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KMST v1.2.427 - Printable Version

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KMST v1.2.427 - Raul - 2012-04-05

It's up.

 Korean Patch notes

Appears to be a revamp for Paladins, Heroes, Dark Knights, and Dawn Warriors.
Paladins got
 Spoiler
Heroes got
 Spoiler



KMST v1.2.427 - Nion - 2012-04-05

...
I'm happy for my Hero but sad for my Paladin.

WTH


KMST v1.2.427 - Polantaris - 2012-04-05

You can't exactly determine that it's a "F'uck Paladins" moment until we get an extraction. For all we know, Blast is getting a 500% damage increase or something insane.

Honestly, damage increases are probably the best thing for Paladin considering if they fully revamp the class it will be raped in the ass much like Vipers were.


KMST v1.2.427 - Dark Link - 2012-04-05

Polantaris Wrote:Honestly, damage increases are probably the best thing for Paladin considering if they fully revamp the class it will be raped in the ass much like Vipers were.

Yeah, because that damage increase to Sanctuary was totally needed...


KMST v1.2.427 - Raul - 2012-04-05

Okay, some general translations from the patch notes:
Gallery PQ has been made harder.
CHARACTERS WITH LOCKED ITEMS CAN'T BE DELETED F'UCK YEAH! brb locking something nice and untradeable
Common changes:
Power Strike's damage increased
Slash Blast's damage increased
Rush (mini-FJ) delay decreased
Something with stance is changed, I can't quite figure it out.
Rush (4th job) damage increased
Changes for Heroes:
Rage's duration is increased, and it now stacks with other attack buffs (!)
Brandish has been changed to 2nd job
Intrepid Slash has been changed to 3rd job
Self Recovery HP recovery boosted
new passive 3rd job skill that is a status resistance boost (endure?)
Enrage has been changed (THIS CONFUSES ME)
New Skill! Raging Blow, 4th job, attacks an enemy in front of you several times, the final hit is always critical (LOL THIS WAS CALLED SO MANY TIMES)
Changes for Paladins:
Elemental disadvantages removed against bosses
Shield Mastery has increased guard chance
Guardian has an effect even after all the guards are used (I think)
ACB has a OHKO chance
Sanctuary has more hits, more damage, and hits more on bosses
Gets monster magnet
Blast's damage is buffed
Changes for Dark Knights:
Dragon Buster's damage buffed
Dragon Fury's damage buffed
Sacrifice's damage buffed and attack count increased
Endure added (status resistance)
Dark Impale's damage buffed
Beholder's Revenge's cooldown adjusted
Aura of the Beholder's HP recovery raised
Soul Masters:
I don't give a pineapple and no one else does either.
EDIT:
Other stuff, non-skill related. Credits for this to KremeChoco of Leafre
<Item-Related>
Tooltip display has been adjusted for scrolls
Made it easier to recognize the description and stats of the scrolls
Hero books for Raging Blow have been added
Warrior Reorganization Items have been added for the celebration event
<Equipment Items>
(Lv. 30)Earrings: Earrings of a Strong Warrior
(Lv. 50)Ring: Ring of a Strong Warrior
(Lv. 75)2H Sword: Strong 2H Sword of the Warrior
<Consumption Items>
Warrior's Blessing Elixir
1H Weapon Attack for Warriors 70% Scroll
2H Weapon Attack for Warriors 70% Scroll
Spiegelmann's Contest to get strange relic items have been added
<Event-Related>
Warrior revamp celebration event
SP Reset Scroll given to every Soul Master/Dawn Warrior and Adventurer Warriors
Equipment Box Sets given out every few levels starting from Lv. 10 to 70.
Spiegalmann's 2012 Contest (Note: This is pretty much the old Excavation event. I'm not going to go into great detail because of this)
Anyone above Lv. 10 can participate
You must find 8 excavation tools
Any mob around your level will drop the tools


KMST v1.2.427 - ShinkuDragon - 2012-04-05

dark knights:
Sacrifice's damage buffed and attack count increased
Endure added (status resistance)
Dark Impale's damage buffed

[Image: Oh-My-God]


KMST v1.2.427 - Link - 2012-04-05

Dark Link Wrote:Yeah, because that damage increase to Sanctuary was totally needed...

Would you rather not have any changes of any kind? I'm sure they'll arrange that for you if you pissed and moaned enough that your skill you don't use was buffed unneccessarily.


KMST v1.2.427 - Dark Link - 2012-04-05

Quote:Elemental disadvantages removed against bosses

About time Nexon...I would praise you for that except you just had to do this...

Quote:Sanctuary has more hits, more damage, and hits more on bosses

SERIOUSLY NEXON!? STOP BUFFING A SKILL THAT DOES FIXED DAMAGE!
What is the freaking point in buffing its damage if it always does a fixed amount of damage, aka whatever the current damage cap is?

Link Wrote:Would you rather not have any changes of any kind? I'm sure they'll arrange that for you if you pissed and moaned enough that your skill you don't use was buffed unneccessarily.

Considering Sanctuary does FIXED damage, it was a useless and pointless "buff".
Sanctuary ALWAYS hits for 999,999 damage, regardless of your range.


KMST v1.2.427 - Polantaris - 2012-04-05

Dark Link Wrote:Yeah, because that damage increase to Sanctuary was totally needed...

From how it was translated on my computer, it read that it was only for bosses. Outside of bosses it doesn't even really matter, considering you'll probably be 1-hitting everything with it anyway. A damage boost against bosses on a skill you can only use every 20 seconds...it's a needed buff in terms of Paladin Bossing, considering just about every other class outmatches them currently.

There's also the large possibility that they might be removing the fixed damage for Sanctuary. The notes aren't exactly explicit.

The most useless change I can find is ACB given auto-killing effects. Since those don't (and never will) work on bosses, I've always found them to be the most useless ability ever, unless it's one of those skills where auto-killing also does something for you, which doesn't seem to be the case. Even before I had my Empress set and had only about 15% in STR, I would 2-hit things at the most. Doesn't really do anything.


KMST v1.2.427 - Raul - 2012-04-05

ShinkuDragon Wrote:dark knights:
Sacrifice's damage buffed and attack count increased
Endure added (status resistance)
Dark Impale's damage buffed

[Image: Oh-My-God]

Don't worry, I'll try a DrK for you.


KMST v1.2.427 - xManuz - 2012-04-05

Oh boy... stop revamping shet holy pineapple. Get your fucking dam mind up already.


KMST v1.2.427 - ShinkuDragon - 2012-04-05

xManuz Wrote:Oh boy... stop revamping shet holy pineapple. Get your fucking dam mind up already.
i get freaking status resistance if this shet is true, and sacrifice gets at least a THIRD HIT, you can revamp all you want nexon.
Raul Wrote:Don't worry, I'll try a DrK for you.

there's no need, extractions will keep me warm at night, ofc, you're still free to play one :U


KMST v1.2.427 - Baklava - 2012-04-05

Dark Link Wrote:Considering Sanctuary does FIXED damage, it was a useless and pointless "buff".
Sanctuary ALWAYS hits for 999,999 damage, regardless of your range.

It doesn't deal 999,999 damage on bosses anymore. It actually does the 1700% damage, which was a gigantic nerf if you're not geared to hades and back.


KMST v1.2.427 - Link - 2012-04-05

Dark Link Wrote:SERIOUSLY NEXON!? STOP BUFFING A SKILL THAT DOES FIXED DAMAGE!
What is the freaking point in buffing its damage if it always does a fixed amount of damage, aka whatever the current damage cap is?

Fixed damage several times over is so much worse than fixed damage once, right?


KMST v1.2.427 - Dark Link - 2012-04-05

Baklava Wrote:It doesn't deal 999,999 damage on bosses anymore. It actually does the 1700% damage, which was a gigantic nerf if you're not geared to hades and back.

Wow, it doesn't? That's extremely disappointing...

Link Wrote:Fixed damage several times over is so much worse than fixed damage once, right?

I like how you're nitpicking my posts.
I never said the "Multiple Hit" addition was bad.


KMST v1.2.427 - xManuz - 2012-04-05

We need pirate hero already Sad


KMST v1.2.427 - Link - 2012-04-05

Dark Link Wrote:I like how you're nitpicking my posts.
I never said the "Multiple Hit" addition was bad.

Because hitting more times per cast is never related to damage output at all, is it?


KMST v1.2.427 - Dark Link - 2012-04-05

Link Wrote:Because hitting more times per cast is never related to damage output at all, is it?

What are you even talking about?

Before Baklava mentioned it to me earlier in this topic, I was under the impression Sanc still did a fixed amount of damage to bosses, aka 999,999. What I was ranting about was the pointlessness in buffing the damage on Sanc when it already hit for damage cap.
Why bother buffing the damage on Sanc when it already hit damage cap? 1500% -> 1700% was still 999,999 -> 999,999. Nothing changed.

I NEVER once said the "Attack Count: 4" was "Bad", but apparently you're still under the impression I was complaining about it.

Now that I know Sanc doesn't do "Fixed" damage to bosses anymore, I totally understand why they buffed Sanc's damage.


KMST v1.2.427 - Baklava - 2012-04-05

hahaahahahahah

So you don't like doing 1700% to bosses? That's okay you'll just do 425% x4, otherwise known as the same thing.


KMST v1.2.427 - Locked - 2012-04-05

Baklava Wrote:hahaahahahahah

So you don't like doing 1700% to bosses? That's okay you'll just do 425% x4, otherwise known as the same thing.

9999999999999999999999999999999999999999999999999999999999999999999999999999999999999999 x 4 > 9999999999999999999999999999999999999999999999999999999999999999999999999999999999999999 x 1