![]() |
|
[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 - Regulate - 2010-06-24 Phoenix Wrote:Alchemist is still a damn good reason. That and Ranged attacks. Good point but I don't think that is enough of a reason to call them unique.. Not that big a deal.. But hey uhm didn't they add mini alchemist, hb, and se to first job adventurer skills? [1.2.318] [KOR] Adventurer Skill Revamps - Baklava - 2010-06-24 ITT: Unreleasable fanbase. Just because it has no delay doesn't mean that's the only skill you should use. Oh well lolol. [1.2.318] [KOR] Adventurer Skill Revamps - FrozNlite - 2010-06-24 Uhm Paul? You have LOLFP ArchMage Paralyze at doing 600% damage when maxed. Is that correct as of 1.3.231? Because last we all checked it was 460%, and if it really is 600% us LOLFPs will be a lot more.Also Paul, Bribery posted in the 1.3.231 thread that ArchMages now have -2 Booster back at 11+? Is that true or is it still -1 at all levels (because it didn't really say when I translated the Korean). Thanks! [1.2.318] [KOR] Adventurer Skill Revamps - Fiel - 2010-06-24 The values that are posted here are all calculated values from variables within Skill.wz. It is impossible for there to be an inaccurate value listed here. What these tables say, holds. [1.2.318] [KOR] Adventurer Skill Revamps - Bribery - 2010-06-24 FrozNlite Wrote:Uhm Paul? You have LOLFP ArchMage Paralyze at doing 600% damage when maxed. Is that correct as of 1.3.231? Because last we all checked it was 460%, and if it really is 600% us LOLFPs will be Ooh, I didn't even notice the Paralyze boost. Not too far behind I/L's on single targets. Booster's description says -2 speed. It looks like it's -2 speed at all levels, according to google translate at least. [1.2.318] [KOR] Adventurer Skill Revamps - FrozNlite - 2010-06-24 Thanks <3. LOLFPs, rejoice. We're not as bad off as we thought. [1.2.318] [KOR] Adventurer Skill Revamps - foxtales - 2010-06-25 FrozNlite Wrote:Thanks <3. LOLFPs, rejoice. We're not as bad off as we thought. i wont be happy until para beats cl at 1v1 ): [1.2.318] [KOR] Adventurer Skill Revamps - jhkplaya888 - 2010-06-25 Phoenix Wrote:Alchemist is still a damn good reason. That and Ranged attacks. Not for long....resistance class has a skill that is 30% alchemist...we are doomed to be the next lolclass [1.2.318] [KOR] Adventurer Skill Revamps - JoeTang - 2010-06-25 Fiel Wrote:The values that are posted here are all calculated values from variables within Skill.wz. It is impossible for there to be an inaccurate value listed here. What these tables say, holds. Which means Crossbows still have +15% Mastery until 4th job? Love, Nexon. [1.2.318] [KOR] Adventurer Skill Revamps - OrangeGuy - 2010-06-25 I've been reading over the Critical calculation threads, and have made sense to Critical Punch and Stun Mastery for Brawlers/Marauders. With a base of 5% Critical chance doing 120%-150% damage, you get an additional 20% chance to both the chance and the minimam damage, so with just Critical Punch, we'd have 25% Critical chance of doing 140%-150% damage. Using Stun Mastery, we get 50% Critical chance of doing 140%-150% damage. What doesn't make sense with this, is that many classes can get higher minimum damage than maximum when using SE. For example, SE raises 30% minimum Critical damage, so technically, Critical Range would be 170%-150%. Can someone test to see what happens? EDIT: Also, with potential items in KMS raising chance of Critical, is it possible to raise Critical chance to 100%? How would the DPS of characters change? [1.2.318] [KOR] Adventurer Skill Revamps - Gogreen - 2010-06-25 Fiel Wrote:The values that are posted here are all calculated values from variables within Skill.wz. It is impossible for there to be an inaccurate value listed here. What these tables say, holds. So unless Wizet doesn't look through some of the changes here throughly (ex. 15% crossbow mastery) There's gonna be some major freakage poppin out... [1.2.318] [KOR] Adventurer Skill Revamps - Random_Overlord - 2010-06-27 The thing I find most appealing to this update is the changes that were made to Bowmasters. ![]() Hurricane has doubled in damage (200% ![]() Strafe hits 150% Arrow rain becomes similar to evan's earthquake in mob control. + 400% damage ![]() Arrow bomb + Fundamentals = 410% + critical + Sharp eyes. ![]() Inferno had the most growth I've seen, it can take a HUGE chunk of hp out of mobs. + 450% damage. If Im right about the new 4th job skill, it's gonna make bowmasters seemingly untouchable Dodge is good for boss battles, 20% avoid at pinkbean yay~~~ Hawk and Phoenix now do damage based on your max attack. Sharp eyes actualy does MORE damage than it does now in GMS. No Min range Mortal blow becomes a great passive. Nexon has outdone themselves with the bowmaster job. ![]() Now, imagin this, with the HP upgrade, + hb, + the %gear, + sharp eyes + the new hurricane the damage you could do if you tried a 1 party run at pinkbean!!! ![]() Can't wait until this comes to North america!!! ![]() ![]()
[1.2.318] [KOR] Adventurer Skill Revamps - Fiel - 2010-06-27 Or unless Nexon screws it up and puts hard-coded values in for crossbow mastery instead of calculated values. The mastery values are correct in Skill.wz, but the calculated value references in String.wz are incorrect. How it is now: 석궁 계열 무기의 숙련도 15%, 명중률 1 상승. How it should be: 석궁 계열 무기의 숙련도 #mastery%, 명중률 #x 상승. [1.2.318] [KOR] Adventurer Skill Revamps - JoeTang - 2010-06-27 I just want to double check but is 벤젼스 (Vengeance), the new skill for Bow Masters, an active skill or a passive skill? It seems to be completely redundant as it basically does what Dragon Breath does except with stun, and twenty less skill points. Therefore, unless the activation rate affects its ability to knock things back as well as stunning, or it is absurdly slow, it makes Dragon Breath nigh obsolete. [1.2.318] [KOR] Adventurer Skill Revamps - Pride - 2010-06-27 JoeTang Wrote:I just want to double check but is 벤젼스 (Vengeance), the new skill for Bow Masters, an active skill or a passive skill? It seems to be completely redundant as it basically does what Dragon Breath does except with stun, and twenty less skill points. Therefore, unless the activation rate affects its ability to knock things back as well as stunning, or it is absurdly slow, it makes Dragon Breath nigh obsolete. It's passive, and not an attack. It says when you get HIT. [1.2.318] [KOR] Adventurer Skill Revamps - jhkplaya888 - 2010-06-27 Random_Overlord Wrote:The thing I find most appealing to this update is the changes that were made to Bowmasters. No it doesnt....the crit system is different...its weaker [1.2.318] [KOR] Adventurer Skill Revamps - Fiel - 2010-06-27 According to skillID, Vengeance is passive. [1.2.318] [KOR] Adventurer Skill Revamps - Cyanne - 2010-06-27 You can tell it's a passive skill by the blue background on the icon. [1.2.318] [KOR] Adventurer Skill Revamps - JoeTang - 2010-06-27 Cyanne Wrote:You can tell it's a passive skill by the blue background on the icon. This is news to me. Something new every day. [1.2.318] [KOR] Adventurer Skill Revamps - Dusk - 2010-06-27 Random_Overlord Wrote:The thing I find most appealing to this update is the changes that were made to Bowmasters. Thing is, with the critical ring, SE is currently adding an average of +162.5% damage to EVERY arrow that you fire (which is simply ridiculous; I'm glad it's being nerfed). That means right now, Hurricane is doing an average of 262.5% damage per arrow. As far as I can tell, under the new system, criticals will add less than +50% to your attacks. That means Hurricane will do less damage than it currently does, even with the upgrade to 200%. BM mob skills are no longer completely terrible though, which I do like. |