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[1.2.318] [KOR] Adventurer Skill Revamps - 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: [1.2.318] [KOR] Adventurer Skill Revamps (/showthread.php?tid=26661) |
[1.2.318] [KOR] Adventurer Skill Revamps - Phoenix - 2010-06-19 kremechoko Wrote:Oh wow. Even though Final Attack for nerfed, it's actually pretty good right now. Sorta Is this from trying it out? [1.2.318] [KOR] Adventurer Skill Revamps - Phoenix Wright - 2010-06-19 Wait, F/Ps get Ifrit and I/Ls get Elquines? Isn't it the other way around? [1.2.318] [KOR] Adventurer Skill Revamps - holyforest - 2010-06-19 Phoenix Wright Wrote:Wait, F/Ps get Ifrit and I/Ls get Elquines? They changed it. [1.2.318] [KOR] Adventurer Skill Revamps - kremechoko - 2010-06-19 Phoenix Wrote:Is this from trying it out? Yes. My fighter is lvl 42 currently. [1.2.318] [KOR] Adventurer Skill Revamps - Hazzy - 2010-06-19 Phoenix Wright Wrote:Wait, F/Ps get Ifrit and I/Ls get Elquines? Fiel thinks this means Amp works on summons. Still, Demon and Summon was a nice trick. I'm kinda sad to see that vanish, especially since Ultimate Spamming is dead. [1.2.318] [KOR] Adventurer Skill Revamps - Phoenix - 2010-06-19 kremechoko Wrote:Yes. My fighter is lvl 42 currently. Freaking awesome. So it does work like crit? Now to figure out if it just adds 150% or if it adds 150% per hit so that it'll actaully make brave slash viable. [1.2.318] [KOR] Adventurer Skill Revamps - Rigumaro - 2010-06-19 Phoenix Wrote:Freaking awesome. So it does work like crit? Now to figure out if it just adds 150% or if it adds 150% per hit so that it'll actaully make brave slash viable.According to what he, Andy, told me, it shows the extra hit, but not the animation. So it's a separate hit, not added damage like critical. Andy, correct me if I'm wrong. [1.2.318] [KOR] Adventurer Skill Revamps - Phoenix - 2010-06-19 Rigumaro Wrote:According to what he, Andy, told me, it shows the extra hit, but not the animation. So it's a separate hit, not added damage like critical. Andy, correct me if I'm wrong. As long as there's no extra delay in it I'm quite happy. If each hit of Brave Slash has an equal and seperate chance at activating FA then my day will be made. [1.2.318] [KOR] Adventurer Skill Revamps - Cavalier - 2010-06-19 Blup Wrote:37% of the time. (5 min cooldown to 3 min useage) Pretty sure cooldown starts on use, not at the end of the buff. [1.2.318] [KOR] Adventurer Skill Revamps - Rigumaro - 2010-06-19 Cavalier Wrote:Pretty sure cooldown starts on use, not at the end of the buff. Exactly. But anyways, I have all 3rd job skills maxed except 15 gaviota, and I could only get lvl 16 Dice. Which is less seconds and more cooldown. [1.2.318] [KOR] Adventurer Skill Revamps - Bribery - 2010-06-19 Since the Arch Mage summons were switched, does Ice Demon make monsters weak to Ice and Fire Demon make monsters weak to Fire? [1.2.318] [KOR] Adventurer Skill Revamps - Pythagoras - 2010-06-19 Phoenix Wright Wrote:Wait, F/Ps get Ifrit and I/Ls get Elquines? holyforest Wrote:They changed it. Hazzy Wrote:Fiel thinks this means Amp works on summons. Bribery Wrote:Since the Arch Mage summons were switched, does Ice Demon make monsters weak to Ice and Fire Demon make monsters weak to Fire? Sorry for my Stupidity.. Fiel ,can u tell me Ifrit and Elquines is switched is a mistake of extraction. or they are really switched? I'm so confused now.
[1.2.318] [KOR] Adventurer Skill Revamps - Fiel - 2010-06-19 not a mistake. you could easily check this yourself by looking at jobIDs of each skill [1.2.318] [KOR] Adventurer Skill Revamps - Pythagoras - 2010-06-19 Fiel Wrote:not a mistake. you could easily check this yourself by looking at jobIDs of each skill OK.Noted.! [1.2.318] [KOR] Adventurer Skill Revamps - Hanabira.Kage - 2010-06-19 I read somewhere that the Captain/Corsair's Counter attack skill is passive, and adds a chance for every attack you perform to add some WA temporarily. At maximum skill level, 10% chance of adding 30 WA. That, coupled with Critical Shot, is probably why many of their attacks were nerfed so badly.
[1.2.318] [KOR] Adventurer Skill Revamps - JoeTang - 2010-06-20 Rigumaro Wrote:Exactly. But anyways, I have all 3rd job skills maxed except 15 gaviota, and I could only get lvl 16 Dice. Which is less seconds and more cooldown. An Outlaw can have everything maxed and 24 Gaviota. [1.2.318] [KOR] Adventurer Skill Revamps - Grey - 2010-06-20 Rigumaro Wrote:Also, about the captain's new dice skill. It rolls a dice, and depending on the number, you get a buff. It looks like getting a 6 might be +20% EXP. [1.2.318] [KOR] Adventurer Skill Revamps - cleric1213 - 2010-06-20 So would this build for bandit be good? 1 Mastery -> 5 Haste -> 14 Steal(hits 4 enemies)(1 Savage Blow Somewhere) -> Max Mastery -> Max Steal -> 5 Booster -> Max Savage Blow/Haste(IDK which one to max first) -> Max Shadow Resistance [1.2.318] [KOR] Adventurer Skill Revamps - Hanabira.Kage - 2010-06-20 cleric1213 Wrote:So would this build for bandit be good? Sounds fine to me...
As for me, I'll definitely be past Second Job by the time the patch gets to MapleSEA. If they reset all the SP, then I would add: Dagger Mastery - 20 (Maxed) Dagger Booster - 20 (Maxed) Haste - 20 (Maxed) Steal - 11 Savage Blow - 30 (Maxed) Shadow Resistance - 20 (Maxed) Total: 121 SP Note: I love having a 200 second Booster, so there. :p [1.2.318] [KOR] Adventurer Skill Revamps - cleric1213 - 2010-06-20 Hanabira.Kage Wrote:I have accounts in both KMS and MSEA, and TBH i prefer KMS |