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Full list of all Adventurer KMST changes - Printable Version

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Full list of all Adventurer KMST changes - Worthyness - 2010-01-06

OMG YAY @ new dragon strike

OMG no now that i have to have fast fingers in order to capture the animations of 2 buccaneers doing DS to make a heart LOL Tongue


Our Fists are so powerful we can punch the air and it hurts the monster >Big Grin


Full list of all Adventurer KMST changes - Takebacker - 2010-01-06

HOLY S'HIT @ NEW DRAGON STRIKE/BLAST.

Now they just have to make demolition faster and cooldown for super transform lower and i'll be a happy camper.


Full list of all Adventurer KMST changes - Chameleonic - 2010-01-06

According to Spadow they made this change in the official release

But… You can NOT wear Lilin’s Ring () and the Adventurer Rings (,,) at the same time. And you can only wear ONE Adventurer Ring.


Full list of all Adventurer KMST changes - Bribery - 2010-01-06

Chameleonic Wrote:According to Spadow they made this change in the official release

But… You can NOT wear Lilin’s Ring () and the Adventurer Rings (,,) at the same time. And you can only wear ONE Adventurer Ring.

Yeah because stacking the Adventurer Ring and Lilin's Ring was what made them broken...


Full list of all Adventurer KMST changes - Takebacker - 2010-01-06

They'll probably make new rings for the other 3 legends anyway.


Full list of all Adventurer KMST changes - IllegallySane - 2010-01-06

The new Dragon Strike is actually rather spiffy. Seeing in action faster animation + lower delay makes for a more happy Buccaneer. Will make CSB abusing easier that's for sure. It'll spoil the newer Buccaneers though since we needed tighter reflexes to keep it up. Barrage is nice, but not a boost in power. Of course Energy Blast Stunning and a real Stance effect is more fluff, and a minor fix, in that order.

Chameleonic Wrote:According to Spadow they made this change in the official release

But… You can NOT wear Lilin’s Ring () and the Adventurer Rings (,,) at the same time. And you can only wear ONE Adventurer Ring.

Good. At least they had the common sense to not let the 3 rings stack, because it would be lulzy chaos for any class that can't crit.


Full list of all Adventurer KMST changes - Moonlapse - 2010-01-06

Takebacker Wrote:HOLY S'HIT @ NEW DRAGON STRIKE/BLAST.

Now they just have to make demolition faster and cooldown for super transform lower and i'll be a happy camper.

I'd include making energy charge work on a per hit basis, then I'd be happy Glitter Glitter


Full list of all Adventurer KMST changes - Worthyness - 2010-01-06

Moonlapse Wrote:I'd include making energy charge work on a per hit basis, then I'd be happy Glitter Glitter

I think that'd make us all very happy Tongue


Full list of all Adventurer KMST changes - Moonlapse - 2010-01-06

Anyone care to crunch the numbers for the new DPM of DS+ Barrage combo (provided you have enough data)?


Full list of all Adventurer KMST changes - Ormykka - 2010-01-07

ok found Great video of lvl 150 Paladin after the patch from Insoya. Had to use google translate to understand the page and find videos but it was worth it. Holy, this guy is hitting over 7xk with fire/lightning at tot. I do they are weak to both elements but still. Haven't seen the whole video yet so don't know if he move to skeles or so.

http://www.insoya.com/bbs/zboard.php?id=ucc&no=8398

Skele video from same Paladin!: http://www.insoya.com/bbs/zboard.php?id=ucc&no=8396

Enjoy the waiting Rolleyes

Edit: He is using threaten a lot and it does make difference. From 1300 to 700 touch damage. Im in love with Paladin and happy to be one Biggrin


Full list of all Adventurer KMST changes - Hypocrism - 2010-01-07

Ormykka Wrote:ok found Great video of lvl 150 Paladin after the patch from Insoya. Had to use google translate to understand the page and find videos but it was worth it. Holy, this guy is hitting over 7xk with fire/lightning at tot. I do they are weak to both elements but still. Haven't seen the whole video yet so don't know if he move to skeles or so.

http://www.insoya.com/bbs/zboard.php?id=ucc&no=8398

Skele video from same Paladin!: http://www.insoya.com/bbs/zboard.php?id=ucc&no=8396

Enjoy the waiting Rolleyes

Edit: He is using threaten a lot and it does make difference. From 1300 to 700 touch damage. Im in love with Paladin and happy to be one Biggrin

Is there any speculation yet to the mechanics of dual charging?


Full list of all Adventurer KMST changes - Dual - 2010-01-07

[COLOR="Green"]Damage Range: 3484 ~ 6282
Blast on Skeles w/ Holy+Lit: 47k-82k
Blast on Chief Qualm Guards w/ Fire+Lit: 45k-76k

I'm sure a math wiz out there can prove this formula-wise, but I don't think the elemental advantages are stacking.[/COLOR]


Full list of all Adventurer KMST changes - Devil - 2010-01-07

DualReaver Wrote:[COLOR="Green"]Damage Range: 3484 ~ 6282
Blast on Skeles w/ Holy+Lit: 47k-82k
Blast on Chief Qualm Guards w/ Fire+Lit: 45k-76k

I'm sure a math wiz out there can prove this formula-wise, but I don't think the elemental advantages are stacking.[/COLOR]
HolyLitEle > 47.000~82.000
HolyLitNonEle > 31.333~54.666
DamageRange > 3484~6282
BlastedDamageRange > 20.207~36.435
DamageMultiPliers > 1,5506~1,5004 > Should be 1,5

FireLitEle > 45.000~76.000
FireLitNonEle > 30.000~50.666
DamageRange > 3484~6282
BlastedDamageRange > 20.207~36.435
DamageMultiPliers > 1,4846~1,3906 > Should be 1,4

Early Conclusion

There is no 125% bonus damage, no -extra- 1,25x multiplier, no 0,25x multiplier addition for Paladins.

All that changed was holy/fire/ice charge becomes lightning elemental too:
- 1.5x damage on holy weak
- 1.5x damage on lightning weak
- 1.4x damage on fire weak
- 1.25x damage on ice weak (no proof for this though...)

Afaik, Blast on neutral becomes now 870%, and 1305% on holy or lightning weak monsters/bosses.
So, not the 1087,5% as expected on neutral... aw... that must hurt for Paladins...

Unless I'm overlooking something here... :o


Full list of all Adventurer KMST changes - IllegallySane - 2010-01-07

Nope Devil. 5.8 * 1.5 (Holy Charge) * 1.25 (Lightning Charge) = 1,087.5% for Paladins

DualReaver Wrote:[COLOR="Green"]Damage Range: 3484 ~ 6282
Blast on Skeles w/ Holy+Lit: 47k-82k
Blast on Chief Qualm Guards w/ Fire+Lit: 45k-76k

I'm sure a math wiz out there can prove this formula-wise, but I don't think the elemental advantages are stacking.[/COLOR]

Let's see: 3,484~6,282 multiplied by Blast (5.8), Holy Charge (1.5), Lightning Charge (1.25) BEFORE elemental advantages = 37,888~68,316

NOW, seeing a 50% boost is not the case here, let's try 25% elemental advantage instead since only one charge benefited on the Skeles:
37,888~68,316 * 1.25 = 47,360~85,395

Conclusion: Paladins are only getting a 25% elemental advantage boost from dual charging. This is clearly a bug. Eek

Sounds right for the numbers we saw in the video. KaidaTan, your re-calculations please on Paladins out damaging Heroes on X weak/strong/neutral monster??


Full list of all Adventurer KMST changes - Taiketo - 2010-01-07

Those paladin videos are really depressing.

And so is what your math proves.

Charge stacking is nearly useless. ~5k damage increase max.

I kind've thought that it was too good to be true, looks like I was right.


Full list of all Adventurer KMST changes - Bribery - 2010-01-07

Spadow uploaded these Paladin videos to youtube. I think they're the same ones from Insoya posted above.

 Spoiler

And Assassinate with the new Dark Sight (on Insoya):

http://www.insoya.com/bbs/zboard.php?id=ucc&no=8392

For those who don't want to wait for it to load, basically it shows that he can go into Dark Sight before the 4th hit of Assassinate and still have the 4th hit...hit (if that made any sense).


Full list of all Adventurer KMST changes - Taiketo - 2010-01-07

So...

Dual charge blast on one weakness = ~1360%
Single charge on one weakness = 1305%

Both using Holy.

Blah.

So much for our big buff.

Blast on dual weakness (holy and lit) = ~1631%

That's nice I guess, but this is still really depressing.


Full list of all Adventurer KMST changes - Devil - 2010-01-08

Hmmmm we need Paladins vids on -NEUTRAL- targets with Holy+Lit charge... :o

2 options now:
- [Damage Range] * [Blast 5,8x] * [Holy/Lightning Charge 1,5x] * [Elemental Advantage 1,5x]
-- 3484~6282 * 5,8 * 1,5 * 1,5 = 45.466~81.980

- [Damage Range] * [Blast 5,8x] * [Holy Charge 1,5x] * [Lightning Charge 1,25x] * [Elemental Advantage 1,25x]
-- 3484~6282 * 5,8 * 1,5 * 1,25 * 1,25 = 47.360~85.395


Full list of all Adventurer KMST changes - Dual - 2010-01-08

[COLOR="Green"]Russt and I are working on it.
@ Henry: The power of Blast with Holy/Lit and 25% advantage gives practically the same range as Blast with Holy alone, 45,466~81,9801. This is just a whole step backwards in terms of damage.

Also, by that logic you should be doing far GREATER damage at double weak Chief Qualm Guardians.[/COLOR]


Full list of all Adventurer KMST changes - IllegallySane - 2010-01-08

But yeah, Qualm Guardian damage was pathetic. They allowed a 25% boost on Skeles, but forgot the 50% boost they should be doing on Qualm Guardians. Charge Blow wise, the range should have been 32,009~57,715.

Blast wise, should have been 52,129~93,994

FIX DIS KMS!

Taiketo Wrote:So...

Dual charge blast on one weakness = ~1360%
Single charge on one weakness = 1305%

Both using Holy.

Blah.

So much for our big buff.

Blast on dual weakness (holy and lit) = ~1631%

That's nice I guess, but this is still really depressing.

Forgot NEUTRAL??

550% * 140% = 770%, compared to 1,087.5%

Know what this means? They actually made it so Paladins are not so reliant on elemental advantages to deal damage. It's true it didn't buff a lot on what you're already good on, but they are also a little more balanced. on what you're NOT good on.