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  1. Default Re: KMST 1.2.480 Adventurer Revamp and Skill Changes


    The 4th job FA Stars for Night Lords look like little baby Avengers.

  2. Default Re: KMST 1.2.480 Adventurer Revamp and Skill Changes


    Bucanneers where considered "the most fun" before big bang because their gameplay consisted mostly of comboing skills with invincibility frames with their main attacks, and it wasn't just the fact of doing so but doing it precisely to avoid getting damage. It wasn't simply dragon strike and energy blast, it was Dragon strike > screw punch > dragon strike > back elbow > dragon strike... or Demolition/Barrage > dragon Strike > Demolition/Barrage... and such, heck late at 3rd job I still was mixing somersault and flash fist into the combos. Many considered it really hard, many enjoyed them precisely because of that, what I say is they should have IMPROVED on that formula, not walk away from it for this one which is generic to all jobs in one way or another: spam 1 or 2 attacks until your energy is full, then spam attack 3. (that freaking blast has so much range that you don't even need to move horizontaly).

    As for Aran, don't call it a combo job. Combo is only the name of that mechanic they got, but it could very well be called pear and it'd work the same. Outside bossing, you'd do just fine spamming double/triple/full/over swing.

  3. Default Re: KMST 1.2.480 Adventurer Revamp and Skill Changes


    I see where people are coming from with how they think that buccs are just becoming a light show. I think it's pretty cool, because I always thought energy beams and stuff were pretty cool, but we are kind of lacking on the punches. I think the way they use the spirit to attack with you is pretty lame, pretty sure everyone made the class to punch things themselves. The way octo punch, and especially dragon strike work(awakens the spirit of a sleeping dragon or something?), I feel like they should just make a 3rd class, and make the energy charge thing and spirit summoning for more power into one class, and to keep the fighting feel, their fighting form would look like they're punching stuff, but summon beams and spirits etc. The form I was trying to explain would be like how they fight in Avatar. Cool fighting motions, with the power being shown after that.

    The other class would be specializing on kicks, punches and acrobatics(dat somersault kick), and we could get an octo kick/flying kick (like blaze-kick! blaziken approves), etc.
    I mean why conjure up a whirlwind with your punch when you could just use that energy to rush up to their faces and serve mach punches for breakfast. And a fighting class w/o a rising uppercut/flying kick what is that right


    And now we have a mini kamehameha thingy and a bigger one when we have more energy? I needa watch a video or something.
    Anyway, I got what I wanted, a flash jump. If we get an octopus, I think aran's flash.. dash thing should at least get a penguin, but that could happen later. Now I won't have to beat up monsters to go into super energy for the super armor just to comfortably walk through mobs and get to zakum or something.

  4. Default Re: KMST 1.2.480 Adventurer Revamp and Skill Changes


    Hmm...



    The Drk Side is so tempting...

    @ShinkuDragon; Damn your dark purple skills...

    Hmm...

  5. Cash5 Re: KMST 1.2.480 Adventurer Revamp and Skill Changes


    why dont you guys post about update of storyline? theres only npc, item, and skill change. i really want to know update of story line(quest)!!!

  6. Default Re: KMST 1.2.480 Adventurer Revamp and Skill Changes


    plz post about update of storyline. I can translate it

  7. Default Re: KMST 1.2.480 Adventurer Revamp and Skill Changes


    @xenom;

    The script detects no new quests, that's why they're not there.

  8. Default Re: KMST 1.2.480 Adventurer Revamp and Skill Changes


    Locked is the extraction ended? >.<
    I refreshed so many times still didn't seen the warrior english translations.

  9. Default Re: KMST 1.2.480 Adventurer Revamp and Skill Changes


    Joe's away for a while, so we won't see any english translations for a while until someone volunteers to do it for him.

  10. Default Re: KMST 1.2.480 Adventurer Revamp and Skill Changes


    Nope ...all job with english translations were there already except warrior , that's why I ask

  11. Default Re: KMST 1.2.480 Adventurer Revamp and Skill Changes


    The only changes to Warriors from last patch were

    Raging Blow got +10% Damage while Enraged
    Elemental Charge no longer has a duration (Advanced Charge's duration bonus was removed too), and lets Paladins break the defense cap to 20k
    Void Elemental provides some Total Damage as a buff

    Everything else is just numbers, or in the case of Reincarnation, punctuation I believe.

  12. Default Re: KMST 1.2.480 Adventurer Revamp and Skill Changes


    I see ...then Raging Blow damage pulled back by alot? >.<

  13. Default Re: KMST 1.2.480 Adventurer Revamp and Skill Changes


    Me reading the extractions and seeing the revamped Bowmaster in action:

  14. Default Re: KMST 1.2.480 Adventurer Revamp and Skill Changes


    what's mean of that? there was update of quest in game, but not in script?

  15. Default Re: KMST 1.2.480 Adventurer Revamp and Skill Changes


    A few questions about corsairs:

    Is there more to the animation for Octopush? I thought I read something about it actually featuring an octopus, but I don't see that here.

    How does Battleship Bomber's tenth hit work on bosses? It says 120% * 4, but that's only 480%, which is less than the rest of the hits (540% * 1), so that seems weird. And then I see there's another table that says 800% * 4. Which is it?

  16. Default Re: KMST 1.2.480 Adventurer Revamp and Skill Changes


    maybe i can translate it if i
    use my desk top not a phone

  17. Mercury Straight Male
    IGN: StacknStick
    Server: Windia
    Level: 200
    Job: Phantom
    Guild: Exist
    Alliance: DreamHome
    Farm: ButcherDen
    russia

    Default Re: KMST 1.2.480 Adventurer Revamp and Skill Changes


    Nice, so that means I can steal Crossover Chains to double my range, and then steal FC to boost that damage by 1.6x. All in all a good update for Phantoms

  18. Default Re: KMST 1.2.480 Adventurer Revamp and Skill Changes


    Nexon used the wrong variable for the readout. Instead of z, it should be w. There's a separate skill called " Battleship Bomber (10th Shell)" that has the correct values.

  19. Default Re: KMST 1.2.480 Adventurer Revamp and Skill Changes


    if you need some word which have to translate, copy the composition and post right here

  20. Default Re: KMST 1.2.480 Adventurer Revamp and Skill Changes


    Ah, that makes more sense. Thank you. :P

  21.  

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