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Skill understanding - Printable Version +- Southperry.net (https://www.southperry.net) +-- Forum: Maplestory (https://www.southperry.net/forumdisplay.php?fid=15) +--- Forum: Training Center (https://www.southperry.net/forumdisplay.php?fid=32) +---- Forum: Warrior (https://www.southperry.net/forumdisplay.php?fid=46) +---- Thread: Skill understanding (/showthread.php?tid=28877) Pages:
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Skill understanding - Kalovale - 2010-08-11 For help seeking and personal reference. Information taken from 1.2.329 update of kMST, as I can't find a more recent and complete version. 1/ HP Increase Description:Maximum HP will increase permanently. Max level: Increases the maximum HP 20% Elaboration needed: Does this skill work on top of what you already have (including the benefits we received prior to BB from the Improve Max HP Increase skill)? Does it work with base HP and only base HP? 2/ Weapon Mastery Description: swords and axes and hit series, improving the skill of the weapon. Max level: Department of swords and axes 50% of weapons proficiency, and hit 60-Rise (50% mastery + 60 accuracy) Elaboration needed: Do mastery values function together additively? If I'm not mistaken, the base mastery rate for melee class is now 15% instead of 10%? This skill, despite having the sword icon, works on both swords and axes, both swords and BWs, both spears and PAs, correct? (No, I'm not going to believe the description.) 3/ Final Attack Description: Attacks a chance to add skill damage is applied and used. However, you must have heard of swords and axes can be triggered only if. \ N Required skill: # c # Weapon Mastery 3 level or higher Max level: 150% Damage 40% chance of playing the Final Attack Elaboration needed: At max level, character has a chance of dealing an extra hit with 150% damage value with no extra delay/animation, the hit is completely separate from your attack/skill, it always deals 150% of your damage range regardless of whether you use a skill that does 5000% dmg or 50% dmg.
These skills use Final Attack
4/ Rage Master level: +20atk <- lulz 5/ Attack Chance Description: faint, dark, freezing more damage when attacking an enemy of the state can afford. Max level: stunning, dark, freezing at 125% damage when attacking an enemy of the state Elaboration needed: What the pineapple does it do? 6/ Magic Crash Elaboration needed: Why the pineapple do all warriors have this skill? Which job gets which crash, seriously? On a more serious note, the way the skills work is now preventing the buffs to be casted completely, usefulness**; 7/ Charge Blow Elaboration needed: It now does not consume the elemental charge. 8/ Restorative Nation Max level: MP 40 spent, up 80 percent of HP's immediate recovery, cooldown 30 seconds 9/ Combat Orders Description: including a period of time his party all the skill of power allows you to elevate. # C final order of each occupational skill level, only the master can be increased to more than # the master level and other skills can only thrust. \ N exceptional skill for beginners and Combat Orders and the thrust of the skill level can not be . \ n Required skill: # c # 5 or higher Max level: MP 36 consumption, and 180 seconds --- all skill levels rise 2 Elaboration needed: Raises certain skills by 2 levels, capable of bringing the level to higher than the orthodox max levels. 10/ Judgement Dragon Description: Dragon critical chance when using skills and critical increase in the minimum damage and a chance for some of the physical damage can be switched on. However, more than half of the maximum HP is impossible. \ N [Dragon Skills: Dragon Lore, Dragon sseuresyeo, Dragon Buster, saekeuripayiseu] Max level: 30% critical chance when using skills, critical minimum of 15% damage increase, 5% probability of 5% of damage converted to health Elaboration needed: What is the most recent description of this skill? Supposing it still implies an addition of 15% critical minimum damage, would that apply to the 1.2x~1.5x range, since we all know it used to be added additively to the 120%~150% critical damage. 11/ Dragon Buster Description The red number in front of the sticks in a row. Elaboration needed: Since the skill now levels up entirely differently, what happened to the speed decrease which took place at lvl 16 of the old version? What is the delay of this skill in the most recent update? 12/ Combat Mastery Description: attacks target a certain level of physical neglect ERA. Max Level: 40% of the target's physical ERA ignored Elaboration needed: Wut? 13/ Enrage Max level: MP 24 and 10 combo counters consumption, damage 60% increase in 180 seconds, all the attacking skills limited to a maximum target Elaboration needed: Since the skill icon implies this skill is active, I assume it is to be used on an enemy, attacks on that enemy will thereafter be raised in damage. How is it raised? +60%? *1.6x? 14/ Beulraesing Armor Description individuals a chance to shot # c generated Shields absorb damage up to 5 times, and enhance the character # makes the physical damage. Shields will remain up to 60 seconds, it does not recreate a period of time when playing. Max level: 20% probability of shot creates a personal shield, shields while maintaining the physical damage is increased up to 5 times 30 damage absorbed, can not be re-played at 30 seconds barrier Elaboration needed: wut? ![]() 15/ Heaven's Hammer Elaboration needed: Now brings mobs to 10,000 HP instead of 1. Does the rest still function similarly to its predecessor? Skill understanding - MetaSeraphim - 2010-08-11 1. Yes. And works with total HP. 2. Yes. Base Mastery + Weapon Mastery + Beholder Mastery = 90% Mastery. Yes, same goes for booster. 3. No idea. 4. Uses the dark element. 5. I do believe they merged all the warrior's unique crashes into one. 6. Yes. 7. Yes. So far the limit is believe to be 2 over the cap level since currently there is no proof otherwise. Not sure about the rest. But as for Heaven's Hammer I do believe they raised the damage on it so it lowers monsters to 1 HP again. Skill understanding - ultimax21 - 2010-08-11 3. Final Attack works like a critical hit now, its a different color and has no animation from you and has no delay. It looks like what you've said was completely that though. 5. I believe that when using skills like Panic or Coma now they both have debuffs. Panic does darkness now like it was supposed to. Anyways, I'm certain it means that you would deal extra dmg if those status effects are on the mob. 6. All warriors have different crashes. But the crash apparently works in the way that the target cannot use the buff again for a certain amount of time. So it should be say for instance if I used armor crash on a boss with the regular def up buff on, it should prevent the boss from using it again for maybe 2-3 mins, however long the skill lasts. 9. Combat Orders raises only 3rd and 4th job skills, I'm not sure if its exactly all of them or only certain but it is only 3rd and 4th job skills. 12. It is really ignore defense of the target so, 40% is ignored although I'm pretty sure the numbers are higher than that currently I think. 13. Enrage makes all your skills only hit 1 target. So even if you use brandish it would only hit 1 target. However, the dmg bonus I'm assuming is a 1.6x dmg bonus like the way dual bladers use owl spirit or final cut. The rest I'd guess I'll leave for others to explain I haven't thoroughly looked over everything yet lol. Skill understanding - ghostofhalo - 2010-08-11 1. This bonus stacks on all HP. It has been noted that it does not stack with Hyper Body, though equipment with HP% should stack over it. 2. Yes. All masteries stack and works with the job's two weapons we have now. 3. Final Attack hits 150% of your damage, not of the skill. If a skill hits 50% and it triggers final attack, it hits for 50% with another attack of 150%. Final attack can only trigger once per attack regardless of how many times the attack hits. 4. Yes, rage is 20 attack now. 5. While the monster is stunned, frozen, or in a state of darkness (accuracy debuff such as Panic's ability), the monster receives 25% more damage. 6. Magic Crash prevents the monster from casting buffs for the duration which includes the invulnerability buffs. I am unsure if it also dispels normal buffs. 7. Charged Blow does not cancel charges, correct. 8. Self explainitory. 9. Raises past cap for 3rd and 4th job skills. Some can not be raised such as itself. 10. Unsure. The community is still trying to figure out critical now. 11. The speed decrease is there at all times since the attack constantly hits for 3 hits. 12. Ignores 40% of the monster's weapon defense when attacking. 13. Increases total damage by 160% (or 1.6x) and what appears to limit all attacks to 1 enemy. This stacks with Enrage much like charges. Brave Slash which hits 3 now only hits one, but still strikes three times. 14. There is a 20% chance to activate when hit. While shield is active, weapon attack increases by 30 attack. This lasts until you block 5 hits or until 30 seconds are up. Cannot activate within 30 seconds of the last activation. I'm still questioning this translation because for a defensive skill, it has attack in it. 15. It functions just the same and is still holy element it seems. EDIT: Melee mastery was 20% now. Ranged mastery is 15% and magic is 25%.. Blazing armor fixed. I retranslated Skill understanding - Kalovale - 2010-08-11 What do you mean Heaven's Hammer is Holy Elemental? Does its damage dealing capability depend on something entirely different (such as MaxHP -1) and not traditionally attached to your damage range? You can infuse elements to it for side-effects (freeze, for example), but I don't understand the part of it being Holy. About mastery, my bad, no wonder I Drk's mastery only went up to 85%, I thought something was wrong on the Weapon mastery skill. And 160% isn't 1.6x. Thanks though, I couldn't have worked out all those mumbojumbo alone. Skill understanding - ghostofhalo - 2010-08-12 Kalovale Wrote:What do you mean Heaven's Hammer is Holy Elemental? Does its damage dealing capability depend on something entirely different (such as MaxHP -1) and not traditionally attached to your damage range? You can infuse elements to it for side-effects (freeze, for example), but I don't understand the part of it being Holy. Sorry. I read somewhere Heaven's Hammer was holy element. It still drops mobs down to 1 HP unless that mob has more than the cap (999,999) in which it should only deal that much damage. Secondly, if that mob is a boss, it ignores this part of the formula and instead deals damage based on your damage range and the skill percentage. Yes, 160% is typically 1.6. It's the same as 100% being 1.0 and 200% being 2.0. I'll revise my post. It's multiplied, not increases by though really I don't see too much of a difference. Skill understanding - Stereo - 2010-08-12 ghostofhalo Wrote:Sorry. I read somewhere Heaven's Hammer was holy element. It still drops mobs down to 1 HP unless that mob has more than the cap (999,999) in which it should only deal that much damage. Secondly, if that mob is a boss, it ignores this part of the formula and instead deals damage based on your damage range and the skill percentage. HH has never worked this way, where are you getting this from? In GMS, the mechanism for HH is easy: Do 199,999 damage to a mob, or HP-1, whichever is lower. If the result is 0 (since it has 1 hp already) the mob is not targeted. This applies to literally every mob in the game, including bosses and invincible mobs. In terms of element, HH copies the effect of whichever charge you're using - the only one that causes a status effect is Ice, so if you HH with Ice Charge active, it'll freeze the mob. Skill understanding - 0^2 - 2010-08-12 Hm so how does the Heavens Hammer work on bosses after the BB? Willing to bet noone knows for whatever reason. Not caring being one of them. But if it always did 999,999 on mobs with that much hp or more thatd be so amusing haha. Skill understanding - ghostofhalo - 2010-08-12 Stereo Wrote:HH has never worked this way, where are you getting this from?He is talking about post BB when the damage cap is 999,999. I did say it will take normal mobs to 1 HP or deal 999,999 if they have more than that much HP. As for the holy only thing, I said I read it somewhere. I know it can still freeze and what not. I assumed perhaps neutral charge caused it to be holy, I don't know. Skill understanding - AceWiz - 2010-08-13 Kalovale Wrote:14/ Beulraesing Armor k basically when hit, you get 20% chance of activating this skill or something then it blocks the next 5 attacks Skill understanding - ghostofhalo - 2010-08-13 AceWiz Wrote:k basically when hit, you get 20% chance of activating this skill or somethingThe first part is right. The second: not so much. There's some footage of the skill in action. The Paladin does gain a boost in power. From what I can tell, you can sustain +30 weapon attack as long as you don't take touch damage. In 5 touch hits (which are guarded), you will sustain the +30 weapon attack for 30 seconds. It also seems it cannot trigger within 30 seconds of the previous cast. Video Footage You be the judge. Skill understanding - Hanabira.Kage - 2010-08-13 ghostofhalo Wrote:The first part is right. The second: not so much. There's some footage of the skill in action. The Paladin does gain a boost in power. From what I can tell, you can sustain +30 weapon attack as long as you don't take touch damage. In 5 touch hits (which are guarded), you will sustain the +30 weapon attack for 30 seconds. It also seems it cannot trigger within 30 seconds of the previous cast. When it's activated, it completely negates the next 5 hits (GUARD is displayed) AND boosts WA until it runs out of time or hits.
Skill understanding - ghostofhalo - 2010-08-13 Hanabira.Kage Wrote:It's physical only hits though. You can see very early that he gets hit with a magic attack while under the buff. From the time he gets hits and it activates, he gets hit six times: Five are blocked instantly, one is magic and takes full damage. Skill understanding - kimaera - 2010-08-13 Kalovale Wrote:8/ Restorative Nation I'm curious how effective this would be as a skill. Skill understanding - ghostofhalo - 2010-08-13 kimaera Wrote:I'm curious how effective this would be as a skill.Combat Mastery raise it by 2 points making it a 88% recovery rate with a cooldown of 16 seconds. It's a bit more viable. I'd assume it would be godly if you managed to get potential gear with +1/2 stats since it's plausible to get that cooldown to 9 seconds (level 13) or 2 seconds (level 14). I could potentially replace potions with the exception of 1/1 attacks or mana drain (which would technically disable your "HP potions"). Skill understanding - Cancambo - 2010-08-13 Judgement dragon does not require you to have lower than 50% HP. It doesn't have any HP requirement, as far as I can tell. I also thinks it only adds the critical chance to dragon skills since it does not show an increased critical chance in my stats. Skill understanding - ghostofhalo - 2010-08-13 Cancambo Wrote:Judgement dragon does not require you to have lower than 50% HP. It doesn't have any HP requirement, as far as I can tell. I also thinks it only adds the critical chance to dragon skills since it does not show an increased critical chance in my stats. Google Translate Wrote:Using Dragon skill increases critical chance and critical damage, and a chance to at least some of the physical damage can be switched on. However, more than half of the maximum HP is impossible.You are correct, sir. I'd assume the poorly translated skills are Dragon Buster, Dragon Fury, Dragon's Roar, and Sacrifice. 30% critical chance when using Dragon skills, Increase minimum critical damage by 15% 5% probability of converting 5% of the damage dealt into health. Skill understanding - kimaera - 2010-08-13 I haven't been able to find Post-BB 4th job warrior skill builds anywhere. Do they exist? Skill understanding - Bountyan - 2010-08-13 ghostofhalo Wrote:Combat Mastery raise it by 2 points making it a 88% recovery rate with a cooldown of 16 seconds. It's a bit more viable. I'd assume it would be godly if you managed to get potential gear with +1/2 stats since it's plausible to get that cooldown to 9 seconds (level 13) or 2 seconds (level 14). I could potentially replace potions with the exception of 1/1 attacks or mana drain (which would technically disable your "HP potions"). Combat Orders only raises the skill above the cap on 4th job skills..someone confirmed it on Ellin Forest. I don't think you can get potential gear that can raise 3rd job skills either. Only 4th job ones get bonuses like that. Restorative Nation isn't that useful of a skill...but it's still pretty good in conjunction with the other Paladin skills so you use 0 to little pots. Skill understanding - Kalovale - 2010-08-13 kimaera Wrote:I haven't been able to find Post-BB 4th job warrior skill builds anywhere. Do they exist? Not likely, but re-building your existing skills should be fairly straight-forward. |