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  1. Default


    Ah. Thank you. That makes sense. They should just drop the multiplier or raise it I think.


  2. Default


    Agreed.

    My gripe again: Why would you further buff a hero's main attack when pali's and especially dark knights have been using the same/same-ish attacks for years. To add insult to injury, they gave a cleric's heal a new animation... prettier heals are cool but it had better not end there -- I do feel like they'll be giving DrK's a new attack (yeah I'm feeling lucky) since they haven't touched crusher yet.

    Where is the downside to being a hero these days? You own everything that can possibly be killed solo and if there's a boss such as pb/ht/zak you simply bring a party skill mule along, they have to come anyway otherwise it's just a waste of time. But since party skills are redundant these days, it's always safe to be a pure damage class like a hero. easy as abc.

    The 'why'd you make a dk knowing that it's a support job' doesn't fly anymore. I made a DK for the spear. I made a warrior for the hp/attack period. HB has always benefitted other jobs more than they do DrKs thanks to berserk, it's about time that HB stops being the reason for making DrKs less fun to play by strapping on all these restrictions.

  3. Default


    I think damage over time now is x% of your maximum damage per second. Seemed about right for that Shadower video with 1 Venom. i.e. 42% of your maximum damage per second

    Brandish: 523.8%/s
    Brave Slash: 602.9%/s

  4. Default


    That's a lot of magic attack.... Sorry Mages, Apples aren't going to help you out that much. 30% damage boost while Night Lords get something like 100%? I can smell the balance already.

    Although, if kMS doesn't have Apples.... :| This game has a lot of inconsistencies across versions.

  5. Default


    ds = 30 mastery
    bar = 30 mastery
    demo = 20 mastery
    sxform = 20 mastery
    si/booster = 1 point enough for self training, 20 mastery
    tl /1 point is good enough for ht. 20 is great (i would love the cd to be 10 min.. )
    snatch = 30 mastery
    coutner attack = 10 mastery
    considering barrage's spammability in 12.320, perhaps demo may not be a priority anymore for bossing? it seems to just give you range for very hard to reach ht left paw and the frequent falling down at right paw/wing .
    ~~
    I would think of 2 builds, standard + snatch build for training then.

    standard aims for maxing bossing dmg asap
    ds = 30 mastery
    bar = 30 mastery
    demo = 20 mastery
    sxform = 20 mastery
    counter attack = 10 mastery
    this brings you to lvl 160 before you even add snatch.

    the snatch build will perhaps use
    ds = 30 mastery
    bar = 30 mastery
    sxform = 20 mastery
    snatch = 30 mastery
    ~~
    which is to say you will add snatch some point after lvl 141...
    but then again, 7 points of snatch is all that it needs to stun 3 mobs.

  6. Default


    My mage has currently 214matk (234 with medi) so yeah. But still, getting +50% from apple is much better than what we got before, it was almost negligeable.

    300matk is kinda shooting too high.

  7. Default


    I wrote this earlier regarding the dmg changes for mages, we can see that pure ints will be dead after this since MA is what counts now.
    http://forums.asiasoftsea.net/showth...=816378&page=4

    take note this is old e.amp 1.3x and old cl dmg 700%
    gaining 100 ma from an apple will improve my dmg by 247156-190518 = 56638 gain in dmg.

    ~
    incidentally, my mage will probably have 370 to 400 ma once i reset my luk and scroll my lvl 163 staffs. i certainly forgot to count my bless of fairy buffs (which is now reduced to 20 ma), and yet to count in my +2 all stat + 5wa + 10ma evan glasses (if I want to psok over from viper to mage.. like heck i would)

  8. Default


    Yes, converting to estaffs will probably be the best choice for mages. Those are VERY rare though.

  9. Default


    Refer to ShiKage's post to see why adding Luk for accuracy is a waste of time. Mages working like the other classes but having a 163 staff is going to wreak some havoc. Looking forward to seeing where this goes.

    I don't think there's any reason to add Luk until level 150 or so. Getting Luk + MW + Gear like (C)HTP to 163 from a base of 4 would take a while.

    That 143k ~ 190k range for CL is a little scary, but I'm unfamiliar with Endgame damage ranges.

  10. Default


    Thanks for clearing that up. With that kind of increase, I'm not entirely sure why the speed would be slower. Oh well. They have something planned, right?

  11. Default


    If the speed wasn't slower, Brave Slash would be doing 854%/s (and before you compare that to other classes, that's before Adv Combo and stuff). That's why it's slower.

  12. Default


    Lame thing about braveslash is that you'll have useless skill points for the first few levels of 4th job, not sure at what level it outpowers brandish, but it probably takes a while.

  13. Default


    nope, not going to make a big feal out of it,
    juz expressing i personally preferred the shads in ver.321.

    tatz all. =)

    P.S: i lost track somehow, what is DoT?

  14. Default


    I detest slow skills. I would rather have a faster, weaker DPS skill than a slower, higher DPS skill. Well, until you get into extremes. I'd rather do 1000% every 2 seconds than 1% every tenth of a second.

  15. Default


    wonder how dexless warriors will fair

    I didn't even notice the hero changes, so what kind of dmg are we doing with all these new skills +30% dmg to darkend monsters +50% on enrage, new combo etc....

  16. Default


    the 12.322 version of cl will have a damage range of 169573 ~ 226098
    both damage ranges still 2 hit KO their respective skelegons.

    the 12.322 will have a chance to 1 hit ko skel. (what with teh 15% crit and all that)

  17. Default


    I'm probably late to the party, but...

    OMFGYES @ changes to Heal, Bless, and SR. I'm so freaking happy. Also, I so wanna see Teleport Mastery in action.

  18. Default


    I couldn't agree more, though my only concern is not the DPS, but the damage reduction. The less damage you cause, the more overall damage is reduced. Basically, if a monster reduces 2,000 damage, then a faster attack that did 5,000 damage would be far worse than an attack that did 10,000 but was twice as slow. If damage reduction was all percentage base, there wouldn't be an issue. I see why Nexon did it, I just was hoping for a better alternative. I just hope there's no issues with keeping a boss (Bigfoot for example) in knockback with a slower speed.


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