KMST 1.2.12 - Skill Changes Part III
#1
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 Character
 Item
 (PvE) Skill Changes
 NPC
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#2
based locked thank you
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#3
locked Wrote:Armor Piercing
Changed - Description (공격 시 일정 확률로 #c적의 방어를 소폭 무시#하고 #c적의 방어율에 비례하여 추가 피해#를 입힌다. 발동하지 않으면 #c지속적으로 발동할 확률이 증가#한다. --> 공격 시 적의 방어를 뚫어 #c적의 방어율에 비례해# 데미지를 증가시킨다.)
Changed - Level readout (공격 시 #prop% 확률로 적의 방어 #z% 무시하고 적 방어율의 #x% 추가 데미지, 미발동 시 발동 확률 최대 #w번까지 중첩 가능 --> 공격 시 적 방어율의 #x% 만큼 최종 데미지 증가, 해당 데미지는 적의 방어율 #z%를 추가로 무시. 재발동 대기시간 #y초.)
Changed - x (400 --> 100) (20*level --> 5*level)
Changed - y (2000 --> 1) (2000 --> 1)
Removed - prop
Removed - w

What does y stand for in this list? Activation delay?
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#4
fodjgngf Wrote:What does y stand for in this list? Activation delay?

I believe so. Activation cool down.

Seems they made it 100% PROC rate while lowering the damage & adding a 1 second cooldown for PROC-ing it.

Quote:[Armor piercing]: recurrence East latency and increase final damage decreased
Chance to trigger the maximum number of nested been deleted.
Reactivation and final damage increase lowered, Activation chance stacking removed.
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#5
Since Thunderstorm has a new speed (7), I am curious to what the speed was previously, both in an abstract sense i.e. speed(9), (12), (42), etc. and a more practical sense i.e. how fast is it moving now?

They moved Chain Lightning back to its original speed, gave a possible +1 Attack Speed (~10%) via Wand and added an extra line (~14%) effectively giving it a 24% damage increase from current in capping situations. The damage and Hyper Skill percentage reductions should be considered but I am ignoring them because that buff seems unwarranted given...

All the nerfs to F/P and this weird Infinity nerf that results in a 1.8X damage multiplier rather than the 2.0X. I am not sure what they did to deserve this.

I/L Teleport Mastery Hyper Skill nerf is hilariously useless.

I thought from reading they were giving all Adventurers a drain skill, but that might have been something else. It is under 2. of the patch notes.

EDIT: Oh, I see, it's the Night Walker -> Adventurer skill.
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#6
PeePeeAyeDeeKay Wrote:I believe so. Activation cool down.

Seems they made it 100% PROC rate while lowering the damage & adding a 1 second cooldown for PROC-ing it.


Reactivation and final damage increase lowered, Activation chance stacking removed.

Which is ridiculously good, 50% ignore defense nearly always. The damage to Chaos Vellum will be amazing.
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#7
Do they not realize that fiddling with the number of hits and damage on Blast and not taking into account of +1 line hypers or the extra line from advanced charged blow actually resulted in them nerfing it?
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#8
HighOnMushrooms Wrote:Hero
Hero’s Combo Attack ability did not have much use in 2nd job and so we have added some functionality. And their hits per second are low so have increased Raging Blow’s hits while Enrage is active.

Combo Attack Combo Attack: in addition to existing effects, Combo Attack now gives 2 attack per Combo Count
Enrage Enrage: fixed an error where Enrage could be used without any Combo Count
Raging Blow: instead of Raging Blow’s damage being increased while Enrage is active, Raging Blow will now deal 215% damage 7 times while Enrage is active (last two hits will still be critical hits)

Raging Blow is normally 268% damage 5 times. With Extra Strike hyperskill it's 6 hits.
Enrage used to give 60% damage increase.
So now Enrage only gives about 12% damage increase (7% with hyper), unless you're capping?
That's quite the nerf to Heroes' bossing Frown
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#9
SaptaZapta Wrote:Raging Blow is normally 268% damage 5 times. With Extra Strike hyperskill it's 6 hits.
Enrage used to give 60% damage increase.
So now Enrage only gives about 12% damage increase (7% with hyper), unless you're capping?
That's quite the nerf to Heroes' bossing Frown

I think the 60% damage increase is on top of the increase to Raging Blow while in Enrage. Could be wrong.
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#10
PirateIzzy Wrote:I think the 60% damage increase is on top of the increase to Raging Blow while in Enrage. Could be wrong.

Max says "instead". I really hope he's wrong.
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#11
SaptaZapta Wrote:Max says "instead". I really hope he's wrong.
The reason why I said that is because in the description for Raging Blow it got changed like this:

\n#c인레이지 상태#일 경우 데미지 #damR% 증가, #c마지막 두 번의 공격은 크리티컬 판정#
During Enrage, damage #damR% increase, last 2 hits are critical
\n#c인레이지 상태#일 경우 #x%의 데미지로 #y번 공격, #c마지막 두 번의 공격은 크리티컬 판정#
During Enrage, #x% damage #y times, last 2 hits are critical

I'm not sure how the skills work so if there's something wrong with that assumption let me know! Smile
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#12
HighOnMushrooms Wrote:The reason why I said that is because in the description for Raging Blow it got changed like this:

\n#c인레이지 상태#일 경우 데미지 #damR% 증가, #c마지막 두 번의 공격은 크리티컬 판정#
During Enrage, damage #damR% increase, last 2 hits are critical
\n#c인레이지 상태#일 경우 #x%의 데미지로 #y번 공격, #c마지막 두 번의 공격은 크리티컬 판정#
During Enrage, #x% damage #y times, last 2 hits are critical

I'm not sure how the skills work so if there's something wrong with that assumption let me know! Smile

Ah, I see now.
Enrage gives 60% extra damage to all skills (at the cost of making them only hit one target).
Raging Blow used to get an extra 10% on top of that, when Enraged.
Now it gets an effective 12% (or 7%) extra, which becomes up to 33% when you cap.
So a small nerf for non-cappers who have the hyperskill, and a big buff for those Heros who cap now.
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#13
[video=youtube;wCD3PqqHQCE]https://youtu.be/wCD3PqqHQCE[/video]
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#14
Did anyone test if the cooldown on armor break can be bypassed with a -1 cooldown potential line?
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#15
Can we call this patch "The worst in History" now ?
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#16
The Corsair buffs between this and the previous patch are really nice. I wish they'd make adjustments to Quickdraw and Broadside though. Quickdraw is really annoying to use and Broadside is kind of useless.
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#17
reminder that playing paladin gets you permabanned when you train publically because based nexon gm's don't understand just how much invincibility they have
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#18
they should just remove the dmg cap i hate limit
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#19
Pretty sure there will be marksmans capping Biggrin, and i guess only marksmans Rolleyes, but theses changes seens interesting Hurt, also wanna see how ''unsolable'' the new boss will be Rolleyes and not more lagging than HT(that my PC can barely suport, i just crash when i try to use piercing arrow).
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#20
locked Wrote:Double Spiral
Changed - cooltime (10 --> 4)

I-is this okay? C-can I come out of hiding now...?
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