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[1.2.319] [ENG] Adventurer skill revamps - Printable Version

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[1.2.319] [ENG] Adventurer skill revamps - MasPan - 2010-06-21

Something nobody's brought up yet: new players are gonna be confused as hell once this hits - old guides with training spots, videos with people killing ___ (which will be 50+ levels higher than they are at the time of filming, monsters dying easily to what appear to be weak attacks, etc). I can't wait for the next generation of basilers once this patch hits gMS.


[1.2.319] [ENG] Adventurer skill revamps - Loose - 2010-06-21

MasPan Wrote:Something nobody's brought up yet: new players are gonna be confused as hell once this hits...
I suggest that they void them all, have an incredible announcement on the top of each site. Though that's not a guarantee that people will see it. There will be a llot of confusion and mayhem.

There are a lot of things Nexon will have to change, like the already mentioned Manji and the Rememberer sending you to off to Ariant at level 2x - 3x. It'll be like the VIP Taxi Cab in Lith Harbor that sends you to Sleepywood, I remember having to get people out of there when the game was still new.


[1.2.319] [ENG] Adventurer skill revamps - Worthyness - 2010-06-21

wow if they do a KMST reset, then A LOT of people are screwed over. i mean in 2nd job for buccaneers, they only had 1 skill messed with, and that was HP increase. But that still requires the same amount of points AND they get an extra skill that is pretty much ESSENTIAL to the rest of the buccaneer's career. Granted we get 20 extra points from the 20 point reduction of the bubble, there's still the lucky dice skill most people would choose to max over lolwave.

-sigh- these changes are making me both excited and worried =(


[1.2.319] [ENG] Adventurer skill revamps - Rigumaro - 2010-06-21

Also, this will make a lot of people mad. We got a FULL quest reset. I don't know if this is going to be on the official too, but it'll made lots of people mad, I guess. This could be good, cause you can get rewards again... But what about those who worked on completing all of them? Bad part is doing again Alcaster quests, Time Temple ones, Zakum, Papulatus, HT, etc...


[1.2.319] [ENG] Adventurer skill revamps - Worthyness - 2010-06-21

Rigumaro Wrote:Also, this will make a lot of people mad. We got a FULL quest reset. I don't know if this is going to be on the official too, but it'll made lots of people mad, I guess. This could be good, cause you can get rewards again... But what about those who worked on completing all of them? Bad part is doing again Alcaster quests, Time Temple ones, Zakum, Papulatus, HT, etc...

FML. what a waste of 2 dex/luk/int/str srystals all for summoning rocks and all cures T.T

fosho this will bring all the rage to the yard.


[1.2.319] [ENG] Adventurer skill revamps - holyforest - 2010-06-21

Rigumaro Wrote:Also, this will make a lot of people mad. We got a FULL quest reset. I don't know if this is going to be on the official too, but it'll made lots of people mad, I guess. This could be good, cause you can get rewards again... But what about those who worked on completing all of them? Bad part is doing again Alcaster quests, Time Temple ones, Zakum, Papulatus, HT, etc...

Redo ALL the ToT quests? Gah...... -_-

This is a big slap in the face to all the people who completed like hundreds and hundreds of quests.


[1.2.319] [ENG] Adventurer skill revamps - Schrono - 2010-06-21

Well if they don't reset our SP they should at least reduce the price of all resets to less than 1000 nx (preferably 100, 200, 300 and 400 nx). Or just make a complete SP reset of all jobs cost 10,000 or less nx. Realistically I'm expecting the money grubbing bastards at Nexon to increase the price of resets.


[1.2.319] [ENG] Adventurer skill revamps - holyforest - 2010-06-21

Schrono Wrote:Well if they don't reset our SP they should at least reduce the price of all resets to less than 1000 nx (preferably 100, 200, 300 and 400 nx). Or just make a complete SP reset of all jobs cost 10,000 or less nx. Realistically I'm expecting the money grubbing bastards at Nexon to increase the price of resets.

If they don't give people free resets, I'm seeing a lot of people quitting.


[1.2.319] [ENG] Adventurer skill revamps - xgunedx - 2010-06-21

They'll probably just do what Maple Sea did for the Evan unable to Max MG Glitch.

They just gave all Evan free skill resets.


[1.2.319] [ENG] Adventurer skill revamps - Hanabira.Kage - 2010-06-21

xgunedx Wrote:They'll probably just do what Maple Sea did for the Evan unable to Max MG Glitch.

They just gave all Evan free skill resets.

We were never unable to max any skill. o.O

We just got a very nasty glitch that completely wiped out all Evan skills, SP and quests in Delphinus and Eridanus.

Our SP was refunded, thank goodness.



[1.2.319] [ENG] Adventurer skill revamps - Bountyan - 2010-06-21

Rigumaro Wrote:Also, this will make a lot of people mad. We got a FULL quest reset. I don't know if this is going to be on the official too, but it'll made lots of people mad, I guess. This could be good, cause you can get rewards again... But what about those who worked on completing all of them? Bad part is doing again Alcaster quests, Time Temple ones, Zakum, Papulatus, HT, etc...

S'hit. I hope this is only for kMST. Re-doing Pap, Zak, and ToT quests would be a pineappleing pain in the ass.


[1.2.319] [ENG] Adventurer skill revamps - Link - 2010-06-21

You guys are looking at it wrong. It's not that the quests have been reset. It's that the quests are not the same. They're ALL changed. All of the quests have different level requirements and the monsters are a lot higher in level compared to before. The quests that you have completed are gone from the game entirely. That's why they don't show up in your "completed" list anymore. Now you have a completely different quest set in your available list.


[1.2.319] [ENG] Adventurer skill revamps - LegendGospel - 2010-06-21

I can think on a few quests that would be annoying to re-do, but damn, it's gonna be fun rediscovering the whole Maple storyline as 4th job with no quests done :3 I wonder if they changed the dialogues. Quest count whores will surely hate this, but people that just love doing quests for the sake of it are gonna love it.


[1.2.319] [ENG] Adventurer skill revamps - Arroz - 2010-06-22

okay lemme get this straight about pally's

40% activation with guardian

if that fails 20% chance of obtaining godmode

every 15 seconds of near full hp recovery

+200% total defense

15% dmg reduction period

overall dmg reduction from threaten

then add the ability to freeze and perma stun mobs wow pallys are near invincible in most cases. And then heroes are the complete opposite in paradigm

several full assualt attacks with brave slash having a crazy ass range. upped panic and coma (still don't know if they are decent for 4th job)

rage. Heh it would be nice if there was a way to utilize these skills. the only thing heroes have over pallys in terms of defense is more hp or has that changed as well?


[1.2.319] [ENG] Adventurer skill revamps - IllegallySane - 2010-06-22

Arroz Wrote:okay lemme get this straight about pally's

40% activation with guardian

if that fails 20% chance of obtaining godmode

every 15 seconds of near full hp recovery

+200% total defense

15% dmg reduction period

overall dmg reduction from threaten

then add the ability to freeze and perma stun mobs wow pallys are near invincible in most cases. And then heroes are the complete opposite in paradigm

several full assualt attacks with brave slash having a crazy ass range. upped panic and coma (still don't know if they are decent for 4th job)

rage. Heh it would be nice if there was a way to utilize these skills. the only thing heroes have over pallys in terms of defense is more hp or has that changed as well?

Correction. 20% chance to gain godmode 5 times every 30 seconds.

I'm sure Heroes still have a slight HP lead, but also they do have the advantage of not needing to rely on an elemental boost to fight anywhere. Paladins still suffer from it, but the dual charge does power than up but doesn't ignore elemental resistances completely.


[1.2.319] [ENG] Adventurer skill revamps - ghostofhalo - 2010-06-22

I was watching a video on YouTube of a 120 Hero in action. I'm not 100% positive, but it appears as though Brave Slash's delay was reduced. It's close in speed to Brandish now. Additionally, you can see Final Attack triggering. Like Dawn Warriors, it is near instant. It can only trigger once every attack, not every hit. This means that Brandish can do 220% x2 + 150% and Brave Slash can do 170% x3 + 150% at a 40% chance. If the two attacks are the same speed, then Brave Slash is definitely better. There is also one shot where Rush triggers Final Attack. Again, it is almost instant. It's a shame how Final Attack works now since Paladins get the short end a bit with Blast only hitting once. Final Attack definitely got a nerf, and without seeing earlier attacks (ex. Power Strike), it's hard to say if it's instant now or not. The last thing to note is that he is level 120 (121 when he level) and Birks are 114. He's taking between 20 and 50 damage with Iron Body. Defense totally worth it now?

Video link: http://www.youtube.com/watch?v=kW8Z8FFzz8o


[1.2.319] [ENG] Adventurer skill revamps - Phoenix - 2010-06-22

ghostofhalo Wrote:I was watching a video on YouTube of a 120 Hero in action. I'm not 100% positive, but it appears as though Brave Slash's delay was reduced. It's close in speed to Brandish now. Additionally, you can see Final Attack triggering. Like Dawn Warriors, it is near instant. It can only trigger once every attack, not every hit. This means that Brandish can do 220% x2 + 150% and Brave Slash can do 170% x3 + 150% at a 40% chance. If the two attacks are the same speed, then Brave Slash is definitely better. There is also one shot where Rush triggers Final Attack. Again, it is almost instant. It's a shame how Final Attack works now since Paladins get the short end a bit with Blast only hitting once. Final Attack definitely got a nerf, and without seeing earlier attacks (ex. Power Strike), it's hard to say if it's instant now or not. The last thing to note is that he is level 120 (121 when he level) and Birks are 114. He's taking between 20 and 50 damage with Iron Body. Defense totally worth it now?

Video link: http://www.youtube.com/watch?v=kW8Z8FFzz8o

I'm a bit disapointed with that video. I actually do notice Brave slash being slower than Brandish, though with a normal speed sword the difference doesn't seem that huge.

Also disapointed in how FA works )= Since Brandish would be better than Brave slash on bosses if BS is slower. And he still seems to take ~500 physical dmg with PG, but only 20-70 magic damage.


[1.2.319] [ENG] Adventurer skill revamps - Kalovale - 2010-06-23

For some reason, I'm not very disappointed at the Dark Knight's doom. Sure we're weaker, but it seems a lot more interesting to play now. I've never considered my Drk to be a powerhouse, and never expected it to be.

I'm interested in this skill though.
Fiel Wrote:[Image: 1310009.png]드래곤 저지먼트
Description: 드래곤 스킬 사용 시 크리티컬 확률이 증가하며, 일정확률로 데미지의 일부를 체력으로 전환시킬 수 있다. 단, 최대 HP의 절반 이상은 불가능하다.
Maximum Level: 10


13% critical rate1% Probability+1% critical
26% critical rate2% Probability+1% critical
39% critical rate3% Probability+2% critical
412% critical rate4% Probability+2% critical
515% critical rate5% Probability+3% critical
618% critical rate6% Probability+3% critical
721% critical rate7% Probability+4% critical
824% critical rate8% Probability+4% critical
927% critical rate9% Probability+5% critical
1030% critical rate10% Probability+5% critical

Is it active? Is it passive? What the pineapple does it do?
With innate Crit (5% chance, if I'm not mistaken), this skill (+30%), Critical Ring (+10%) and the new SE (+15%?), do Drks get a total of 60% Crit rate? If positive, what would the damage output be, give or take the approximation (which stems from not knowing for sure about the innate crit's mechanisms)?
That would be fairly orgasmic, withut SE we'll be doing 45% Crit on our own and lose only 30% dmg.


[1.2.319] [ENG] Adventurer skill revamps - Dusk - 2010-06-23

ghostofhalo Wrote:I was watching a video on YouTube of a 120 Hero in action. I'm not 100% positive, but it appears as though Brave Slash's delay was reduced. It's close in speed to Brandish now. Additionally, you can see Final Attack triggering. Like Dawn Warriors, it is near instant. It can only trigger once every attack, not every hit. This means that Brandish can do 220% x2 + 150% and Brave Slash can do 170% x3 + 150% at a 40% chance. If the two attacks are the same speed, then Brave Slash is definitely better. There is also one shot where Rush triggers Final Attack. Again, it is almost instant. It's a shame how Final Attack works now since Paladins get the short end a bit with Blast only hitting once. Final Attack definitely got a nerf, and without seeing earlier attacks (ex. Power Strike), it's hard to say if it's instant now or not. The last thing to note is that he is level 120 (121 when he level) and Birks are 114. He's taking between 20 and 50 damage with Iron Body. Defense totally worth it now?

Video link: http://www.youtube.com/watch?v=kW8Z8FFzz8o

How the hell does that look just as fast as Brandish? It's probably a good 50% slower.


[1.2.319] [ENG] Adventurer skill revamps - Hanabira.Kage - 2010-06-23

Kalovale Wrote:For some reason, I'm not very disappointed at the Dark Knight's doom. Sure we're weaker, but it seems a lot more interesting to play now. I've never considered my Drk to be a powerhouse, and never expected it to be.

I'm interested in this skill though.


Is it active? Is it passive? What the pineapple does it do?
With innate Crit (5% chance, if I'm not mistaken), this skill (+30%), Critical Ring (+10%) and the new SE (+15%?), do Drks get a total of 60% Crit rate? If positive, what would the damage output be, give or take the approximation (which stems from not knowing for sure about the innate crit's mechanisms)?
That would be fairly orgasmic, withut SE we'll be doing 45% Crit on our own and lose only 30% dmg.

Seems Passive to me. The only problem would be that it activates only when your HP is below 50%. The HP drain effect would probably bring your hp over the 50% mark pretty often I bet...