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[1.2.320] Massive Buff - Printable Version

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[1.2.320] Massive Buff - Kabanaw - 2010-06-23

Anyone else expecting a patch today?


[1.2.320] Massive Buff - MetaSeraphim - 2010-06-23

Don't they come only every 1 week or so? 1 day is a little soon.


[1.2.320] Massive Buff - Kabanaw - 2010-06-23

MetaSeraphim Wrote:Don't they come only every 1 week or so? 1 day is a little soon.

3 patches in the past 6 days.


[1.2.320] Massive Buff - MetaSeraphim - 2010-06-23

Still, one/two days seems a bit soon for more massive changes.


[1.2.320] Massive Buff - Kabanaw - 2010-06-23

MetaSeraphim Wrote:Still, one/two days seems a bit soon for more massive changes.

1.2.318 - June 17
1.2.319 - June 18
1.2.320 - June 21

1 day, then 3 days. I'm not expecting huge changes, but some changes.


[1.2.320] Massive Buff - Peyhwa - 2010-06-23

Devil Wrote:The removal of the Shadower class... :')

Nexon: "We have the Dual Blade class now... Shadowers are too complicated for us to rebalance, sorry guys."

epic >_<


[1.2.320] Massive Buff - Peyhwa - 2010-06-23

Des Wrote:wasnt the old chars deleted tho ? and all started from lvl 1 again...?



yea well im old date shadower as well and i remember the 06 time.and to be honest that was our time to shine
cb's year if i can say like that
there was no single zrun without shadowers cause we were doin basically more than half of job exploding bags (at least in khaini we didnt really dp zrun without at least 2 shads)

i didnt forget about avoid.but to be honest its a bit sad that even at 19x with decent funding (imo, i've started from 0 tho) and range yet i was still concidered as nothing else but seduce / smoke mule.its kinda sad that after all the hard work i put into training my char im still only a weak mule.im not saying i dont enjoy my shad cause i love it and i tried to quit it few times in the past but couldnt and always ended up goin back i'd like to see some changes that could really help us change how ppl "see" us at bosses.
so i still hope we get some decent upgrades in near future

also i agree with you that assasinate should be remade
1st of all no charge (or at least something like current snipe / bb charge up time without need of goin into ds)
2nd range i dont understand how a buccaner that hits with bare fist can hit something that stands like 100 pixels away (or w.e range it has now) yet the shadower cant hit the same thing with a WEAPON
current range is really crapy -pointed out some of situations in my previous posts-
3 4th hit also this hit could be stationary (?!) and not rushing forward cause at stronger bosses 4th hit is basically useless unless you can take the dmg (which also requires washing in most cases in current gms version)

(if there are any errors sorry.english isnt my main language and its 3 am here heh so forgive me)

agree tat assasinate needs to be improve without nerfing its current dmg output, it is the only 4th job skill that becomes more user unfriendly as the mastery increases (correct me if im wrong), the higher ur mastery, the longer u charge, wad logic is that?!


[1.2.320] Massive Buff - FrozNlite - 2010-06-23

Hazzy Wrote:And that othercode would have something that reduces the damage by the value of its elemental-ness? If the skill has 50% elem, it will do 150% on weak, but 100-50 = 50% on resistant?

Never played much with these. How does Composite work on mobs mixed with weak, resistant, and neutral?

First off, Composition is rarely used because it's such a slow skill. Because they're the ones I know, LOLFPs no longer bother maxing the skill as it's easily replaced by Paralyze in 4th Job, and instead opt for Partial Resistance. But we'll have to see how the new Compositions fare to make any lasting judgments.

But I digress. To answer your question, both Elemental Compositions are comprised equally of their two respective elements. Therefore, the skill is affected by elements in the same way all other skills are, only as a fusion of two different "reactions," per se. For example, if you're using F/P Comp on a mob that is Fire resist and Poison neutral, the damage will be reduced by 25%. (1/2 of the skill is reduced by 50%). If the mob is Fire weak and Poison resist, the damage remains neutral. Perhaps the easiest way to think about it would be similar to dual-type Pokemon (ex. Lapras is Water/Ice, so Fire attacks do 2x damage to 1/2 of the typing and 0.5x to the other, which equates out to 1x normal damage).

Tikey Wrote:I don't know if this applies to the Blaze Wizard Elemental Reset, but the Evan Elemental Reset no longer does this.

 Spoiler

THIS is what I though Elemental Reset did, and what I was referring to in my previous post. It only makes sense as a useful skill to completely remove the aspect of an elemental skill that would trigger multiplicative effects based on weakness/resistance/immunity. As these pictures prove that's the case, and the logic is sound, all is well and good...except for the fact that people are claiming Elemental Weapon bonuses still aplly when buffed with Reset. This begs the question of exactly how elements and element based skills are treated in the game, as it appears there are two distinct sectors for each skill that denote an elemental affinity: one that is used for determining the appropriate multiplier, and which is "normalized" with Reset, and another that acts as an identification tag for the skill as a particular element, which is used by Elemental Weapons to identify which skills receive which bonuses.

Would this query be up your alley of data to help us with, Paul?


[1.2.320] Massive Buff - Cactuar - 2010-06-23

Well, it looks like ER works as it sounds like it should finally, so I imagine the bonus from attacks wouldn't apply.


[1.2.320] Massive Buff - Meeru - 2010-06-23

Peyhwa Wrote:agree tat assasinate needs to be improve without nerfing its current dmg output, it is the only 4th job skill that becomes more user unfriendly as the mastery increases (correct me if im wrong), the higher ur mastery, the longer u charge, wad logic is that?!

I think you misunderstood the charging time for skill, it works some sort like this.
lvl 1 - max charge time 2 sec
lvl 30 - max charge time 8 sec
Basically you accumulate more damage the longer you charge, a higher mastery just implies a higher cap so to speak.
I'm not too specific with the mechanics, but hope this general example clarifies things.


[1.2.320] Massive Buff - perolicious - 2010-06-23

Credits to Spadow.




[1.2.320] Massive Buff - Sn1perJohnE - 2010-06-23

perolicious Wrote:Credits to Spadow.


What is this i dont even.


[1.2.320] Massive Buff - Typhoon - 2010-06-23

And people thought they wanted to censor guns in the pirate patch..


[1.2.320] Massive Buff - yo72 - 2010-06-23

Any1 notice the beef to CL is the most useless thing ever, unless no dmg penatly fiel could you check??


[1.2.320] Massive Buff - Sn1perJohnE - 2010-06-23

Typhoon Wrote:And people thought they wanted to censor guns in the pirate patch..

Ah, good times, good times.


[1.2.320] Massive Buff - Peyhwa - 2010-06-23

Meeru Wrote:I think you misunderstood the charging time for skill, it works some sort like this.
lvl 1 - max charge time 2 sec
lvl 30 - max charge time 8 sec
Basically you accumulate more damage the longer you charge, a higher mastery just implies a higher cap so to speak.
I'm not too specific with the mechanics, but hope this general example clarifies things.

i understand wad u mean, wad im saying is that when comparing with other classes' 4th job skills: example genesis

as the lvl of the skill increases, the dmg output increases, the MP cost decreases (wad i will call user friendly as the lvl of the skill increases)

but for our assasinate, wldnt it make more sense to be charging for longer period at lower lvl of masterydoing not-so-high dmg while the charging time lessen while the dmg output increases as the lvl of the skill increases. (userfriendly, in this sense , is wad i meant)


[1.2.320] Massive Buff - Kabanaw - 2010-06-23

yo72 Wrote:Any1 notice the beef to CL is the most useless thing ever, unless no dmg penatly fiel could you check??

I'm assuming you mean the damage reduction of 70%, and no he can't. That's not stored in the .wz files.


[1.2.320] Massive Buff - Neothisis - 2010-06-23

Peyhwa Wrote:i understand wad u mean, wad im saying is that when comparing with other classes' 4th job skills: example genesis

as the lvl of the skill increases, the dmg output increases, the MP cost decreases (wad i will call user friendly as the lvl of the skill increases)

but for our assasinate, wldnt it make more sense to be charging for longer period at lower lvl of masterydoing not-so-high dmg while the charging time lessen while the dmg output increases as the lvl of the skill increases. (userfriendly, in this sense , is wad i meant)

No, it charges longer at higher levels to deal more damage upon release. Higher level means more base damage and more time to charge, yielding higher charged damage. Regardless of level, you always have the option of not charging it.


[1.2.320] Massive Buff - vx-2 - 2010-06-23

Bribery Wrote:I thought it was only buffed to 130% in the first patch. Now it's listed as 180%. The notes in this thread say only Wild Shot got that boost, while their SE was nerfed.

Waiting for more clarification on this as well :f6:


[1.2.320] Massive Buff - IPunketOz - 2010-06-23

Idk if any1 has posted this but, heres a vid of how final attack works with heros http://www.youtube.com/watch?v=61RdnTxKQiA&feature=player_embedded