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Patch Available - KMST 1.2.14 - Printable Version +- Southperry.net (https://www.southperry.net) +-- Forum: Main (https://www.southperry.net/forumdisplay.php?fid=11) +--- Forum: Nexon Announcements (https://www.southperry.net/forumdisplay.php?fid=20) +--- Thread: Patch Available - KMST 1.2.14 (/showthread.php?tid=74724) Pages:
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Patch Available - KMST 1.2.14 - EternalRain - 2015-07-02 hadriel Wrote:That, is why people want %ATT, because they have that much %Boss, %Damage and Hyper and everything else. We've done the math before, and there are enough sources of %Boss etc to get us there.Did you stop reading there? Yes, for most classes they will eventually cube a few lines for %ATT because the 233% Boss + %Total barrier is not very high. However, there are not enough sources of %Boss for most classes to get to optimal usage of all that %ATK if you have endgame aspirations. 63% ATT requires 443% Boss and %Total to make full use of it. In conclusion, you're better off recubing away any and all %ATK on your main potentials for %Boss. Therefore, since it's mathematically impossible for a truly endgame character (besides Xenon) to utilize all that extra %ATK, I don't see how you can dismiss a 65% Boss + %Total from Hyper stats as useless when it brings very needed balance to a naturally lopsided %ATK:%Total+%Boss ratio. I think this graph should make it very clear. The tiny blue triangle is the only range of values where %ATK > %Boss+%Total. x is 100%+(%Boss+%Total), and y is 100%+(%ATK). https://www.wolframalpha.com/input/?i=plot+%28x%2B40%29%2Fx+%3C+%28y%2B12%29%2Fy+from+300%3Cx%3C700+and+100%3Cy%3C220 And here's the other triangle, where %Boss+%Total > %ATK https://www.wolframalpha.com/input/?i=plot+%28x%2B40%29%2Fx+%3E+%28y%2B12%29%2Fy+from+300%3Cx%3C700+and+100%3Cy%3C220 Patch Available - KMST 1.2.14 - hadriel - 2015-07-03 No one's asking for 63%ATT, please do not misunderstand, misread or misrepresent what I said. My point is not to strip all the %Boss for %ATT, but to know where the breakpoints are, for crit rate, attack speed, crit damage etc.My original point is how Nexon clumps hypers, %DMG and %Boss together, and at the same time having quite confusing or misleading descriptions. Between the same amount of %DMG and %ATT the latter will always be preferable simply because of the number of contributions to the same variable. That's what I'm saying in my first post im this thread. Look through my post history and you will know what I've done and what I'm talking about. I'm not THE expert in DPS calculations (that must go to JoeTang) but I'm more than familiar with it. I said before a long time ago and I say again, that %DMG is stupid and undermined by %Boss, and at some point of time (which I bother working out for them when or what it is) I'll tell them to instead of going for more %Boss, I tell them to go for %ATT instead, or crit rate, min or max crit damage, IAS, %IgnorePDR or simply %STAT. Obviously that depends on what equipment they're cubing, their funding, and other considerations like if they want %BD instead to have a good uptime of whatever skill or mode,if they're bossing and what they're trying to kill, or if they want to grind or farm. They tend to be very well funded though, hence the apparent prevalence of the number of %ATT I brought up. Some equipment may or may not have been released so I calculate based on what's known then. I make an addendum here. I, and most people here, know how badly diminishing returns work. Hence, for the people I punch the numbers for, and for most cappers, you will find very few, or maybe only 1 or 2, sources of %ATT. I have to know if they're going to be partying with a BaM, for example, else everything is off. There is no fetish for %ATT, and if they do then they simply have gone off-tangent. Much like a strong desire for crit rate and (underwhelmingly) IAS. Hadriel Patch Available - KMST 1.2.14 - Reddish - 2015-07-03 Stats of monsters in the new Star Force fields, if anyone cares. Patch Available - KMST 1.2.14 - fodjgngf - 2015-07-03 Ahh they really did nerf a lot of stronghold. Well I have hopes that mechanical grave's huge maps will be ripe for kishin to maximize. Wow they nerfed a lot of star force mobs too.. I don't know of anyone that actually uses star force maps in gms. I don't even use them I do however, use the armory map since they have the star force bains without a star force requirement. Patch Available - KMST 1.2.14 - PirateIzzy - 2015-07-03 150 stars for SH? That's ridiculous. Patch Available - KMST 1.2.14 - TheBlackMage - 2015-07-03 I don't see the nerf for SH? It's a buff if you play KMS, GMS never got the previous nerf I think? Unless I am missing something. Seems like they've nerfed Leafre so you'd train at ToT. I don't like the Ludi nerf at all those levels are pretty annoying and SF Ludi is the only solution although it isn't so bad. Who trains at Bains LOL? Well I like the new ToT + SH, Not keen about the slower 100~130 + The harsh nerf to Leafre, but it's fine I guess. I don't think 150 stars is a lot considering that it's one zone before end-game, you'd expect people who train there to have at least 130. Patch Available - KMST 1.2.14 - fodjgngf - 2015-07-03 I just noticed the knockback values for the stronghold mobs.. 6.5m~8.5m hahaha. Patch Available - KMST 1.2.14 - PirateIzzy - 2015-07-03 fodjgngf Wrote:I just noticed the knockback values for the stronghold mobs.. 6.5m~8.5m hahaha. All Star Force mobs have high knockback values, so that's par for the course. Patch Available - KMST 1.2.14 - TheBlackMage - 2015-07-03 God darn I've just realized that Hyper passives aren't there anymore, does anyone know if they worked with % STAT? I don't like the removal of hyper skill character passives
Patch Available - KMST 1.2.14 - fodjgngf - 2015-07-03 TheBlackMage Wrote:God darn I've just realized that Hyper passives aren't there anymore, does anyone know if they worked with % STAT? I don't like the removal of hyper skill character passives Yeah I'm realizing I'll have to add to critical rate, unless I get critical rate on my middle line inner ability. Patch Available - KMST 1.2.14 - hadriel - 2015-07-03 TheBlackMage Wrote:God darn I've just realized that Hyper passives aren't there anymore, does anyone know if they worked with % STAT? I don't like the removal of hyper skill character passives Yeah they did. Hadriel Patch Available - KMST 1.2.14 - panolo - 2015-07-04 TheBlackMage Wrote:I don't see the nerf for SH? It's a buff if you play KMS, GMS never got the previous nerf I think? Unless I am missing something. The nerf that GMS didnt get was only on official Knight A and B(at KMS it happened on Cygnus return/awakening patch), which only affected drill hall 1 and 2. Official Knight C, D and E have the same exp and HP values both on KMS and GMS so at KMS it is a nerf for armory maps and KD 2-4. Patch Available - KMST 1.2.14 - Shads - 2015-07-04 panolo Wrote:The nerf that GMS didnt get was only on official Knight A and B(at KMS it happened on Cygnus return/awakening patch), which only affected drill hall 1 and 2. Official Knight C, D and E have the same exp and HP values both on KMS and GMS so at KMS it is a nerf for armory maps and KD 2-4. No, Official Knights A-E never got the change, or else kd4 would not be a viable place. You wouldn't get 104k exp off Official Knight E if it was the same as KMS. Or atleast I believe it's 104k |