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KMST v1.2.495 - You & I (The Seed) - Printable Version

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KMST v1.2.495 - You & I (The Seed) - PirateIzzy - 2014-01-09

ChronosXIII Wrote:Ehh, I consider a revamp an update that alters the way a class plays or adds some kind of significant change in some other way. For example, RED for non-pirates and Cygnus Returns are revamps, while FLY is not.

But whatever, semantics

Fixed.


KMST v1.2.495 - You & I (The Seed) - Takebacker - 2014-01-09

ChronosXIII Wrote:Ehh, I consider a revamp an update that alters the way a class plays or adds some kind of significant change in some other way. For example, RED and Cygnus Returns are revamps, while FLY is not.

But whatever, semantics

In that case monkey power boom for monkey furious is a massive difference. Not only can cannoneers not attack behind or around them anymore, meaning they have to always reposition themselves if they're surrounded by a lot of enemies (happens more often than you think, commerci, on the way to gollux abs, etc) or if they're not in an ideal spot to kill the most mobs with the least attacks, monkey furious and RR summon adds more to their set up game as well as making it more crippling to their constant DPS if they die during key moments. Take a gollux hand to the face after doing furious -> RR -> anchor -> monkeys? GG to a huge bulk of your %/s for a significant portion of time. (well, furious probably stays active since it's a debuff but you get the point)


KMST v1.2.495 - You & I (The Seed) - YennoX - 2014-01-09

They could've just given mages Zero's teleport skill. Works much better anyway.


KMST v1.2.495 - You & I (The Seed) - Takebacker - 2014-01-09

YennoX Wrote:They could've just given mages Zero's teleport skill. Works much better anyway.

You could probably count the number of attacks mages can cast in the air on a foot with -1 big toe. I think this works better than it appears.


KMST v1.2.495 - You & I (The Seed) - Dark Link - 2014-01-09

LiquidSwing Wrote:Am I the only one that feels Kaiser didnt need those buffs at all?

Maybe except the lower transformation requirements on 2nd and 3rd gauge, thats pretty welcomed.

Kaiser needed those buffs. The class relies WAY too heavily on wingbeat to actually be competitive in DPS. If they can't maintain 100% uptime on 3 wingbeats, their DPS bombs hard.


KMST v1.2.495 - You & I (The Seed) - RedRaven16 - 2014-01-09

Endgame Wrote:What the pineapple?! The Cygnus Knights don't need such massive buffs, they're already incredibly powerful compared to non-Zeros.

And lol at Xenon getting Mecha Purge Snipe buffed back to pre-nerf levels. (Well, almost. Its damage ignore effect is still nerfed.)

Sky song needed a buff it was barely stronger than spiral vortex in 1v1 with hypers. without hypers it was weaker


KMST v1.2.495 - You & I (The Seed) - ManxDrk - 2014-01-09

Dark Link Wrote:Kaiser needed those buffs. The class relies WAY too heavily on wingbeat to actually be competitive in DPS. If they can't maintain 100% uptime on 3 wingbeats, their DPS bombs hard.

they should nerf wingbeat then :3


KMST v1.2.495 - You & I (The Seed) - CakesXD - 2014-01-10

Dark Link Wrote:Kaiser needed those buffs. The class relies WAY too heavily on wingbeat to actually be competitive in DPS. If they can't maintain 100% uptime on 3 wingbeats, their DPS bombs hard.

Agreed, but there are so many other classes much more deserving of buffs. Kaiser has so many good things aside from DPS (insanely high Status Resistance and the ability to completely bypass DR and Weapon Attack Cancel being the big two), they shouldn't be top priority.


KMST v1.2.495 - You & I (The Seed) - Green4Ever - 2014-01-10

Why the pineapple are people whining about Kaiser being overpowered? Kaiser is not even close to being overpowered anymore; Kaiser is average at best.
Explorer warriors blow Kaiser out of the water now that we have RED, and because of that, Kaiser deserves this buff.


KMST v1.2.495 - You & I (The Seed) - Reddish - 2014-01-10

emailbox Wrote:Really rough ring translations:

Note: All rings (unless otherwise indicated) have a prefix phrase that indicates that the effects of the rings are TEMPORARY. I also believe they have a chance of proccing, though they could also have actives. Idk. Ring names are all phonetic translations from their English counterparts so those were pretty simple.

Disclaimer: Probable mistakes.

리스트레인트 링 - Restraint Ring - Increases W/M ATT, but restricts movement

얼티메이덤 링 - Ultimatum Ring - User's W. ATT stat is set to 200 for the duration.

리밋 링 - Limit Ring - Maximum MP is set to 500 and boss damage is increased - Classes that do not use MP cannot use this skill.

헬스컷 링 - Health-cut Ring - Lowers maximum HP, raises Boss Damage.

마나컷 링 - Mana-cut Ring - Lowers maximum MP, raises Ignore PDR

듀라빌리티 링 - Durability Ring - Maximum HP is doubled

맥스크리 링 - Max Cri(t) Ring (Literally, MaxCri Ring)- Raises Max Crit damage

크리디펜스 링 - Cri(t) Defense Ring - Ignore PDR equal to your crit chance

크리쉬프트 링 - Cri(t) Shift Ring - Crit chance is substituted with your character's total %MainStat (I'm 90% sure this is what it means)

스텐스쉬프트 링 - Stance Shift Ring - Stance chance is substituted with your character's total %MainStat

링 오브 썸 - Ring of Thumb (?) - Increases your main stat by the total all stat your character has (could be totally wrong... definitely feels wrong)

레벨퍼프 - S/D/I/L 링 - Level Buff - S/D/I/L Ring - Increases STR/DEX/INT/LUK by your current level

웨폰퍼프 - S/D/I/L 링 - Weapon Buff - S/D/I/L Ring - STR/DEX/INT/LUK increased by your weapon's base ATT. - Probably an oversight, but the INT ring also increases based on ATT apparently (doesn't specify Magic Att)

스위프트 링 - Swift Ring - Increases attack speed.

오버패스 링 - Overpass Ring - Ignores W/M Def Up, Damage Reflect. Your (?) damage is increased for the duration.

실드스와프 링 - Shield Swap Ring - Instead of ignoring PDR, your defenses are applied to the enemy, replacing their own (I THINK this is the true translation. Could be very wrong.)

리플렉티브 링 - Reflective Ring - When attacked, you return the damage at an increased rate.

버든리프트 링 - Burden-lift Ring - (Doesn't have the "For a period of time" prefix) Chance to nullify all status effects.

리스크테이커 링 - Risk-taker Ring - Increases your W/M ATT. If you take damage, the buff disappears.

크라이시스 - H링 - Crisis - H Ring - If your HP falls below a certain amount, you gain defense(s?) and evasion for a period of time.

크라이시스 - M링 - Crisis - M Ring - If your MP falls below a certain amount, you gain defense(s?) and evasion for a period of time.

크라이시스 - HM링 - Crisis - HM Ring - If your HP AND MP fall below a certain amount, you gain W/M ATT - Classes that do not use MP cannot use this skill.

리커버스텐스 링 - Recover Stance Ring - After you recover from a status ailment, your stance% is increased.

리커버디펜스 링 - Recover Defense Ring - After you recover from a status ailment, your resistance to status ailments is increased.

타워인헨스 링 - Tower Enhance Ring - While in The Seed, when you clear a time-limited map, you gain (extra?) points (for the shop, I'm guessing).

I'd assume these could only be used inside The Seed.

Based on a Google Translation of what uni wrote on his site, I think the ring skills go up to Lv. 4 depending on how many of each ring you wear, and almost all the skills last for 4/6/8/10 seconds, with a cooldown of 300 seconds.
And the Ultimatum ring seems to set your range to 2,000,000, not set your ATK to 200 :f6:


KMST v1.2.495 - You & I (The Seed) - Takebacker - 2014-01-10

Reddish Wrote:And the Ultimatum ring seems to set your range to 2,000,000, not set your ATK to 200 :f6:

So these rings and especially this one is what they meant when they said content wouldn't depend on your damage/funding...


KMST v1.2.495 - You & I (The Seed) - Ivangold - 2014-01-10

Reddish Wrote:Based on a Google Translation of what uni wrote on his site, I think the ring skills go up to Lv. 4 depending on how many of each ring you wear, and almost all the skills last for 4/6/8/10 seconds, with a cooldown of 300 seconds.
And the Ultimatum ring seems to set your range to 2,000,000, not set your ATK to 200 :f6:

Just 10 secs?Frown, it could be more?Glitter or less cool down?Biggrin


KMST v1.2.495 - You & I (The Seed) - xlxlxlxl - 2014-01-10

Dang, I was kind of excited for the rings, but the short duration and long cooldown kind of ruins it for me. That Crit -> Ignore PDR ring would have been amazing.
I wonder if Kaiser and Zero can reset CD on them.


KMST v1.2.495 - You & I (The Seed) - Gymleaders - 2014-01-10

I'm really excited about The Seed PQ. It looks amazing, and really reminds me of the old LPQ days. I hope I'm scared to see how hard it'll be, though. I'm sure it'll be very difficult. But a PQ with jump quests and challenging stages is certainly welcome in my book...


KMST v1.2.495 - You & I (The Seed) - Takebacker - 2014-01-10

xlxlxlxl Wrote:Dang, I was kind of excited for the rings, but the short duration and long cooldown kind of ruins it for me. That Crit -> Ignore PDR ring would have been amazing.
I wonder if Kaiser and Zero can reset CD on them.

I would reserve judgement until we actually know the details of the PQ itself. We don't know what the timer is like if there is any, party limitations, map mechanics...there are a lot of things that could make them still worth using. Besides, 10 seconds is still a great amount of time for burst damage for a lot of classes since everyone either attacks really fast, has a lot of hits, or both.


KMST v1.2.495 - You & I (The Seed) - Question - 2014-01-10

wow.............. 500 magic attack staff and 200 all stats with 1 slot.... holy cow.....................................

that insane great for mage class xD


KMST v1.2.495 - You & I (The Seed) - IllegallySane - 2014-01-10

Double the bossing DPS, but still no idea if the Mech change to Dash makes them mobile enough. Going to need a video of the new Mech Hovercraft/Missile Tank Dash in action.


KMST v1.2.495 - You & I (The Seed) - Gymleaders - 2014-01-10

IllegallySane Wrote:Double the bossing DPS, but still no idea if the Mech change to Dash makes them mobile enough. Going to need a video of the new Mech Hovercraft/Missile Tank Dash in action.

A change to their dash isn't going to make them "mobile enough"... What mobility they need depends on the circumstances. Their skills in general are just inconvenient and require too much setting up. Unless Nexon is trying to make them less reliant on summons, and only reliant on siege mode, then I dunno.


KMST v1.2.495 - You & I (The Seed) - IllegallySane - 2014-01-10

Gymleaders Wrote:A change to their dash isn't going to make them "mobile enough"... What mobility they need depends on the circumstances. Their skills in general are just inconvenient and require too much setting up. Unless Nexon is trying to make them less reliant on summons, and only reliant on siege mode, then I dunno.

But of course. That's why I need a video of it in action to know. Personally though, a Flash Step (a la Zero teleport) or a Flash Jump is all I really ask for Mechs. Perhaps make all buff robots tail the Mech and function via buff duration, offensive robots set up as usual like Dark Star, and Teleporters....... well I got nothing. Perhaps you can point and click where the Teleporters go. But of course I'm getting ahead of myself and asking for a lot. I can only hope that another Mech revamp will happen soon, and a true revamp at that.


KMST v1.2.495 - You & I (The Seed) - Hanabira.Kage - 2014-01-10

Question Wrote:wow.............. 500 magic attack staff and 200 all stats with 1 slot.... holy cow.....................................

that insane great for mage class xD

Considering that the stats are the same as the Liberated Kaiserium's, I'm willing to bet that it's going to be really difficult to get.