I'm confused on how new aran will be, I know for sure that Combo unlimited will be now useful (you could spam FB or Spam FB+Beyonderx3), getting with that a good amount of combos to keep spamming FB+beyonder for a few secs but since there is a 60 secs difference, which I don't think the extra combo will cover, wouldn't it be better to cast Combo recharge when you hit the 100 combos Gap?. But we also have the new Boss combo stuff and that we could use an imaginary minion to maintain FB+Beyonder spam forever. But what I'm sure is that tempest is still useless unless you go after zak or HT.
Boss Reverse Combo also needs some confirmation, as I interpret the readout to be automatic, i.e. every x seconds +1 combo. It doesn't explicitly state +1 Combo per hit, or attack.
Will Beyond Blade still have a use after this?
Aran from before the current patch (Unlimited) for comparison:
Aran:SpoilerSharp EyesHyper
Made a fix to these tables where AFA wasn't getting Total Damage bonuses, and Defense Ignore wasn't calculated correctly. I'm not exactly sure what else I changed, but Overswing + Final Blow damage went up. I can't find it, it may be a bug but everything looks to be working fine.
OP is updated with the latest version, but does not include whatever it is that Boss Reverse Blow does. I may be removing the Rolling Spin and Final Toss tables since they're significantly inferior and redundant now.
EDIT: Found out that any skill that costs Combo cannot generate Combo anymore, so if you hit say 8 monsters with Combo Fenrir, it will just cost you 40 Combo, and will not generate 16.
Last edited by JoeTang; 2013-05-24 at 12:41 AM.
Is aran's dps still that low when you could spam fb+beyonder like this?
(2.4 * 460 * 4 + 1.6 * 420 * 2 + 1.6 * 420 * 3 + 1.6 * 420 * 4) * 1.525 / (0.540 + 0.450 + 0.360 + 0.450) = 8,865.3333333333333333333333333333
(2.4 * 355 * 4 + 1.6 * 420 * 2 + 1.6 * 420 * 3 + 1.6 * 420 * 4) * 1.525 / (0.540 + 0.450 + 0.360 + 0.450) = 8,011.3333333333333333333333333333
Paladin:
SwordBlunt WeaponHyper
Paladins got incredibly shafted. Despite the new Divine Charge being similar in standard DPS to old Blast, there is just simply too much +Total Damage to attain this, resulting in significantly lower +Boss Damage improvement. The previous system favoured Paladins greatly because Charges were a multiplier, and Paladins had by the lowest possible +Total Damage, with +20% from Blast - Reinforce, and 5% from Epic Adventurer
Paladin damage is now focused from bonuses gained by Blast's +Total Damage, Elemental Charge's +Total Damage, and Void Elemental's +Total Damage bonus to Lightning Charge, as well as the cycling bonus. Since Blast removes Elemental Charge's bonuses, there is a small time frame where there is hardly any gain in damage, at the cost of using an extremely slow attack (Blast). Blast's 5 Charge bonus is beneficial to %/s, but its Critical Bonus is not. The Defense Ignore bonus is included, and beneficial for cases with higher defense, but not for lower defense.
Also, since they're either not done rebalancing Hyper Skills, or they feel they're currently fine as it is, Divine Charge gets no benefits from Hypers, unlike the old Blast which got a 7/6x increase from Bonus Attack.
Using every charge is not beneficial in the least, as expected. And while Heaven's Hammer does monstrous amounts of damage now, it's still too slow to be beneficial.
Summary of Issues:
+Total Damage is a trash way to upgrade old skills and overall damage, since it renders +Boss Damage significantly less effective
Blast is slow and its bonuses lasts nowhere near long enough to be too beneficial
The Delays for buffs overall are way too long
Lack of appropriate Hyper Skills hurt Hyper damage severely
Last edited by JoeTang; 2013-05-31 at 05:42 PM.
Holy crap, I was just angry about the defense reduction, now I'm pissed at the damage too.
Awesome...I was hoping that Paladins were going to be better off all around with this revamp outside of the defense...but instead they got raped in damage too...
Like old times, history repeats itself.
I was pretty annoyed at the defense comments, since the difference between 9000 def and 4500 isnt that great of a damage reduction, along with spammable heal, pallies still had their defense just fine.
But this rape in damage? Now this is what getting crapped on looks like.
Lets see how dark knights end, for some reason every time drk are good pallies suck, and viceversa
Isn't nexon trying to restore faith in adventurer classes?
Because all this is making me do is not want to play my paladin anymore.
Ehm, didn't Paladins get 100% elemental ignore with Void Charge, so now they do 100% damage on bosses(If we don't count Pdr of course)?. It seems like a buff to me if we take that in consideration...
Also, @JoeTang; I think you should start using Elemental resist for your calculations, because it seems to be the new PDR for nexon after unlimited. Almost all mages got elemental ignore and 3 classes already have 50% (And now paladin 100% if this goes live).
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