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Dark Knight Skill Changes
#1
Trying to squeeze this in before KMS 1.2.196. I say that, but I only started working on this in the afternoon today (I rewrote everything, including all the skill descriptions and readouts). Anyway, this is my fantasy Dark Knight changes (although it's not what I would have really wanted). Like I said, I only started this afternoon, so I actually went with it along the way. I do have several skills that I had no idea to do with (Gungnir's Descent and some Beholder skills), so forgive me for their crappiness. I decided to present it in Ultimate Skill Tables format since I changed basically every skill minus two or three.

Please enjoy.

 Swordsman
 Spearman
 Berserker
 Dark Knight

[SPOILER=Changes from "Old 2"]Swordsman

- Strong Body: the maximum HP increase has changed to 2*(roundUp(level/2)). Because it would be weird giving Hyper Body a pre-requisite of level 20 of this skill because of the new Unleashed/Spark UI, when you might not even advance into a Spearman. Changed so that you will get 20% HP no matter what. Or does that not work with the Explorer revamp making their jobs work like the newer classes?

Spearman

- Iron Will: now creates a shield equal to 10% of your maximum HP. Its HP will be displayed above your character. Damage reduction removed. Duration increased to indefinite. Cooldown of 30 seconds added. Note: the shield does not heal, drain, or take DoT. Damage does not carry over from the shield to your HP. For early stages of Sacrifice.
- Hyper Body: now passively increases your HP by 150%. Active effects no longer affect the caster. To torture you during Sacrifice muahahaha.

Berserker

- Gungnir's Descent: slow rate against bosses changed from halved effectiveness to 20%. DoT now only works on slowed enemies. Don't want bosses immobilised half of the time. Since Spear probably breaks if it fails (otherwise it would look weird), the drain logically shouldn't be happening, either.

Dark Knight

- Shock of the Beholder: hitbox is modified. To fit the animation and make it a bit more awesome.
- Revenge of the Beholder: now has a drain rate of 10%. Damage drained decreased to 5%. To decrease funding gap.
- Sacrifice: the cooldown now happens after the skill ends. The cooldown has been decreased from 120 to 60 seconds. Less annoying is you d/c or die before buff is over, and buff duration won't cut into the cooldown.
 Old 2

[SPOILER=Changes from "Old 1"]Swordsman

- Slash Blast: number of enemies hit decreased from 6 to 4. For Spear Rush's mob count.

Spearman

- Crossover Chain: drain effects are removed. Now has a 20% chance to heal 10% of maximum HP when attacking. To make it less funding-centred.
- Spear Arc -> Drawing Arc: delay increased from 780 to 810 milliseconds. Stun effect removed. Number of enemies hit decreased from 8 to 6. Hitbox modified. For Spear Rush's mob count. Also makes this skill more like a main attack than magnet skill, also for Spear Rush.
- Iron Will: damage reduction increased from 20% to 30%. Guard rate removed. Guard rate does not suit class.

Berserker

- Fury Outburst: improvements on Crossover Chain's drain effects removed. Now increases Crossover Chain's healing rate by 30%. To match new effect of Crossover Chain.
- Ascalon's Typhoon: keydown damage increased from 120% to 150% and hit delay increased from 120 to 180 milliseconds. Damage increased from 225% to 300% and number of hits decreased from 4 to 3. Number of enemies hit decreased from 10 to 8. Prepare time changed to 360 milliseconds. Most aesthetic, and also for Spear Rush and Blade Frenzy.
- Blade Frenzy: activation rate decreased from 5% to 1% and duration decreased from 20 to 5 seconds. Now increases maximum movement speed by 40%. Also has another 20% chance effect for the finisher of Ascalon's Typhoon, where the next use doesn't have a startup delay. If the chance fails, it will not disappear, but accumulate until it works. Since I couldn't make Gungnir's Descent focus on the finisher part of Ascalon's Typhoon, I made Blade Frenzy focus on both.
- Gungnir's Descent: the spear no longer disappears after the attack. Now decreases movement speed by 100% for 10 seconds, and deals 100% DoT every second for 10 seconds, with 10% of DoT drained. Defence ignore removed. For better heath recovery and a little more utility.
- Berserk Spirit: now increases elemental resistance by 30%, status resistance by 30% and damage reduction by 20%. Maximum level increased to 15. Minimum critical damage removed. Because Endure is only common between Crusaders and Berserkers.
- Spear Rush: number of enemies hit increased from 10 to 12. Damage decreased from 600% to 500%. Stun rate decreased from certain to 60%, and stun duration decreased from indefinite to 5 seconds. Making it the proper mob control skill it should be instead of an ascended, yet not really, Spear Arc.
- Endure: removed. Because Endure is only common between Crusaders and Berserkers.

Dark Knight

- Beholder: all Beholder skills will now have a 1500 millisecond delay. Because it's necessary.
- Shock of the Beholder: damage increased from 330% to 495%, number of hits decreased from 10 to 1. Frequency removed. Stun removed. Hitbox modified. Does not activate if there are no enemies in range (counter will stay on 0). Now a toggle skill. Still just as powerful, but more prone to interruptions. Less range to avoid AFK training at weaker mobs.
- Curse of the Beholder: Does not target enemies already affected. Now a toggle skill. So the accumulation pattern from 0 to 100 will not be disrupted.
- Hex of the Beholder: stats changed to total damage +20% and defence ignore +20%, boss damage +10% and resistance ignore +10%, critical rate +20% and damage reduction +20%, minimum critical damage +15% and maximum critical rate +15%, or elemental resistance +15% and status resistance +15%. A random pair of stats will be chosen. Now has a duration of 30 seconds (cannot be cancelled, can be dispelled). Buffs party members individually. Does not target party members already affected. Now a toggle skill. For a variety of buffs between party members and more of a point for individual party members being buffed.
- Revenge of the Beholder: Instant kill removed. Damage increased to 1200%. Now a toggle skill. Purely recovery skill, instant kill is unique to Curse of the Beholder.
- Sacrifice: only prevents death once per skill activation. If you die during the buff, Beholder skills will be disabled instead (Beholder last), until the buff ends. This was what was initially intended (one death per buff), but it would have been hard to survive. Therefore, the Dark Knight is given more 5 chances, but not without cost.
 Old 1
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#2
I really dig the fact that your Berserker skills make us seem like actual Berserkers.
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#3
Why remove the increase MP on hyper body? Mages would be sad about this.
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#4
Even Wrote:Why remove the increase MP on hyper body? Mages would be sad about this.

as a mage, 30,000 mp is enough
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#5
Even Wrote:Why remove the increase MP on hyper body? Mages would be sad about this.

Personally, as a Dark Knight, I love having extra MP. I for one think hyper body should be a 100% boost to both HP and MP and the hyper for HB should double it to 200%.
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#6
I like the direction your taking Drks, just like to add a couple things that need fine tuning. With all the -% damage ignore you have from all the skills, your up to about 90% touch damage reduction o....o and 40% damage reduction from magic attacks.(reason i point this out, is because 50% touch damage reduction+ 40% Damage reduction would stack with current maple physics, you would have to change the entire damage reduction formula for it not to stack, seperating it into Touch damage reduction/ And magical Damage reduction, instead of it being 1 kind, and in the proccess by doing so, you would screw paladins over)

And if everyone would have the same swordsman skills, this would put paladins at over 100% touch damage reduction(lol, i would personally love this, but we all know this is broken, just stand on the body of boss and never take damage), and heroes at 70% o....o Hex of the beholder is just too strong imo. On chars with 100% critical(like marksman,hayato,bishops, phantoms,Drks), 30% critical damage boost(THIS IS MORE THAN SE) Is pretty much giving them a 30% damage boost, and on top of they also get a 30% damage boost as well from this ._.

You have to specify which kind of critical damage, min/max as well. Id say for such a powerful buff not having CD is kinda ridiculous. Something along the lines of in for 60-120 seconds buff timex-then having cd of 180-240 seconds. So you only have it activate half the time :X and i think it would run more well with its getting down to the final moments, i need to go more berserkish theme. Cause having it on at all time is like :S

I do like what u did with Beholder in 4th job, and having it auto scream every 10 seconds is an awesome idea. Im going to assume u removed Dark Impale because i dont see it here. So what is your 4th job mobbing move if you have one? Is it the 3rd job ascalon typhoon? Then i think it might need a buff up of some kind once you reach 4th job so you can keep up heroes/pallies mobbing capabilities. Would like to see your idea on Hyper skills(on a side note, put back the %mp on hyper body, you would be making mages sad :C) And would like to see what you would do with changes to the 150 hyper skill and Potato.
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#7
MetaSeraphim Wrote:I really dig the fact that your Berserker skills make us seem like actual Berserkers.

At first I thought that Berserkers overlapped with Heroes, but then I realised that rage =/= insanity!

Even Wrote:Why remove the increase MP on hyper body? Mages would be sad about this.

Because this job branch suddenly became extremely HP based thanks to Crossover Chain becoming the specialised skill. Mages should feel good though, since it is now established that MP is 50% more valuable than HP!

KillerZero Wrote:I like the direction your taking Drks, just like to add a couple things that need fine tuning. With all the -% damage ignore you have from all the skills, your up to about 90% touch damage reduction o....o and 40% damage reduction from magic attacks.(reason i point this out, is because 50% touch damage reduction+ 40% Damage reduction would stack with current maple physics, you would have to change the entire damage reduction formula for it not to stack, seperating it into Touch damage reduction/ And magical Damage reduction, instead of it being 1 kind, and in the proccess by doing so, you would screw paladins over)

And if everyone would have the same swordsman skills, this would put paladins at over 100% touch damage reduction(lol, i would personally love this, but we all know this is broken, just stand on the body of boss and never take damage), and heroes at 70% o....o Hex of the beholder is just too strong imo. On chars with 100% critical(like marksman,hayato,bishops, phantoms,Drks), 30% critical damage boost(THIS IS MORE THAN SE) Is pretty much giving them a 30% damage boost, and on top of they also get a 30% damage boost as well from this ._.

You have to specify which kind of critical damage, min/max as well. Id say for such a powerful buff not having CD is kinda ridiculous. Something along the lines of in for 60-120 seconds buff timex-then having cd of 180-240 seconds. So you only have it activate half the time :X and i think it would run more well with its getting down to the final moments, i need to go more berserkish theme. Cause having it on at all time is like :S

I do like what u did with Beholder in 4th job, and having it auto scream every 10 seconds is an awesome idea. Im going to assume u removed Dark Impale because i dont see it here. So what is your 4th job mobbing move if you have one? Is it the 3rd job ascalon typhoon? Then i think it might need a buff up of some kind once you reach 4th job so you can keep up heroes/pallies mobbing capabilities. Would like to see your idea on Hyper skills(on a side note, put back the %mp on hyper body, you would be making mages sad :C) And would like to see what you would do with changes to the 150 hyper skill and Potato.

By touch damage, I mean the only thing Snails can do and the thing that Magnus cannot do. I think you're interpreting it as physical damage reduction.

Hex is too strong for a party skill, yeah.

If I don't specify whether it's minimum or maximum, it's both. I want it to always be active, so I'll just tone the effects down a bit. The only reason why I find it too powerful of a party skill is because of its superiority to Sharp Eyes. I don't want another "half of the time" skill since we already have Sacrifice.

Yup, the mobbing skill will stay as Ascalon’s Typhoon. It has Shock, Hex, and Sacrifice to keep it powerful enough. Also, Blade Frenzy, but you shouldn't use that during bossing because of Gungnir’s Descent. Dark Thirst's worth just jumped up a lot because of Sacrifice and Crossover Chain. Potato can go bury itself beneath the ground and make an Explosion when it comes in contact with zombies.
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#8
iVege Wrote:At first I thought that Berserkers overlapped with Heroes, but then I realised that rage =/= insanity!



Because this job branch suddenly became extremely HP based thanks to Crossover Chain becoming the specialised skill. Mages should feel good though, since it is now established that MP is 50% more valuable than HP!



By touch damage, I mean the only thing Snails can do and the thing that Magnus cannot do. I think you're interpreting it as physical damage reduction.

Hex is too strong for a party skill, yeah.

If I don't specify whether it's minimum or maximum, it's both. I want it to always be active, so I'll just tone the effects down a bit. The only reason why I find it too powerful of a party skill is because of its superiority to Sharp Eyes. I don't want another "half of the time" skill since we already have Sacrifice.

Yup, the mobbing skill will stay as Ascalon’s Typhoon. It has Shock, Hex, and Sacrifice to keep it powerful enough. Also, Blade Frenzy, but you shouldn't use that during bossing because of Gungnir’s Descent. Dark Thirst's worth just jumped up a lot because of Sacrifice and Crossover Chain. Potato can go bury itself beneath the ground and make an Explosion when it comes in contact with zombies.

I think of touch damage, as the damage you take when you touch a mob(not the mob attacking, but when you touch it), Like TP golems, they usually do like 10k touch damage to non tanks so i heard(i wouldnt know as i hardly get hit on my paladin, and that i take like less than 1k damage...) Because if were talking about That kind of touch damage, then it would stack?. Some eleboration would be needed please.

Yes hex is too strong, tone it down ._. and i think it would be best for it to give you % max crit, cause at this point, with all the min crit ur already at 150%min/150% max, so to get around this just give maximum crit. Cause if you increase both, youll end up at the same % again.

But what i meant about seeing what you do with potato, i mean you can totally redesign it so it works better in commute with drk skills xD
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