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[1.2.319] [ENG] 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: [1.2.319] [ENG] Adventurer skill revamps (/showthread.php?tid=26712) |
[1.2.319] [ENG] Adventurer skill revamps - Fiel - 2010-06-19 The KOR topic for Adventurer skills has been updated. [1.2.319] [ENG] Adventurer skill revamps - andyandythin - 2010-06-19 brave slash is weaker than brandish >:O and adv combo is weaker too. panic looks like it will still be used in 4th job now . dark knights seem a bit underpowered :O
[1.2.319] [ENG] Adventurer skill revamps - ScherzoDeLuce - 2010-06-19 Arroz Wrote:here we go again im just saying.
[1.2.319] [ENG] Adventurer skill revamps - MetaSeraphim - 2010-06-19 ScherzoDeLuce Wrote:while need to HP wash and maintain Hp at certain amount and at a high risk of dying, no? while the current hero can do the same without worrying about a thing. I could say something here along the lines of you need to learn how to control a Dark Knight better, but I'll just say this. Hero's Combo is now, what, 50%? Which isn't worlds away from 30%, plus you no longer have to stay under a HP limit to have it. Plus, who knows, maybe that critical skill Dark Knights got will give a big boost. [1.2.319] [ENG] Adventurer skill revamps - ScherzoDeLuce - 2010-06-19 MetaSeraphim Wrote:I could say something here along the lines of you need to learn how to control a Dark Knight better, but I'll just say this. maybe, just maybe. but 200% nerfed to 30% damage and 170% damage nerfed to 150% and still no boost in atk spd, it sound impossible for things to be better than now. [1.2.319] [ENG] Adventurer skill revamps - kremechoko - 2010-06-19 andyandythin Wrote:brave slash is weaker than brandish >:O and adv combo is weaker too. panic looks like it will still be used in 4th job now I hope you're kidding. Brandish does 2 hits at 220% Brave Slash does 3 hits at 170% 2x220 = 440% 3x170 = 510% [1.2.319] [ENG] Adventurer skill revamps - Russt - 2010-06-19 @ Magic Crash: How is that any different/better than Dispel? [1.2.319] [ENG] Adventurer skill revamps - IllegallySane - 2010-06-19 kremechoko Wrote:I hope you're kidding. This is accounting in the higher delay for Brave Slash to finish it's attack that Brave Slash is weaker than Brandish. Russt Wrote:@ Magic Crash: How is that any different/better than Dispel? I don't think you can dispel the Super DEF/POWER/MAGIC Up buffs. The crashes do exactly that, and more by suppressing the ability to do that Super "X" Up again for a small duration. Correct me if I'm wrong. [1.2.319] [ENG] Adventurer skill revamps - Jellyflower - 2010-06-19 Maybe you guys should pay more attention to brave slash's ridiculous range. Looks like hero becomes the dedicated mobber that are spread out since aran takes on splash damage penalty, paladin will be stronger 1 vs 1 and on very close mobs with ACB, and no clue on dark knights. Magic crash is different in a way that dispel targets party members first, so sometimes it's possible to dispel enemies like you intend to. Who knows, maybe they'll change dispel too. [1.2.319] [ENG] Adventurer skill revamps - hadriel - 2010-06-19 As an add-on: Brandish: ltx: -150, lty: -110, rbx: -10, rby: 0 Brave Slash: ltx: -250, lty: -150, rbx: -10, rby: 0 Higher and longer... 66% longer and about 36% higher... making the hit box area more than twice the size of Brandish's hit box. That's big... almost like Triple Swing. On a side note, Aran's damage may fall when mobbing, but nett damage still increases... at over 4x damage when hitting 12 mobs. Arans are still the best mobbers IMO. Heroes will do very well with monster magnet. Hadriel [1.2.319] [ENG] Adventurer skill revamps - IllegallySane - 2010-06-19 Jellyflower Wrote:Maybe you guys should pay more attention to brave slash's ridiculous range. Looks like hero becomes the dedicated mobber that are spread out Range does not make up for less damage over time though (according to JoeTang's calculations). For Heroes to still use a 3rd job attack as their main bossing ability would feel a bit awkward to them. I do admit though the range for Brave Slash is simply HUUUUUUGE. I can't even begin to imagine 1H users being able to reach out such a range. It's simply nothing short of ZoMG. [1.2.319] [ENG] Adventurer skill revamps - ScherzoDeLuce - 2010-06-19 IllegallySane Wrote:Range does not make up for less damage over time though (according to JoeTang's calculations). For Heroes to still use a 3rd job attack as their main bossing ability would feel a bit awkward to them. I do admit though the range for Brave Slash is simply HUUUUUUGE. I can't even begin to imagine 1H users being able to reach out such a range. It's simply nothing short of ZoMG. that's how DrK feel. [1.2.319] [ENG] Adventurer skill revamps - byakugan - 2010-06-19 Can someone write here what the delay for our current brandish is and how weapon speed - booster plays into calculating that? [1.2.319] [ENG] Adventurer skill revamps - MetaSeraphim - 2010-06-19 ScherzoDeLuce Wrote:that's how DrK feel. To be fair, Fury and Crusher (as they are now) are quite powerful for third job skills. There is a reason why Dragon Knights were kings of third job. [1.2.319] [ENG] Adventurer skill revamps - cleric1213 - 2010-06-19 MetaSeraphim Wrote:To be fair, Fury and Crusher (as they are now) are quite powerful for third job skills. There is a reason why Dragon Knights were kings of third job. So is brandish [1.2.319] [ENG] Adventurer skill revamps - Lasten - 2010-06-19 byakugan Wrote:Can someone write here what the delay for our current brandish is and how weapon speed - booster plays into calculating that? Brandish on (6) Normal has a delay of 840ms. Brave has a delay of 1050ms (assuming also (6), which is the default value). Brave is exactly 25% slower than Brandish. Brandish deals 440% in a hit. Brave deals 510% in a hit. Brandish deals 7.8%~ more damage over time on a single target. However the new criticals coming into play may or may not change overall damage (as currently it is believed to be a direct 2* multiplier as opposed to the old +100% or w/e). If FA works out the way I assume it does (40% chance of stacking an immediate instance of 150% on top of the instance of damage that triggered it.) then Brave will be slightly stronger overall. Assuming Brave follows the same delay pattern as almost every other skill (-30ms on (5) then -60 each step thereafter until (2)). Then the end result with a (5) 1h sword and the old -2 booster would lead to a: 840 ms delay (same speed as Brandish with a (6) 2h sword w/o booster). Assuming Brave follows the same delay pattern as other skills with a default value of 1050ms on (6) (I used ThunderBreaker's sharkwave and a Dragon Knight's Crusher as a reference). Then the end result with a (5) 1h sword and the old -2 booster would lead to a: 810 ms delay( same speed as Brandish with a (5) 1h sword w/o booster). After booster and realistic speed is applied the comparison between (new) Brandish and Brave are as follows: 690 ms (Brandish with (3) speed) 810 (Brave with (3) speed) Brandish is now only 17.4%~ faster. Brandish still retains its lead in damage with an overall damage output 1.3%~ higher. Personally I would use Brave over Brandish anyday for its ridiculous range and its ability to hit 3 monsters as well as any other factors that may come into play (knockback, weapon defence and aforementioned Final Attack/Critical. I'm just as intrigued by this new update as every one of you, and I'll be happy to help as much as I can to clear the fog shrouding this topic. [1.2.319] [ENG] Adventurer skill revamps - cleric1213 - 2010-06-19 I am providing proof that the theory of final attack now adding attack power to the skill instead of an extra strike like before is most likely true I put the KMS's Final Attack Description on gooogle translated this showed : Quote:[Master Level: 30] \ n a chance to attack and subsequent attack skill used is issued. But surely one hand sword, or two hands are played only when I heard the sword. \ N Required skill: # c # Sword Mastery Level 3 or I put the new KMST final attack description on google translate and this came up : Quote:Then used the attacks as a chance to add skill damage is applied. However, you must have heard of swords and axes can be triggered only if. Skills required: # c # Weapon Mastery 3 level or higher [1.2.319] [ENG] Adventurer skill revamps - Cyanne - 2010-06-19 Russt Wrote:@ Magic Crash: How is that any different/better than Dispel? New magic crash is basically the opposite counterpart of holy shield in that monsters can't cast any dispellable buffs on themselves anymore while it's active. It's better than dispel in that you'd never get hit by buffed damage, while to achieve the same result with dispel, you'd have to spam dispel and pray not to get hit in the split second between two dispels. It also ignores the party-members-first priority that dispel has. For example, at horntail combined with threaten, 4+ warriors with max magic crash keeping the heads crashed until wings die could reduce hp requirement down to like 5.6k after hyperbody, though characters get so much more hp now that it doesn't really matter. [1.2.319] [ENG] Adventurer skill revamps - MetaSeraphim - 2010-06-19 cleric1213 Wrote:So is brandish I am talking about how Maple is now, not what KMS is making it. What Maple is now Brandish is a fourth job skill. [1.2.319] [ENG] Adventurer skill revamps - Lasten - 2010-06-19 cleric1213 Wrote:I am providing proof that the theory of final strike now adding attack power to the skill instead of an extra strike like before is most likely true Interesting. My theory (elaborated) is this: Either 150% damage is stacked directly on top of the instance of damage (e.g. Final Attack activating with a hit on Brave will turn it from 170% into 320%) or a multiple of the damage (170%*1.5 = 255%) or: a seperate instance of damage is added ontop with no delay or cast time (e.g. Final Attack triggers on 2/3 of Brave's slashes: 170%, 150%, 170%, 170%, 150%). Your proof indeed seems to support my theory. Of course, no-one can be sure just yet, but so far, Heroes are looking to be quite a powerful class in this patch (not that they weren't good in the first place and needed balancing). |