Here will be a complete listing of everything that is obvious and everything not so obvious about the skill changes. When talking about skills, assume max level. I will keep this updated for anyone that doesn't want to parse through 300+ posts to find what they're looking for.
To see a level-by-level analysis of many of these skills, please see this thread.
Updated for 1.2.276 Updated for 1.2.278 Updated for 1.2.279
Warriors
Hero
- Rush - Damage increased by 10%. Range increased by 20 pixels horizontally.
Page
- Threaten - MP cost raised slightly. Duration decreased from 120 seconds to 80 seconds. New variables added --> (z = 20, subTime = 8, prop = 50). Threaten is now percentage based and affects enemy attack, defense, and accuracy.
White Knight
- Charged Blow - Range increased to 180 from 150. Stun duration increased from 4 to 6
- Fire Charge : Sword - Damage increased to 140% from 120%.
- Flame Charge : BW - Damage increased to 140% from 120%.
- Lightning Charge : Sword - Can now use in conjunction with other charges
- Thunder Charge : BW - Can now use in conjunction with other charges
Paladin
- Rush - Damage increased from 130% to 140%. Range increased by 20 pixels horizontally.
- Blast - Damage increased from 550% to 580%.
- Holy Charge : Sword - Damage increased from 140% to 150%.
- Divine Charge : BW - Damage increased from 140% to 150%.
Dark Knight
- Rush - Damage increased from 130% to 140%. Range increased by 20 pixels horizontally.
- Beholder's Buff - Can now smart detect if the buff that Beholder is giving is better than the already applied buff. If Beholder's buff is better, then Beholder's buff is applied. If Beholder's buff is worse, then Beholder's buff is not applied
Mages
F/P Mage (II)
- Fire Arrow - Hits three mobs instead of one. Fire Arrow is now an AoE attack with 350% range. Added new skill animations for when you reach levels 40 and 50.
F/P Mage (III)
- Magic Amplification - Damage boost increased to 150% from 140%.
- Explosion - Delays reduced by about 30%. Basic attack increased to 130 from 120.
F/P Mage (IV)
- Meteo - MP cost reduced from 3500 to 2900. Basic Attack increased to 620 from 570.
- Paralyze - Basic attack increased to 240 from 210.
- Fire Demon - Basic Attack increased to 140 from 120
I/L Mage (III)
- Magic Amplification - Damage boost increased to 150% from 140%.
I/L Mage (IV)
- Blizzard - MP cost reduced from 3500 to 2900. Basic Attack increased to 600 from 570 (not a typo, it's 600)
- Ice Demon - Basic Attack increased to 120 from 100
- Chain Lightning - Basic Attack increased to 210 from 180
Bowman
Hunter
- Arrow Bomb : Bow - Damage increased to 150% from 130%
Ranger
- Inferno - Inflicts burn damage for 6 seconds. Damage increased to 160% from 150%.
Crossbowman
- Iron Arrow - Damage increased to 200% from 180%
Sniper
- Strafe - Can now instant kill with a 3% probability to mobs affected by Sniper's Blizzard
Marksman
- Snipe - Cooldown time reduced slightly in the lower levels. Level 1's cooldown time reduced from 240 to 235
- Pierce - Charge up time reduced.
Bandit:
- Endure - HP/MP regen increased to 100/60 from 60/20.
- Steal - Changed to be an AoE mob move. Damage increased from 100% to 130%. Hits 4 mobs with a good sized range (colored in black in the picture). Skill now stuns for 4 seconds.
Chief Bandit:
- Assaulter - Range increased by 50 pixels horizontally. Damage increased to 500% from 450%. Assaulter use delay decreased.
- Band of Thieves - Damage increased to 250% from 210%.
- Meso Guard - Duration increased to 180 from 120. The amount consumed by mesos is also lowered to 61%. (Taking 1000 damage yields 195 damage and 305 damage consumed by mesos)
Shadower:
- Venom - Duration increased to 8 seconds from 4 seconds. Probability increased to 50% from 30%. Band of Thieves now works with Venom.
- Boomerang Step - Use delay decreased. Can now use BStep on edges of platforms and maps.
- Assassinate - Charge time reduced from 12 seconds to 8 seconds.
Pirates
Pirate:
- Double Fire - Range increased by 30 pixels. Damage increased to 110% from 80%.
- No minimum range on any skills
Marauder:
- Energy Charge - "Stance" effect increased to 90% from 50%.
- Energy Blast - Now stuns with 40% probability for 8 seconds. Range increased from 100% to 110%
Buccaneer:
- Barrage - Range is increased by 40% (120 from 85)
- Dragon Strike - Delays reduced by about 30%.
Gunslinger:
- Recoil Shot - Use delay decreased
Outlaw:
- Flamethrower - Horizontal range increased to 380 pixels from 350 pixels. Damage increased to 190% from 160%.
- Cooling Effect - Horizontal range increased to 380 pixels from 350 pixels. Damage increased to 160% from 130%.
Corsair:
- Rapid Fire - Damage increased to 200% from 170%. Range increased to 380 pixels from 350 pixels.
- Elemental Mastery - Dot damage increased to 10% from 5%. Increased Flamethrower and Cooling Effect duration to +4 from +2.
- Battleship - HP formula changed (to what?)
If they have done these great things for Shadowers and Corsairs, I wonder what they have planned for Paladins which is something they specifically said they'd improve?!
[COLOR="Green"]"We were supposed to update Paladins?"
Either way, looks like Shads got some nice boosts.
I'm unsure of what will happen with the Paladin stuff, since messing with anything will make everything go out of whack.[/COLOR]
So do all Corsair skills that previously had minimum range have no minimum range now? Those being Invisible Shot, Homing Beacon/Bullseye, Rapid Fire, and Hypnotize. Burst Fire's assumed because Double Shot. Also, wasn't there something before about Recoil Shot's cooldown time being taken away/reduced?
Buccaneers need moar halp. I hope "Part 1" only means one part of all the changes are considered, and doesn't actually mean that's all they'll change for the class, period.
*Continues to twiddles thumbs anxiously as more changes are announced.*
Fiel Wrote:Meso Guard - Duration increased to 180 from 120. The amount consumed by mesos is also lowered to 61%. (Taking 1000 damage yields 195 damage and 305 damage consumed by mesos)
1000 damage from monster => 500 damage to Hp, 305 to mesos.
My Korean friend told me that he found a site with Nexon Korea's plan for the future skill updates and he said every class that's listed here will NOT be recieving another enhancement. Every other class will be changed within the next few patches.
I don't know how accurate that is, but if he's telling the truth, I'm going to quit my Viper permanently. There's no reason to play a class when it has no use other than giving buffs to people. Us Vipers are already at the bottom of the DPS chain, so if we really don't get an increase in DPS, I'm just going to make my Aran my main.
ShiKage Wrote:I don't know how accurate that is, but if he's telling the truth, I'm going to quit my Viper permanently. There's no reason to play a class when it has no use other than giving buffs to people. Us Vipers are already at the bottom of the DPS chain, so if we really don't get an increase in DPS, I'm just going to make my Aran my main.
There is no way they're not going to buff buccs somehow.
I'm still not over why the pineapple they've buffed corsairs though...
ShiKage Wrote:There's no reason to play a class when it has no use other than giving buffs to people. Us Vipers are already at the bottom of the DPS chain.
Are you kidding? Does the time it takes to use Backspin really cripple your DPS that badly? Do you have to have a DPS higher than that of a Hero's to be considered a "good class"? Why can't you just enjoy your Bucc for all of the reasons you started playing it in the first place? I don't think you sat there and thought "HMMM AND IN JANUARY 2010 THEY'LL RELEASE CLASS UPDATES; THEN I WILL BE THE ULTIMATE" when you chose to play one.
You're never going to be more important than a Night Lord, Corsair, or any other hard-hitting ranged class. You'll always be looked at as a buff mule because there will always be one class stronger than you. You'll never be at the top of the DPS chain, or even in the middle. Surprise!
I'm pretty sure you knew all of this from the start.
Greg Wrote:Are you kidding? Does the time it takes to use Backspin really cripple your DPS that badly? Do you have to have a DPS higher than that of a Hero's to be considered a "good class"? Why can't you just enjoy your Bucc for all of the reasons you started playing it in the first place? I don't think you sat there and thought "HMMM AND IN JANUARY 2010 THEY'LL RELEASE CLASS UPDATES; THEN I WILL BE THE ULTIMATE" when you chose to play one.
You're never going to be more important than a Night Lord, Corsair, or any other hard-hitting ranged class. You'll always be looked at as a buff mule because there will always be one class stronger than you. You'll never be at the top of the DPS chain, or even in the middle. Surprise!
I'm pretty sure you knew all of this from the start.
Being STRONGER than anyone isn't what I want. I want to be on an equal playing field as everyone else. Vipers would be COMPLETELY USELESS if they weren't ever given Wind Booster or Time Leap. Granted that I'm called to Future Toukyou some times to be a KB mule, but every other time, NO ONE EVER accepts me to bossing parties or ever thinks of inviting me because Vipers are just too damn weak. I'm pretty sure even Shadowers out-damage Vipers.
To answer your first question, yes. Using Back Elbow would be horrible for the percent per hour ratio. It would nearly cut our current ratio in half, if not worse, if we used it instead of Screw Punch.
Classes like Vipers and Shadowers are fun to play, but after a while, there's just too much missing... I can't kill fast enough to train with a bishop, which makes the class even worse, because you're training slower than others while you're also completely unecessary for bossing.
You, as a Shadower, should know this. Why are you bashing me for wanting even a slight boost for my class, when you, yourself, have raged about the skill updates not working when they were added the first time around?
Rayquaza2233 Wrote:BoT activating venom makes me happy. Mob poison move is good.
The problem is that most monsters die way too fast for venom to be that usefull. Back in the old days where at lvl 80 training at death teddies it took about 7~12 lucky 7 hits to down one, venom would have been amazing. I know we do not get venom before 120, but a simillar situation is needed to make the skill good. As it is now, when my venom strikes, the monster is already dead.
Though, if we get monsters with 10 times the hp of the oblivion foes, my blue colored venom numbers will probably speed my training significantly.
ShiKage Wrote:You, as a Shadower, should know this. Why are you bashing me for wanting even a slight boost for my class, when you, yourself, have raged about the skill updates not working when they were added the first time around?
Because that's all it is. A slight boost. I'm not bashing on you for wanting a passive critical, and I've agreed on its implementation more than once. I'm bashing on you because you think Buccs have it so bad, when they've got a ton of potential in comparison to most Adventurers. Why would Buccs be "completely useless" without Time Leap or Wind Booster? What's so fun about being a Zakum party's bitch? Buccaneers are excellent bossers. The only reason it sucks for you is because you're limited to whoever cares about you in JMS. It works about the same in every other version of Maple; you either boss with friends for the enjoyment of bossing, or you're a buff slave. I can't say I understand your comparison to myself; I know my Shadower's flaws and understand that they aren't the best at everything. You, on the other hand, think every other class has it better than Buccs, and that's a joke.