lol u know something
i accidently have 20 points in sword mastery and one point in axe mastery
haha free sp reset for me XDDDDD
You do know if they do a skill reset it will be a universal and complete reset affecting every single character in the game when they patch this to KMS regardless of what they had their points in? Everyone will be able to make completely new skill builds.
If they simply decide to give SP resets, what is going to happen to the permanent HP/MP increases given by current skills? If it stays there will clearly be an massive disadvantage to new characters. Maybe they will remove the extra HP/MP? What about those that washed?
If they simply decide to give SP resets, what is going to happen to the permanent HP/MP increases given by current skills? If it stays there will clearly be an massive disadvantage to new characters. Maybe they will remove the extra HP/MP?
They could just adjust them upon SP resetting or something (and basically screw over HP washers). That's what happens when you advance to 1st job late. Your HP/MP is automatically adjusted appropriately.
Yea, things are looking very grim for BowMaster (BM) job. So far I think BM is at the most disadvantage job of all.
Unless they change the dmg formula that will include ACC.
Otherwise, BM is just gonna suck really bad. I wonder y can't they do a passive SE dmg calcuation.
E.g Mastery 10 of SE = multiplier 1, Master 20 of SE = multiplier 2, Master 30 of SE = multiplier of 3, just for BM, and not when buffing across party.
Sigh... corsairs is for sure top at DPS now. And since HP isnt a concern anymore, DPS is the only factor remains =X
If they simply decide to give SP resets, what is going to happen to the permanent HP/MP increases given by current skills? If it stays there will clearly be an massive disadvantage to new characters. Maybe they will remove the extra HP/MP? What about those that washed?
And Wild Hunters basically obsolete Bowmasters since they now have 40% Critical while on their Jaguar.
Any videos of Bishops/Arch Mages in action yet? Their training style drastically changed so I'm curious to see how they train now.
Also, Priests have 40% critical vs Evan's 15% loolol.
Isn't that lovely? And yes, I second wanting to see a video of magicians in action. I still think teleport mastery will help make their training easier now.
Yea, things are looking very grim for BowMaster (BM) job. So far I think BM is at the most disadvantage job of all.
Unless they change the dmg formula that will include ACC.
Otherwise, BM is just gonna suck really bad. I wonder y can't they do a passive SE dmg calcuation.
E.g Mastery 10 of SE = multiplier 1, Master 20 of SE = multiplier 2, Master 30 of SE = multiplier of 3, just for BM, and not when buffing across party.
Sigh... corsairs is for sure top at DPS now. And since HP isnt a concern anymore, DPS is the only factor remains =X
It's hard to tell, since a lot of formulas and stuff have changed. It's possible that by default a crit is x2 damage, and the crit skills just add damage and change of crit to that.
We still don't know how critical works, we still don't know the new damage formulas, we still don't know a lot of things. We still aren't sure what's up with the new accuracy, evasion, physical defense, magical defense, etc. Well, at least I don't know.
It's hard to tell, since a lot of formulas and stuff have changed. It's possible that by default a crit is x2 damage, and the crit skills just add damage and change of crit to that.
All we need to know, now, is what the hell is critical's base now. And by base, I mean, damage increased over what it would be if it was a normal hit. Like, on beginners and that.
Brave* Slash, incase no one noticed cause you can't read korean, Brandish is attained in 3rd job and then Blade Slash comes in in 4th job.
The animation of Brandish looks the same as before, so I'm getting blade slash is passive and adds to brandish? I don't really know.
*Edited cause there is some ambiguity, sounds more like Brave than Blade cause saying the korean makes it sound like blaybuh.
Spent the entire day translating and doing up the skill changes. I've left out pirates because I don't have time to do them... and I also see that there are a number of pirate translations out already. So... here you go. My attempt at translating.
Fighters, Pages and Spearmen
Spoiler
Skill additions:
[Fighter, Page, Spearman]
Improved Fundamentals
Description: The Champion's base power of Power Strike and Slash Blast is polished. *Hell to translate*
Level 1: Power Strike: +10% damage; Slash Blast: +6% Damage
Level 10: Power Strike: +100% damage; Slash Blast: +60% Damage
Ground Smash
Description: Shoots forward a strong shock wave. Can attack up to three enemies.
Level 1: MP -6, 186% Damage, attacks up to 3 enemies
Level 20: MP -15, 300% Damage, attacks up to 3 enemies
*Sounds like that KOC skill to me...*
Weapon Mastery
Description: *I give up...*
Level 1: 12% mastery, +3 Acc
Level 20: 50% mastery, + 60 Acc
*If I'm not wrong, the back part is accuracy... GoogleTranslate isn't the most versatile translator...*
[Crusader]
Chance Attack
Description: Gives greater damage when attacking monsters in the state of darkness.
Level 1: 101% damage when attacking monsters in the state of darkness.
Level 20: 120% damage when attacking monsters in the state of darkness.
*This works with Panic, now that Panic properly puts monsters into darkness, what kind of darkness is not very clear now. Not sure if this works with stunned monsters from Coma.*
[Hero]
Combat Mastery
Description: Physical Protection of attacks will be ignored at a set rate.
Level 1: Ignores physical defense at a 5% rate
Level 10: Ignores physical defense at a 50% rate
[White Knight]
Restorative Nation
Description: Immediately restores his health using the power of faith
Pre-requisite: Level 5 Shield Mastery
Level 1: MP -300 spent, Immediately recovers up to 20% HP, cooldown 360 seconds.
Level 30: MP -10 spent, Immediately recovers up to 80% HP, cooldown 60 seconds.
*Looks good. Pot-saver, but not really good enough for people who like to chew pots every second.*
[Paladin]
Blazing Armour
Description: Each attack has a chance of creating a personal shield that absorbs damage up to 5 times. The shield will remain for 60 seconds, and will not trigger again for a period of time.
Level 1: 2% chance to create a personal shield, absorbing damage up to 1 time. Cannot be re-played for 120 seconds.
Level 10: 20% chance to create a personal shield, absorbing damage up to 5 times. Cannot be re-played for 30 seconds.
*This is kind of imba...*
[Dragon Knight]
Judgement Dragon
Description: Increases critical chance when using Dragon skills and has a chance to convert some of the physical damage to health. However, does not work when maximum HP is more than half.
Level 1: When using Dragon skills, critical chance increased by 2%, 1% chance for 1% of damage to be converted to health
Level 10: When using Dragon skills, critical chance increased by 20%, 10% chance for 5% of damage to be converted to health
*Pretty good improvement*
[Dark Knight]
Beholder's Revenge
Description: Beholder attacks back at a chance after being hit by an enemy.
Pre-requisite: Level 1 Beholder
Level 1: 55% chance of striking back at 220% damage. 10 seconds waiting time.
Level 20: 100% chance of striking back at 400% damage. 5 seconds waiting time.
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. (Might be 10,000... translation not very good).
- 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*
F/P, I/L and Clerics
Spoiler
- All mage classes (as in ALL, including FW+Evan) gets a new skill:
Spell Mastery
Description: Improves magic skills and magic attack.
Level 1: Magic Mastery 12%, +1 MA
Level 10: Magic Mastery 50%, +10 MA
- Slow now reduces monster's movement speed by 80 (which means movement speed formula changed...) and lasts for 80 seconds.
- Fire Arrow deals 320% damage, and hits 3 monsters regardless of level.
- Poison Bubble deals 270% damage. Apparently from the translation it hints that the poisoning is 100% (unless resistant or immune of course) and deals 60% of the continuous damage every second for 6 seconds at max level... don't know how it works since I bet that every formula got revamped.
- Elemental Resistance for F/P and I/L is now 60%.
- Seal for both F/P and I/L now costs MP -20 at all levels.
- Magic Amplification for F/P and I/L is now 130% damage increase for 160% mana cost.
- New skill for F/P, I/L and Priests:
Teleport Mastery
Description: Teleport distance increases. Gives a chance to teleport of damaging enemies when teleporting to them, with a stunning effect.
Pre-requisite: Level 20 Teleport
Level 1: Teleport distance increased by 2, 3% chance to do 25% damage for up to 6 enemies with a stun time of 1 second.
Level 20: Teleport distance increased by 20, 30% chance to do 250% damage for up to 6 enemies with a stun time of 2 seconds.
- Explosion now deals 280% damage, slightly raised mana cost of MP -52.
- Poison Mist now deals 200% damage on poisoning, and 80% damage per second for up to 8 seconds. Lasts for 40 seconds. *Poisoning is making me crazy... the translation just doesn't make enough sense at times and with the mechanics for poison changing... grrr...*
- Magic booster for Mages now only increase casting speed by 1 level. No longer costs HP to cast.
- F/P and I/L mages get a new skill:
Elemental Reset
Description: *Kinda obvious... GoogleTranslate says that it turns them all into "shamanism" LOL*
Level 1: MP -14, 10% reduction in elemental property for 120 seconds
Level 1: MP -50, 100% reduction in elemental property for 300 seconds
- Elemental Composition (F/P) deals 430% damage, 80% chance of poisoning (up from 70%) and deals 60% damage per second for 5 seconds. Mana cost raised to MP -34.
- Big Bang for all Mage classes now do 900% damage. MP cost raised to MP -70. Hit box data still unelucidated.
- Mana Reflection for all Mage classes now reflect 1000% (!) damage. Duration is buffed to 300 seconds. The usual rules still apply.
- Infinity has changed:
Infinity
Description: For a period of time, HP and MP are continually recovered, and the damage of magic attacks is increased. Cooldown Time: 4 minutes
Level 1: MP -21, Recovers 1% of HP and MP every 4 seconds, and increases magic damage by 1%. Lasts for 11 seconds.
Level 30: MP -50, Recovers 10% of HP and MP every 4 seconds, and increases magic damage by 10%. Lasts for 40 seconds.
*Now that all Ultimates have a cooldown for mages, this becomes more relevant, and at the same time much more useful.
- All Mage classes get a new skill:
Master Magic
Description: Increases the duration of all buffs.
Level 1: 5% increase in duration of buffs
Level 10: 50% increase in duration of buffs
- All Ultimates have a 30 second cooldown at max level. For Archmages, MP cost is MP -380, while for Bishop MP cost is MP -600. Damage values are as follow: Meteor - 1250%, Blizzard - 1100%, Genesis - 1300%.
- All Summons for 4th Job Mages cost MP -120. Bishop's Bahaumat duration raised to 260 seconds while no change for Archmages' summons. Elquines freezes for 3 seconds at all levels. Damage values are as follow: Elquines - 330%, Ifrit - 360%, Bahaumat - 500%.
*In Fiel's translation, Ifrit and Elquines data got mixed up... no way can Ifrit freeze anything.*
- The duration of which Archmages' Demon skills reset elemental weaknesses of monsters now scale properly, at 5, 10 and 15 seconds for every 10 levels. Level scaling for no. of mobs hit has changed. Damage values are as follow: Fire Demon - 280%, Ice Demon - 240%.
- Paralyse deals 660% damage, mana cost raised to MP -40. Disabling duration is now evenly scaled according to skill level.
- Thunderbolt now deals 90% damage, attacks 3 times. MP cost raised to MP -45. *this makes cold beam look like a joke... especially its horizontal range got increased in the Adventurers' Patch...*
- Cold Beam now deals 360% damage. MO cost raised slightly to MP -27.
- Ice Strike now deals 260% damage. *Big difference compared to Cold Beam*
- Thunder Spear now deals 80% and attacks 5 times, and has a chance to stun for up to 5 seconds. Data not well elucidated so nothing said clearly about casting time or stun probability.
- Elemental Composition (I/L) deals 430% damage, MP cost raised slightly to MP -28.
- Chain Lightning deals 500% damage. No. of monsters hit starts at 4 and increases every 10 levels to a max of 6. MP cost raised to MP -44.
- The starting MP cost for Heal is now MP -18. Damage is still based on percentage as written in the description. *I reckon this was the basis of the changes in mage attacking formula.*
- Holy Arrow deals 370% damage, with a raised MP cost of MP -36. *this skill actually outdamages all the other wizard skills against a single monster???*
- Invincible and Bless now only require 15 SP each to max. Bless now gives +120 WDEF, +120 MDEF, +60 Acc, +60 Avoid and lasts for 300 seconds (up from 200s). *The buffing system better be smart... or at least let them stack! Speaking of which... that would make Dark Knights very very sick if they stack...*
- Elemental Resistance for Priests now reduce 40% damage.
- Priests now have a new skill:
Holy Attractions
Description: Through engaging the Holy Spirit of magic and skill, permanently increases the chance of dealing critical attacks when using holy spells.
Level 1: 2% chance of dealing criticals
Level 20: 40% chance of dealing criticals
*My god... this is NUTS TO TRANSLATE!*
- Mystic Door now lasts for 200 seconds and at a cost of MP -60. Still uses 1 magic rock.
- Shining Ray now deals 370% damage.
- Doom now costs MP -35 and 1 magic rock per cast. Change probability is reduced to 60%, and lasts 15 seconds.
- Summon Dragon deals 350% damage.
- Holy Shield lasts for 60 seconds, costs MP -65. Cooldown raised a little to 140 seconds.
- Resurrection now costs MP -50, but only requires 5 SP to master.
- Angel's Ray now costs MP -46, and deals 620% damage.
Hunters and Crossbowmen
Spoiler
Skill Changes for Archers:
- Hunters and Crossbowmen get a new skill:
Improved Fundamentals
Description: The Archer's base power of Arrow Blow and Double Shot is polished. (kns to translate...)
Level 1: Arrow Blow: +7% Damage; Double Shot: +5% Damage
Level 20: Arrow Blow: +70% Damage; Double Shot: +50% Damage
- Soul Arrow lasts for only 300 seconds.
- FA for both Hunters and Crossbowmen now trigger at a 40% rate, at 150% damage.
- Mastery skills for both Hunters and Crossbowmen now increase mastery to 50% and adds 60 Acc. *There seems to be some data error at the extractions, but I'm reasoning that the mastery skills should be similar throughout all the classes.
- Power Knockback now gives 100% KB rate and pushes back a max range of 300.
- Arrow Bomb now costs MP -24, deals 230% damage. Stun and MP cost scaling according to level has been evened out.
- Thrust now only requires 10 SP to master.
- Mortal Blow 1HKO trigger rate is raised to 30%. Since minimum shooting range has been removed, close-range trigger rate is removed.
- Rangers and Snipers get a new skill:
Dodge
Description: Permanently increase the avoidance rate, [and your next attack will be a critical hit].
Level 1: 2% chance to evade attacks
Level 10: 20% chance to evade attacks
*Parts in square brackets unconfirmed since translation is not clear.*
- Puppet's HP raised to 8000 HP, and its HP and duration scaling according to level is now more even.
- Arrow Rain and Arrow Eruption now hits for 350% damage and attacks 10 (!) monsters.
- Golden Eagle and Silver Hawk attacks at 200% damage.
- Strafe attacks at 125% damage. The skill starts at lower mana cost and damage percentage.
- Inferno attacks at 300% damage, and deals up to 50% damage per second for up to 6 seconds. Starts with 3 seconds burn time, and MP cost and burn time scaling according to level is more evened out.
- Bow and Crossbow Expert now gives 60% mastery and +11WA at max. Starts off with 51% mastery and +1WA.
- Sharp Eyes increases critical rate by 15%, and critical damage by 10%. Mana cost raised to MP -45.
- Dragon Pulse deals up to 180% damage at max level, and MP cost scaling according to level is now more even.
- Pheonix and Frostprey now lasts for 220 seconds, damage values are as follow: Pheonix - 360% damage, Frostprey - 330% damage. MP cost scaling is no longer incremental per level, but rather incremental every 2 levels.
- Bowmasters get a new skill:
Benjyeonseu (???)
Description: Every shot has a chance to damage and knockback surrounding enemies, stunning for 2 seconds.
Level 1: 2% chance to attack up to 2 enemies at 105% damage with knockback and 2 seconds stun
Level 10: 20% chance to attack up to 6 enemies at 150% damage with knockback and 2 seconds stun
*Translation phail...*
- Hurricane now deals 130% at max level.
- Concentrate now gives +25WA boost. Starts off with 140 seconds duration, and duration scaling according to level is now more even.
- Iron Arrow deals 300% damage.
- Ice Arrow attacks at 270% damage. MP cost scaling according to level is more evened out.
- Marksmen/Crossbow Masters get a new skill:
Marksmanship
Description: Permanently increases the hit rate, and attacks can bypass physical protection at a certain rate.
Level 1: 1% increase in hit rate, ignores physical defense at a 1% rate
Level 10: 10% increase in hit rate, ignores physical defense at a 10% rate
*Do we really need 10% increase in Acc? o.O*
- Pierce costs MP -42, and MP cost scaling is now more even.
- Snipe's cooldown is greatly reduced at lower levels. At max, cooldown remains at 5 seconds. MP cost raised to MP -70 at the start, and MP -12 at max level.
Assassins and Bandits
Spoiler
- Assassins and Bandits get a new skill:
Shadow Resistance
Description: Having an affinity with darkness, increases maxHP and resistance to all elements and states.
Level 1: Increase MaxHP by 1%, 1% resistance to states, 1% resistance to all elements
Level 10: Increase MaxHP by 10%, 20% resistance to states, 10% resistance to all elements
*Translation still a little murky for this skill. States should be referring to conditions such as darkness and seal etc.*
- Claw and Dagger Mastery now gives 50% mastery and +60 Acc.
- Critical Throw gives 50% chance to deal a critical hit, and increases the minimum damage of critical hits by up to 10%.
- Drain now deals 250% damage.
- Shadow Partner maxes at level 20 with 40% basic attack .
- Shadow Web now immobilizes at a 100% rate when maxed.
- Critical rate for Shadow Mesos is raised to 50%.
- Avenger now deals 440% damage.
- Assassins and Hermits get a new skill:
Shadow Mirror
Description: Summons a dark mirror to deny all things for a period of time. The mirror will reflect the damage to all enemies, but will not reflect more than half of the MaxHP of the enemies.
Level 1: MP -60, summons a dark mirror for 22 seconds, reflecting 350% of the damage. Cooldown: 260 seconds
Level 20: MP -100, summons a dark mirror for 60 seconds, reflecting 1300% of the damage. Cooldown: 60 seconds.
- Fake now gives an evasion chance of 40% at max level, starting at 11% at level 1.
- Venom now poisons at a 40% rate, dealing up to 40% damage per second for up to 8 seconds at max level.
- Night Lords get a new skill:
Trained Recognition (???)
Description: ??????
Level 1: 2% chance of charging 1 star.
Level 10: 20% chance of charging 1 star.
[This is some hell of a translation. Something about recognising something during an attack, and has a chance of not consuming a star, or awarding a star?? Something about not applying when something happens, and also something like not being able to charge more than the number of stars consumed by the Spirit Javelin Skill. Also something about the next attack being a critical. Requires Level 5 Spirit Javelin.]
- Ninja Ambush now attacks for 14 seconds, dealing 180% damage.
- Triple Throw now deals 270% damage.
- Ninja Storm now deals 300% damage, and pushes back enemies by a distance of 300. Knockback distance starts at 100 at level 1, and distance scaling over level is more even.
- Steal now deals 220% damage.
- Savage Blow now attacks 6 times at all levels, and deals up to 85% damage at max level. Starts at 56% damage.
- Mana cost of Chakra is greatly increased, at MP -45 at level 1 and MP -140 at max level 20. Damage taken is reduced to 60%.
- Assaulter deals 340% and attacks 4 times (!).
- Pickpocket duration reduced to 150 seconds, but requires only 10 SP to max.
- Band of Thieves now deal 390% damage to 5 enemies. Scaling for no. of enemies hit is also changed, starting at 3 enemies at level 1.
- Meso Explosion now deals 180% damage per bag, and damages up to 10 enemies.
- Shadowers get a new skill:
Greed
Description: Non-degree training of thieves and increase the amount of the acquisition methods. In addition, all the skills to utilize methods that dramatically improves the efficiency.
Level 10: Increases monster drop rate by 2% and pickpocket meso drop rate by 2%. Decreases damage taken by meso guard by 1% and decreases amount of mesos consumed by 1%. Meso Explosion damage increased by 5% per explosion.
Level 10: Increases monster drop rate by 20% and pickpocket meso drop rate by 20%. Decreases damage taken by meso guard by 10% and decreases amount of mesos consumed by 10%. Meso Explosion damage increased by 50% per explosion.
*Had hell trying to translate this. Thanks to Cactuar for his translation.*
- Assassinate now deals 740% damage. No mention about critical damage, presumably the last attack has a predefined rate of critical or possibly 100% critical, but unclear for now. Charge time level scaling is now more even.
- Boomerang step now deals 450% damage and attacks 4 times (!).
Blade Slash, incase no one noticed cause you can't read korean, Brandish is attained in 3rd job and then Blade Slash comes in in 4th job.
The animation of Brandish looks the same as before, so I'm getting blade slash is passive and adds to brandish? I don't really know.
That looks awesome.
Edit: Crap they nerfed Elemental Resistance a little? Oh well, a loss of 10% can't be the worst thing...
Greed: +10% Mesos Guard Ratio (according to Pride)
I know Hadriel attempted to translate it differently but I was wondering if someone could test this.
What does that particular effect of Greed actually do? Does it...
1. Increase Mesos Guard's damage reduction by 10%? i.e. -50% damage taken to -60% damage taken.
OR (according to what I understand from Hadriel's post)
2. Reduce the amount that the meso consumption multiplier is applied to without having the character take more damage? i.e. character still takes 50% of the damage, but the other 50% is converted to 40% by subtracting 10% and the 61% (at maximum Mesos Guard) is applied to this 40%.
p.s. Is it Brave Slash or Blade Slash now? Nevertheless, it looks totally awesome. Was expecting Dissidia Cloud's Cross Slash, but...this is good too. :p
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