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[1.2.319] [ENG] Adventurer skill revamps - Printable Version

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[1.2.319] [ENG] Adventurer skill revamps - Cancambo - 2010-06-19

Fiel, are there any player animations that go along with the changed final attack, not just the hit animation?


[1.2.319] [ENG] Adventurer skill revamps - cleric1213 - 2010-06-19

Lasten Wrote: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).

i realised i mistyped final attack as final strike -.-


[1.2.319] [ENG] Adventurer skill revamps - Fiel - 2010-06-19

Cancambo Wrote:Fiel, are there any player animations that go along with the changed final attack, not just the hit animation?

A script pulls out all of the animations. What you see is all there is (and yes, I double checked on Final Attack just to be sure).


[1.2.319] [ENG] Adventurer skill revamps - Phoenix - 2010-06-19

Didn't Shikage or someone have a warrior in KMST? This would so easy to verify if someone would try it out.


[1.2.319] [ENG] Adventurer skill revamps - cleric1213 - 2010-06-19

Fiel Wrote:A script pulls out all of the animations. What you see is all there is (and yes, I double checked on Final Attack just to be sure).

Doesnt Final Attack have its animation together with the swing/attack animations in character.wz?


[1.2.319] [ENG] Adventurer skill revamps - Cancambo - 2010-06-19

Fiel Wrote:A script pulls out all of the animations. What you see is all there is (and yes, I double checked on Final Attack just to be sure).

Hmmmm. Well what I was getting at was that if there is no swing animation and just a hit animation, it might clue in as to how the new FA will work. Perhaps, due to the lack of a swing animation, this could mean that it does not chain on another attack like it does now. Maybe this shows that it works, as prosposed above, by just making your attacks stronger at a certain percentage. When this happens, perhaps, it changes the hit animation, sort of like how criticals change how your damage looks.


[1.2.319] [ENG] Adventurer skill revamps - Fiel - 2010-06-19

Cancambo Wrote:Hmmmm. Well what I was getting at was that if there is no swing animation and just a hit animation, it might clue in as to how the new FA will work. Perhaps, due to the lack of a swing animation, this could mean that it does not chain on another attack like it does now. Maybe this shows that it works, as prosposed above, by just making your attacks stronger at a certain percentage. When this happens, perhaps, it changes the hit animation, sort of like how criticals change how your damage looks.

What do you mean when you say "swing animation"? Do you mean the animation of the sword as it swings (Afterimage.img) or the animation of the character as it swings (00002000.img) or the animation of the skill as it swings (Skill.wz)? You're losing me.


[1.2.319] [ENG] Adventurer skill revamps - cleric1213 - 2010-06-19

Fiel Wrote:What do you mean when you say "swing animation"? Do you mean the animation of the sword as it swings (Afterimage.img) or the animation of the character as it swings (00002000.img) or the animation of the skill as it swings (Skill.wz)? You're losing me.

Probably afterimage, there wasnt any animations in skill.wz before and after this patch


[1.2.319] [ENG] Adventurer skill revamps - Cancambo - 2010-06-19

Fiel Wrote:What do you mean when you say "swing animation"? Do you mean the animation of the sword as it swings (Afterimage.img) or the animation of the character as it swings (00002000.img) or the animation of the skill as it swings (Skill.wz)? You're losing me.

I guess it is probably afterimage. What I mean is, as you swing your sword through the air, there is sort of a trail that follows your sword. That trail is changed by using different skills (slash blast, power strike, FA, etc.) FA currently has its own "trail," yes? Is that "trail" still there?


[1.2.319] [ENG] Adventurer skill revamps - Nikkey - 2010-06-19

Cancambo Wrote:I guess it is probably afterimage. What I mean is, as you swing your sword through the air, there is sort of a trail that follows your sword. That trail is changed by using different skills (slash blast, power strike, FA, etc.) FA currently has its own "trail," yes? Is that "trail" still there?

Afterimage happens on all attacks. Power Strike, Slash Blast and all other skills appends their effect-images in front of that. If it's not there, then that means that the skill is passive, or that it just doesn't have an effect. From what I know, all active/buff-skills do have an effect when used.


[1.2.319] [ENG] Adventurer skill revamps - Fiel - 2010-06-19

There are some skills where there's an afterimage override, such as spear/polearm fury, band of thieves, and blast.


[1.2.319] [ENG] Adventurer skill revamps - JoeTang - 2010-06-19

Lasten Wrote: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.

Brandish also hits three monsters. It does more damage per hit so it has better knock back probability if you're having issues reaching the required amount, and it's faster so it can pin better unless the monster has an awkward delay.

Speeds are all the same ratio, give or take like 5% for rounding, so at Fastest (2), the damage ratio between two skills should be the same as they are at Slower (8).

It appears that Dark Knight's Rush has a delay of 1920ms while the others have 600ms. Typo or bug?


[1.2.319] [ENG] Adventurer skill revamps - andyandythin - 2010-06-19

i meant old brandish is stronger than brave slash in my other post, but it seems some people calculated and the new nooby brandish is also stronger than brave slash! OMG UNDERPOWERED BRAVE SLASH. There's extra range tho... in different maps heroes will prob have to switch between attacks


[1.2.319] [ENG] Adventurer skill revamps - Xiger - 2010-06-19

For that it would make more sense.
Final attack is now looking to be less useless by the moment.
But maybe they'll remove the animation and replace it with the damage and critical boost that it provides.
But doing that Final attack would turn into some sort of "Critical Hit".
Or, remove Final Attack and replace it with critical.
That'll make more sense.


[1.2.319] [ENG] Adventurer skill revamps - Adramelech - 2010-06-19

am I the only one who noticed the epic animation for Heroes new attack in 4th job?


[1.2.319] [ENG] Adventurer skill revamps - andyandythin - 2010-06-19

Adramelech Wrote:am I the only one who noticed the epic animation for Heroes new attack in 4th job?

its good, but ctrl is the most epic animation ive ever seen! Cool


[1.2.319] [ENG] Adventurer skill revamps - Bribery - 2010-06-19

Beholder's Revenge isn't listed for Dark Knights.


[1.2.319] [ENG] Adventurer skill revamps - Arroz - 2010-06-19

It would be sick if they split the paradigm completely with pally's and heroes. Imagine if heroes only used 2-h and pally's only used 1-hand sheilds. It would make sense with the skill animations. The three choices would mix things up if the formulas were made accordingly to something like unstable(low minimum but insane maximum) middle(decent minimum with decent maximum) stable (high minimum low maximum)


[1.2.319] [ENG] Adventurer skill revamps - Blup - 2010-06-19

Arroz Wrote:It would be sick if they split the paradigm completely with pally's and heroes. Imagine if heroes only used 2-h and pally's only used 1-hand sheilds. It would make sense with the skill animations. The three choices would mix things up if the formulas were made accordingly to something like unstable(low minimum but insane maximum) middle(decent minimum with decent maximum) stable (high minimum low maximum)

Actually this is how it's working in other MMORPGs. warrior types are seperated by the weapons they use. Paladins using 1hand+shield makes sense as them being a "defensive" job, and Hero's being just an all out attacking, 2h weapon using job, when Dark Knight being thrown to the mix as another form of playing (berserk, dragon skills). Notice how only Paladins have shield skills now.

For this to make sense though, Paladins need a good party skill.


[1.2.319] [ENG] Adventurer skill revamps - holyforest - 2010-06-19

Blup Wrote:Actually this is how it's working in other MMORPGs. warrior types are seperated by the weapons they use. Paladins using 1hand+shield makes sense as them being a "defensive" job, and Hero's being just an all out attacking, 2h weapon using job, when Dark Knight being thrown to the mix as another form of playing (berserk, dragon skills). Notice how only Paladins have shield skills now.

For this to make sense though, Paladins need a good party skill.

Threaten can be considered a party skill....I guess.