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KMST 1.2.11 - Skill Changes Part II - Printable Version

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KMST 1.2.11 - Skill Changes Part II - Arrol - 2015-06-15

http://orangemushroom.net/2015/06/15/developers-note-maplestory-reboot-update-introduction/

*Equipment and Stat changes is coming.
*2D skeleton animation introduction, don't know what that is.
*An upgraded Mu Lung and KFT's coming back, after like two years+?
*Another server and a boss raid.
*Apparently, the new job's name is Kinesis. It's totally gonna be a mage.


KMST 1.2.11 - Skill Changes Part II - PirateIzzy - 2015-06-15

Kinesis? That explains the flying bus.


KMST 1.2.11 - Skill Changes Part II - dowie - 2015-06-16

kinesis ... sounds like creator from dfo ;3


KMST 1.2.11 - Skill Changes Part II - hadriel - 2015-06-16

YES! Psychic job! I called it XD

Hadriel


KMST 1.2.11 - Skill Changes Part II - fodjgngf - 2015-06-16

OrangeMushroomBlog Wrote:Wonky: First of all, the new Hyper Stat system will be available starting at level 140. The Hyper Stat system is different than the regular stat system and allows you to raise various combat stats. After level 140, you’ll receive Hyper Stat Points which you can use to increase your combat stats. In particular, you can get stats that previously could only be acquired through equipment, Inner Ability, and other skills, depending on your character’s level. And after the Hyper Stat system is added, the Hyper Skill system will be integrated within it.

Other changes include the amount of Honor you receive per level up. Currently, you get 500 Honor every time you level up, but after this update, you’ll get even more Honor based on your level.

Hyper stat system? What kind of stats are we expecting to see? I'm hoping for critical damage.


KMST 1.2.11 - Skill Changes Part II - SaptaZapta - 2015-06-16

fodjgngf Wrote:Hyper stat system? What kind of stats are we expecting to see? I'm hoping for critical damage.

plznexon Attack speed +1


KMST 1.2.11 - Skill Changes Part II - tecul1 - 2015-06-16

I know we all have the lurking feeling the hyper stat system will end up like cubing


KMST 1.2.11 - Skill Changes Part II - TugboatWilly - 2015-06-16

SaptaZapta Wrote:plznexon Attack speed +1
That's probably what I'd want the most as a Marksman since it seems they won't be buffing it or anything.


KMST 1.2.11 - Skill Changes Part II - GunPowder - 2015-06-17

Max Wrote:Today, we will be talking about the identity of the “Reboot world” which a lot of users have wondered about.

1. Reboot World

In this summer update, the new Reboot world will be born. The Reboot world is a server focusing on the fun of an RPG’s natural growth, collecting items and becoming stronger. This is done through the removal of selling items which significantly affect strength and reducing the reliance on Cash items through mesos.

—

Wonky: Hello, I’m Wonky.

In the Reboot world, in order to bring back the RPG’s original fun, game play will be significantly changed. Sufficient items and money needed in the growth process will be acquired through regular gameplay. This reduces the burden of keeping track of money, allowing you to relax and enjoy the RPG. In addition, we will be simplifying enhancing equipment in order to reduce the gap between equipment items. We also want to make levelling up more fun and not just killing monsters repeatedly, so we will be making significant changes to monsters to make battling more interesting.

All trading will be blocked in the Reboot world. Currently, in MapleStory, you can buy all the equipment you need through regular trading or the auction house. Although collecting money through trading is an important factor in MMORPGs, we think it is more important to fight against monsters and collect your own equipment and items. By acquiring equipment through your own gameplay instead of through a shop, we think it will make it a more fun RPG.

Mind Reading Robot: Hello, I’m a mind reading robot.

To reduce the burden of Cash in the Reboot world, a new Cash Shop will be utilized. Because this server is designed to give you the items and money you need as you hunt and level up, there is not as much need of various item strengthening systems and thus, related Cash items will not be sold at all or will be available through mesos. Cosmetic items which do not affect game play will be sold for Cash like usual. These changes will reduce the burden of Cash items and allow you to enjoy the game whether or not you spend money on Cash.

—

Through the implementation of the Reboot world, we want to show our true Maple’s original intentions, and because of various limitations in existing worlds, we will do it with the Reboot world. We will continue to develop Reboot world based on these policies and listen to the opinions of users to make more changes.

Please look forward to it.

Thank you.

Holy pomegranate!
That actually sounds like a lot of fun Glitter

Seeing how GMS didn't get Supreme world, there's a chance we won't get this Reboot world either Frown


KMST 1.2.11 - Skill Changes Part II - Ironical - 2015-06-17

GunPowder Wrote:Holy pomegranate!
That actually sounds like a lot of fun Glitter

Seeing how GMS didn't get Supreme world, there's a chance we won't get this Reboot world either Frown

Well, Supreme World was supposed to be EMS exclusive. And it was somewhat unbalanced. Developers said it specifically, that they are creating this world as they can't fix the burden on Cash Shop in normal worlds completely. Which is kinda very sad. :/


KMST 1.2.11 - Skill Changes Part II - dowie - 2015-06-17

sounds a lot like d3


KMST 1.2.11 - Skill Changes Part II - Foolyz - 2015-06-17

Reboot world got me like

[Image: KWl6pqT.jpg]

I'm all about that life. No merchants, no kids stealing their parent's credit card, no "balanced around power creep/real money cubes." Honestly, this would bring me back to Maple. Grinding and farming for gear, while tedious, is what the endgame is supposed to be in most games, IMO. You shouldn't be able to buy your way to the top, and I'm so very happy that they are including cosmetic items in the Reboot CS. It seems very similar to D3, and if they do it correctly, it could be a great success. This is the first time in a LONG time that I've been excited about Maple, and I hope I'm not the only one.


KMST 1.2.11 - Skill Changes Part II - FlameChocobo - 2015-06-18

Are you so gosh darned fed up with finding a Speed Infusion user? Well now you can deal even more DPM with a Spear! That is fantastic! *Golf Claps*

*Sigh* As if making Pole Arms weaker isn't enough for me to stay away from Pole Arms, Weapon Mastery just gives you a speed boost if you wield a Spear. That is a salt in an open wound because you don't need Speed Infusion to reach max Attack Speed if you use a Spear. It probably would have been a useless buff anyways IMO if Pole Arms have the same attack power as Spears as you can use the Green MPE Potions to add in the extra Attack Power.

Also SPEAKING OF Weapon Mastery, if you wield an Axe, you actually gain a 5% Damage! That seems like a very good thing for Axe Wielders, right? *Crickets chirping* As much as I love it, that's a slap in a face for Sword wielding Heroes as they get nothing from Weapon Mastery like Pole Arm wielding Dark Knights. That's just downright biased, coming from this guy that loves Axes more.


KMST 1.2.11 - Skill Changes Part II - Teppi - 2015-06-19

FlameChocobo Wrote:Are you so gosh darned fed up with finding a Speed Infusion user? Well now you can deal even more DPM with a Spear! That is fantastic! *Golf Claps*

*Sigh* As if making Pole Arms weaker isn't enough for me to stay away from Pole Arms, Weapon Mastery just gives you a speed boost if you wield a Spear. That is a salt in an open wound because you don't need Speed Infusion to reach max Attack Speed if you use a Spear. It probably would have been a useless buff anyways IMO if Pole Arms have the same attack power as Spears as you can use the Green MPE Potions to add in the extra Attack Power.

Also SPEAKING OF Weapon Mastery, if you wield an Axe, you actually gain a 5% Damage! That seems like a very good thing for Axe Wielders, right? *Crickets chirping* As much as I love it, that's a slap in a face for Sword wielding Heroes as they get nothing from Weapon Mastery like Pole Arm wielding Dark Knights. That's just downright biased, coming from this guy that loves Axes more.

I think they're pushing for each class maining its own weapon and fixing what maple started with (hence the reboot).
Heroes: 2-handed axe
Paladin: 2 handed BW
Drk: Spear
Magicians/Evan/BW: Wands
Kaiser: 2-handed sword
Mihile: 1-handed sword
Demon Slayer: 1-handed axe/bw
BaM: Staves
Aran: Pole Arm


KMST 1.2.11 - Skill Changes Part II - Jamesie - 2015-06-19

FlameChocobo Wrote:Are you so gosh darned fed up with finding a Speed Infusion user? Well now you can deal even more DPM with a Spear! That is fantastic! *Golf Claps*

*Sigh* As if making Pole Arms weaker isn't enough for me to stay away from Pole Arms, Weapon Mastery just gives you a speed boost if you wield a Spear. That is a salt in an open wound because you don't need Speed Infusion to reach max Attack Speed if you use a Spear. It probably would have been a useless buff anyways IMO if Pole Arms have the same attack power as Spears as you can use the Green MPE Potions to add in the extra Attack Power.

Also SPEAKING OF Weapon Mastery, if you wield an Axe, you actually gain a 5% Damage! That seems like a very good thing for Axe Wielders, right? *Crickets chirping* As much as I love it, that's a slap in a face for Sword wielding Heroes as they get nothing from Weapon Mastery like Pole Arm wielding Dark Knights. That's just downright biased, coming from this guy that loves Axes more.
I mean currently there's absolutely no reason to use either Axes or Spears over Swords and Polearms respectively so..... I think it's a step in the right direction.


KMST 1.2.11 - Skill Changes Part II - FlameChocobo - 2015-06-20

Jamesie Wrote:I mean currently there's absolutely no reason to use either Axes or Spears over Swords and Polearms respectively so..... I think it's a step in the right direction.

My main problem is that Pole Arms in later levels and new ones are weaker than Spears by attack power. Pole Arms are the ones that need fixing. I don't think making them faster will do anything as you easily can get max Attack Speed with a Slow-7 weapon (unless that MPE potion brings your weapon to Very Fast-1 if I'm not mistaken.)

As for Axes, Normal-6 ones outweigh the Slow-7 (I'm talking about Two Handed Axes) ones in terms of availablity. One Handed versions I can understand as One Handed Swords has Fast-5 as their slowest speed (If I'm not mistaken)


KMST 1.2.11 - Skill Changes Part II - Jamesie - 2015-06-20

FlameChocobo Wrote:My main problem is that Pole Arms in later levels and new ones are weaker than Spears by attack power. Pole Arms are the ones that need fixing. I don't think making them faster will do anything as you easily can get max Attack Speed with a Slow-7 weapon (unless that MPE potion brings your weapon to Very Fast-1 if I'm not mistaken.)

As for Axes, Normal-6 ones outweigh the Slow-7 (I'm talking about Two Handed Axes) ones in terms of availablity. One Handed versions I can understand as One Handed Swords has Fast-5 as their slowest speed (If I'm not mistaken)
Except, as I recall, they have faster attack speed and so the disparity between weapon attack "balances" out. I use scare quotes because spears don't have enough attack to make up for the 1 speed stage difference.

I mean, it's too late to really fix anything anyways so it'll be a vicious cycle.


KMST 1.2.11 - Skill Changes Part II - FlameChocobo - 2015-06-20

Jamesie Wrote:Except, as I recall, they have faster attack speed and so the disparity between weapon attack "balances" out. I use scare quotes because spears don't have enough attack to make up for the 1 speed stage difference.

I mean, it's too late to really fix anything anyways so it'll be a vicious cycle.

Please explain to me by "balancing," because I don't see it as balancing. If it is, then it is a bad example of balancing. It's very easy to reach max Attack Speed without the funds. Reaching max Damage? You need a lot of funding which made me ask myself "What's the point in having Attack Speed when it's easy to reach?"

Therefore, I just chose Spears over Pole Arms when making a Dark Knight as the weaker attack power Pole Arms have is too glaring for me to ignore. It wasn't a big deal before all the Spears got their speed changed to Normal-6/


KMST 1.2.11 - Skill Changes Part II - Jamesie - 2015-06-20

FlameChocobo Wrote:Please explain to me by "balancing," because I don't see it as balancing. If it is, then it is a bad example of balancing. It's very easy to reach max Attack Speed without the funds. Reaching max Damage? You need a lot of funding which made me ask myself "What's the point in having Attack Speed when it's easy to reach?"

Therefore, I just chose Spears over Pole Arms when making a Dark Knight as the weaker attack power Pole Arms have is too glaring for me to ignore. It wasn't a big deal before all the Spears got their speed changed to Normal-6/
Simple: as virtually anyone can tell you, the extra base damage on a Spear (18 more on a Spear for Fafnirs) does not make up for the -1 speed difference. If I remember correctly, one level of speed represents an approximate 10 percent damage increase.

You say it's easy to hit the speed cap, which I don't think is all that true since the only cheap and readily available to an average player will take you only -3 (Booster, MPE Green), which gets you the cap with a Pole Arm but one short for a Spear. And even then, since MPE Greens lift the cap, any extra speed becomes desirable so even if you can afford DSI or get a +1 AS IA, Pole Arms still have an advantage.


KMST 1.2.11 - Skill Changes Part II - FlameChocobo - 2015-06-20

Jamesie Wrote:Simple: as virtually anyone can tell you, the extra base damage on a Spear (18 more on a Spear for Fafnirs) does not make up for the -1 speed difference. If I remember correctly, one level of speed represents an approximate 10 percent damage increase.

You say it's easy to hit the speed cap, which I don't think is all that true since the only cheap and readily available to an average player will take you only -3 (Booster, MPE Green), which gets you the cap with a Pole Arm but one short for a Spear. And even then, since MPE Greens lift the cap, any extra speed becomes desirable so even if you can afford DSI or get a +1 AS IA, Pole Arms still have an advantage.

Still, you just have to party with someone with Speed Infusion, so that's a total of -5. Like I said, it's easy to reach Max Attack Speed unless you only care what's raw. That's why Pole Arms are at a disadvantage IMO as making them weaker was a dumb move on Nexon's part.

Edit: Pretty much the slowest speed that can reach Max Speed in total is Normal-6 (Which is what I was talking about!) and not Slow-7 (Which I thought it is because I didn't think Green MPE potions bypass the attack speed.) I probably wouldn't be complaining about it if Nexon removes the Attack Speed cap, which I highly doubt it will happen.