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+---- Thread: Dark Knight Fake skill revamp (/showthread.php?tid=58610)
Dark Knight Fake skill revamp - ShinkuDragon - 2012-11-02
well, everyone knows i've been irked about the loss of achilles on DrK's for ages, while gaining no comparable power, so i decided to say "screw it" and design a new kind of "dark knight", with very thin defenses but great attacking stats, glass cannon so to speak, here are the skills.
do note, anything that doesn't have "new", "+" or "moved" is exactly the same as before, just put it there for completion's sake and so that you can count SP used. this is assumming post-hypers, so, iirc:
HP Boost Description: Permanently increases Max HP. Info: type = 50 Maximum Level: 10
1
Max HP: +2%
2
Max HP: +4%
3
Max HP: +6%
4
Max HP: +8%
5
Max HP: +10%
6
Max HP: +12%
7
Max HP: +14%
8
Max HP: +16%
9
Max HP: +18%
10
Max HP: +20%
Iron Body
Iron Body Description: Increases your Weapon Defense for a fixed amount of time. Info: type = 10, magicSteal = 1 Delays: alert2 - 600 ms Maximum Level: 20
Slash Blast Description: Consumes MP to attack up to 6 nearby enemies simultaneously. Info: type = 1, rangeAttack = 1 Pre-requisite: Level 1 Power Strike Final Attack: 1H Sword, 1H Axe, 2H Sword, 2H Axe, 1H Sword, 1H BW, 2H Sword, 2H BW, Spear, Polearm Maximum Level: 20
1
MP Cost: 6, Damage: 165%, Max Enemies Hit: 6
2
MP Cost: 6, Damage: 170%, Max Enemies Hit: 6
3
MP Cost: 6, Damage: 175%, Max Enemies Hit: 6
4
MP Cost: 6, Damage: 180%, Max Enemies Hit: 6
5
MP Cost: 8, Damage: 185%, Max Enemies Hit: 6
6
MP Cost: 8, Damage: 190%, Max Enemies Hit: 6
7
MP Cost: 8, Damage: 195%, Max Enemies Hit: 6
8
MP Cost: 8, Damage: 200%, Max Enemies Hit: 6
9
MP Cost: 8, Damage: 205%, Max Enemies Hit: 6
10
MP Cost: 10, Damage: 210%, Max Enemies Hit: 6
11
MP Cost: 10, Damage: 215%, Max Enemies Hit: 6
12
MP Cost: 10, Damage: 220%, Max Enemies Hit: 6
13
MP Cost: 10, Damage: 225%, Max Enemies Hit: 6
14
MP Cost: 10, Damage: 230%, Max Enemies Hit: 6
15
MP Cost: 12, Damage: 235%, Max Enemies Hit: 6
16
MP Cost: 12, Damage: 240%, Max Enemies Hit: 6
17
MP Cost: 12, Damage: 245%, Max Enemies Hit: 6
18
MP Cost: 12, Damage: 250%, Max Enemies Hit: 6
19
MP Cost: 12, Damage: 255%, Max Enemies Hit: 6
20
MP Cost: 14, Damage: 260%, Max Enemies Hit: 6
Power Strike
Power Strike Description: Consumes MP to deliver powerful damage to enemies. Info: type = 1 Final Attack: 1H Sword, 1H Axe, 2H Sword, 2H Axe, 1H Sword, 1H BW, 2H Sword, 2H BW, Spear, Polearm Maximum Level: 20
1
MP Cost: 5, Damage: 205%
2
MP Cost: 5, Damage: 210%
3
MP Cost: 5, Damage: 215%
4
MP Cost: 5, Damage: 220%
5
MP Cost: 5, Damage: 225%
6
MP Cost: 7, Damage: 230%
7
MP Cost: 7, Damage: 235%
8
MP Cost: 7, Damage: 240%
9
MP Cost: 7, Damage: 245%
10
MP Cost: 7, Damage: 250%
11
MP Cost: 9, Damage: 255%
12
MP Cost: 9, Damage: 260%
13
MP Cost: 9, Damage: 265%
14
MP Cost: 9, Damage: 270%
15
MP Cost: 9, Damage: 275%
16
MP Cost: 11, Damage: 280%
17
MP Cost: 11, Damage: 285%
18
MP Cost: 11, Damage: 290%
19
MP Cost: 11, Damage: 295%
20
MP Cost: 11, Damage: 300%
total SP: 70
Spearman
Ground Smash
Ground Smash Description: Sends forth a shockwave to attack up to 4 enemies. Info: type = 1, areaAttack = 1 Range:220% Final Attack: Spear, Polearm Maximum Level: 10
1
MP Cost: 6, Damage: 218%, Max Enemies Hit: 4
2
MP Cost: 7, Damage: 236%, Max Enemies Hit: 4
3
MP Cost: 8, Damage: 254%, Max Enemies Hit: 4
4
MP Cost: 9, Damage: 272%, Max Enemies Hit: 4
5
MP Cost: 10, Damage: 290%, Max Enemies Hit: 4
6
MP Cost: 11, Damage: 308%, Max Enemies Hit: 4
7
MP Cost: 12, Damage: 326%, Max Enemies Hit: 4
8
MP Cost: 13, Damage: 344%, Max Enemies Hit: 4
9
MP Cost: 14, Damage: 362%, Max Enemies Hit: 4
10
MP Cost: 15, Damage: 380%, Max Enemies Hit: 4
Weapon Booster
Weapon Booster Description: Increases the attack speed of your weapon. Must have a spear or polearm equipped. Info: type = 10 Delays: alert2 - 600 ms Pre-requisite: Level 5 Weapon Mastery Maximum Level: 10
1
MP Cost: 29, Duration: 20 sec
2
MP Cost: 27, Duration: 40 sec
3
MP Cost: 25, Duration: 60 sec
4
MP Cost: 23, Duration: 80 sec
5
MP Cost: 21, Duration: 100 sec
6
MP Cost: 19, Duration: 120 sec
7
MP Cost: 17, Duration: 140 sec
8
MP Cost: 15, Duration: 160 sec
9
MP Cost: 13, Duration: 180 sec
10
MP Cost: 11, Duration: 200 sec
Piercing Will (new)
Iron Will->Piercing will Description: Increases critical hit rate and defense ignore of party members for a fixed period of time. Delays: alert2 - 600 ms Range:300% Maximum Level: 20
Dragon Crusher Description: Stabs an enemy in front of you multiple times. Delays: burster - 900 ms Range: 200% Final Attack: Spear, Polearm Maximum Level: 20
1
MP Cost: 12, Damage: 182%, Max Enemies Hit: 3, Number of Hits: 2
2
MP Cost: 12, Damage: 184%, Max Enemies Hit: 3, Number of Hits: 2
3
MP Cost: 12, Damage: 186%, Max Enemies Hit: 3, Number of Hits: 2
4
MP Cost: 14, Damage: 188%, Max Enemies Hit: 3, Number of Hits: 2
5
MP Cost: 14, Damage: 190%, Max Enemies Hit: 3, Number of Hits: 2
6
MP Cost: 14, Damage: 192%, Max Enemies Hit: 3, Number of Hits: 2
7
MP Cost: 16, Damage: 194%, Max Enemies Hit: 3, Number of Hits: 2
8
MP Cost: 16, Damage: 196%, Max Enemies Hit: 3, Number of Hits: 2
9
MP Cost: 16, Damage: 198%, Max Enemies Hit: 3, Number of Hits: 2
10
MP Cost: 18, Damage: 200%, Max Enemies Hit: 3, Number of Hits: 2
11
MP Cost: 18, Damage: 202%, Max Enemies Hit: 3, Number of Hits: 2
12
MP Cost: 18, Damage: 204%, Max Enemies Hit: 3, Number of Hits: 2
13
MP Cost: 20, Damage: 206%, Max Enemies Hit: 3, Number of Hits: 2
14
MP Cost: 20, Damage: 208%, Max Enemies Hit: 3, Number of Hits: 2
15
MP Cost: 20, Damage: 210%, Max Enemies Hit: 3, Number of Hits: 2
16
MP Cost: 22, Damage: 212%, Max Enemies Hit: 3, Number of Hits: 2
17
MP Cost: 22, Damage: 214%, Max Enemies Hit: 3, Number of Hits: 2
18
MP Cost: 22, Damage: 216%, Max Enemies Hit: 3, Number of Hits: 2
19
MP Cost: 24, Damage: 218%, Max Enemies Hit: 3, Number of Hits: 2
20
MP Cost: 24, Damage: 220%, Max Enemies Hit: 3, Number of Hits: 2
Hyper Body (+)
Hyper Body Description: Increases the Max HP and Max MP of party members for a fixed period of time. new: Undispellable Delays: alert2 - 600 ms Range: 300% Pre-requisite: Level 3 Piercing will Maximum Level: 20
1
MP Cost: 20, Duration: 15 sec, Max HP and MP: +3%
2
MP Cost: 20, Duration: 30 sec, Max HP and MP: +6%
3
MP Cost: 20, Duration: 45 sec, Max HP and MP: +9%
4
MP Cost: 20, Duration: 60 sec, Max HP and MP: +12%
5
MP Cost: 20, Duration: 75 sec, Max HP and MP: +15%
6
MP Cost: 20, Duration: 90 sec, Max HP and MP: +18%
7
MP Cost: 20, Duration: 105 sec, Max HP and MP: +21%
8
MP Cost: 40, Duration: 120 sec, Max HP and MP: +24%
9
MP Cost: 40, Duration: 135 sec, Max HP and MP: +27%
10
MP Cost: 40, Duration: 150 sec, Max HP and MP: +30%
11
MP Cost: 40, Duration: 165 sec, Max HP and MP: +33%
12
MP Cost: 40, Duration: 180 sec, Max HP and MP: +36%
13
MP Cost: 40, Duration: 195 sec, Max HP and MP: +39%
14
MP Cost: 40, Duration: 210 sec, Max HP and MP: +42%
15
MP Cost: 60, Duration: 225 sec, Max HP and MP: +45%
16
MP Cost: 60, Duration: 240 sec, Max HP and MP: +48%
17
MP Cost: 60, Duration: 255 sec, Max HP and MP: +51%
18
MP Cost: 60, Duration: 270 sec, Max HP and MP: +54%
19
MP Cost: 60, Duration: 285 sec, Max HP and MP: +57%
20
MP Cost: 60, Duration: 300 sec, Max HP and MP: +60%
Rush
Rush Description: Gather up your energy to jump a far distance. Note: Rush is written in Korean as it is pronounced in English, unlike the 4th job skill. Maximum Level: 5
1
MP Cost: 55, jumps a certain distance
2
MP Cost: 45, jumps a certain distance
3
MP Cost: 35, jumps a certain distance
4
MP Cost: 25, jumps a certain distance
5
MP Cost: 15, jumps a certain distance
Final Attack
Final Attack Description: Grants a chance to deal additional damage after an attack. Must have a spear or polearm equipped. Pre-requisite: Level 3 Weapon Mastery Animations:hit.0 Maximum Level: 20
1
Activation Rate: 2%, Damage: 100%
2
Activation Rate: 4%, Damage: 105%
3
Activation Rate: 6%, Damage: 105%
4
Activation Rate: 8%, Damage: 110%
5
Activation Rate: 10%, Damage: 110%
6
Activation Rate: 12%, Damage: 115%
7
Activation Rate: 14%, Damage: 115%
8
Activation Rate: 16%, Damage: 120%
9
Activation Rate: 18%, Damage: 120%
10
Activation Rate: 20%, Damage: 125%
11
Activation Rate: 22%, Damage: 125%
12
Activation Rate: 24%, Damage: 130%
13
Activation Rate: 26%, Damage: 130%
14
Activation Rate: 28%, Damage: 135%
15
Activation Rate: 30%, Damage: 135%
16
Activation Rate: 32%, Damage: 140%
17
Activation Rate: 34%, Damage: 140%
18
Activation Rate: 36%, Damage: 145%
19
Activation Rate: 38%, Damage: 145%
20
Activation Rate: 40%, Damage: 150%
Weapon Mastery
Weapon Mastery Description: Increases the weapon mastery and accuracy of spears and polearms. Maximum Level: 10
1
Spear and Polearm Mastery: +14%, Accuracy: +12
2
Spear and Polearm Mastery: +18%, Accuracy: +24
3
Spear and Polearm Mastery: +22%, Accuracy: +36
4
Spear and Polearm Mastery: +26%, Accuracy: +48
5
Spear and Polearm Mastery: +30%, Accuracy: +60
6
Spear and Polearm Mastery: +34%, Accuracy: +72
7
Spear and Polearm Mastery: +38%, Accuracy: +84
8
Spear and Polearm Mastery: +42%, Accuracy: +96
9
Spear and Polearm Mastery: +46%, Accuracy: +108
10
Spear and Polearm Mastery: +50%, Accuracy: +120
Physical Training
Physical Training Description: Permanently increases Strength and Dexterity Maximum Level: 5
1
Strength: +6, Dexterity: +6
2
Strength: +12, Dexterity: +12
3
Strength: +18, Dexterity: +18
4
Strength: +24, Dexterity: +24
5
Strength: +30, Dexterity: +30
SP used: 120
Dragon Knight
Sacrifice (+)
Sacrifice Description: Uses the hidden power of a dragon to deal an attack to one enemy that ignores an enemy's Defense by sacrificing your own HP. Ignores defense on all enemies including bosses. Can only be used when your HP is 6% or above. Final Attack: Spear, Polearm Maximum Level: 20
1
MP Cost: 12, HP Cost: HP 5%, Damage: 125%, Number of Hits: 4
2
MP Cost: 12, HP Cost: HP 5%, Damage: 130%, Number of Hits: 4
3
MP Cost: 12, HP Cost: HP 5%, Damage: 135%, Number of Hits: 4
4
MP Cost: 13, HP Cost: HP 5%, Damage: 140%, Number of Hits: 4
5
MP Cost: 13, HP Cost: HP 5%, Damage: 145%, Number of Hits: 4
6
MP Cost: 13, HP Cost: HP 5%, Damage: 150%, Number of Hits: 4
7
MP Cost: 14, HP Cost: HP 5%, Damage: 155%, Number of Hits: 4
8
MP Cost: 14, HP Cost: HP 5%, Damage: 160%, Number of Hits: 4
9
MP Cost: 14, HP Cost: HP 5%, Damage: 165%, Number of Hits: 4
10
MP Cost: 15, HP Cost: HP 5%, Damage: 170%, Number of Hits: 4
11
MP Cost: 15, HP Cost: HP 5%, Damage: 175%, Number of Hits: 4
12
MP Cost: 15, HP Cost: HP 5%, Damage: 180%, Number of Hits: 4
13
MP Cost: 16, HP Cost: HP 5%, Damage: 185%, Number of Hits: 4
14
MP Cost: 16, HP Cost: HP 5%, Damage: 190%, Number of Hits: 4
15
MP Cost: 16, HP Cost: HP 5%, Damage: 195%, Number of Hits: 4
16
MP Cost: 17, HP Cost: HP 5%, Damage: 200%, Number of Hits: 4
17
MP Cost: 17, HP Cost: HP 5%, Damage: 205%, Number of Hits: 4
18
MP Cost: 17, HP Cost: HP 5%, Damage: 210%, Number of Hits: 4
19
MP Cost: 18, HP Cost: HP 5%, Damage: 215%, Number of Hits: 4
20
MP Cost: 18, HP Cost: HP 5%, Damage: 220%, Number of Hits: 4
Dragon Fury (+)
Dragon Fury (+) Description: Enables you to swing your weapon around in a large radius to attack nearby enemies. Up to 8 enemies can be attacked. Passively increases the attack count of dragon crusher Delays: swingP1 - 800 ms, swingP2 - 800 ms Final Attack: Spear, Polearm Maximum Level: 20
Dragon Roar Description: Let out an enourmous dragon's roar to attack multiple enemies with a chance of stunning them. consumes MP if the HP requirement isn't met.
Delays: alert3 - 1500 ms Range: 400% Pre-requisite: Level 3 Sacrifice Maximum Level: 20 new damage cap: 5 million
1
HP Cost: 10%, Damage: 412%, Max Enemies Hit: 15, Stun Rate: 9%, Stun Duration: 4 sec, Minimum HP Required: 20%, Cooldown Time: 25 sec
2
HP Cost: 11%, Damage: 424%, Max Enemies Hit: 15, Stun Rate: 9%, Stun Duration: 4 sec, Minimum HP Required: 20%, Cooldown Time: 25 sec
3
HP Cost: 11%, Damage: 436%, Max Enemies Hit: 15, Stun Rate: 18%, Stun Duration: 4 sec, Minimum HP Required: 20%, Cooldown Time: 25 sec
4
HP Cost: 12%, Damage: 448%, Max Enemies Hit: 15, Stun Rate: 18%, Stun Duration: 4 sec, Minimum HP Required: 20%, Cooldown Time: 22 sec
5
HP Cost: 12%, Damage: 460%, Max Enemies Hit: 15, Stun Rate: 27%, Stun Duration: 4 sec, Minimum HP Required: 20%, Cooldown Time: 22 sec
6
HP Cost: 13%, Damage: 472%, Max Enemies Hit: 15, Stun Rate: 27%, Stun Duration: 4 sec, Minimum HP Required: 20%, Cooldown Time: 22 sec
7
HP Cost: 13%, Damage: 484%, Max Enemies Hit: 15, Stun Rate: 36%, Stun Duration: 4 sec, Minimum HP Required: 20%, Cooldown Time: 22 sec
8
HP Cost: 14%, Damage: 496%, Max Enemies Hit: 15, Stun Rate: 36%, Stun Duration: 4 sec, Minimum HP Required: 20%, Cooldown Time: 19 sec
9
HP Cost: 14%, Damage: 508%, Max Enemies Hit: 15, Stun Rate: 45%, Stun Duration: 7 sec, Minimum HP Required: 20%, Cooldown Time: 19 sec
10
HP Cost: 15%, Damage: 520%, Max Enemies Hit: 15, Stun Rate: 45%, Stun Duration: 7 sec, Minimum HP Required: 20%, Cooldown Time: 19 sec
11
HP Cost: 15%, Damage: 532%, Max Enemies Hit: 15, Stun Rate: 54%, Stun Duration: 7 sec, Minimum HP Required: 20%, Cooldown Time: 19 sec
12
HP Cost: 16%, Damage: 544%, Max Enemies Hit: 15, Stun Rate: 54%, Stun Duration: 7 sec, Minimum HP Required: 20%, Cooldown Time: 16 sec
13
HP Cost: 16%, Damage: 556%, Max Enemies Hit: 15, Stun Rate: 63%, Stun Duration: 7 sec, Minimum HP Required: 20%, Cooldown Time: 16 sec
14
HP Cost: 17%, Damage: 568%, Max Enemies Hit: 15, Stun Rate: 63%, Stun Duration: 7 sec, Minimum HP Required: 20%, Cooldown Time: 16 sec
15
HP Cost: 17%, Damage: 580%, Max Enemies Hit: 15, Stun Rate: 72%, Stun Duration: 7 sec, Minimum HP Required: 20%, Cooldown Time: 16 sec
16
HP Cost: 18%, Damage: 592%, Max Enemies Hit: 15, Stun Rate: 72%, Stun Duration: 7 sec, Minimum HP Required: 20%, Cooldown Time: 13 sec
17
HP Cost: 18%, Damage: 604%, Max Enemies Hit: 15, Stun Rate: 81%, Stun Duration: 10 sec, Minimum HP Required: 20%, Cooldown Time: 13 sec
18
HP Cost: 19%, Damage: 616%, Max Enemies Hit: 15, Stun Rate: 81%, Stun Duration: 10 sec, Minimum HP Required: 20%, Cooldown Time: 13 sec
19
HP Cost: 19%, Damage: 628%, Max Enemies Hit: 15, Stun Rate: 90%, Stun Duration: 10 sec, Minimum HP Required: 20%, Cooldown Time: 13 sec
20
HP Cost: 20%, Damage: 640%, Max Enemies Hit: 15, Stun Rate: 90%, Stun Duration: 10 sec, Minimum HP Required: 20%, Cooldown Time: 10 sec
Dragon Strength
Dragon Strength Description: Temporarily increases Strength. Delays: alert2 - 600 ms Maximum Level: 20
1
MP Cost: 12, Duration: 48 sec, Strength: +3
2
MP Cost: 12, Duration: 56 sec, Strength: +6
3
MP Cost: 12, Duration: 64 sec, Strength: +9
4
MP Cost: 14, Duration: 72 sec, Strength: +12
5
MP Cost: 14, Duration: 80 sec, Strength: +15
6
MP Cost: 14, Duration: 88 sec, Strength: +18
7
MP Cost: 16, Duration: 96 sec, Strength: +21
8
MP Cost: 16, Duration: 104 sec, Strength: +24
9
MP Cost: 16, Duration: 112 sec, Strength: +27
10
MP Cost: 18, Duration: 120 sec, Strength: +30
11
MP Cost: 18, Duration: 128 sec, Strength: +33
12
MP Cost: 18, Duration: 136 sec, Strength: +36
13
MP Cost: 20, Duration: 144 sec, Strength: +39
14
MP Cost: 20, Duration: 152 sec, Strength: +42
15
MP Cost: 20, Duration: 160 sec, Strength: +45
16
MP Cost: 22, Duration: 168 sec, Strength: +48
17
MP Cost: 22, Duration: 176 sec, Strength: +51
18
MP Cost: 22, Duration: 184 sec, Strength: +54
19
MP Cost: 24, Duration: 192 sec, Strength: +57
20
MP Cost: 24, Duration: 200 sec, Strength: +60
Dragon Judgement (+)
Dragon Judgement Description: Increases Critical Rate and minimum Critical Damage.
recover HP chance removed. Maximum Level: 10
1
Critical Hit Rate: +12%, Minimum Critical Damage: +6%
2
Critical Hit Rate: +14%, Minimum Critical Damage: +7%
3
Critical Hit Rate: +16%, Minimum Critical Damage: +8%
4
Critical Hit Rate: +18%, Minimum Critical Damage: +9%
5
Critical Hit Rate: +20%, Minimum Critical Damage: +10%
6
Critical Hit Rate: +22%, Minimum Critical Damage: +11%
7
Critical Hit Rate: +24%, Minimum Critical Damage: +12%
8
Critical Hit Rate: +26%, Minimum Critical Damage: +13%
9
Critical Hit Rate: +28%, Minimum Critical Damage: +14%
10
Critical Hit Rate: +30%, Minimum Critical Damage: +15%
Dragon Wisdom (new)
Dragon Wisdom Toggle skill Description:when active, max HP and Max MP values are switched, damage dealt to the player is substracted from MP, if there's not enough MP HP is damaged the difference. Has a chance to convert a portion of damage to MP for up to half of your MP. Maximum Level: 20
1
HP and MP values switched, 100% of damage to MP, 10% chance to recover 3% damage as MP
2
HP and MP values switched, 100% of damage to MP, 11% chance to recover 4% damage as MP
3
HP and MP values switched, 100% of damage to MP, 11% chance to recover 4% damage as MP
4
HP and MP values switched, 100% of damage to MP, 12% chance to recover 4% damage as MP
5
HP and MP values switched, 100% of damage to MP, 12% chance to recover 5% damage as MP
6
HP and MP values switched, 100% of damage to MP, 13% chance to recover 5% damage as MP
7
HP and MP values switched, 100% of damage to MP, 13% chance to recover 5% damage as MP
8
HP and MP values switched, 100% of damage to MP, 14% chance to recover 6% damage as MP
9
HP and MP values switched, 100% of damage to MP, 14% chance to recover 6% damage as MP
10
HP and MP values switched, 100% of damage to MP, 15% chance to recover 6% damage as MP
11
HP and MP values switched, 100% of damage to MP, 15% chance to recover 7% damage as MP
12
HP and MP values switched, 100% of damage to MP, 16% chance to recover 7% damage as MP
13
HP and MP values switched, 100% of damage to MP, 16% chance to recover 7% damage as MP
14
HP and MP values switched, 100% of damage to MP, 17% chance to recover 8% damage as MP
15
HP and MP values switched, 100% of damage to MP, 17% chance to recover 8% damage as MP
16
HP and MP values switched, 100% of damage to MP, 18% chance to recover 8% damage as MP
17
HP and MP values switched, 100% of damage to MP, 18% chance to recover 9% damage as MP
18
HP and MP values switched, 100% of damage to MP, 19% chance to recover 9% damage as MP
19
HP and MP values switched, 100% of damage to MP, 19% chance to recover 9% damage as MP
20
HP and MP values switched, 100% of damage to MP, 20% chance to recover 10% damage as MP
Magic Crash
Magic Crash Description: Has a chance to cancel all enemy buffs and prevent them for casting new buffs. [Cooldown: 1 min] Delays: alert3 - 1500 ms Range:300% Pre-requisite: Level 3 Dragon Wisdom Maximum Level: 10
Elemental Resistance Description: Increases your resistance to Elemental Attacks. Maximum Level: 10
1
Elemental Resistance: +14%
2
Elemental Resistance: +18%
3
Elemental Resistance: +22%
4
Elemental Resistance: +26%
5
Elemental Resistance: +30%
6
Elemental Resistance: +34%
7
Elemental Resistance: +38%
8
Elemental Resistance: +42%
9
Elemental Resistance: +46%
10
Elemental Resistance: +50%
Endure
Endure Description: Improve your status effect resistance. Maximum Level: 20
1
Status Effect Resistance: +1%
2
Status Effect Resistance: +2%
3
Status Effect Resistance: +3%
4
Status Effect Resistance: +4%
5
Status Effect Resistance: +5%
6
Status Effect Resistance: +6%
7
Status Effect Resistance: +7%
8
Status Effect Resistance: +8%
9
Status Effect Resistance: +9%
10
Status Effect Resistance: +10%
11
Status Effect Resistance: +11%
12
Status Effect Resistance: +12%
13
Status Effect Resistance: +13%
14
Status Effect Resistance: +14%
15
Status Effect Resistance: +15%
16
Status Effect Resistance: +16%
17
Status Effect Resistance: +17%
18
Status Effect Resistance: +18%
19
Status Effect Resistance: +19%
20
Status Effect Resistance: +20%
Total SP: 150
Dark Knight
Dark impale (removed)
Dark impale: Removed
Berserk (Changed)
Berserk Description: For every 10% your HP lowers, your fury grows, increasing the damage of your attacks and critical hits Maximum Level: 30
1
+5% damage, +1% min and max crit damage, for every 10% HP missing, increase 5% damage and 0% min and max crit.
2
+6% damage, +1% min and max crit damage, for every 10% HP missing, increase 6% damage and 0% min and max crit.
3
+6% damage, +1% min and max crit damage, for every 10% HP missing, increase 6% damage and 0% min and max crit.
4
+7% damage, +1% min and max crit damage, for every 10% HP missing, increase 7% damage and 0% min and max crit.
5
+7% damage, +1% min and max crit damage, for every 10% HP missing, increase 7% damage and 0% min and max crit.
6
+8% damage, +1% min and max crit damage, for every 10% HP missing, increase 8% damage and 0% min and max crit.
7
+8% damage, +1% min and max crit damage, for every 10% HP missing, increase 8% damage and 0% min and max crit.
8
+9% damage, +1% min and max crit damage, for every 10% HP missing, increase 9% damage and 0% min and max crit.
9
+9% damage, +1% min and max crit damage, for every 10% HP missing, increase 9% damage and 0% min and max crit.
10
+10% damage, +2% min and max crit damage, for every 10% HP missing, increase 10% damage and 1% min and max crit.
11
+10% damage, +2% min and max crit damage, for every 10% HP missing, increase 10% damage and 1% min and max crit.
12
+11% damage, +2% min and max crit damage, for every 10% HP missing, increase 11% damage and 1% min and max crit.
13
+11% damage, +2% min and max crit damage, for every 10% HP missing, increase 11% damage and 1% min and max crit.
14
+12% damage, +2% min and max crit damage, for every 10% HP missing, increase 12% damage and 1% min and max crit.
15
+12% damage, +2% min and max crit damage, for every 10% HP missing, increase 12% damage and 1% min and max crit.
16
+13% damage, +2% min and max crit damage, for every 10% HP missing, increase 13% damage and 1% min and max crit.
17
+13% damage, +2% min and max crit damage, for every 10% HP missing, increase 13% damage and 1% min and max crit.
18
+14% damage, +2% min and max crit damage, for every 10% HP missing, increase 14% damage and 1% min and max crit.
19
+14% damage, +2% min and max crit damage, for every 10% HP missing, increase 14% damage and 1% min and max crit.
20
+15% damage, +2% min and max crit damage, for every 10% HP missing, increase 15% damage and 2% min and max crit.
21
+15% damage, +2% min and max crit damage, for every 10% HP missing, increase 15% damage and 2% min and max crit.
22
+16% damage, +2% min and max crit damage, for every 10% HP missing, increase 16% damage and 2% min and max crit.
23
+16% damage, +2% min and max crit damage, for every 10% HP missing, increase 16% damage and 2% min and max crit.
24
+17% damage, +2% min and max crit damage, for every 10% HP missing, increase 17% damage and 2% min and max crit.
25
+17% damage, +2% min and max crit damage, for every 10% HP missing, increase 17% damage and 2% min and max crit.
26
+18% damage, +2% min and max crit damage, for every 10% HP missing, increase 18% damage and 2% min and max crit.
27
+18% damage, +2% min and max crit damage, for every 10% HP missing, increase 18% damage and 2% min and max crit.
28
+19% damage, +2% min and max crit damage, for every 10% HP missing, increase 19% damage and 2% min and max crit.
29
+19% damage, +2% min and max crit damage, for every 10% HP missing, increase 19% damage and 2% min and max crit.
30
+20% damage, +3% min and max crit damage, for every 10% HP missing, increase 2% damage and 3% min and max crit.
31
+20% damage, +3% min and max crit damage, for every 10% HP missing, increase 2% damage and 3% min and max crit.
32
+21% damage, +3% min and max crit damage, for every 10% HP missing, increase 3% damage and 3% min and max crit.
Frenzied Crusher (new)
Frenzied Crusher Description: Strengthened by darkness, Crusher's damage and range is increased Requirement:Dragon Fury 20, Sacrifice 20 Final Attack: Spear, Polearm Maximum Level: 30
1
MP Cost: 25, Damage: 221%, Max Enemies Hit: 3, Number of Hits: 2, +12 range
2
MP Cost: 26, Damage: 222%, Max Enemies Hit: 3, Number of Hits: 2, +14 range
3
MP Cost: 27, Damage: 223%, Max Enemies Hit: 3, Number of Hits: 2, +16 range
4
MP Cost: 28, Damage: 224%, Max Enemies Hit: 3, Number of Hits: 2, +18 range
5
MP Cost: 29, Damage: 225%, Max Enemies Hit: 3, Number of Hits: 2, +20 range
6
MP Cost: 30, Damage: 226%, Max Enemies Hit: 3, Number of Hits: 2, +22 range
7
MP Cost: 31, Damage: 227%, Max Enemies Hit: 3, Number of Hits: 2, +24 range
8
MP Cost: 32, Damage: 228%, Max Enemies Hit: 3, Number of Hits: 2, +26 range
9
MP Cost: 33, Damage: 229%, Max Enemies Hit: 3, Number of Hits: 2, +28 range
10
MP Cost: 34, Damage: 230%, Max Enemies Hit: 3, Number of Hits: 2, +30 range
11
MP Cost: 35, Damage: 231%, Max Enemies Hit: 3, Number of Hits: 2, +32 range
12
MP Cost: 36, Damage: 232%, Max Enemies Hit: 3, Number of Hits: 2, +34 range
13
MP Cost: 37, Damage: 233%, Max Enemies Hit: 3, Number of Hits: 2, +36 range
14
MP Cost: 38, Damage: 234%, Max Enemies Hit: 3, Number of Hits: 2, +38 range
15
MP Cost: 39, Damage: 235%, Max Enemies Hit: 3, Number of Hits: 2, +40 range
16
MP Cost: 40, Damage: 236%, Max Enemies Hit: 3, Number of Hits: 2, +42 range
17
MP Cost: 41, Damage: 237%, Max Enemies Hit: 3, Number of Hits: 2, +44 range
18
MP Cost: 42, Damage: 238%, Max Enemies Hit: 3, Number of Hits: 2, +46 range
19
MP Cost: 43, Damage: 239%, Max Enemies Hit: 3, Number of Hits: 2, +48 range
20
MP Cost: 44, Damage: 240%, Max Enemies Hit: 3, Number of Hits: 2, +50 range
21
MP Cost: 45, Damage: 241%, Max Enemies Hit: 3, Number of Hits: 2, +52 range
22
MP Cost: 46, Damage: 242%, Max Enemies Hit: 3, Number of Hits: 2, +54 range
23
MP Cost: 47, Damage: 243%, Max Enemies Hit: 3, Number of Hits: 2, +56 range
24
MP Cost: 48, Damage: 244%, Max Enemies Hit: 3, Number of Hits: 2, +58 range
25
MP Cost: 49, Damage: 245%, Max Enemies Hit: 3, Number of Hits: 2, +60 range
26
MP Cost: 50, Damage: 246%, Max Enemies Hit: 3, Number of Hits: 2, +62 range
27
MP Cost: 51, Damage: 247%, Max Enemies Hit: 3, Number of Hits: 2, +64 range
28
MP Cost: 52, Damage: 248%, Max Enemies Hit: 3, Number of Hits: 2, +66 range
29
MP Cost: 53, Damage: 249%, Max Enemies Hit: 3, Number of Hits: 2, +68 range
30
MP Cost: 54, Damage: 250%, Max Enemies Hit: 3, Number of Hits: 2, +70 range
31
MP Cost: 55, Damage: 251%, Max Enemies Hit: 3, Number of Hits: 2, +72 range
32
MP Cost: 56, Damage: 252%, Max Enemies Hit: 3, Number of Hits: 2, +74 range
Devastating Fury (New)
Devastating Fury Description: Strengthened by your Rage, Fury now hits twice for more overall damage Requirement:Dragon Fury 20, Dragon Roar 30 Final Attack: Spear, Polearm Maximum Level: 30
Serrated Blade Description: Increases final attack success rate, and there's a chance it deals two strikes instead of one Requirement:Final Attack 20 Maximum Level: 30
1
51% FA trigger chance, 11% second strike chance, FA damage increased to 162%
2
52% FA trigger chance, 12% second strike chance, FA damage increased to 164%
3
53% FA trigger chance, 13% second strike chance, FA damage increased to 166%
4
54% FA trigger chance, 14% second strike chance, FA damage increased to 168%
5
55% FA trigger chance, 15% second strike chance, FA damage increased to 170%
6
56% FA trigger chance, 16% second strike chance, FA damage increased to 172%
7
57% FA trigger chance, 17% second strike chance, FA damage increased to 174%
8
58% FA trigger chance, 18% second strike chance, FA damage increased to 176%
9
59% FA trigger chance, 19% second strike chance, FA damage increased to 178%
10
60% FA trigger chance, 20% second strike chance, FA damage increased to 180%
11
61% FA trigger chance, 21% second strike chance, FA damage increased to 182%
12
62% FA trigger chance, 22% second strike chance, FA damage increased to 184%
13
63% FA trigger chance, 23% second strike chance, FA damage increased to 186%
14
64% FA trigger chance, 24% second strike chance, FA damage increased to 188%
15
65% FA trigger chance, 25% second strike chance, FA damage increased to 190%
16
66% FA trigger chance, 26% second strike chance, FA damage increased to 192%
17
67% FA trigger chance, 27% second strike chance, FA damage increased to 194%
18
68% FA trigger chance, 28% second strike chance, FA damage increased to 196%
19
69% FA trigger chance, 29% second strike chance, FA damage increased to 198%
20
70% FA trigger chance, 30% second strike chance, FA damage increased to 200%
21
71% FA trigger chance, 31% second strike chance, FA damage increased to 202%
22
72% FA trigger chance, 32% second strike chance, FA damage increased to 204%
23
73% FA trigger chance, 33% second strike chance, FA damage increased to 206%
24
74% FA trigger chance, 34% second strike chance, FA damage increased to 208%
25
75% FA trigger chance, 35% second strike chance, FA damage increased to 210%
26
76% FA trigger chance, 36% second strike chance, FA damage increased to 212%
27
77% FA trigger chance, 37% second strike chance, FA damage increased to 214%
28
78% FA trigger chance, 38% second strike chance, FA damage increased to 216%
29
79% FA trigger chance, 39% second strike chance, FA damage increased to 218%
30
80% FA trigger chance, 40% second strike chance, FA damage increased to 220%
31
81% FA trigger chance, 41% second strike chance, FA damage increased to 222%
32
82% FA trigger chance, 42% second strike chance, FA damage increased to 224%
Darkened morals (New)
Darkened morals Description: With darkness comes cold efficiency, allowing you to ignore some enemy defense while increasing your minimum critical damage and critical chance Requirement: Level 1 Beholder
animation (the beholder heal one)
time between casts: 30 seconds Maximum level: 30
here i grew bored, so i'll just list the skills and their max levels
Beholder: Max level 10
beholder's heal: removed
Beholder's revenge (HP healing effect removed), max level 10
Stance: max level 30
Rush: max level 30
Magnet: Max level 30
MW: Max level 30
Hero's will: max level 5
SP used: 295
explanation:
i'm sure you noticed it already, but SP is stupidly tight, i made that on purpose
piercing will replacing iron will, to show the more agressive nature, along with crusher in second job now, i'm sure nobody you're partying with would mind the change to iron will
the "uniqueness" starts showing in third job with dragon wisdom, which pretty much makes your HP value your MP, and vice versa, while sending all the damage to MP. you can see it as sacrificing your life in favor of a magical shield. i "somewhat" stole this from our healing skill now recovers only MP.
since i know that switching HP and MP and healing them could be abused, when you toggle the skill on or off, both current HP and MP are reduced to the smallest amount between them (so if i had 20k hp and 4k mp before turning the skill on, i'd have 4k hp and MP afterwards)
any extra damage would be taken by HP, so if you have the above numbers and get hit for 23k, your MP becomes zero and you take 3k hp damage. damage reduction skills would only work on the 3k damage. 1/1 would still bring mp to zero and hp to 1, after which a single hit takes you out.
this is the only self-healing skill the class has, and it has no damage reduction bonuses, so things like seduce+1/1 and potion+1/1lock are even more dangerous than before, in the meantime the class has gained good attacking skills and a good amount of critical chance.
with fourth job comes the jewel of the class, berzerk, which when fully functional grants +200% damage (thus triplicating your damage) and 30% minimum and maximum critical damage. however to get this effect you'll have to be (and stay) under 10% of your HP, those 4k i mentioned? you can't have the full bonus of zerk unless you stay under 400 hp. this is where wisdom's damage-to-MP and MP draining shine.
beholder loses his healing abilities, and gives only the three damage oriented ones being hex, darkened morals and revenge, goes back to buffing every other time though, and darkened morals lasts for one minute, with beholder attempting to cast it after 30 seconds
final attack gets a passive boost via serrated blade, boosting it's overall success chance to 80%, and adding a 40% chance of it doing 2 hits instead of one if FA triggers
impale got "removed", rather it got merged with fury and crusher in fourth job, crusher gains it's range while keeping it's low target count, while fury deals significant damage to mobs
overall, these are the finishing stats:
critical chance: +10/+30/+20=
ignore def: +10/+0/+40
Min Crit Dmg: +0/+15/+30+15
Max Crit Dmg: +0/+0/+30
damage multiplier: +200%
and here are the hyper skills, so far i haven't thought of a replacement for thirst, so assume it's the same effect for MP instead, could have it do something like "MP healing 100%, party heals HP equal to MP you regain"
Hyper Skills
Dark Crusher reinforce:
attack speed: delay of dark crusher is reduced (660 is new delay)
attack count: dark crusher gains 1 additional strike
Target count: +1 target
Sawed Blade reinforce:
Increase success: +20% chance of first strike activating
Increase success: +10% chance of Second Strike activating
Increase Damage: +30% damage
Piercing will reinforce:
+10% ignore Def for the whole party
+10% crit rate for the whole party
+30 second duration for the whole party
this forces you to make some choices, two out of the three piercing will effects are quite useful, all of sawed blade reinforces are useful, since the first grants you 100% crit chance, the second makes the second strike a 50/50 chance while under the first effect, and the third one brings the damage equal to dark crusher.
meanwhile dark crusher gets a reduction of 1/4 of it's speed, able to get a fourth strike, and increase the targets hit by one. thus upgrading it even more to boss.
the delay decrease comes at 190+ or so, the target count is available by 130, with the attack count available at 150
-------------------
anyways, what are your opinions on this? what part of it looks too overpowered or you don't agree with? leave your opinions below. i may have had this for kicks because i had the free time, but i also did it to discuss it too.
Dark Knight Fake skill revamp - ElTwice - 2012-11-02
Wow now this is something more unique and exciting to say the least you are in critical all the time or at least trying to be in that state to fully show the true force of the class, as you say a glass cannon true and thru 10/10 would train
Dark Knight Fake skill revamp - ShinkuDragon - 2012-11-02
ElTwice Wrote:Wow now this is something more unique and exciting to say the least you are in critical all the time or at least trying to be in that state to fully show the true force of the class, as you say a glass cannon true and thru 10/10 would train
while you're not really in "critical" all the time due to having a huge shield made from your MP, you do get screwed much easier than before by status effects and such. i've thought of ways in which this could be abused, but can't come with any options that require little to no NX
appreciated though, any other questions on whatever (performance, scenarios etc) much wanted.
[MENTION=4235]KhainiWest[/MENTION]; you could have said something too!
Dark Knight Fake skill revamp - KhainiWest - 2012-11-02
I one up'd it because of the time with the calculations and the unique idea with a glass cannon warrior. However I really don't see how any warrior could function as such. It's farfetch'd but doesn't really meet the criteria of what you'd expect from a warrior. Although a "samurai" warrior typically is a glass cannon, I find it typically under a theif or "swag" branch as I like to call it .
The reason I even made a dark knight was because it was intense. It hit the slowest out of all the branches, but hit hard and was versatile. In a game where defense didn't really matter, HP was your base and your only solid survivibility, dark knight had tons of it and shared it. Well actually this is how I felt about the dragon knight. The transition to dark knight fascinated me because, at the time, it was the only class that used it's buff to make 4th job power, and most of them were auto activated and undispelable. This gave the feeling of the "dark" presence that was beholder, it was a true summon that built on what you were used too rather than discarding every skill as worthless.
When I fantasized about my own edits on the dark knight, I wanted them to expand on the abilities of beholder. Instead of recoloring old skills, how about adding a skill which shrouds your equipment in it's presence. A dark aura from your weapon that increase it's attack speed/weapon attack. The higher the weapon speed the more hits you accumulate, the same skills with entirely different animation's involving the beholder. I feel like the entire 4th job for a dark knight should revolve around the beholder enhancing every stat and not removing the previous skills but enhancing them. This would also give kind of a fake 4th job skill advantage, could you imagine, all of your previous skills being enhanced 2.5x or something like that? It's like you suddenly refreshed 30 skills that are now reusable, rather than replaced.
Tldr;
Beholder enhances everything about your character, all skills have an animation involving him, and all the dragon stuff turns into demonic stuff.
Edit: I'm just adding my own perspective by no means am I saying my idea is better, as I said, a "samurai" like class branch makes this completely plausible
Dark Knight Fake skill revamp - ShinkuDragon - 2012-11-02
KhainiWest Wrote:I one up'd it because of the time with the calculations and the unique idea with a glass cannon warrior. However I really don't see how any warrior could function as such. It's farfetch'd but doesn't really meet the criteria of what you'd expect from a warrior. Although a "samurai" warrior typically is a glass cannon, I find it typically under a theif or "swag" branch as I like to call it .
The reason I even made a dark knight was because it was intense. It hit the slowest out of all the branches, but hit hard and was versatile. In a game where defense didn't really matter, HP was your base and your only solid survivibility, dark knight had tons of it and shared it. Well actually this is how I felt about the dragon knight. The transition to dark knight fascinated me because, at the time, it was the only class that used it's buff to make 4th job power, and most of them were auto activated and undispelable. This gave the feeling of the "dark" presence that was beholder, it was a true summon that built on what you were used too rather than discarding every skill as worthless.
When I fantasized about my own edits on the dark knight, I wanted them to expand on the abilities of beholder. Instead of recoloring old skills, how about adding a skill which shrouds your equipment in it's presence. A dark aura from your weapon that increase it's attack speed/weapon attack. The higher the weapon speed the more hits you accumulate, the same skills with entirely different animation's involving the beholder. I feel like the entire 4th job for a dark knight should revolve around the beholder enhancing every stat and not removing the previous skills but enhancing them. This would also give kind of a fake 4th job skill advantage, could you imagine, all of your previous skills being enhanced 2.5x or something like that? It's like you suddenly refreshed 30 skills that are now reusable, rather than replaced.
Tldr;
Beholder enhances everything about your character, all skills have an animation involving him, and all the dragon stuff turns into demonic stuff.
Edit: I'm just adding my own perspective by no means am I saying my idea is better, as I said, a "samurai" like class branch makes this completely plausible
this is what i was looking for, i actually did most of what you suggested. i'd need you to explain about the "how any warrior could function as such" though.
i based this over the idea of tempering our minds rather than our body, have you seen those videos of a guy placing a speartip to his neck and leaning on it? i went kind of with that idea, we use our minds (MP) to make our bodies (HP) invincible, however, running out of MP (or what it would stand, concentration) would make the speartip cut our necks. that was the mojo i went for with the whole HP and MP shenanigans.
second job features dragon buster, which is still fairly slow, third job improves on it, and adds a faster skill, dragon fury, here's where the whole "honed mind" thing comes into play.
now, fourth job, i did add a new beholder skill, which is darkened morals, and it requires beholder (beholder is the one that casts the effect on you). berzerk i guess you could compare it to naruto's rock lee chakra doors, sacrificing the physical body for precise powerful strikes. we lower our own HP via sac and roar, to increase our damage.
now, do note that 4th job fury and crusher don't have an animation, i had planned for a darkened "beholder'd" version of them.
and if you check, i didn't remove any skills, only impale (which crusher does the same thing, albeit a bit slower without the hyper skill and on less targets)the whole revamp is about the dark knight enhancing it's previous attacking skills, and on fourth job doing so via beholder's darkness.
which skills did i remove that you didn't want removed? o.o and now, sorry i don't have visual cues of how each skill would be, i went more for the math of it at first ._.
Dark Knight Fake skill revamp - KhainiWest - 2012-11-02
ShinkuDragon Wrote:this is what i was looking for, i actually did most of what you suggested. i'd need you to explain about the "how any warrior could function as such" though.
They should be regular cannons . And I know you did, the basic idea's are the same, as people who understand our class, but as I said, I'm just speaking from another perspective, although mine is more aesthetic
Dark Knight Fake skill revamp - ShinkuDragon - 2012-11-02
KhainiWest Wrote:They should be regular cannons . And I know you did, the basic idea's are the same, as people who understand our class, but as I said, I'm just speaking from another perspective, although mine is more aesthetic
Id have kept them as they were, but needed a way to defend themselves while zerking under pot cooldown, and thats what i came up with haha
Dark Knight Fake skill revamp - PirateIzzy - 2012-11-02
I have no complaints about your ideas, rather I have complaints about KMS's idea. By adding Endure to 3rd job, there's barely enough points to get a good amount of Crusher/Fury. They could have merged Endure with ER instead.
Dark Knight Fake skill revamp - ShinkuDragon - 2012-11-02
PirateIzzy Wrote:I have no complaints about your ideas, rather I have complaints about KMS's idea. By adding Endure to 3rd job, there's barely enough points to get a good amount of Crusher/Fury. They could have merged Endure with ER instead.
Dont remind me, my guide now is zero crusher .-. As much as it pains me.
I made this build pretty tight on sp though, will put people to think about what to get like before
Dark Knight Fake skill revamp - Sephie - 2012-11-02
I always imagined if Sacrifice ever had an attack animation (minus that little dragon symbol thingy that pops up), Dark Impale would be it.
Dark Knight Fake skill revamp - Storm - 2012-11-03
I really like this a lot, especially the upgraded Crusher and Fury skills. For Beholden, I would have placed Aura and Revenge of the Beholden into Beholden and merge their skills into it like healing 5% of HP every 5 seconds like Perseverance does for Buccaneers. Too bad you can't send this Nexon Korea and see what they say. It would be pretty interesting to get an opinion from a company about a particular class that you want to see changes to from a player's perspective.
Why the removal of Dark Impale? I'm curious.
Dark Knight Fake skill revamp - ShinkuDragon - 2012-11-03
Storm Wrote:I really like this a lot, especially the upgraded Crusher and Fury skills. For Beholden, I would have placed Aura and Revenge of the Beholden into Beholden and merge their skills into it like healing 5% of HP every 5 seconds like Perseverance does for Buccaneers. Too bad you can't send this Nexon Korea and see what they say. It would be pretty interesting to get an opinion from a company about a particular class that you want to see changes to from a player's perspective.
Why the removal of Dark Impale? I'm curious.
Well, having crusher and fury upgraded makes di pretty much useless, or rather, much less useful.
I got rid of all healing skills since they would have clashed with zerk (which works by having no hp) and only left the drain but for mp.
I also noticed, i forgot to put hex of the beholder up there, cant edit it for a few days unfortunately, and darkened morals level 31 and 32 are wrong values.
Ive been doing a bit of math, and i think i will be nerfing fury a bit, its owning crusher too hard without hyper skills.
And this isnt my idea of a perfect drk, its more of me giving it a purpose once again, long ago drk were needed to survive, now they are pretty useless, so i made them more offensive-based and sharing that
Dark Knight Fake skill revamp - ShinkuDragon - 2012-11-03
Sorry for the double post, but im adding a bunch of new stuff. Adding the damage calculations for no hyper skills, hyper skills without dark synthesis, and hypers+DS
Hyper skills used:
10% crit
Crusher +1 strike
Crusher speed enhance
Fa 20% chance
Fa 10% chance of second hit
Fa 30% damage increase
Notes:
dragon fury has been nerfed, at max level it's 365*2 strikes
Dark synthesis is unchanged
These calculations don't account for buffing time (beholden lasts 20 mins, piercing will 300 secs, booster for 200 secs, and thats all that has to be casted anyways) nor do they account for beholden's revenge damage or hits per second
Due to all the above, for the damage on x number of targets, just multiply the dmg per sec by the targets
Only used fastest 2 speed
mastery of 95% used
First number is zero pdr, second is 70% pdr, like this 100000-30000
I believe my calculations are correct, anyone is welcome to doublecheck though.