Patch Available - KMST 1.2.456
#21
Curtiss Wrote:(For cripes sake let there be only one class).

I don't think it's humanly possible for someone to agree more with this statement than I do.
#22
So... Bosses just become more "difficult" to beat?

Huzzah. Potential requirement galore!


Bah. Google jibberish.
#23
Oh my goodness, they weren't kidding when they said this was a big update. Things of note:

PsoK: I really hope this means some items no longer have that restriction.
Cygnus: Cut down to 30 minutes but she no longer heals? Ambivalent, I don't know enough to say if that's good or not.

But by far I'd say this is the most curious one- 1 To be gained when monster dies from now to purchase equipment or in part, from a coin shop or production / synthesis. Does that mean expanded crafting options!? Glitter

EDIT: Just checked at Leafre, [MENTION=8693]Mario[/MENTION]; mentions that there's absolutely nothing about Automata.
#24
Curtiss Wrote:1 To be gained when monster dies from now to purchase equipment or in part, from a coin shop or production / synthesis. Does that mean expanded crafting options!? Glitter

I'm pretty sure that means a new tier of potential. Before I saw that Mario was working on a translation on Leafre, I did a Korean -> Japanese Google Translate and started doing English translations.

The MapleStory Client version 1.2.456 has been released.
The following content has been added with this update.
<Game Related>
1。 Now, when you get equipment from monsters, create items, fuse items, or even buy items from coin shops, they will have random options (another potential?) applied.
- The random options can vary from 1 to 4 in number.
- The options, from minimum to maximum, are divided into 5 grades. (I'm not sure what that means)
#25
Link Wrote:I'm pretty sure that means a new tier of potential. Before I saw that Mario was working on a translation on Leafre, I did a Korean -> Japanese Google Translate and started doing English translations.

The MapleStory Client version 1.2.456 has been released.
The following content has been added with this update.
<Game Related>
1。 Now, when you get equipment from monsters, create items, fuse items, or even buy items from coin shops, they will have random options (another potential?) applied.
- The random options can vary from 1 to 4 in number.
- The options, from minimum to maximum, are divided into 5 grades. (I'm not sure what that means)

So much for my hopes. Tongue I'd be more optimistic about this but this is the cash cow system we're talking about.
#26
All the bosses got a 30min timer now.
Akarium's Monks can be killed with physical attacks.
Most of the bosses have different attacks and delays with presumably less HP.
It seems some mobs get their own specific equipment drops now? :f6:

Is it sad that I'm Korean but can't read Korean well and prefer to read stuff in Japanese? Frown

The 5 Grades could mean the different pools of potential...
#27
Mario Wrote:Equipment items with level 140 or higher gain a scissor "count" each time they are karma'd. There is a certain limit to how many times you can karma an item in this range (?)

Uh oh. That REALLY doesn't sound good to me.
#28
Still reading through the Korean to Japanese translations. I saw this :

13。ステータスウィンドウから見える最大攻撃力の数値が999,999で200万に調整しました。

Your status window can now read up to 2,000,000 instead of 999,999.

14。モンスターに与えることができるダメージの最大限界値が999,999で50,000,000的に調整しました。

Damage dealt to enemies has been changed from 999,999 to 50,000,000.

15。キャラクターが持つことのできるHPとMPの限界値が99,999から500,000に調整されます。

Maximum amount of HP and MP a character can have has been changed from 99,999 to 500,000.

16。キャラクターが持つことができる防御の限界値が9,999〜99,999で調整されます。

Maximum defense for a character : 9,999 → 99,999

17。特定の回ピッチに到達すると、継続的にモンスターの攻撃を回避することができたバグが修正されました。

The issue of being able to dodge/avoid attacks infinitely at or after a certain amount of avoidability/dodge rate/evasion rate has been fixed.

回避値を上げたり、スキルなどにより受けることができる最大の回避率が90%に調整しました

The maximum amount of dodge/evasion rate you can receive from anything is 90%.
#29
Link Wrote:Still reading through the Korean to Japanese translations. I saw this :

13。ステータスウィンドウから見える最大攻撃力の数値が999,999で200万に調整しました。

Your status window can now read up to 2,000,000 instead of 999,999.

14。モンスターに与えることができるダメージの最大限界値が999,999で50,000,000的に調整しました。

Damage dealt to enemies has been changed from 999,999 to 50,000,000.

15。キャラクターが持つことのできるHPとMPの限界値が99,999から500,000に調整されます。

Maximum amount of HP and MP a character can have has been changed from 99,999 to 500,000.

16。キャラクターが持つことができる防御の限界値が9,999〜99,999で調整されます。

Maximum defense for a character : 9,999 → 99,999

17。特定の回ピッチに到達すると、継続的にモンスターの攻撃を回避することができたバグが修正されました。

Not sure about this one. I guess the issue with evasion/dodging not giving invulnerability has been changed/fixed?

回避値を上げたり、スキルなどにより受けることができる最大の回避率が90%に調整しました

The maximum amount of dodge/evasion rate you can receive from anything is 90%.

Based on this info only I raise you this:

 Spoiler

On the other hand:

Quote:- These cubes can only be used on items below epic grade, the grade has a chance of descending.

- Cannot be used on unique+. the Epic is the highest grade results.

From Leafre shows promise. It drops from bosses starting from Chaos Zakum and credits goes to Mario as usual. Biggrin
#30
Link Wrote:17。特定の回ピッチに到達すると、継続的にモンスターの攻撃を回避することができたバグが修正されました 。

Not sure about this one. I guess the issue with evasion/dodging not giving invulnerability has been changed/fixed?

Final EDIT: Ok, you put the Korean notes into google translate into Japanese and it mistranslated lol.

Google thought 회피치 was ピッチ but it's hwehpiji which means Avoid.

So by reaching a certain 회피치 or Avoid, you can avoid attacks indefinitely.
#31
Translating as we speak guys.

Bosses drop some kind of new cubes that can cube items up to epic and can't be used on unique or higher.
http://leafre.net/showthread.php?21672-K...post114603

Trying my best to not knock out while doing this.
#32
-when more than one person attacks the boss, you cannot see the other person's damage or skill effect.

Ehm... what?
#33
Mario Wrote:Translating as we speak guys.

Bosses drop some kind of new cubes that can cube items up to epic and can't be used on unique or higher.
http://leafre.net/showthread.php?21672-K...post114603

Trying my best to not knock out while doing this.

God speed good sir. Smile


Death Wrote:-when more than one person attacks the boss, you cannot see the other person's damage or skill effect.

Ehm... what?

No more number flooding I'm assuming. This is good if you lag with a bunch of people I guess.
#34
Sephie Wrote:God speed good sir. Smile




No more number flooding I'm assuming. This is good if you lag with a bunch of people I guess.

I get the number part but no skill effect at all?

Image going to a boss and your friend just stands next to zak/ht doing nothing at all.
Sounds horrible.

They should have made an option to display damage of others or not.
Not simply remove it completely + the skill effect too, that's just dumb.

Besides everyone loves flaunting their damage so now this will be entirely gone?
Nobody would accept that.
#35
Sephie Wrote:God speed good sir. Smile




No more number flooding I'm assuming. This is good if you lag with a bunch of people I guess.

Not being able to see their skills is stupid though. I hope I'm misreading it.
#36
Okay fully done with the translations. I'm way to tired to proof read and check for grammar/spelling or format the thread well.

So yeah, final product.

http://leafre.net/showthread.php?21672-K...post114606

Hope everyone enjoys this. Gonna knock out for like 12 hours lol.
#37
Just curious about your opinion about this [MENTION=7878]Chicocl[/MENTION]; (And anyone else's opinion really).
Why do you think it's a good thing they remove seeing others their skill effects/numbers entirely instead of making it an option?


Also, thanks [MENTION=8693]Mario[/MENTION];
#38
Death Wrote:I get the number part but no skill effect at all?

Image going to a boss and your friend just stands next to zak/ht doing nothing at all.
Sounds horrible.

They should have made an option to display damage of others or not.
Not simply remove it completely + the skill effect too, that's just dumb.

Besides everyone loves flaunting their damage so now this will be entirely gone?
Nobody would accept that.

I believe it's the on-hit effect.

Like, there's the skill effect when you use it and the effect when it hits.

I'm assuming it's "muting" the one that hits along with the numbers associated with it.

So like, attacking with Soul Driver you see them use it with the swords flying around but you don't see the 4 swords that actually fly down and register the hits.

This makes sense because this animation is actually being played however many times the skill hits to the point of it being redundant.

Imagine 5 Cannoneers in a party all using Barrage each of them having 18 hits on their attacks all attacking at the same time... playing 90 explosion animations at once... redundant imo.

I'm just assuming this though...
#39
Quote:.Equipment items with level 140 or higher gain a scissor "count" each time they are karma'd. There is a certain limit to how many times you can karma an item in this range. After the limit is reached these items cannot be traded or dropped or put in storage.

Dunno how I feel about that. lol
#40
Sephie Wrote:I believe it's the on-hit effect.

Like, there's the skill effect when you use it and the effect when it hits.

I'm assuming it's "muting" the one that hits along with the numbers associated with it.

So like, attacking with Soul Driver you see them use it with the swords flying around but you don't see the 4 swords that actually fly down and register the hits.

This makes sense because this animation is actually being played however many times the skill hits to the point of it being redundant.

Imagine 5 Cannoneers in a party all using Barrage each of them having 18 hits on their attacks all attacking at the same time... playing 90 explosion animations at once... redundant imo.

I'm just assuming this though...

It all makes sense now.
Thanks for explaining it I never thought of that.
I thought it was the entire effect all together, not just the hit-effects.

I wouldn't mind that at all.


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