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Question: KMST changes for mages.
#1
So what they changed to the CL formula? i kno they increased the chained dmg, but by how much o.o?


what about the acc formulas of fire/ice demon and poison mist? how is it does it work now? any examples of how often it will miss now?
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#2
I was just going to make a thread about this :o

I'm wondering too. I want to know if it'll make CL useful against mobs of 3 or more
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#3
Just a quick question. Does CL successive hits work like SP or are they randomized

Shadow Partner: If I do 3k and 4k, the 3rd hit is 1.5, and the 4th hit is 2k, exactly half of the original

Randomized: CL has 180 base attack first hit, 2nd hit is 90 base attack. Is it exactly half of the first hit, or is it a separate random attack with a base of 90 attack

If it's random, it's kinda hard to note what the definite change is unless it says in the skill window or the data. Hopefully there's some easily spottable pattern/formula to make use of. Could get lots of data at say slime tree or a place with spread out mobs so you can frap/SS the damage in numerous trial, plot the data, and get a guess.
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#4
@ above: They're randomized. Much like Slash Blast+FA, Iron Arrow, and Pierce. It's not hard to figure out, just go to snails (Slimes are Lit Weak o_o) and spam CL a bunch of times. Record your max damage on one monster and on the second hit over 10 minutes or so. Divide the second number over the first and round to a reasonable number.

Ex If you hit a max of 24890 on your first hit and 18650 on your second hit,

18650/24890 = 74.92969...

and I'd assume it's a 75% multiplier across.
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#5
This sort of thing can't be found in the wz data. Only someone in KMST would have the means to find out.
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#6
I think it divided by 2 at the moment and then randomized. I'm hitting over like on neutral mobs max 24k and the 2nd is about 12k.

Tymen.
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#7
It's impossible to know at this point unless someone here plays KMST. There are no formulas in the WZ files - only variables.
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#8
Avus Wrote:I think it divided by 2 at the moment and then randomized. I'm hitting over like on neutral mobs max 24k and the 2nd is about 12k.

Tymen.

We know it's divided by 2, but is it exactly or is the base attack just divided by 2 and it's plugged into a formula and given an attack.

Answer was above. Your way is better Dusk. But there is the possibility that the "75%" in your example isn't consistent throughout. Right now, we know it's always 1/2 the previous attack. Nexon could do something like

180
160
130
100
70
45

or whatever. Have to check all 6 hits. More work but same idea applies that you suggested to do.
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#9
I made a mage to test this, although you'll have to wait about a week to get the results.
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#10
Serendipity Wrote:I made a mage to test this, although you'll have to wait about a week to get the results.

yay .. tyvm ! cant wait to see the dmg difference for cl @.@ ...

and how much the acc formula is gonna effect for future poison mages...
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#11
I think they said its made into 60% mastery right? maybe they meant something like 180 on first hit then 108 on second hit 64.8 on third? instead of the 180--> 90 --> 45 now.

Was hoping they make the summons attack faster Sad
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#12
Serendipity, any updates on this?
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#13
Chain Lightning's chain damage was raised to around 70%.

For the third mob, the damage is halved: .7 times .7 = .5

so the damage goes like:

10000,7000,5000,3500,2500,....
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#14
Serendipity Wrote:Chain Lightning's chain damage was raised to around 70%.

For the third mob, the damage is halved: .7 times .7 = .5

so the damage goes like:

10000,7000,5000,3500,2500,....

Oh nice this means we don't have to see pathetic damage on the last few monsters Biggrin

So its something like this now : 180 -> 126 -> 88.2 -> 61.7 -> 43.2 -> 30.3
instead of the old : 180 -> 90 -> 45 -> 22.5 -> 11.25 -> 5.6 lol at this last digit, its like wacking a snail using normal attack. Thats quite the boost, too bad most people would have perfered to have the first target damage increased instead since this is the only bossing skill we get. Still a nice boost to play around with xD
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#15
halving every two hits would be multiplying by 1/sqrt(2)
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#16
That's pretty awesome :O so that means on the arms of Zakum, where you hit two (I think) If you do 10k on average the first hit then used to do 5k on the second, you did 15k dmg. Now, you'd do 17k damage. Add that up to like 70~80 times a minute and it's over a 100k difference :O
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#17
Has anybody heard if these changes have been kept in subsequent KMST versions, and if the changes have made it to the main KMS servers?
Any speculation if and when GMS will see this?
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