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  1. Default Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi


    I think Nexon has no idea what they're doing.

  2. Default Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi


    I don't think they ever really did.

  3. Default Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi


    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.

  4. Default Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi


    Moot point, Adel. Shields can have weapon potentials now, it was in the patch notes.

    1% Total Damage Level 10 Shield.


    +1 ATT Level 10 Shield.


    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).

  5. Default Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi


    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?

  6. Default Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi


    ?

    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.

  7. Default Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi


    Does that mean that I cant wear it due to being two handed?
    That would suck. If not... epic.

  8. Default Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi


    No, you can still wear secondary weapon potential items:

    Devil's Sunrise + Second Potential Item


    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.

  9. Default Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi


    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.

  10. Default 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.

  11. Default Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi


    MFW my shield is 27% LUK and it can now have weapon potentials.

  12. Orbital Bee Cannon
    IGN: SaptaZapta
    Server: Kradia
    Level: 275
    Job: Hero
    Guild: Matriarchy
    Alliance: Peaceful

    Default Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi


    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.

  13. Default Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi


    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.

    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?

  14. Default 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.

  15. Default Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi


    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.

  16. Default Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi


    I don't know about that, they seem to love Heroes.

  17. Orbital Bee Cannon
    IGN: GatlingPunch
    Server: Bellocan
    Level: 200
    Job: Gear 2nd Pirate
    Guild: Virtues
    Alliance: NARs

    Default 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.


  18. Default Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi


    And Mikhail.
    And Magnus.

  19. Deluxe Refrigerator Straight Male
    IGN: Blackraven16
    Server: Khaini
    Level: 176
    Job: Fire/Posion
    Guild: Osomga
    usa

    Default Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi


    Get the DRPQ spear it gives 20% min crit dmg to 4th job dks

  20. Default Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi


    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.

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