임 : #cooltime초 --> MP #mpCon 소비, #time초간 물리 공격력 #indiePad 증가, 드레인 #x%. 단, 최대 HP 이상은 불가. \n재사용 대기시간 : #cooltime초)
New - mpCon (300) (300)
Mist Eruption - Ignore Guard:
Changed - Description (미스트 이럽션의 몬스터 방어 무시 효과를 추가로 증가시킨다. --> 미스트 이럽션의 몬스터 방어율 무시 효과를 추가로 증가시킨다.)
Changed - Level readout (몬스터 방어 무시 #ignoreMobpdpR% 추가 증가 --> 몬스터 방어율 무시 #ignoreMobpdpR% 추가 증가)
Fire Aura:
Changed - Level readout (토글 스킬. 발동 시 MP #mpCon 소비. 일정 시간마다 주위의 적들을 #damage%의 데미지로 공격. 공격 무시 및 공격 반사 효과 무시. --> 발동 시 MP #mpCon 소비. 일정 시간마다 주위의 적들을 #damage%의 데미지로 공격. 공격 무시 및 공격 반사 효과 무시.\n데미지 최대값 #MDamageOver)
Holy Symbol - Experience:
Changed - y (10 --> 20) (10 --> 20)
Holy Symbol - Imbue Body:
Changed - Description (홀리 심볼로 오르는 상태이상 내성 및 모든 속성 저항을 추가로 상승시킨다. --> 홀리 심볼 사용 시 상태이상 내성과 모든 속성 저항을 증가시킨다.)
Changed - asrR (20 --> 10) (20 --> 10)
Changed - terR (20 --> 10) (20 --> 10)
Holy Symbol - Extra Drop:
Changed - Level readout (드롭율 #v% 증가 --> 드롭률 #v% 증가)
Changed - v (20 --> 30) (20 --> 30)
Vengeance of Angel:
Changed - Level readout (토글 스킬. 활성화 시 MP #mpCon 소비. 마법 공격력 #indieMad, 몬스터 방어 무시 #ignoreMobpdpR%, 엔젤레이의 데미지 #x%, 엔젤레이의 공격 횟수 #y, 데미지 최대값 #indieMaxDamageOver, 공격 속도 1단계 증가. \n#c단, 텔레포트 및 엔젤레이만 사용 가능. --> 활성화 시 MP #mpCon 소비. 마법 공격력 #indieMad, 몬스터 방어 무시 #ignoreMobpdpR%, 엔젤레이의 데미지 #x%, 엔젤레이의 공격 횟수 #y, 데미지 최대값 #indieMaxDamageOver, 공격 속도 1단계 증가. \n#c단, 텔레포트 및 엔젤레이만 사용 가능.)
Heaven's Door:
Changed - Level readout (MP #mpCon 소비. 최대 #mobCount명의 적을 #damage% 데미지로 #attackCount번 공격함과 동시에 주위 아군에게 피가 0이 되는 것을 한 번 무시하는 버프 지급. \n#c쿨타임 : #cooltime초, 데미지 최대값 #MDamageOver --> MP #mpCon 소비. 최대 #mobCount명의 적을 #damage% 데미지로 #attackCount번 공격함과 동시에 주위 아군에게 HP가 0이 되는 것을 한 번 무시하는 버프 지급. \n재사용 대기시간 : #cooltime초, 데미지 최대값 #MDamageOver)
Changed - damage (1200 --> 1000) (1200 --> 1000)
Deadly Charge:
Changed - Level readout (MP #mpCon 소비. #mobCount명의 적을 #damage% 데미지로 #attackCount번 공격 및 미하일의 파이널 어택 발동 확률이 100%가 되는 상태 이상 디버프 발생. \n#c쿨타임 : #cooltime초, 데미지 최대값 #MDamageOver --> MP #mpCon 소비. #mobCount명의 적을 #damage% 데미지로 #attackCount번으로 공격, 자신과 아군의 데미지 10%가 증가하는 상태 이상 디버프 발생. \n재사용 대기시간 : #cooltime초, 데미지 최대값 #MDamageOver)
2012-09-17, 08:46 AM
Fiel
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Quest
이벤트
생성기록기준세팅
Not Started End Date: October 8, 2012 at 0000 hours Tespia End Date: October 8, 2012 at 0000 hours Quest Info: 생성기록기준
Not Started End Date: October 8, 2012 at 0000 hours Tespia End Date: October 8, 2012 at 0000 hours Start Script: q12946s Previous Quest: "생성기록기준세팅" Completed Quest Info: 메이플 운영자가 나의 탄생을 축하하고 싶다고 한다.
Not Started End Date: October 8, 2012 at 0000 hours Tespia End Date: October 8, 2012 at 0000 hours Start Script: q12983s Previous Quest: "생성기록기준세팅" Completed Quest Info: 메이플 운영자가 나의 탄생을 축하하고 싶다고 한다.
Not Started End Date: October 8, 2012 at 0000 hours Tespia End Date: October 8, 2012 at 0000 hours Start Script: q12947s Previous Quest: "당신의 탄생을 축하드립니다" Completed Quest Info: 메이플 운영자가 나의30레벨을 축하해주었다.
Not Started End Date: October 8, 2012 at 0000 hours Tespia End Date: October 8, 2012 at 0000 hours Start Script: q12984s Previous Quest: "당신의 탄생을 축하드립니다" Completed Quest Info: 메이플 운영자가 나의30레벨을 축하해주었다.
Not Started End Date: October 8, 2012 at 0000 hours Tespia End Date: October 8, 2012 at 0000 hours Previous Quest: "당신의 30레벨을 축하드립니다" Completed Quest Info: 메이플 운영자가 나의50레벨을 축하해주었다.
Not Started End Date: October 8, 2012 at 0000 hours Tespia End Date: October 8, 2012 at 0000 hours Start Script: q12985s Previous Quest: "당신의 30레벨을 축하드립니다" Completed Quest Info: 메이플 운영자가 나의50레벨을 축하해주었다.
Not Started End Date: October 8, 2012 at 0000 hours Tespia End Date: October 8, 2012 at 0000 hours Previous Quest: "당신의 50레벨을 축하드립니다" Completed Quest Info: 메이플 운영자가 나의70레벨을 축하해주었다.
Not Started End Date: October 8, 2012 at 0000 hours Tespia End Date: October 8, 2012 at 0000 hours Start Script: q12986s Previous Quest: "당신의 50레벨을 축하드립니다" Completed Quest Info: 메이플 운영자가 나의70레벨을 축하해주었다.
Not Started End Date: October 19, 2012 at 0000 hours Tespia End Date: October 19, 2012 at 0000 hours Previous Quest: "[이볼빙시스템] 내가 만든 세계" Completed Quest Info: 이볼빙 시스템에 대해 궁금해 하는 카산드라에게 잠깐 설명해주자.
MaJor Buff to ACB now attack 8 monster 6x lol that like another battlemage is born ..... ACB is stronger than bam finishing bl0w LOL ? wut? bam attack 8monsters (6x 200%) = 1200% but this is 8 monsters (6x270%) = 1620% ---------- from 6 monsters(2x400%) = 800% o.0 they just double his dmg
I expect ACB to be nerf when they release to KMS
Smite now hit 6x instead of 3x which now it equal to luminous hyper skill cuz luminous does 1000 x 3 he does 500 x 6 both has lockdown with same cooldown
Sacrosanctity: cooldown is cut by 50% it now a 5min cooldown now it should be good
2012-09-17, 09:09 AM
IImaplers
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Anticipating what this means for FPs. Can't tell if nerfs, buffs or just corrections.
2012-09-17, 09:16 AM
Even
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Quote:
Originally Posted by Question
MaJor Buff to ACB now attack 8 monster 6x lol that like another battlemage is born ..... ACB is stronger than bam finishing bl0w LOL ? wut? bam attack 8monsters (6x 200%) = 1200% but this is 8 monsters (6x270%) = 1620% ---------- from 6 monsters(2x400%) = 800% o.0 they just double his dmg
I expect ACB to be nerf when they release to KMS
Smite now hit 6x instead of 3x which now it equal to luminous hyper skill cuz luminous does 1000 x 3 he does 500 x 6 both has lockdown with same cooldown
Sacrosanctity: cooldown is cut by 50% it now a 5min cooldown now it should be good
You're forgetting a lot of things like body boost, dark aura and battle mastery or w/e its called. This buff is fine and it probably wont get nerfed when its elemental based.
2012-09-17, 09:18 AM
Polantaris
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
pomegranate yeah, it's about time they buffed Paladin mobbing.
actually nexon is giving too many free character slots recently ... and the evolving system master medal is OMG.
2012-09-17, 09:25 AM
Zerard
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Yessssss. Paladins making a comeback, bro!
2012-09-17, 09:29 AM
Question
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Quote:
Originally Posted by Even
You're forgetting a lot of things like body boost, dark aura and battle mastery or w/e its called. This buff is fine and it probably wont get nerfed when its elemental based.
it not about those skill...
it the same for this way too
Threaten / Combat Order / 70% Mastery / 30% statue Resistance / and alot of many defensive type of guard
Pally should be mostly focus on def type of skill not offensive
i do believe a nerf just watch
it alway happen
first step skill too weak
2nd step buff it
3rd step balance it
and it happen to many classes in kmst and kms they buff and nerf
2012-09-17, 09:32 AM
Polantaris
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Quote:
Originally Posted by Question
it not about those skill...
it the same for this way too
Threaten / Combat Order / 70% Mastery / 30% statue Resistance / and alot of many defensive type of guard
Pally should be mostly focus on def type of skill not offensive
i do believe a nerf just watch
it alway happen
first step skill too weak
2nd step buff it
3rd step balance it
and it happen to many classes in kmst and kms they buff and nerf
With Angelic Bursters existing, there's absolutely no such thing as too powerful anymore, not in Nexon's book.
2012-09-17, 09:32 AM
Untradeable
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Quote:
Originally Posted by Question
Pally should be mostly focus on def type of skill not offensive
Why?
If there was a way to redirect party damage to a paladin I would think that a defensive class would be useful, but the way the game is coded currently, a defensive class is generally useless. I dont see the problem in giving paladins a nice boost considering they've generally been behind heroes and dark knights in terms of damage for the most part.
2012-09-17, 09:33 AM
Kuraitou
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
WOOOOOOOOOOOW that Charge Blow range increase... I wonder if there's a new animation in the works to accompany it.
If there was a way to redirect party damage to a paladin I would think that a defensive class would be useful, but the way the game is coded currently, a defensive class is generally useless. I dont see the problem in giving paladins a nice boost considering they've generally been behind heroes and dark knights in terms of damage for the most part.
i know but one cant have too much power... if pally is very strong on offensive and too strong over defensive it not balance
why play other class if this class have both strong def and strong offensive too
class stats should be base like this
*High Hp
*Low Mp
*Strong Def
*Avg Attack
Pally has like 5 type of defensive skill which making him very high on defensive move
and while having a very strong offensive is a bit unbalance
you cant say anything tilll it reach KMS this is kmst and i do believe they going to drop that ACB % a little to balance it out
Quote:
Originally Posted by Polantaris
With Angelic Bursters existing, there's absolutely no such thing as too powerful anymore, not in Nexon's book.
Angelic burster is a new class
usually new class is alway powerful and that alway been proven to be right ... every time a new class come out it alway even more overpowering than the previous class
and they will end up getting nerf in the future
2012-09-17, 09:52 AM
SeeSaw
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
change again~
2012-09-17, 09:52 AM
Death
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Quote:
Originally Posted by Kuraitou
WOOOOOOOOOOOW that Charge Blow range increase... I wonder if there's a new animation in the works to accompany it.
lolnexon.
Please make some mace animations while you're at it.
Anyway, i'm very pleased with what changed so far.
I really hope it stays this way now, and can someone tell me what they changed about Heavens hammer?
2012-09-17, 09:56 AM
Question
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Quote:
Originally Posted by Death
lolnexon.
Please make some mace animations while you're at it.
Anyway, i'm very pleased with what changed so far.
I really hope it stays this way now, and can someone tell me what they changed about Heavens hammer?
They probably going to Enlarge it so that it can fit within the range of the attacking skill that they extended
2012-09-17, 09:59 AM
Death
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Quote:
Originally Posted by Question
They probably going to Enlarge it so that it can fit within the range of the attacking skill that they extended
Wait what? Enlarge Heavens hammer? That seems odd..
EDIT: oh wait you meant acb i bet. nevermind.
2012-09-17, 10:13 AM
SeeSaw
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
hope to change the animation
2012-09-17, 10:17 AM
Question
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Quote:
Originally Posted by SeeSaw
hope to change the animation
Idk changing animation req time and work
also if they do change animation they would have to change every single charge blow
there 4 element = 4 animation that needed to be change
2012-09-17, 10:24 AM
Untradeable
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Quote:
Originally Posted by Death
lolnexon.
Please make some mace animations while you're at it.
Anyway, i'm very pleased with what changed so far.
I really hope it stays this way now, and can someone tell me what they changed about Heavens hammer?
Something about cooldown being reduced is what I see.
2012-09-17, 10:26 AM
valhala556
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
wooh wooh wooh. Acb is now STRONGER than blast by like 1.35x on a single target. This doesnt factor in the critical rate/ignoredefence blast comes with but still. 1.35 times stronger on raw %'s and it mobs....
2012-09-17, 10:45 AM
Death
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Quote:
Originally Posted by Untradeable
Something about cooldown being reduced is what I see.
That's what I thought but it's 20 seconds already.
With the hyper skill it's 10 seconds so... did they really reduce it even more?
And lol at ACB being stronger than blast.
And has the same amount of hits as blast + it mobs.
That's kinda weird if you ask me.
2012-09-17, 10:47 AM
Untradeable
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Quote:
Originally Posted by Death
That's what I thought but it's 20 seconds already.
With the hyper skill it's 10 seconds so... did they really reduce it even more?
Spammable HH? Lol
2012-09-17, 10:49 AM
SeeSaw
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
I don't like the animation,seems like too week~
2012-09-17, 10:51 AM
Death
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Quote:
Originally Posted by Untradeable
Spammable HH? Lol
Ehm... do want? o_o
2012-09-17, 10:51 AM
Tukkun
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
I have a feeling this massive ACB buff is due to the high number of Paladins threatening to quit after seeing their lame Hyper Skills.
But yeah, 400% x 2 x 6 to 270% x 6 x 8 is a little too much. Maybe something like 200% instead of 270% would be better.
And the HH change seems to be just description change.
2012-09-17, 10:53 AM
Bribery
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
They made ACB way too strong. It also has better range than Dark Impale which is retarded.
2012-09-17, 10:53 AM
Aflac
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Quote:
Originally Posted by Tukkun
I have a feeling this massive ACB buff is due to the high number of Paladins threatening to quit after seeing their lame Hyper Skills.
But yeah, 400% x 2 x 6 to 270% x 6 x 8 is a little too much. Maybe something like 200% instead of 270% would be better.
And the HH change seems to be just description change.
Just like they majorly buffed Demon Slayers and Phantoms after seeing their huge nerfs. Right? Right?
2012-09-17, 10:57 AM
Death
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Quote:
Originally Posted by Bribery
They made ACB way too strong. It also has better range than Dark Impale which is retarded.
I love the changes and i've been waiting for a good damage buff for us paladins but I agree with you...
The range was fine as it is to be honest. Rather have a new animation still..
They should cut down the hits from 6 to 3 because 6 just looks odd with ACB.
And make it a tiny bit weaker.
2012-09-17, 10:58 AM
Tukkun
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Ah well, I'm gonna hope they just made a typo and wrote 270 instead of 170. Because even with the current ACB in GMS, I can reasonably kill every monster equal to my level in 2 hits (and I don't even have any good gear). This buff is gonna make it totally OP, and will also make it stronger than Blast (which is ridiculous).
170 x 6 makes more sense. That's 1080% vs 800% (max damage 6mil vs. 2mil). 270 is too much, and with the range increase, it's even worse.
EDIT: With Combat Orders, new ACB is actually 294% x 6hits x 9mobs. Sigh...
Lv. 1: 310% x 2 --> 162% x 6, 5mob --> 7mob
Lv. 2: 320% x 2 --> 174% x 6, 5mob --> 7mob
Lv. 3: 330% x 2 --> 186% x 6, 5mob --> 7mob
Lv. 4: 340% x 2 --> 198% x 6, 5mob --> 7mob
Lv. 5: 350% x 2 --> 210% x 6, 5mob --> 7mob
Lv. 6: 360% x 2 --> 222% x 6, 6mob --> 8mob
Lv. 7: 370% x 2 --> 234% x 6, 6mob --> 8mob
Lv. 8: 380% x 2 --> 246% x 6, 6mob --> 8mob
Lv. 9: 390% x 2 --> 258% x 6, 6mob --> 8mob
Lv. 10: 400% x 2 --> 270% x 6, 6mob --> 8mob
Lv. 11: 410% x 2 --> 282% x 6, 7mob --> 9mob
Lv. 12: 420% x 2 --> 294% x 6, 7mob --> 9mob
2012-09-17, 11:14 AM
Takebacker
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
ITT: Paladins rejoice about errythang.
2012-09-17, 12:23 PM
The Great One
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Quote:
Originally Posted by Death
lolnexon.
Please make some mace animations while you're at it.
Anyway, i'm very pleased with what changed so far.
I really hope it stays this way now, and can someone tell me what they changed about Heavens hammer?
Why? Your attacking skills have nothing to do with your weapon itself all your doing is channeling the element into it.
2012-09-17, 12:32 PM
PeePeeAyeDeeKay
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Dem Paladin changes...
As far as buffing goes, I think I'm gonna agree ACB seems too strong. It's basically a spammable full charged Piercing Arrow now without the 20% damage target bonus.
I don't hate it, I just think they should do a better job at balancing lol.
2012-09-17, 12:47 PM
ShinkuDragon
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
i'm sorry paladins, but WHAT THE FUC.K?
DrK, the mobbing class! but pallies and heroes can hit EIGHT FUC.KING TARGETS, with a PERCENTAGE HIGHER THAN IMPALE.
what the pineapple is this BULLpomegranate?
what do drk have going for them now? seriously?
2012-09-17, 01:03 PM
RedRaven16
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Quote:
Originally Posted by ShinkuDragon
i'm sorry paladins, but WHAT THE FUC.K?
DrK, the mobbing class! but pallies and heroes can hit EIGHT FUC.KING TARGETS, with a PERCENTAGE HIGHER THAN IMPALE.
what the pineapple is this BULLpomegranate?
what do drk have going for them now? seriously?
hyperbody?...oh yea no one cares anymore :f7:
2012-09-17, 01:10 PM
Thorr
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Quote:
Originally Posted by Polantaris
pomegranate yeah, it's about time they buffed Paladin mobbing.
Wh....what's going on here?
Isn't that just Oz's Ifrit summon? I don't see what the big deal is.
2012-09-17, 01:13 PM
Arrol
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Quote:
Originally Posted by ShinkuDragon
i'm sorry paladins, but WHAT THE FUC.K?
DrK, the mobbing class! but pallies and heroes can hit EIGHT FUC.KING TARGETS, with a PERCENTAGE HIGHER THAN IMPALE.
what the pineapple is this BULLpomegranate?
what do drk have going for them now? seriously?
Damn, ain't that a peach? Now the defensive class trumps your main attack.
2012-09-17, 01:20 PM
OmegazeroGA
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
In general....
Paladins:Rejoicing
(Certain)Drks: Raging.
Heros: Okay...?
But is it bad to say it's about time Paladins got their due?
2012-09-17, 01:25 PM
Green4Ever
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
So uh, is it just a bunch of skill description changes for F/Ps? That's what it looks like when I throw it into Google Translate at least. :f3:
2012-09-17, 01:26 PM
Bladester
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
ITT: Paladins are never satisfied. "BOOO we da weakest warrior" now: "BOO, this is too much of a buff."
2012-09-17, 01:40 PM
Aflac
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Quote:
Originally Posted by OmegazeroGA
In general....
Paladins:Rejoicing
(Certain)Drks: Raging.
Heros: Okay...?
But is it bad to say it's about time Paladins got their due?
Heroes were already strong as pomegranate with the last couple revamps and hyper skills so I don't think they mind pallys movin on up right next to em.
2012-09-17, 01:47 PM
Death
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Quote:
Originally Posted by Bladester
ITT: Paladins are never satisfied. "BOOO we da weakest warrior" now: "BOO, this is too much of a buff."
We cant help it they cant make it balanced.
2012-09-17, 01:49 PM
OmegazeroGA
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Quote:
Originally Posted by Aflac
Heroes were already strong as pomegranate with the last couple revamps and hyper skills so I don't think they mind pallys movin on up right next to em.
Exactly why...Unless they buff our Raging Blow, then well...poms are going down.
2012-09-17, 02:13 PM
rattown
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
could the buff for paladins be related to them not being able to equip shield and secondary projectile at the same time ? or can they do that ?
2012-09-17, 02:14 PM
Arrol
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Quote:
Originally Posted by rattown
could the buff for paladins be related to them not being able to equip shield and secondary projectile at the same time ? or can they do that ?
seeing they added their secondary projectile seems to believe they might have fixed the bug.
2012-09-17, 02:58 PM
Sephie
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Quote:
Originally Posted by ShinkuDragon
i'm sorry paladins, but WHAT THE FUC.K?
DrK, the mobbing class! but pallies and heroes can hit EIGHT FUC.KING TARGETS, with a PERCENTAGE HIGHER THAN IMPALE.
what the pineapple is this BULLpomegranate?
what do drk have going for them now? seriously?
I knew this would happen! Remember way back during the warrior revamp?
Just watch! Sacrifice is going to be 6-8 hits!
-
Also, ACB isn't stronger than Blast since Blast's Hyper gives it more hits + more damage.
At first I thought Paladins would be the best mobbing class but then I realized Hero's Hyper skill makes RB better.
2012-09-17, 03:22 PM
Kunagisa
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Nexon hates Warriors.
2012-09-17, 03:25 PM
Question
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Quote:
Originally Posted by Sephie
I knew this would happen! Remember way back during the warrior revamp?
Just watch! Sacrifice is going to be 6-8 hits!
-
Also, ACB isn't stronger than Blast since Blast's Hyper gives it more hits + more damage.
At first I thought Paladins would be the best mobbing class but then I realized Hero's Hyper skill makes RB better.
it still stronger
it may hit more but the dmg is still stronger than blast hyper skill combine with dmg boost
blast hyper skill 220% x7 = 1,540%
ABC skill is a MOB that does 270% x 6 = 1,620%
and that even worst .... a reg skill is even more powerful than a hyper skill
2012-09-17, 03:33 PM
PeePeeAyeDeeKay
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Quote:
Originally Posted by Question
it still stronger
it may hit more but the dmg is still stronger than blast hyper skill combine with dmg boost
blast hyper skill 220% x7 = 1,540%
ABC skill is a MOB that does 270% x 6 = 1,620%
and that even worst .... a reg skill is even more powerful than a hyper skill
That's if "Blast - Reinforcement" is additive. If it's multiplicative it should be 240% x 7 hit = 1680% not including boosts from Blast's 30% defense ignore & the bonus 50% critical rate.
2012-09-17, 03:34 PM
valhala556
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Quote:
Originally Posted by Question
it still stronger
it may hit more but the dmg is still stronger than blast hyper skill combine with dmg boost
blast hyper skill 220% x7 = 1,540%
ABC skill is a MOB that does 270% x 6 = 1,620%
and that even worst .... a reg skill is even more powerful than a hyper skill
well u have to keep in mind blast has a lot of specific affects that only affect it. +51% critical rate, +31%ignore PDR,+21% or 31% min critical(think its 30). so if you facter that it it probably ends up being SLIGHTLY better on 1vs1. though keep in mind ACB is a 10 point skill.
Honnestly though I think most the ppl/paladins are just wildly surprised at this upgrade. Honestly though ABC should be one of the Hyper skill upgrades. HH is just pomegranate on a stick.
2012-09-17, 03:39 PM
Question
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Quote:
Originally Posted by PeePeeAyeDeeKay
That's if "Blast - Reinforcement" is additive. If it's multiplicative it should be 240% x 7 hit = 1680% not including boosts from Blast's 30% defense ignore & the bonus 50% critical rate.
What you said is IF but we dont know yet
Even so if it multiplicative ... you think extra 60% dmg can make anything much of a diff?
and extra ignore and critical rate..... come on...
how can you even bother to compare it a hyper skill...... you cant compare hyper skill with reg skill....
ofc hyper skill would win... but even so that ACB is more useful than blast...
1. it hit on 8 monsters
2. it has longer range than blast
and not to even counted as hyper skill
reg blast skill would stand fail vs a reg ACB
Quote:
Originally Posted by valhala556
well u have to keep in mind blast has a lot of specific affects that only affect it. +51% critical rate, +31%ignore PDR,+21% or 31% min critical(think its 30). so if you facter that it it probably ends up being SLIGHTLY better on 1vs1. though keep in mind ACB is a 10 point skill.
Honnestly though I think most the ppl/paladins are just wildly surprised at this upgrade. Honestly though ABC should be one of the Hyper skill upgrades. HH is just pomegranate on a stick.
you cant compare hyper skill with reg skill ... it pointless usually hyper skill would win....
what we really comparing is the reg skill blast vs a ACB skilll....
2012-09-17, 03:40 PM
Xario
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Quote:
Originally Posted by PeePeeAyeDeeKay
That's if "Blast - Reinforcement" is additive. If it's multiplicative it should be 240% x 7 hit = 1680% not including boosts from Blast's 30% defense ignore & the bonus 50% critical rate.
But if you look at ACB at level 12, it's 294% x 6 = 1764%
even if you look at it your way and multiply
blast would only be 240.8 x 7 = 1685.6
So even with the hyper skill boost, blast wouldn't be strong enough.
And no it's not including the defense ignore or crit or anything. I still think ACB is way to strong.
2012-09-17, 03:50 PM
Untradeable
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Quote:
Originally Posted by Question
What you said is IF but we dont know yet
Even so if it multiplicative ... you think extra 60% dmg can make anything much of a diff?
and extra ignore and critical rate..... come on...
how can you even bother to compare it a hyper skill...... you cant compare hyper skill with reg skill....
ofc hyper skill would win... but even so that ACB is more useful than blast...
1. it hit on 8 monsters
2. it has longer range than blast
and not to even counted as hyper skill
reg blast skill would stand fail vs a reg ACB
you cant compare hyper skill with reg skill ... it pointless usually hyper skill would win....
what we really comparing is the reg skill blast vs a ACB skilll....
Do you have any mathmatical proof to backup your claim? Otherwise it seems like your just spouting nonsense. A Hyper skill does not nessicarily have to be stronger than a regular skills, espically if said regular skill has passives from other hyper skills added to it.
2012-09-17, 03:52 PM
PeePeeAyeDeeKay
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Quote:
Originally Posted by Xario
But if you look at ACB at level 12, it's 294% x 6 = 1764%
even if you look at it your way and multiply
blast would only be 240.8 x 7 = 1685.6
So even with the hyper skill boost, blast wouldn't be strong enough.
And no it's not including the defense ignore or crit or anything. I still think ACB is way to strong.
True, Lv 32 Blast would be 244.8% x 7 = 1713.6% if Blast-Reinforcement is multiplicative, is definitely weaker unless you damage cap with Blast-Attack Bonus most likely. Won't argue with that.
2012-09-17, 03:54 PM
Aircalibur
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
@Question, everytime you post, I end up having more Questions then answers.
Gooooo Paladins! You rock! Woohoo!
Poor I/L.
2012-09-17, 04:02 PM
Death
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
It would be best if they just changed ACB to three hits with 520% damage or something. (1560% total damage).
So blast at least seems to be usefull 1 vs 1. Not saying it isn't but yeah...
Also nexon really has to stop putting more hits on skills....
If blast normally would hit 7 times with a hyper skill, then why not make blast cap at 6,999,999 and let it hit once?
That would look sick..
2012-09-17, 04:05 PM
Dark Link
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
The ACB changes would be warrant enough if there were more boss fights that actually had more than one monster!
The change is godlike amazing for training.
How many bosses have multiple monsters? Zak arms, HT body, Empress summons, and...yeah.
The range increase is amazing for PB statues.
2012-09-17, 04:10 PM
Baklava
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
I think Nexon has no idea what they're doing.
2012-09-17, 04:40 PM
Aircalibur
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Quote:
Originally Posted by Baklava
I think Nexon has no idea what they're doing.
I don't think they ever really did.
2012-09-17, 04:44 PM
valhala556
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Quote:
Originally Posted by Baklava
I think Nexon has no idea what they're doing.
second this. I think they saw how the paladin people reacted to the utter crap hyperskill they got and were just like DONE. personally The damage buff is nice but it doesnt say paladin. Honestly I was really surprised nothing elemental was included in the hyper skill.
Off topic: Honnestly nexon should either make paladins elemently or defensive. If they MUST make us both then paladins are just going to need more skills to make them a worth while class.
2012-09-17, 04:53 PM
Grey
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Quote:
Originally Posted by rattown
could the buff for paladins be related to them not being able to equip shield and secondary projectile at the same time ? or can they do that ?
Moot point, Adel. Shields can have weapon potentials now, it was in the patch notes.
Also, you can't wear both at the same time, in case you were still wondering, they occupy the same slot (that's why the new secondary weapon thing shows up when I hover over a shield).
2012-09-17, 05:01 PM
Baklava
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Quote:
Originally Posted by iAmFear
Moot point, Adel. Shields can have weapon potentials now, it was in the patch notes.
Also, you can't wear both at the same time, in case you were still wondering, they occupy the same slot (that's why the new secondary weapon thing shows up when I hover over a shield).
But you don't get any of your shield skills if you have the secondary equipment on and why would you use a Lv10 shield over secondary equips?
2012-09-17, 05:03 PM
Grey
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Quote:
Originally Posted by Baklava
But you don't get any of your shield skills if you have the secondary equipment on and why would you use a Lv10 shield over secondary equips?
?
I'm not using it, I just needed evidence, and I realized it'd be easier to fuse level 10 shields rather than hunting for a high level shield, potting it, and cubing it until I got a potential that was obviously a weapon potential.
2012-09-17, 05:03 PM
Death
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Quote:
Originally Posted by iAmFear
-snip-
Does that mean that I cant wear it due to being two handed?
That would suck. If not... epic.
2012-09-17, 05:10 PM
Grey
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Quote:
Originally Posted by Death
Does that mean that I cant wear it due to being two handed?
That would suck. If not... epic.
No, you can still wear secondary weapon potential items:
This is nice because people with nicely scrolled attack shields won't be screwed over by the lack of weapon potential from not wearing a secondary weapon potential equip over their shield.
2012-09-17, 05:12 PM
Death
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Quote:
Originally Posted by iAmFear
No, you can still wear secondary weapon potential items:
-snip-
You just can't wear shields, just like before.
This is nice because people with nicely scrolled attack shields won't be screwed over by the lack of weapon potential from not wearing a secondary weapon potential equip over their shield.
That is pretty darn awesome!
Did not expect that at all.
Also, thanks a lot for providing this information + screenshots for us.
I really appreciate it.
2012-09-17, 05:33 PM
Onion Knight
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Wow, that's a snazzy update, it's about time shields had weapon pote IMO. Handicapped if you own a low levelled (less than level 100) shield though, not getting 40%boss lines on those.
2012-09-17, 05:45 PM
emailbox
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
MFW my shield is 27% LUK and it can now have weapon potentials.
2012-09-17, 05:53 PM
SaptaZapta
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Quote:
Originally Posted by emailbox
MFW my shield is 27% LUK and it can now have weapon potentials.
Sort of same, except mine has 18% STR that I'm reluctant to cube away from.
Especially when I'm thinking that while I want more boss damage (who doesn't?), I don't want to lose too much regular mob damage (Azwan, for example). Eh, I'll worry about that when we get this.
2012-09-17, 05:56 PM
Polantaris
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Quote:
Originally Posted by Thorr
Isn't that just Oz's Ifrit summon? I don't see what the big deal is.
The big deal is that it's a Level 1 monster with 600k HP and does 6,000 damage while all the others are Lv.1 with 1 HP and 1 Damage. It didn't fit the trend of the rest.
Quote:
Originally Posted by iAmFear
This is nice because people with nicely scrolled attack shields won't be screwed over by the lack of weapon potential from not wearing a secondary weapon potential equip over their shield.
Especially in JMS/GMS, where there's Weapon Attack Shield scrolls (At least, I think they're in GMS).
Only question that remains is...if I had a Shield that had potential before this update...will cubing it give it weapon potential, or do I have to make a new shield?
2012-09-17, 06:00 PM
Kashimiya
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Does anyone know how boosting minimum critical damage works?
Dark Knights are already at 1.5-1.5 critical damage without the Hyper Skills.
Unless it makes us go to 1.7-1.7, I'd imagine the boost is only going to be any use with Sharp Eyes.
2012-09-17, 06:02 PM
Grey
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Quote:
Originally Posted by Polantaris
Especially in JMS/GMS, where there's Weapon Attack Shield scrolls (At least, I think they're in GMS).
Only question that remains is...if I had a Shield that had potential before this update...will cubing it give it weapon potential, or do I have to make a new shield?
Yes, we have them in GMS as well. Of course you can cube it for weapon potentials, the potentials you get from an item aren't set in stone the first time it's hidden potentialed.
2012-09-17, 06:58 PM
Endgame
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Quote:
Originally Posted by Kunagisa
Nexon hates Warriors.
I don't know about that, they seem to love Heroes.
2012-09-17, 07:06 PM
IllegallySane
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Watch out guys. They are buffing Paladins just so they can feed on your delicious tears when they once again nerf them.
I don't know about that, they seem to love Heroes.
And Mikhail.
And Magnus.
2012-09-17, 07:23 PM
RedRaven16
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Quote:
Originally Posted by Kashimiya
Does anyone know how boosting minimum critical damage works?
Dark Knights are already at 1.5-1.5 critical damage without the Hyper Skills.
Unless it makes us go to 1.7-1.7, I'd imagine the boost is only going to be any use with Sharp Eyes.
Get the DRPQ spear it gives 20% min crit dmg to 4th job dks
2012-09-17, 07:29 PM
JoeTang
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Quote:
Originally Posted by Kashimiya
Does anyone know how boosting minimum critical damage works?
Dark Knights are already at 1.5-1.5 critical damage without the Hyper Skills.
Unless it makes us go to 1.7-1.7, I'd imagine the boost is only going to be any use with Sharp Eyes.
That's a good point, and if they were competent, they would either make the skill have a criticaldamageMax value, or have a clause that states that if minimum damage is higher than maximum damage, increase maximum.
Also, the patch notes state that there was a buff to Blast's damage, but it wasn't actually added to the patch, as we can see here. Operating under the pretense that Blast - Reinforce is multiplicative with Charges (need confirmation?), it gives enough of a damage boost to make Blast stronger than ACB on any defense. Without any Hyper Skills, Blast is about 1.2x weaker on 0% defense, and about even on 70% defense.
2012-09-17, 08:08 PM
ShinkuDragon
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Quote:
Originally Posted by RedRaven16
Get the DRPQ spear it gives 20% min crit dmg to 4th job dks
well darn, i dropped mine ages ago, hell no i'm not getting another.
2012-09-17, 09:07 PM
Question
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Quote:
Originally Posted by iAmFear
Moot point, Adel. Shields can have weapon potentials now, it was in the patch notes.
Also, you can't wear both at the same time, in case you were still wondering, they occupy the same slot (that's why the new secondary weapon thing shows up when I hover over a shield).
that suck for those player who had cube or spen so much to get their shield to 24% +
in Mage/Theif/Warrior ... haha i feel sorry for them ...
2012-09-17, 09:26 PM
Polantaris
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Quote:
Originally Posted by iAmFear
Yes, we have them in GMS as well. Of course you can cube it for weapon potentials, the potentials you get from an item aren't set in stone the first time it's hidden potentialed.
The potential type might have been. Just like how when they added potential to Familiar Cards, old, already activated Familiar Cards could not get potential at all because they were old. Old, already potentialed Shields could have been locked into the old potential type.
2012-09-17, 11:39 PM
Yugidude
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Quote:
Originally Posted by Polantaris
The potential type might have been. Just like how when they added potential to Familiar Cards, old, already activated Familiar Cards could not get potential at all because they were old. Old, already potentialed Shields could have been locked into the old potential type.
wait, Familiar Cards can get pot? like i can pot my Jr. Boggie Card? 0.o how new is that?
2012-09-17, 11:52 PM
Dark Link
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Quote:
Originally Posted by Yugidude
wait, Familiar Cards can get pot? like i can pot my Jr. Boggie Card? 0.o how new is that?
He's talking about JMS.
2012-09-18, 07:42 AM
Niernen
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Besides the fact that ACB has a higher damage %, and mobs, it is also 30 ms faster than blast. Seems superior in every way. Of course, you need that annoying skill book :f3:
2012-09-18, 07:46 AM
valhala556
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Honnestly i was supprised that not a single hyper skill/ reinforcment skill dealt with elements. wish we had more elemental skills honnestly.
2012-09-18, 08:44 AM
Polantaris
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Quote:
Originally Posted by Niernen
Besides the fact that ACB has a higher damage %, and mobs, it is also 30 ms faster than blast. Seems superior in every way. Of course, you need that annoying skill book :f3:
Blast still has increased Critical, Defense Ignore, and one additional hit as a Hyper skill buff.
2012-09-18, 01:22 PM
Yugidude
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Quote:
Originally Posted by Dark Link
He's talking about JMS.
oh. ok
2012-09-18, 05:16 PM
DruzHero
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
about the secondary weapon thing that gives weapon potential. Does it mean that heros, paladins, and shadowers have a choice of either using the 10stat/3weapon attack thing or a shield? or is the secondary weapon in a different slot? cause then jobs with shield would be extremely overpowered.
2012-09-18, 05:21 PM
ShinkuDragon
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Quote:
Originally Posted by DruzHero
about the secondary weapon thing that gives weapon potential. Does it mean that heros, paladins, and shadowers have a choice of either using the 10stat/3weapon attack thing or a shield? or is the secondary weapon in a different slot? cause then jobs with shield would be extremely overpowered.
correct. those shields now give weapon potential.
and doesn't really make them THAT overpowered... well, GMS-Wise
2012-09-18, 05:28 PM
SaptaZapta
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Quote:
Originally Posted by DruzHero
about the secondary weapon thing that gives weapon potential. Does it mean that heros, paladins, and shadowers have a choice of either using the 10stat/3weapon attack thing or a shield? or is the secondary weapon in a different slot? cause then jobs with shield would be extremely overpowered.
It's in the same slot, so they have to choose. No three weapon potential items.
Obviously if one has a well-scrolled shield, it's better than the clean missile, but even a perfect dragon khanjar isn't going to give anyone a significant advantage in this world of 20-30 attack on every armor and accessory :f7:
2012-09-18, 05:35 PM
TagerBustah
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Quote:
Originally Posted by Bladester
ITT: Paladins are never satisfied. "BOOO we da weakest warrior" now: "BOO, this is too much of a buff."
This ACB upgrade is one of the greatest things ever to happen to Paladins. I don't consider any of them complaining about this upgrade to be true Paladins and they need their Paladin license revoked immediately.
New ACB and New regular Blast (that should be added next patch since they mistakenly forgot to add it in this one) Makes up for Paladin getting so many crappy hyper skills.
So ACB makes Sanctuary useless even with hyper skills? They should change sanctuary hyper skills to add 100% crit rate and 10m max damage cap.
Smite is decent now but still wish its attack count was 10 due to its long cooldown time. Sacrosanctity still sucks because 5min cooldown is still to long. It should be 2.5 minute cooldown at the most.
Quote:
Originally Posted by valhala556
Honnestly i was supprised that not a single hyper skill / reinforcment skill dealt with elements. wish we had more elemental skills honnestly.
They gave our new fire skills to heroes lol! Yea i agree i wish they gave us a skill / reinforcement that made all enemies and bosses weak to all elemental charges for a certain period of time.
2012-09-18, 10:20 PM
DruzHero
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
what happens to mihile's? can't find a translation
2012-09-18, 10:26 PM
PeePeeAyeDeeKay
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Quote:
Originally Posted by DruzHero
what happens to mihile's? can't find a translation
Text changes only in this patch for Mihile.
2012-09-18, 10:40 PM
Takebacker
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Quote:
Originally Posted by TagerBustah
Paladin getting so many crappy hyper skills.
Wow. With paladins being underrated for so long you would think you would develop some modesty now that you got such an intense buff. o.o
Quote:
Originally Posted by TagerBustah
Smite is decent now but still wish its attack count was 10 due to its long cooldown time.
It f'ucking binds. And you have crash. Are you kidding me?
Quote:
Originally Posted by TagerBustah
Sacrosanctity still sucks because 5min cooldown is still to long. It should be 2.5 minute cooldown at the most.
Unlimited demon force for 30 seconds out of 10 minutes was nowhere near as overpowered as complete and total invincibility from literally anything that can kill you. 5 minutes is even more so.
2012-09-18, 10:40 PM
JoeTang
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Quote:
Originally Posted by DruzHero
what happens to mihile's? can't find a translation
Quote:
Originally Posted by PeePeeAyeDeeKay
Text changes only in this patch for Mihile.
Mikhail's Deadly Charge was changed from granting a 100% Final Attack debuff to giving a +10% damage debuff.
2012-09-18, 10:42 PM
Takebacker
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Wow mihile's got a 10% party skill with his attack? That's really awesome.
2012-09-19, 01:33 AM
FlameChocobo
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Well, good. Us Heroes need a break from revamps. (We had a lot of revamps as if it ein't enough.)
DarKs on the other hand, seriously needs more updates. Why not make Dark Impale 15 mobs?
2012-09-19, 02:45 AM
Kashimiya
Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi
Quote:
Originally Posted by FlameChocobo
Well, good. Us Heroes need a break from revamps. (We had a lot of revamps as if it ein't enough.)
DarKs on the other hand, seriously needs more updates. Why not make Dark Impale 15 mobs?
15 mobs is a bit redundant IMO.
Even in Monster Park, I don't think you can run into a situation where you have more than 8 or 9 mobs in front of you.
I'd prefer DI to be increased to 8 and a little more damage.
Feels a little odd to be outperformed offensively by the defensive class.