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  1. Default


    Damage reduction is applied to your damage range. So if you have a faster, weaker skill vs a stronger, slower skill, eg
    100%@100ms vs 1000% @ 1000ms, damage range 1000~1000, both would do 1000000/s. If defense reduced damage by 500, you would subtract that from the damage range so now it's 500~500, and both would still be doing the same 500000/s.

  2. Default


    where exactly is this post, I've search by user but i find nothing relevant.

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

    Default


    Justins post proves nothing. O_o The fact that i needed to pump that much luck from 36 base just so that i wouldn't miss any more proves the opposite of what justin said. Justins example only applies for weapon classes, apparently.

  4. Default


    Well that's a really weird way of doing things. Let everyone hit mobs their level and under 100%... except for Mages. :|

  5. Default


    Seems a little odd to subtract it from the damage range. That's now how mob damage works, right? If a character has 500 def, that takes it off of the mob's total damage, not the mob's attack power, right?

  6. Won't Be Coming Back

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

    Default


    Bowmen got the shaft in this one....

    Vengance just got a "personal space" increase. Now I can go to japan and go "Then Indiana Jones saw Godzilla sneaking up from behind and tried to find his gun in which he couldn't find."
    Concentrate got 10 more w.att, big whoop, theres still a big hefty cooldown.
    And we got the Marksmen def-ignoring skill which isnt really needed since defence is easily outmatched by Level and attack rate.

    On the good side though, we still got 100% in a skill we can use at zakum to get a supposed increase in hurricane right? =/
    Now if only sharp eyes added more than 30% damage... hm.......

  7. Default


    Presumably, Marksmanship allows Marksmen and Bow Masters to bypass PDRate. Thus, you have a 20% chance to do 100% damage instead of 75%-defense, which would always be the case without any Marksmanship.

  8. Default


    this means that marksmanship is an overall better skill for bowmasters seeing as hurricane shoots more (lol not really anymore) in rapid succession?

  9. Won't Be Coming Back

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

    Default


    It seems that way.

    We need SP by the way to even things out....

    OR WAIT!!! I know.... Stagger damage!!! Do extra damage on foes you knock back with hurricane!
    Damn, forgot, bosses like zakum can't be knocked back...

  10. Default


    It will ignore defense more, but the boost from ignoring defense is smaller. It balances out.
    Given that Hurricane and UltraStrafe are the same %/s, they'd have the same boost in damage.

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

    Default


    Which is exactly why I want them to do this to Hamstring. Kill two birds with one stone - Make Hamstring actually USEFUL, and help balance the situation between BMs and MMs as it currently stands.

    (I didn't take into account Vengeance when I said 'balance', seeing as I don't think anyone here really knows how it even works yet.)

    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 should inflict 10% additional damage to monsters with 75 Speed or less. If the monster has 45 Speed or less, the amount of additional damage inflicted is increased to 15%.
    - Immobile enemies should be considered as having less than 45 Speed, for obvious reasons.
    - Mages' Slow should be turned into an active skill, and should also have a similar additional damage effect.


    Oh, and do this to Blind for the lulz (not to mention everyone would want to invite a MM to a major boss fight if they do this, regardless of DPS).

    6 - Blind: Keep the chance to Blind the same. 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 to see an enemy area of effect attack miss EVERYONE in range when this kicks in.

  12. Won't Be Coming Back

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

    Default


    You forgot that vengance could actualy enhance Hurricane like a corsair using bullseye.

    A 50% chance to do 520% damage max an arrow on mobs/stationary bosses.
    If you count S.E., which adds 30% at the moment I guess. T.T Thats about 550% per arrow at a 50% rate maximum.

    IF vengance actualy works that way...

  13. Default


    Finally, Paladins get a party skill new called Combat Orders (not counting Maple Warrior). However, if it doesn't make maxed skills level 32, people will put points on their skills 28, which makes Combat Orders not that useful, just like Reverse weapons giving skills.

  14. Default


    Which is much more available than a 10% chance every 450m wasted.

  15. Default


    things keep getting buffed and debuffed and nerfed and made OP... hmm i wonder when the end result comes..

  16. Default


    Silly Nexon. It's called Battle Command.


  17. Orbital Bee Cannon
    IGN: GatlingPunch
    Server: Bellocan
    Level: 200
    Job: Gear 2nd Pirate
    Guild: Virtues
    Alliance: NARs

    Default


    Maplestory is not awesome enough to use that name.

  18. Default


    Vengeance is a passive skill that knocks monsters away from you.

    What are you on about? Put 20 points into the skill, get 2 points back in every skill in your entire skillbook and a small buff to party members who haven't maxed all of their skills yet. There's a lot more than 10 skills in your skillbook, so you lose nothing by maxing this skill.

  19. Won't Be Coming Back

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

    Default


    Combat orders would really be more usefull in training partys than a pinkbean exp. Which makes more sense really? Giving +2 SP to party members in a heated boss battle that have already maxed all their needed skills?

    Or going to newts and giving Lv 12X nightlords, bishops, and corsairs an extra 2 SP in skills they havent even maxed yet?

    It could be very usefull, but 2 SP is a small number in most cases where you'd have to have 9 - 10 or 19 - 20 SP in a skill in order to gain any use.

    They should increase it to 10 Sp.


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