Rawr )+ I hope I'm wrong here, but can someone tell me if Fiel's other thread says that Brave slash has a longer delay than Brandish? 1080 ms vs 810 ms.
I did not know that something subjective and varied as music taste can be classified by sexual orientation. I honestly thought this forum's maturity and tolerance was a bit higher.
Also, is Brave slash any slower than Brandish was?
Apparently by a lot. Brandish is 840ms. Brave Slash's delay is seemingly 1080ms. It does less DPS at max level. If they were the same speed though, it'd still need to be level ~18 to match DPS. The only possible advantages would be based on how FA would work with either skill, and possibly slash-stab ratios for Axe usage. Brave Slash does have a significantly larger range, but that doesn't make up for its horrible damage scaling.
Apparently by a lot. Brandish is 840ms. Brave Slash's delay is seemingly 1080ms. It does less DPS at max level. If they were the same speed though, it'd still need to be level ~18 to match DPS. The only possible advantages would be based on how FA would work with either skill, and possibly slash-stab ratios for Axe usage. Brave Slash does have a significantly larger range, but that doesn't make up for its horrible damage scaling.
I was very afraid of that. Hopefully they thought of this, cause it makes very little sense for Brandish to out damage Brave Slash.
Rawr )+ I hope I'm wrong here, but can someone tell me if Fiel's other thread says that Brave slash has a longer delay than Brandish? 1080 ms vs 810 ms.
If 1080 ms is the normal attack speed, using a fast 4 speed weapon with booster would bring that down to 810 ms, or 900 ms with a regular fast weapon.
It favors axes a tiny bit if it's true that it's two slashes and a stab, 66.67% slash up from 60% slash.
I realised I forgot to add in half of the warrior changes... updated previous post and putting it here as well.
Spoiler
Skill changes:
- Rush now deals 250% damage.
- FA is now 40% for 150% damage. Works with Blast and Rush(???!).
- Rage now adds 20WA for 165 seconds.
- Power Guard now chews 100MP, absorbs and returns 30% damage for 20 seconds (nuts...)
- Relax now recovers up to 40MP every 4 seconds.
- Panic now deals 480% damage, and has a 90% chance to put monsters in a state of darkness for 9 seconds. *Finally fixed this...*
- Coma no longer uses HP, deals 360% damage along with 90% stun for up to 4 seconds.
- All power/armour/magic crashes now not only remove their respective buffs 100%, but also stops the monsters from using the buff again within the next 20 seconds. *doesn't work with immunity = still crappy*
- Shout now attacks up to 10 enemies for 220% damage, stun is now 8 seconds.
- Combo attack now increases damage by 3% per combo count.
- Brandish is now "Brave Slash", dealing 170% damage for 3 attacks. Brandish has been brought down to Crusaders, at 220% damage for 2 attacks.
- Advanced Combo now gives 3+5 = 8% damage increase per combo counter, and chance to charge 2 counters is raised to 80%.
- Monster Magnet now applies 200% damage when pulling, and stuns for up to 5 seconds. Has a 5 seconds cooldown. Appears to be 100% success rate... *wow*
- Enrage now adds +40 WA.
- No more shields for Heroes, in a sense that it's no longer practical without Blocking and Shield Mastery.
- Shield Mastery for Knights is now 200% increase in shield WDEF.
- White Knights no longer have Relax.
- White Knight's elemental charges for each weapon class is now merged together so that it is no longer specific to weapon type. *Good... less confusion and chance of making mistakes*. Each charge has a max level of 20. Fire charge is now 120% damage, Ice and thunder charge are 115% each. Holy charge is at 125% damage. Charge stacking effects not tested yet.
- Blocking (Paladin exclusive skill now) stuns for up to 6 seconds.
- Paladins no longer have Monster Magnet.
- Charge Blow now deals 370% damage, and has a 120% (???) chance to stun for 6 seconds. With ACB, it deals 530% damage. *Epic phail... "Wow! Probability of more than 100%! =.=" /facepalm *
- Sanctuary now hits at 1000% damage. Still leaves at least 1 HP.
- Iron Wall now gives +300 WDEF and +100 MDEF.
- Elemental Resistance now resists only 20%.
- Dragon Crusher (combined for polearm and spear) now attacks 3 monsters 3 times regardless of level. Damage reduced to 150%.
- Dragon Fury no longer requires HP. Damage buffed to 380%.
- Sacrifice attacks at 800% damage (!) at 11% HP cost. Unclear if that HP loss is derived from damage or from MaxHP.
- Dragon Roar now attacks for 280% damage, costs 20% MaxHP (down from 30%), and self-stun duration is an increasing trend from 1-3 seconds (as opposed to 4-2 seconds previously).
- Dragon's Blood now uses up to 150HP every 4 seconds (!) (starting at 340HP {!!} at level 1), but gives up to +40 WA boost.
- Berserk is now completely changed. It is now called "Dark Force", and changed from activating below a certain HP, to activating above a certain HP (complete flip). Gives a damage boost for an equivalent defence penalty. At max level, activates above 70% HP, gives 30% damage boost for -30% WDEF.
- Beholder now gives 10% mastery. However, since the damage formulae have all changed, the effect is currently unclear.
- Beholder's buff gives +20WA, +100 WDEF, +100 MDEF, +40 Acc, +40 Avoid per buff instance, and buffs every 4 seconds. Each buff lasts for 100 seconds. *This is very good*
Berserk activating at 100% HP and cutting Def does not sound fun. Rest of the DK changes do. They suck less now. Yey. If leveling is as omghax as 50% exp tnl sounds, I might try one. :o
so from the looks of it the hero is full on commando while the pally is a sentinel. Its looking like a 1-h pally may be a more viable option considering guarding is frikkin 30% activation rate
Why does Maple start to feel like Latale to me now...
Hadriel
Probably because of the upcoming Mechanic job (lolEngineer -> Meister), and may also be because NexonUS keeps referring to the Adventurers as "Explorers".
There's still no OMGHAX ladder-jump-climbing in Maplestory though...that was one thing I had to get used to when I quit La Tale and came back to Maplestory.
Levelling is hell in LaTale at Lv5x. Was planning on Bow Explorer -> Gunslinger (Oh well, what do you know. ANOTHER similarity).
I'm putting up what changes I can analyse from 1.2.318 to 1.2.319. Many thanks to Fiel for his extractions.
Spoiler
Hero changes:
- Power Guard duration increased to 100 seconds, and damage reflect raised to 50%
- Ground Slam hit box: ltx=-200, lty=-113, rbx=-10, rby=0.
- Armour/Power/Magic crash now have a 60 second cooldown.
- Shout has 200% range regardless of level.
- Coma and Panic now have additional variables... not too sure what they do...
- Monster Magnet works with FA. Range reduced slightly to 370% (ltx=-370, lty=-100, rbx=-50, rby=15), but range remains the same throughout all levels.
- Rush has 270% range throughout all levels.
- Brave Slash has delay of 1080ms. 250% range (ltx=-250, lty=-150, rbx=-10, rby=0). In comparision, Brandish has 150% range (ltx=-150, lty=-110, rbx=-10, rby=0). BS reaches higher and further.
Paladin changes:
- Power guard (see above)
- Threaten now has 300% range throughout all levels. Blind probability increased to 60%.
- Shield mastery now scales wider, from 10% - 200% as opposed to 100% - 200%.
- Charge Blow range increased to 200.
- Elemental damage from charges seem to be 50% for Lightning Charge and 100% for all the rest... not too sure yet.
- Blast deals 670% damage.
Dark Knight changes:
- Elemental Resistance is now back to 40%.
- Critical rate for Judgement Dragon increased to 30%. Something about increasing critical damage but not too sure... looks like the HP healing part is removed (or might have been translation error).
- Crusher and Fury have respective max ranges regardless of level i.e. no more range scaling to level.
- Sacrifice damage nerfed to 620% damage. HP loss is derived from damage, not MaxHP.
- Dragon's Blood WA boost nerfed to +30WA. HP cost increased greatly to HP -350 at max level (level 1: HP -540).
- Beholder's Buff now gives +10WA per buff instance. (Does this hint that each buff instance stacks?)
Yep, 135% x6 hits just effectively made Gunslingers one of the worst classes in the game. The only thing that can save it is if it's either a ton faster or if +20% critical is a lot better than we think it is.
Love how Triple Throw is still 270% x3 + 108% x3, though.
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