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  1. Default


    ITT: Unreleasable fanbase.

    Just because it has no delay doesn't mean that's the only skill you should use.



    Oh well lolol.

  2. ☮♫♥ Gay Male
    IGN: FrozNlite
    Server: Khaini
    Level: 200
    Job: F/P ArchMage
    Guild: Brazzers
    Alliance: Heroes
    New_York

    Default


    Uhm Paul? You have LOLFP ArchMage Paralyze at doing 600% damage when maxed. Is that correct as of 1.3.231? Because last we all checked it was 460%, and if it really is 600% us LOLFPs will be :) a lot more.

    Also Paul, Bribery posted in the 1.3.231 thread that ArchMages now have -2 Booster back at 11+? Is that true or is it still -1 at all levels (because it didn't really say when I translated the Korean).

    Thanks!

  3. Default


    The values that are posted here are all calculated values from variables within Skill.wz. It is impossible for there to be an inaccurate value listed here. What these tables say, holds.

  4. Default


    Ooh, I didn't even notice the Paralyze boost. Not too far behind I/L's on single targets.

    Booster's description says -2 speed. It looks like it's -2 speed at all levels, according to google translate at least.

  5. ☮♫♥ Gay Male
    IGN: FrozNlite
    Server: Khaini
    Level: 200
    Job: F/P ArchMage
    Guild: Brazzers
    Alliance: Heroes
    New_York

    Default


    Thanks <3. LOLFPs, rejoice. We're not as bad off as we thought.

  6. Default


    i wont be happy until para beats cl at 1v1 ):

  7. Default


    Not for long....resistance class has a skill that is 30&#37; alchemist...we are doomed to be the next lolclass

  8. Default


    Which means Crossbows still have +15&#37; Mastery until 4th job? Love, Nexon.

  9. Default


    I've been reading over the Critical calculation threads, and have made sense to Critical Punch and Stun Mastery for Brawlers/Marauders.

    With a base of 5&#37; Critical chance doing 120%-150% damage, you get an additional 20% chance to both the chance and the minimam damage, so with just Critical Punch, we'd have 25% Critical chance of doing 140%-150% damage.

    Using Stun Mastery, we get 50% Critical chance of doing 140%-150% damage.

    What doesn't make sense with this, is that many classes can get higher minimum damage than maximum when using SE. For example, SE raises 30% minimum Critical damage, so technically, Critical Range would be 170%-150%. Can someone test to see what happens?

    EDIT: Also, with potential items in KMS raising chance of Critical, is it possible to raise Critical chance to 100%? How would the DPS of characters change?

  10. Default


    So unless Wizet doesn't look through some of the changes here throughly (ex. 15&#37; crossbow mastery) There's gonna be some major freakage poppin out...

  11. Won't Be Coming Back

    IGN: Skyshooter1
    Server: Alexina
    Level: 981
    Job: Green boy
    Guild: Blasphamy
    canada

    Default


    The thing I find most appealing to this update is the changes that were made to Bowmasters.

    Hurricane has doubled in damage (200&#37;)
    Strafe hits 150%
    Arrow rain becomes similar to evan's earthquake in mob control. + 400% damage
    Arrow bomb + Fundamentals = 410% + critical + Sharp eyes.
    Inferno had the most growth I've seen, it can take a HUGE chunk of hp out of mobs. + 450% damage.
    If Im right about the new 4th job skill, it's gonna make bowmasters seemingly untouchable
    Dodge is good for boss battles, 20% avoid at pinkbean yay~~~
    Hawk and Phoenix now do damage based on your max attack.
    Sharp eyes actualy does MORE damage than it does now in GMS.
    No Min range
    Mortal blow becomes a great passive.

    Nexon has outdone themselves with the bowmaster job.

    Now, imagin this, with the HP upgrade, + hb, + the %gear, + sharp eyes + the new hurricane the damage you could do if you tried a 1 party run at pinkbean!!!


    Can't wait until this comes to North america!!!

  12. Default


    Or unless Nexon screws it up and puts hard-coded values in for crossbow mastery instead of calculated values.

    The mastery values are correct in Skill.wz, but the calculated value references in String.wz are incorrect.

    How it is now:
    석궁 계열 무기의 숙련도 15&#37;, 명중률 1 상승.

    How it should be:
    석궁 계열 무기의 숙련도 #mastery%, 명중률 #x 상승.

  13. Default


    I just want to double check but is 벤젼스 (Vengeance), the new skill for Bow Masters, an active skill or a passive skill? It seems to be completely redundant as it basically does what Dragon Breath does except with stun, and twenty less skill points. Therefore, unless the activation rate affects its ability to knock things back as well as stunning, or it is absurdly slow, it makes Dragon Breath nigh obsolete.

  14. Default


    It's passive, and not an attack. It says when you get HIT.

  15. Default


    No it doesnt....the crit system is different...its weaker

  16. Default


    According to skillID, Vengeance is passive.

  17. Default


    You can tell it's a passive skill by the blue background on the icon.

  18. Default


    This is news to me. Something new every day.

  19. Default


    Thing is, with the critical ring, SE is currently adding an average of +162.5% damage to EVERY arrow that you fire (which is simply ridiculous; I'm glad it's being nerfed). That means right now, Hurricane is doing an average of 262.5% damage per arrow. As far as I can tell, under the new system, criticals will add less than +50% to your attacks. That means Hurricane will do less damage than it currently does, even with the upgrade to 200%. BM mob skills are no longer completely terrible though, which I do like.

  20. Default


    I'd say that's pretty obvious, judging from the name of the skill (Vengeance).

    So when you get hit, it's a 50% chance of sending all enemies a hundred and one miles away AND stunning them? Or are the probabilities of knockback and stun calculated separately?

  21.  

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