Since they've gotten into the habit of adding a few notes here and there, and include some clarifying information that you may not see in the readouts, I've translated the patch notes. If it's possible and there's interest, I'll continue to try to get these out (in a timely manner).
Things of note:
However many years after its introduction, Critical Throw's Minimum Critical Damage bonus will finally do something.
Purge Area's Cooltime Reduce was removed in favour of a Boss Killer hyper, but the full change did not make it to the current version of Tespia, despite the patch notes thinking otherwise.
Dark Sight ignores Magnus's meteors and sleeping gas.
When Critical Growing/Prima Critical reach 100%, it resets back to your base amount.
Assassinate's final hit has a small delay before activating; this may be based on some lag, as I've seen Shadowers move around/jump a bit before it occurs, but I've seen it occasionally activate instantly in some videos. It may require you to push the skill key again to activate more quickly. It is however, intended, from what the patch notes say.
The 4th Crew Member of Crew Ship Commander provides status effect resistance and blocking, independent of the Assemble Crew Skill. i.e. say you have 50% Status Resistance. If that fails, you will sacrifice a crew member to block the status effect. With this 4th crew member out, you will have 15% more Status Resistance (65%), and if you fail to block it with that, there is a 15% chance of the crew member not dying to block it.
Quick Draw requires you to stop attacking to activate; i.e. if you're using Rapid Fire, it will not automatically make one of your hits deal more damage. You have to stop attacking to use it when it becomes active, and they recommend you use it for Head Shot or another high alpha attack, since +30% for your next hit of Rapid Fire is pretty pomegranatety compared to +30% for Head Shot.
Also, in 1.2.479(2), Arrow Platter's angle of firing and arc was adjusted to more easily hit enemies.
Warrior Leap: After 2nd job, Hero, and Dark Knight have their own skill effect colours.
3rd Job - Crusader
Rush: Effect colour changed
4th Job - Hero
Raging Blow: It was deemed that the specific bonus from Enrage was too powerful, so the effect has been toned down to only a total damage bonus. Axe effect was added.
2nd Job - Page
Fire Charge, Blizzard Charge: Blunt weapon effect added
Elemental Charge buff's short duration and specific requirements demanded a significant amount of control, especially compared to other buffs. This resulted in difficulties at certain top level bosses where avoiding attacks is important and constant attacking is not possible. Since this is outside of the scope of what we intended, the buff duration of Elemental Charge has been removed. Along with this, Elemental Charge now provides Paladins with the ability to break the current defense cap, allowing for more damage mitigation. The damage reduction provided from Elemental Charge will stack on top of Shadower's Smoke Screen as well.
3rd Job - White Knight
Lightning Charge: Blunt weapon effect added.
Combat Orders: In order for the second job skills Fire Charge and Blizzard Charge to stay competetive with Lightning Charge, the passive damage buff was boosted.
4th Job - Paladin
Blast: Blunt weapon effect added, as well as damage and attack count increased.
Divine Charge: Blunt weapon effect added.
Void Elemental: The SP efficiency of this skill was comparatively low, leading to less damage benefit. As such a total damage boost was added. Along with this, for Elemental Charge's effect to be efficient when used with the 2nd and 3rd job skills, the skill bonus was greatly increased.
3rd Job - Berserker
Rush's concept was changed to fit more with the Dark Knight theme.
4th Job - Dark Knight
Gungnir Descent: The design of this skill is to be a strong damage dealer, and we want this to fit its image; in accordance to this, the damage was increased significantly.
Dark Impale: With the buff to Gungnir Descent, Dark Impale was buffed to stay competitive when filling the gap of the cooldown. The number of hits was increased to help with this.
[*]Adventurer Magician Skill Changes:
3rd Job - Fire/Poison Mage
Teleport Mastery: To fit better with the system for Fire/Poison's Elemental Drain system, Teleport Mastery has been given a damage over time effect.
4th Job - Fire/Poison Archmage
Meteo and its Final Attack effect now have a chance to activate Ignite.
Ifrit's attacks can now activate Ignite.
Mist Eruption - Cooltime Reduce's effect has been changed to 100%
2nd Job - Ice/Lightning Wizard
Freezing Effect: The Ice/Lightning branch has relatively high critical rate. Instead of giving them even more critical hit rate, the concept has been changed to providing critical damage instead.
4th Job - Ice/Lightning Archmage
Glacial Chain hypers have been changed to Frozen Orb hypers.
Frozen Orb now ignores damage reflect.
4th Job - Bishop
Angel Ray: An issue involving the target of healing being included with the max enemies hit has been corrected. (I believe it now ignores the ally being healed, and will hit up to its max monsters regardless)
Vengeance of Angel: Angel Ray's damage increase has been completely replaced in favour of additional hits. Now, Angel Ray will be able to hit 4 more times, but at the cost of only being able to hit one target and a reduced healing ability. The ON/OFF effect has been changed so Vengeance of Angel now accomodates more buffs so that it is not removed each time something else is cast.
[*]Adventurer Archer Skill Changes:
1st Job - Archer
Double Jump, in 2nd job will have a new effect depending on your class. An issue where MP was not being consumed has been fixed.
2nd Job - Hunter
Quiver Cartridge: The Poison Arrow concept has been changed.
Retreat Shot: The colour has been adjusted to Red, and an issue where Final Attack was not working was corrected.
3rd Job - Ranger
Hurricane: The location where arrows fire from has been corrected.
Flame shot: An issue where Final Attack was not working was corrected.
Steigeisen: The effect has been made more distinct compared to the Marksman version.
Concentration: The skill effect colour has been changed.
Phoenix: The awkward attacking animation has been smoothed out.
4th Job - Bow Master
Arrow Platter: Effect colour has been adjusted. As of now, Hurricane has been given a fiery effect, and can be used on conjunction with Arrow Platter for more damage. While using Arrow Platter, press the space key to activate it as a turret, allowing it to temporarily deal damage on its own. When engaging powerful enemies, set up Arrow Platter and freely move to another area. The arrow effect has had its speed increased, as well as the attack speed. Final Attack now correctly activates.
Wound Shot: A slow effect has been added, and Final Attack now correctly activates.
Uncountable Arrow: Final Attack now correctly activates.
Advanced Quiver: Magic Arrow's activation rate, and the overall maximum number of arrows has been increased.
2nd Job - Crossbowman
Net Throw: Now activates Final Attack
3rd Job - Sniper
Freezer: The awkward attacking animation has been smoothed out.
Bolt Launcher: Now activates Final Attack
Steigeisen: The effect has been made more distinct compared to the Bow Master version.
4th Job - Marksman
Snipe: The skill's concept has been focused to a single hit high damage attack, with a 200m damage cap. Since Marksmen have so much defense ignore, along with new skills that provide such, the defense ignore has been reduced.
Arrow Illusion: Duration has been increased, cooldown time has been removed, and the stun rate has been slightly decreased.
[*]Adventurer Thief and Pirate Specialized Skills have been added
blah blah blah explaining how Specialized Skills work
[*]Adventurer Thief changes
1st Job - Rogue
Dark Sight: To contribute towards the concept of hiding oneself as a Thief, Flash Jump can now be used while in Dark Sight. Dark Sight also ignores Magnus's meteors and sleeping gas. There is also no speed penalty for Dark Sight.
Haste: With Flash Jump as the primary movement skill, and its inclusion into 1st job, Haste has had its maximum level reduced, though its effect will remain the same.
Flash Jump: Moved from 2nd job to 1st job.
2nd Job - Assassin
Mark of Assassin: The Night Lord-branch Specialized Skill. When attacking enemies, there is a chance to put a mark of death on them. When attacking marked enemies, there is a chance that nearby enemies will take damage. This damage is proportional to your own level, increasing in strength as you level up. Even if the monster dies, there is still a chance to activate. Even while using single target attacks, you can still deal adequate damage to enemies nearby.
Critical Throw: Minimum Critical Damage bonus will now correctly work. LOOL
Shuriken Bust: Damage and max enemies hit increased.
Wind Talisman: Max enemies hit increased.
Flash Jump: Moved to 1st job.
3rd Job - Hermit
Triple Throw: Damage increased
Shade Split: The skill has been adjusted to be a more accessible long range attack that suits the Night Lord concept better.
Shade Split (old): Concept changed to above and removed.
Adrenaline: To improve the synergy from having such a high critical hit rate, this skill now increases your minimum and maximum critical damage. The improved potion effect remains the same.
Expert Star Handling: Changed from increasing the damage for some skills to a general damage increase for all skills.
4th Job - Night Lord
Quadruple Throw: Damage increased
Showdown Challenge: A new skill that attacks a large number of enemies, increasing the EXP and Item Drop Rate, while rendering their touch damage void. Shade Split Hyper skills have all been moved to this skill instead.
Purge Area: Since the defense reduction debuff did not work on bosses, it was decided to provide a Boss Killer hyper skill to improve its usefulness; however, since this requires a higher level to achieve, we felt the skill needed more meaning before investing into this hyper skill a passive effect that gives boss damage was added as well.
Mark of Night Lord: Improves the effect of Mark of Assassin, increasing the damage, activation rate, and number of stars thrown.
2nd Job - Bandit
Critical Growing: Shadower-branch Specialized Skill. When attacking, or over a period of time, your critical hit rate will increase. When it reaches 100%, it will reset. This improves the Shadower-branch to a moderate/high critical hit rate class, and when combined with the Flip The Coin hyper skill, allows for powerful Assassinate max damage.
Steal: In addition to stealing items, you can now also steal potions from enemies. These potions will heal a random amount of HP and MP. With this function, you can easily steal to recover HP and MP while hunting monsters in the field. Against boss monsters, Steal's effect provides a special potion that fully heals HP and MP, while providing a 3 minute long 30 weapon attack buff. With this, you can strategically choose when to Steal when dealing with powerful enemies.
Savage Blow: It's quite obvious that a 2nd job single target attack isn't very useful. As such, we've readjusted the concept to something more useful, a skill that hits multiple targets.
Karma: The weapon attack bonus has been adjusted to stack with other bonuses.
Shield Mastery: The weapon attack bonus has been improved, and Shield Mastery will now activate when equipped with any secondary equipment, not only Shields.
Chief Bandit
Edge Carnival: Damage increased
Muspelheim: Meso Explosion is a fundamental component of Shadower-branch play. It is rather important to be able to easily use this for effective play, and while it was possible to move monsters around with Muspelheim, it was still difficult to position monsters in the correct spots to use Meso Explosion efficiently. Muspelheim has been adjusted as such to more easily accomodate this, allowing you to push coins around with enemies so you can use Meso Explosion more fluidly instead of stopping to lure. Its damage has also been improved.
Meso Explosion: The damage when mastered has been improved, and the effectiveness of exploding coins has been improved as well.
Greed: Passive effect that increases Weapon Attack added.
4th Job - Shadower
Assassinate: A new effect has been added. The attack speed has been improved to accomodate the trends with more recent bosses. After the initial three hits, the final hit will occur after a short time. The damage has been improved, but the Bonus Attack hyper skill has been removed. Though this may affect the overall effectiveness of the skill, a Boss Killer hyper skill has been added to compensate instead.
Boomerang Step: Max enemies hit and damage have been increased. The bonus damage will now apply to all skills instead of a select few.
Prima Critical: An upgrade to Critical Growing, that increases the amount of critical hit rate gained as well as a passive effect that improves maximum critical damage.
Smoke Screen: The support effect of this skill has been improved, reducing the damage taken when party members are hit with unavoidable HP% based attacks. The other effects of the skill remain the same.
Shadow Instinct: The duration has been increased to allow for more effective use of Killing Points with Assassinate, rather than worry about the buff expiring too soon.
Dagger Expert: With the LUK as the primary stat, and DEX as a secondary, Shadowers already have extremely high Avoid and Accuracy. A minimum critical damage bonuses was added instead.
Flip The Coin: The maximum damage bonus was increased from 1m to 10m.
[*]Adventurer Pirate Changes:
1st Job - Pirate
Octopush: After jumping, have an Octopus push you forward, jumping far distances.
Dash: Master level has been reduced to 5.
Brawler
Energy Charge is the Buccaneer-branch Specialized Skill. When attacking, you will gain a certain amount of Energy. Upon reaching a certain amount, you will gain a buff effect where skills no longer use MP and cost Energy instead. Part of the skill's effect, damage, range, max enemies, etc will be improved. While spending energy, you cannot gain energy from attacks. However, the Hyper Skill Stimulate's buff effect will allow you to charge even when you're spending energy.
Tornado Upper: Damage has been increased, and the max level has been adjusted to 10. Tornado Upper's charged effect, Energy Tornado has increased range.
Corkscrew Blow: Enemies pushed forward will damage other enemies in their path?. Damage has been increased.
3rd Job - Marauder
Super Charge: an Energy Charge buff skill. Improves all the effects of Energy Charge including the maximum energy, and the amount gained per attack.
Energy Buster: Damage has been increased, and when charged, the higher attack speed Hedgehog Buster is used.
Double Spiral: Damage and max enemies increased. To improve the effectiveness on enemies that are not pushed by Corkscrew Blow, the range has been increased.
Shockwave: Damage and max enemies increased. Damage while charged increased.
4th Job - Buccaneer
Ultra Charge: Super Charge upgrade, increasing all its effects and providing additional energy when attacking boss monsters.
Fist Enrage: Damage increased. When charged, use an even more powerful Fist Enrage.
Energy Blast: Damage increased. To balance its effectiveness as a charging skill, the base range has been lowered; however when charged, Double Blast's damage and range are even greater than the previous version.
Dragon Strike: Damage and max enemies hit increased. Damage increased when charged.
Double Spiral Hyper Skills: Rather than improve a 3rd job skill, Double Lucky Dice bonuses have been added as a better benefit; The activation rate, a new roll 7, andincreased chances to get 4, 5, 6 have been added. The 7 roll will provide defense ignore against monsters.
Unity of Power: Rather than consuming all your energy, it will use a set amount per attack. The cooldown has been increased and the max damage buff has been changed to minimum/maxmimum critical damage instead.
Stimulate: When used, immediately enter the charged state, temporarily increasing your damage and enabling a constant energy charge rate that is active, even when charged. All other passive effects remain the same.
2nd Job - Gunslinger
Summon Crew is the Corsair-branch Specialized Skill. Summon a brave member of the Nautilus crew to assist you in battle. Valerie has a long ranged attack. Miurhat has a short range attack that can hit multiple enemies. The cowardly Jack will run around in panic, hitting things frantically. As this is a 2nd job skill will varying effects, there are upgrades later on to improve their effectiveness in battle.
Wings: After use, hold down the skill key to slowly fall, while using left and right to control movement and speed.
Magnum Shot: The range has been increased to be more effective, as well as the max enemies hit.
Recoil Shot: Can now be used multiple times while in midair
Triple Fire: Damage has been increased.
3rd Job - Outlaw
Assemble Crew: Summon Crew upgade. Adds an additional Nautilus Crew member into the mix, allowing you to summon two sailors at once. The summoned sailors will also block fatal status effects, disappearing afterwards.
Double Barrel Shot: Attack speed, max enemies hit and damage have all been increased.
Hollow Point Bullets: As it was difficult to know when the buff would expire with no clear indication of how many bullets were left, this has been adjusted to be a general weapon attack buff instead.
4th Job - Captain
Rapid Fire: A corresponding skill, Battleship Bomber was added that will level at the same time. Also, movement is now enabled while using Rapid Fire.
Battleship Bomber: This skill shares the same level as Rapid Fire and no points are required to be added to it. When holding the skill key, you will board the battleship and start firing on enemies. The projectile will rebound off terrain until it hits an enemy or after a short period of time before it explodes. The 10th shot will be even more powerful, instantly killing any non-boss enemies, or dealing massive damage to boss monsters. Movement is available while attacking with this skill. Continual Aiming's focus fire effect will not affect this skill.
Head Shot: The excessively slow attack rate has been adjusted.
Continual Aiming: A passive effect that increases minimum and maximum critical damage has been added.
Fusillade: The excessively slow attack rate has been adjusted.
Pirate Style: The cost of avoid compared to the benefits were deemed to small, so the damage bonus has been increased.
Crew Ship Commander: The max level has been adjusted, and a new effect for a 4th sailor has been added. This effect increases your status effect resistance and provides a chance to block status effects without sacrificing a crew member.
Quick Draw: When attacking, there is a chance your next attack will deal a large amount of damage. When using rapid attacks like Rapid Fire, there is a need to stop attacking to activate the buff for a relatively small bonus, but when used with skills like Head Shot, the effectiveness increases greatly.
Double Barrel Shot Hyper Skills: Rather than improve a 3rd job skill, Double Lucky Dice bonuses have been added as a better benefit; The activation rate, a new roll 7, andincreased chances to get 4, 5, 6 have been added. The 7 roll will provide defense ignore against monsters.
Rapid Fire Hyper Skills: Add Range, Reinforce, and Boss Killer will also affect Battleship Bomber.
[/list]
KMST 1.2.480(2)
1.2.480(2)
<Skill Changes>
[list=123]
[*]Phantom can now correctly steal Dual Blade and Cannon Shooter skills.
[*]Fixed an issue with Luminous where Absolute Kill would cause disconnects when used in Equilibrium.
[*]Fixed an issue where using Advanced Quiver while Magic Arrows were available did nothing.
[*]Fixed an issue where Shadow Partner would deal no damage when used with Showdown Challenge.
[*]Fixed an issue where Shade Split would cause disconnects.
[*]Fixed an issue for "Insight" to correctly provide Elemental Resistance ignore.
[/list]
Quote:Crew Ship Commander: The max level has been adjusted, and a new effect for a 4th sailor has been added. This effect increases your status effect resistance and provides a chance to block status effects without sacrificing a crew member.
Quote:Muspelheim: Meso Explosion is a fundamental component of Shadower-branch play. It is rather important to be able to easily use this for effective play, and while it was possible to move monsters around with Muspelheim, it was still difficult to position monsters in the correct spots to use Meso Explosion efficiently. Muspelheim has been adjusted as such to more easily accomodate this, allowing you to push coins around with enemies so you can use Meso Explosion more fluidly instead of stopping to lure. Its damage has also been improved.
Quote:Vengeance of Angel: Angel Ray's damage increase has been completely replaced in favour of additional hits. Now, Angel Ray will be able to hit 4 more times, but at the cost of only being able to hit one target and a reduced healing ability. The ON/OFF effect has been changed so Vengeance of Angel now accomodates more buffs so that it is not removed each time something else is cast.
Would've been easier to fix Meso Explosion by giving it a 'smart targeting' hyper or something which only exploded coins that were in range of monsters. Phase Dash is still a horrible skill, and I assume this means they have no intention of removing it.
Quote:The damage reduction provided from Elemental Charge will stack on top of Shadower's Smoke Screen as well.
Does this mean, The damage reduction from elemental charge will now reduce the the damage we, and party members, take from unavoidable Hp damage attacks. Since it specifically mentions it stacks with shads smoke screen, and shads smoke screen now
Quote: Smoke Screen: The support effect of this skill has been improved, reducing the damage taken when party members are hit with unavoidable HP% based attacks. The other effects of the skill remain the same.
Is this real life so wait, does this mean example if i have 30k hp. I would normally take 25% so 6k hp lost, meaning i now lose 5.4k hp Or does it mean i lose 15% hp so i lose 4.5k??? Im going to assume its the first one
KillerZero Wrote:Does this mean, The damage reduction from elemental charge will now reduce the the damage we, and party members, take from unavoidable Hp damage attacks. Since it specifically mentions it stacks with shads smoke screen, and shads smoke screen now
Is this real life
I'm confused how anyone could possibly interpret it like that.
Elemental Charge provides Paladins with a damage reduction. Smoke Screen provides anyone standing inside it with a damage reduction. They stack. How does that lead to you thinking Elemental Charge is a party skill?
JoeTang Wrote:I'm confused how anyone could possibly interpret it like that.
Elemental Charge provides Paladins with a damage reduction. Smoke Screen provides anyone standing inside it with a damage reduction. They stack. How does that lead to you thinking Elemental Charge is a party skill?
I always thought it was a party skill, cause i remember reading it somewhere that mentioned that the % heal from the elemental charge applied to party members as well :X probably got that confused with 3rd job healy heal. Ill have to look for where i got that idea from sorry :C
I understand now that it isnt a party skill, but since they went out of their way to mention that it stacks with Shads Smoke screen does it mean it now provides protection against unavoidable hp damage?
KillerZero Wrote:I always thought it was a party skill, cause i remember reading it somewhere that mentioned that the % heal from the elemental charge applied to party members as well :X probably got that confused with 3rd job healy heal. Ill have to look for where i got that idea from sorry :C
I understand now that it isnt a party skill, but since they went out of their way to mention that it stacks with Shads Smoke screen does it mean it now provides protection against unavoidable hp damage?
Okay, I'm going to go eat my shoes or something. It does have a party skill effect according to the last patch notes, but there's absolutely no mention of it in the extraction, readouts, and no indication for if a party member is affected. I have no idea if it actually does benefit party members.
The Heal bonus affects HP Recovery for White Knights though.
JoeTang Wrote:Okay, I'm going to go eat my shoes or something. It does have a party skill effect according to the last patch notes, but there's absolutely no mention of it in the extraction, readouts, and no indication for if a party member is affected. I have no idea if it actually does benefit party members.
The Heal bonus affects HP Recovery for White Knights though.
You dont have to eat your shoes or anything, i just happened to be right(luckily). For you to double check the notes
Thanks for this Joe you are the only one that fully and thoroughly translates KMS patch notes. You catch the specifics that everyone else fails to mention.
I sure hope that Paladin's defenses actually do work against %HP attacks now.