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KMST 1.2.478 - Warrior and Mage Skill Changes - Printable Version +- Southperry.net (https://www.southperry.net) +-- Forum: Extraction Stuff (https://www.southperry.net/forumdisplay.php?fid=13) +--- Forum: Extractions (https://www.southperry.net/forumdisplay.php?fid=68) +--- Thread: KMST 1.2.478 - Warrior and Mage Skill Changes (/showthread.php?tid=64590) |
KMST 1.2.478 - Warrior and Mage Skill Changes - SeeSaw - 2013-05-30 Anyone can tell the exact effect of Cross Over Chain? I can really not understand the description :" 100% of your current HP in regards to your MaxHP is added to your total damage. Up to 8% reduction in damage taken. Up to 4000 HP can be reduced."?? KMST 1.2.478 - Warrior and Mage Skill Changes - cgy0509 - 2013-05-30 Based on what I read , it works like with 2 parts First , increase damage Increase damage based on 100% value of your hp ,means if you have 30k hp ,then you will be buff with 30k damage But I not sure the damage buff is added to total damage or base damage , if added to total damage , it is so weak ,if added to base damage ,it is so strong I believed Second , damage reduction It work like power guard , achilles from what I read ,the only different is power guard and achilles block 20% damage while this skill block 8% and with block damage cap of 4k , means if I get 10k damage , it's block 8% damage that equal to 800 damage reduction , you only receive 9200 damage , and this 800 damage receive cannot more than 4k , means block damage won't added anymore once the damage higher than 50k KMST 1.2.478 - Warrior and Mage Skill Changes - Polantaris - 2013-05-30 Welp...The Paladin changes are weird. First I cried inside when I saw Achillies, Guardian, and Divine Shield were removed, but 2/3 were actually moved to Third Job. Guardian is gone forever it seems, which is a big deal to me considering it negated Stuns when it activated. Having Divine Shield at Third also sucks because it was quite the skill to get two free skill points on with CO. The new Charge system....is interesting. I'm curious to see it in action, as it seems to be a good revamp on paper for Paladins, but I have no idea how it will work in practice. I might log into KMS to check it out when it hits the live server considering I still know my old account's char name and I was like 130 or so when I quit. Combat Orders giving a passive buff to Flame and Blizzard Charge is baffling. Of all skills to give it, CO? Really? Seeing the job starting to take Elements into considering at Second Job is a very interesting change, one I'm very happy to see. Overall before this Pages were basically crappy Fighters. I REALLY, REALLY, REALLY wish they had taken this revamp as an opportunity to overall increase buff timers. 200 seconds is just pineappleing ridiculously low and unnecessarily so. Every buff that has no CD should be at least 10 minutes, there's really no excuse otherwise. Yes, I get that it's just recasting buffs, and Paladins have way less to deal with now, but it's not the point. Why exactly is it such a big deal that buffs have to be 200 seconds? Why is that the magic number? I don't get it. I don't get the point of Page Order. Pull in...TWO mobs? Seriously? What an absolute waste of a skill. Shield Mastery got massively nerfed, 150% less defense, and yet there's still a skill to sac your own defense, which is pretty limited in comparison to the old amounts. I'm not sure how I feel about the overall Paladin Defense changes, however it's not like it really matters anymore considering everything that matters does % damage. KMST 1.2.478 - Warrior and Mage Skill Changes - Thorr - 2013-05-30 IImaplers Wrote:Question about the elemental amplification change: How exactly does it affect DoT damage now? According to Max's blog, it does; but how? That's pretty confusing. Why would it affect DoT but not effect total range? I thought DoT damage is only based off of max range unless they somehow made it be based off of that and ele amp combined. Just in case nobody has said it yet, the patch notes specifically say that Ele Amp is now applied to DOT: - Ample element applications: Attack stat is reflected in the sustained damage is increased accordingly. KMST 1.2.478 - Warrior and Mage Skill Changes - Mandalay - 2013-05-30 Quote:Angel Ray: damage has been increased from 375% to 395%, range has been increased, number of hits has been decreased from 4 to 3, party members in the way of the arrow will now be healed 90% of their HP, effect has been renewed A healing Angel Ray is pretty neat, but if it kills your Zombified party members in a boss run (does it?), I can see that becoming very annoying very quickly. KMST 1.2.478 - Warrior and Mage Skill Changes - Chilly - 2013-05-30 JoeTang Wrote:Elemental Amplification was changed from a 1.5 damage multiplier to +50% Total Damage, from what I can tell, which still does not affect Damage Over Time unless Total Damage affects DoTs in KMST now. So they attempted to fix a problem for F/P by nerfing both (high-end) F/P and I/L and they still didn't fix the problem? Unless of course, that's what the formula changes were about or they specified usage of Amp, nonetheless, a nerf for I/L. KMST 1.2.478 - Warrior and Mage Skill Changes - LegendGospel - 2013-05-30 Arcana27961 Wrote:Bishops are the primary support class in MapleStory and Luminous is an offensive class. >2013 >believe this KMST 1.2.478 - Warrior and Mage Skill Changes - IImaplers - 2013-05-30 JoeTang Wrote:Elemental Amplification was changed from a 1.5 damage multiplier to +50% Total Damage, from what I can tell, which still does not affect Damage Over Time unless Total Damage affects DoTs in KMST now. Could it be that they made ele amp work kind of like self- Terms and Conditions (except permanent); which would mean ele amp would now affect range. Can't tell for sure from the vague patch note. KMST 1.2.478 - Warrior and Mage Skill Changes - ShinkuDragon - 2013-05-30 LegendGospel Wrote:>2013 If not bishops, which class do you consider should be the weakest, and for what reasons? Serious question KMST 1.2.478 - Warrior and Mage Skill Changes - LegendGospel - 2013-05-30 ShinkuDragon Wrote:If not bishops, which class do you consider should be the weakest, and for what reasons? Serious question None. Because I don't know, GAME BALANCE? "Bishops are a support class hurr rurdaerr" is nonsense in a game like Maple Story. Let's go back to the days when Bishops had NO dps on pre-BB times (the only semi important boss we could solo was Capt. Latanica, and that look looong time): okay, time to support! You're buffed, and no one cares if I heal them because of autopot and cheap potions, plus zombify on some bosses. Finished buffing, that took 10% of my time. Dispelling? 30% of my time maybe. 70% of the time I'm a sitting bag of meat. Sounds like good class design? That's what happens when Bishops have no DPS. The gameplay is dull, and it's not like you're doing us a favor by letting us buff you (that might change with the new system, if we get 5% damage per buff per party member, this actually sounds awesome, we must spend time buffing you so we can deal damage, seems fair). Speaking the truth: Maple Story revolves around DPS. If you can't deal damage, you can't do any important stuff. And why neglect Bishops? In many games white mages can cast really powerful offensive white magic. Luminous was the latest offense to Bishops "yeah, there can be powerful and fun and awesome white magic, just NOT for you". Now, removing a line from Angel Ray's damage while neglecting us any new attacks is just mean. KMST 1.2.478 - Warrior and Mage Skill Changes - Death - 2013-05-30 Regarding paladin changes: This is Maplestory cutomer service. Hi, (crossed out name) Hello, this is RedSnail, and I was quite wide-eyed by your message. (According to the author of the message, he was raging and used harsh language xD) You've messaged us regarding the patch for Paladins in Tespia. If I may summarize your Inquiries: Change so that: 1. Power Guard's damage absorb effect to be moved to shield mastery 2. Secondary weapon rosario trigger shield mastery 3. Advanced charge, element charge do not turn off 4. All charge skills recieve damage increase 5. Blast' secondary effects to remain the same 6. Sanctuary (Heaven's Hammer) to become something useful This about summarizes your message. Tespia literally is a ground for testing so I cannot confirm that these changed would be made but I can assure you that these inquiries would be sent to he Development team. If any questions or inquiries arise from playing the game, please feel free to contact us any time. Hope you have a great day. ^^ RedSnail, slow, but always doing his best, reporting for duty. Thank you. Link: http://imageshack.us/a/img805/4845/20130530eb07e267adb577e.png Credits go to TheMrTim from basil. Link to thread: http://www.basilmarket.com/forum/2668424 EDIT [MENTION=10355]Girasol[/MENTION]; Might be a strange question, but would you be able to answer the following? Seeing how GMS copies over from KMS and have no saying most of the part in anything, how would this be fair towards GMS players if you look at that KMS is listening to KMS players. (See above). Could it be possible somehow for nexon NA to gather some information from here and pass it on to the KMS dev team? I know it's a long shot but it's a shame we really have no saying in anything and can only hope KMS players have the same way of thinking like us. KMST 1.2.478 - Warrior and Mage Skill Changes - Bomber - 2013-05-30 If nexon is just going to tweak the *new* existing skills of paladins, I'm quitting this. As of now I see an overhaul I don't like as well as losing ~3000% damage according to joetang's post as well as getting a smaller bonus from boss%. We have no 1v1 move and our mobbing is weaker than the current IMO(less mob count). This class is alien to me now, and we're currently being nerfed rather than buffed to the point where our defense is useless due to many bosses, and our new skills make us one of the weakest classes in the game. Weren't we supposed to be gaining faith in the adventurer class rather than losing it? Because I'm losing it. I would have been much happier with the class just being buffed and animations renewed. KMST 1.2.478 - Warrior and Mage Skill Changes - Sephie - 2013-05-30 Bomber Wrote:If nexon is just going to tweak the *new* existing skills of paladins, I'm quitting this. Idk. I'm fine with having the worst damage in the game as long as our utility is crucial, if not indispensable. Back in the day, every freaking boss expedition required a DrK and Bishop in every party. I'd like more class utility to be crucial to the success of an expedition in the way BaMs, Bishops, Mechs, and perhaps Evans are and not class damage be the sole limiting factor... like AB, Phantom, Kaiser, and Xenon. KMST 1.2.478 - Warrior and Mage Skill Changes - Justin - 2013-05-30 Death Wrote:-stuff- They already make changes to our versions of new classes and content anyway, so you're kinda wasting your effort. :f6: KMST 1.2.478 - Warrior and Mage Skill Changes - RenmazuoDX - 2013-05-30 Not sure why they decided to change Combo Orbs, kinda 50/50 on that one. I also agree that they should move the +70% mastery to something more suitable like Combat Mastery, it would fit better, 15% min crit would be nice also lol everyone else got it why not Heroes lolz. Would be nice of them to give Paladin's back at least 100% more def, seems kinda odd how they nerfed it that much. DRK's look interesting so far. Hopeing they make a few more adjustments here and there for everyone based on feedback before it goes official. KMST 1.2.478 - Warrior and Mage Skill Changes - Bomber - 2013-05-30 Sephie Wrote:Idk. I'm fine with having the worst damage in the game as long as our utility is crucial, if not indispensable.Even if we have the best threaten-based skill in the game, xenon has our bind, more DPS and has its own threaten skill. We are are class mainly suited for bossing leadership because we could hold our own and give out orders without worry too much about ourselves, enabled you to hold down the monster and had skills a leader would find useful. That is slowly diminishing. Many bosses can easily kill us now. Many bosses are going to be non rushable. Our skills have same or weaker counterparts to far stronger classes. We have Dawn warriors who are going to be taking the same damage as us now with better damage, a bind, a crash and a threaten move. Our utility is slowly going to others. Our damage is the worst now. Our defense is broken by most bosses. Our rushing and control on boss movements are gone. We are, in terms of usefulness, a subpar class. All starting with unlimited. ----- If I decide to quit my paladin I will probably move to dawn warriors or heros. KMST 1.2.478 - Warrior and Mage Skill Changes - MiracleTrail - 2013-05-30 RenmazuoDX Wrote:Not sure why they decided to change Combo Orbs, kinda 50/50 on that one. I also agree that they should move the +70% mastery to something more suitable like Combat Mastery, it would fit better, 15% min crit would be nice also lol everyone else got it why not Heroes lolz. Hero's can trade some of their ignore def for some of DrK's minimum critical damage. I'm pretty sure we have enough -_- KMST 1.2.478 - Warrior and Mage Skill Changes - G-Meister - 2013-05-30 Mandalay Wrote:A healing Angel Ray is pretty neat, but if it kills your Zombified party members in a boss run (does it?), I can see that becoming very annoying very quickly. Guess that's what the healing fountain is for. As a Bishop the playstyle looks confusing... To go offensive or defensive, when both skillsets can heal AND buff party members? Why heal when you can just stand behind the party and spam Angel Ray, shooting the boss AND healing party members at the same time? Damage Reflect is one exception I can think of at the moment... God, with so many skills with overlapping utility it's a challenge to think of set combinations to execute during bossing/training situations. The way dispel and the other buffs are structured seem to favour a clusterfuck style of gameplay. Not really... Strategic. Holy Magic Shell coupled with Divine Protection... Hmmm. Possible defence against Zombify/Seduce? Sounds good when they're chained to Heaven's Door, but then again, that messy timing of buffs when you need to factor in dispels to shorten cooldown... I'll need more than ten fingers to master the skill fingering. But if I do master this fingering, my girlfriend's in for a good time.
KMST 1.2.478 - Warrior and Mage Skill Changes - Sephie - 2013-05-30 Bomber Wrote:Even if we have the best threaten-based skill in the game, xenon has our bind, more DPS and has its own threaten skill. That's why we need utility that isn't shared. A bind is technically not a unique aspect since DS had it first and then other classes started getting it. Parashock Guard is a good start for something unique but I want something even more special. I'm getting too optimistic about changes though. If Nexon is serious about making "a new history in Maple", they would be wise to stray away from simply making everything into a killing machine. If these revamps turn explorers into another flavor of the month uber DPS hero, then they're all talk and we'll be seeing the exact same BS we always complain about every new patch. KMST 1.2.478 - Warrior and Mage Skill Changes - Moonlapse - 2013-05-30 If buccaneer changes are like the paladin changes... Many tables will be flipped, and then I will switch to Striker (or hope 5th job is better). |