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KMST Balance Patch
#1
This was posted on SW forums.

Original post: http://www.sleepywood.net/forum/showthre...?t=1619049

And here's the information on Insoya: http://www.insoya.com/bbs/zboard.php?id=bbs12&no=318

Quote:This is test server patch at the moment.


-Mage
Fire arrow can now hit upto 4 monsters

Explosion base attack increased by 10 when mastered

Element Amplification's damange increased by 10%


-Gunslinger
All skill attacks are set to attack like mage's magic(?)[Meaning no more meele attack in close range]

Double shot's range has been increased and 30% more improved damange when mastered

Recoil Shot cool time is decreased

Flamethrower, Ice Splitter, and Rapid Fire damanges are increased by 30% when mastered

Battleship's armor(?) is increased

Elemental Boost's effect damange increased by 5%, freeze time is 4 sec now.


-Brawler
Energy Charge's stance(?) effect has been improved.

Barrage range is improved


-Bandit, CB, Shadower skills are changed
Endure heals HP 40, MP 20 more when mastered

Band of Thieves damange improved by 40% when mastered

Dark Sight's cool time(?) is decreased

Venom's lasting time and chance are increased by 4 sec and 20%

Assassinate's accumulative damage is reduced by 4 sec

Boomerang Step's cool time is decreased and now can be used regardless platform shape.

Assaulter's damange improved by 50% when mastered

Meso Guard's lasting time increased by 60 sec and use mesos to guard % are reduced by 17%



I had some trouble with translating since I don't speak English that well.

This patch is just a beginning.
Glitter @ Corsair updates, but I'm surprised they got them. I thought they were fine the way they were. Hopefully there will be better updates for Buccaneers, Shadowers, Paladins, and Mages.
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#2
Arch mages didn't get that super update i suppose...
why no Paladin love?
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#3
It's just the first patch, I'm sure there's more to come.

Also, they could be adjusting the magic damage formula, which could be why they didn't give Arch Mages a giant overhaul.

I editted in the link to the post on Insoya, which is a more credible source than SW. Rolleyes
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#4
Not much for Vipers yet... I hope they fix their critical...
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#5
I hope for critical fixing for buccs too, and maybe making dragon strike have range and/or speed like shark wave.
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#6
finalbragade Wrote:Arch mages didn't get that super update i suppose...
why no Paladin love?

Just the beginning patch, mang Biggrin

Anyway, fire mages finally get mobbing skillz
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#7
-Fire arrow can now hit upto 4 monsters-


any1 sense a lightningbolt(or was it thunder?)/cold beam adjustment soon?
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#8
cleric1213 Wrote:-Fire arrow can now hit upto 4 monsters-


any1 sense a lightningbolt(or was it thunder?)/cold beam adjustment soon?

Nope, thunderbolt and cold beam is fine as it is.
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#9
the new fire arrow overpowers thunderbolt/cold beam
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#10
nice shadower updates, especially endure!
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#11
cleric1213 Wrote:the new fire arrow overpowers thunderbolt/cold beam

how ? fire arrow hits 4 mobs and you still cant stand on a sniping spot ABOVE the mobs to hit.
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#12
OH BOY OH BOY. I hope they not only fix stuff with these classes, but... Also NLs, yeah.

But I mean not with damage, but with stuff like this:

Disorder: Not needed, but would be actually useful for everyone if it was able to be used with stars too.

Avenger: Make it hit the FIRST 6 monsters in front of you, not only the same 6 all the time in a mob. In fact, the damage's perfect right now, even with TT in mind, since venom affects more at a time, being more effective, and if you are able to hit different ones as you KB the ones in from of you, it's a nice passive boost on training only... But of course, on selective venomable places.

...Can anyone confirm endure, dark sight and venom are changed to us too?

Drain: It's a fantastic money saver right now, and all I want is... a new animation. Seriously, TRIPLE BOOSTER...

Flash Jump: Remove that pot lag effect... It'd help us to survive a LOT, by using skill, and not depending on lag.

Shadow web: Make it 100% chance to web at maxed, and it'll actually be useful at times. Not that I'd still max it, but would make a nice thing.

Shadow meso needs a tweak too, I guess.

Ninja Storm: Well, considering it's a useful skill just when you get surrounded, the max level is quite... high. Since lowering it would screw a lot of people over, why not buff the lower levels? Because having to wait to lv 30 for 100%... Maybe make it 50% or 60% at lv 1, then keep it growing.

Speed attack top. Make it break the current limit... Speed infusion would be cool helping everyone, and would increase brawler's potential. Maybe even Hurricane, somehow, even if it's a fixed speed.

Recharging stars... Well, make stores have an option to recharge ALL your sets of stars... Corsairs will surely love it too.


Well, there you go, a way to balance NLs, without making them overpowered.
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#13
I hope that they will change some more mage skills like holy arrow or heal...
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#14
LF>lv30 brandish to hit 5 mobs!!!!!!!!!
LF>stronger effect of combos
LF>stronger shout
!!!!
pleaseeeeeeeeeeeeeeeeeeeeeeeee
if heroes wont get an update ill b pisseddddddddddddd
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#15
Nice changes to shadowers ^^.

Fire arrow hitting 4 monsters will be strange, guess it will have some form of downgrade in power or iron arrow-like effect. Otherwise it's as strong as fire demon on 4 monsters

Alloy Wrote:Avenger: Make it hit the FIRST 6 monsters in front of you, not only the same 6 all the time in a mob.
All mob skills work like that, they always hit the oldest monsters in the map.
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#16
Assassinate's accumulative damage is reduced by 4 sec -> 12secs for 5x multiplier >>> 8secs for 5x multiplier Big Grin

Boomerang Step's cool time is decreased and now can be used regardless platform shape. -> OMG OMG, FINALLY!!! Big Grin

Assaulter's damange improved by 50% when mastered -> 450% >>> 675%? Big Grin

Meso Guard's lasting time increased by 60 sec and use mesos to guard % are reduced by 17%

--> 78/1.17 = 66.66% of guarded damage = 33% to mesos, 50% damage done, 17% no damage! Big Grin

Omg... I would almost move back to my Shadower! Big Grin
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#17
Saar331 Wrote:LF>lv30 brandish to hit 5 mobs!!!!!!!!!
LF>stronger effect of combos
LF>stronger shout
!!!!
pleaseeeeeeeeeeeeeeeeeeeeeeeee
if heroes wont get an update ill b pisseddddddddddddd

happy pissing dude... hero is already strong enough.
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#18
Devil Wrote:Assassinate's accumulative damage is reduced by 4 sec -> 12secs for 5x multiplier >>> 8secs for 5x multiplier Big Grin

Boomerang Step's cool time is decreased and now can be used regardless platform shape. -> OMG OMG, FINALLY!!! Big Grin

Assaulter's damange improved by 50% when mastered -> 450% >>> 675%? Big Grin

Meso Guard's lasting time increased by 60 sec and use mesos to guard % are reduced by 17%

--> 78/1.17 = 66.66% of guarded damage = 33% to mesos, 50% damage done, 17% no damage! Big Grin

Omg... I would almost move back to my Shadower! Big Grin

Assaulter is 450%->500%.

There are detailed tables on Insoya. I'd post them but I'm not Korean, nor can I read it. Rolleyes
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#19
Devil Wrote:Assaulter's damange improved by 50% when mastered -> 450% >>> 675%? Big Grin

I'm afraid 450% + 50% is more likely to be 500%.

But yeah, a nice boost anyways.
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#20
Looking forward to seeing these updates in action (video footage). Especially interested in the shadower updates, naturally.
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