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  1. Default


    Btw, I don't know if someone cares about this, but seems like blaze/glace capsules don't work anymore. I didn't have a glace one, and then I found one. My ice shot damage was the same (it still consumes them). It either doesn't add damage, or you do full damage even without them.

  2. GLADIGATORS
    IGN: Overburnd
    Server: Khaini
    Level: 210
    Job: Cannoneer
    Guild: Contagious
    usa

    Default


    I'd say that's a win. I always hated those stupid things. Were too rare for their effect.

  3. Default


    Whoa, am I reading this right? o.O
    ACB gives +70% Mastery.
    But with the new Mastery system, Paladins have 70% base Mastery.
    If you add another 70% to it, it will become 140%.
    Mathematically (and programalogically, yes that's a new word that I just made up), there's nothing wrong with it, as long as it is handled by the code to generate 2 numbers between a range of numbers.
    But logically, when the minimum exceeds the maximum, it's not right to say the least.

    So does it actually add another 70% Mastery? Because that would be the same thing as just multiplying your damage by 1.4, though I'd like that.

  4. Default


    guess it's another bug

  5. Default


    It improves on your old mastery. So Paladins will have 90% mastery, not 140%

    Well, there goes my theory of Grenade being a decent skill.

  6. Default


    Ah, I see.
    Thanks for the clarification.
    That 600ms delay is still bothering me though, that would mean that a normal 6 weapon can use ACB 100 times in a minute. o.O

  7. Default


    it can be just a bug

  8. Default


    bowmasters have an inferior uber-,astery compared to marksmen now right?

  9. Default


    -10% difference is uber?

  10. Default


    I bet when he said uber, he means that the mastery is still awesome, but not as much as marksmen.

  11. Default


    My thoughts exactly, I do hope they make Brave Slash useable. I was afraid when they reduced the delay to such a miniscule amount before hand that this would happen. Ultimately I would like to see Brandish remain as is, and have Brave Slash reduced to 1 Target (2 if they're feeling generous), with a speed equivalent or better than Brandish.

  12. Default


    What's with Nexon's new obsession with increasing the number of hits that existing skills do? Heroes went from 2-3, Corsairs went from 4-5, Marksmen went from 4-6, Shadowers DOUBLED, Big Bang hits 5 times now...what's the matter? New resolution too big, need something to clutter it with?

    Also, I'm interested in what the new DoT numbers mean. I believe the existing formula is 1/(120-x) damage per second, so a 80 DoT skill would do 1/40 HP per second. The new formula uses numbers like 200 and 205, so obviously the formula has changed.

  13. Default


    I have to disagree. Giving a class such as the Hero two useable abilities as such would be odd. Heroes already have Panic, Coma, Shout, Brandish and Rush as attacks that can be used at any time. Having two main attacks that are conditional (mob or single-target) would only take up space. Brave Slash could be an advanced version of Brandish or should replace it (after 50 levels of 3rd job). I don't really think it should be an alternate to Brandish.

  14. Deluxe Refrigerator
    IGN: Akusaria
    Server: Windia
    Level: 15x
    Job: Bowmaster
    Guild: Nuclear
    Alliance: NuclearHonor
    usa

    Default


    Yeah, I'm mostly talking about making our currently useless/less used skills more useful. And making our useful skills more useful. So now, I have a few ideas on what they could do with said skills.

    1 - Focus: Make it a party skill. As to not be completely outclassed by the Cleric's Bless, have Focus grant an additional 25% MP Cost reduction. Have the MP cost reduction stack with Concentrate's reduction.
    - (Plus, Focus and Concentrate almost kinda means the same thing... To me, anyways.)

    2 - Final Attack: Extend its effects so that it not only works on 1st and 2nd job attacking skills, but also all 3rd and 4th job attacking skills (except for Hurricane) as well.
    - Warriors appear to have FA working with all of their attack skills (or at least for Paladins and Heroes - this should be extended to Dark Knights if they don't already have it), and as far as I know, there hasn't been any mention of Archers' FA working with their later skills. I don't see why Archers' FA shouldn't.
    - (I briefly considered suggesting that Final Attack should have a chance of triggering with each Hurricane arrow, but then I figured that it would end up being the most broken thing in the world. I think I've figured out something better for balance in Hamstring though...)

    3 - Power Knockback and Dragon Pulse: Power Knockback is redundant now that there's no minimum range. It sucks now. Get rid of it, and move Dragon Pulse from 4th job to 2nd job.
    - At the very least, Dragon Pulse can help us set up monsters for mob attacks.

    4 - Soul Arrow: Make it so that Soul Arrow finally takes into consideration ATK from ATK Arrows, so that there would be some reason for having different arrows exist in the first place.

    5 - Arrow Rain/Eruption and Blizzard/Inferno: Lower their damage but turn them into multi-hit mob skills. I can't be the only one here that thinks the skill animations looks as if the skills should hit more than once.
    - At the very least, they would benefit more from crits.
    - Two or three hits is fine, any more would be overkill.

    6 - Blind: Make it work on bosses. Instead of lowering their accuracy (I'm assuming Threaten still does that), make it give the enemy's attacks a flat miss rate. 20% sounds good.
    - Since this is calculated with enemy attacks and not calculated on the players themselves, it could be possible for enemy area of effect attacks to miss EVERYONE when this kicks in.

    7 - Hamstring: Keep the slow rate and amount of speed decreased the same. Make the Slow effect work on bosses. Additionally, while the Hamstring buff is active, you will inflict 5% additional damage to monsters with 75 Speed or less. If the monster has 45 Speed or less, additional damage inflicted is increased to 10%.
    - This should work on Immobile enemies too.
    - Mages' Slow should be turned into an active skill, and should also have a similar additional damage effect.

    8 - Summons: Let them have a (flat rate) chance to crit. This should apply to all summons, not just those of the Archers.
    - Cygnus Summons: 40%
    - Silver Hawk/Golden Eagle: 40%
    - Bahamut: 40%
    - Elquines/Ifrit: 50%
    - Freezer: 50%
    - Phoenix: 55%

    9 - Puppet: Make it so that Puppet works like Wild Hunter's Trap skill. This is in terms of how aggro is handled, not in terms of Wild Hunter's Trap inflicting damage.

    ---

    Pretty sure it's all because of crits.

  15. Default


    Having Brandish already replace Coma and Panic (And I don't think updates remedy that) and with Shout being nothing more than a gimmick, the only two skills I've ever used since 4th job was released were Brandish and Rush. And after a while it's nice to be able to switch between one skill for training (Brandish) and one for Bossing (Slash).

    Sure it wouldn't increase your traininng speed as much as a 3 hit BS, but I can live with that, but that's just me.

  16. Default


    I feel like Nexon's decision to make Matk and Atk to 1:1 is a bad idea.
    Do they realize how much items are already "THIS GIVES 1ATK, AND 2MATK"
    Take the Dragon Glasses scrolls for example....or earrings.
    |:

  17. Default


    Well Wands/Staves have the lowest multipler, so it makes up for it.

    Also the blessing skill change, did only the vale of Magic change, or does it only offer magic now?

  18. Default


    It's not 1:1. Mages have much higher Magic Attack than other classes have Weapon Attack, so each additional point is worth less. If anything, the Blessing nerf shouldn't have happened.

  19. Default


    Excusing my ignorance, how exactly does it work out that way? Wouldn't 200 watt be better than 150 watt (150 resulting in a 1.5x multiplier while 200 results in a 2x multiplier)? Why would magic attack be any different?

  20. Default


    If a Hero has 200 weapon attack, +20 weapon attack is +10% damage.

    If an I/L has 320 magic attack, +20 magic attack is +6.25% damage.

    Assume that both classes would do the same amount of damage before even though their attack values are vastly different. The reason mages have a 0.88 multiplier is to compensate for how high their magic attack naturally is.

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