2013-05-29, 05:20 PM (This post was last modified: 2013-05-29, 07:55 PM by Abysseon.)
IImaplers Wrote:Question about the elemental amplification change: How exactly does it affect DoT damage now? According to Max's blog, it does; but how? That's pretty confusing. Why would it affect DoT but not effect total range? I thought DoT damage is only based off of max range unless they somehow made it be based off of that and ele amp combined.
I think that's it.
Before kmst update:
Quote:20,000 max damage range and using Paralyze on a neutral monster, since Paralyze at level 30 has 180% dot, you'd be doing 36,000 damage with each tick of its DoT.
After kmst update:
Quote:20,000 max damage range and using Paralyze on a neutral monster, since Paralyze at level 30 has 270% dot (180% x 1.5), you'd be doing 54,000 damage with each tick of its DoT.
i think they should just make it so that the adventurer warriors could only use 1 type of weapon (dk: spear, hero: 2 handed axe, paladin: 2 handed bw). aran is already exclusively using pole arms, kaiser 2 handed swords, demon slayer 1 handed axe/bw so it would be fair if the adventure warriors have exclusive weapons
Teppi Wrote:i think they should just make it so that the adventurer warriors could only use 1 type of weapon (dk: spear, hero: 2 handed axe, paladin: 2 handed bw). aran is already exclusively using pole arms, kaiser 2 handed swords, demon slayer 1 handed axe/bw so it would be fair if the adventure warriors have exclusive weapons
Youd make most of the drk population mad if you did that
Teppi Wrote:i think they should just make it so that the adventurer warriors could only use 1 type of weapon (dk: spear, hero: 2 handed axe, paladin: 2 handed bw). aran is already exclusively using pole arms, kaiser 2 handed swords, demon slayer 1 handed axe/bw so it would be fair if the adventure warriors have exclusive weapons
What's the point of adventuring if you can't explore weapon options lol
ShinkuDragon Wrote:[MENTION=8857]Sephie[/MENTION]; or heck, besides spears they could make a new weapon, "rapiers" (if rapiers werent just a hilt and a stick, meaning little difference between weapon sprites...)
Combo:
Fitting the theme of Specialized Skills, Heroes received Combo Attack at 2nd job; however, it does not provide a damage bonus until 3rd job, and has an activation rate. This gives Heroes a secondary resource that is not guaranteed, and spenders in the form of Combo Force at 2nd job, Panic in 3rd, and Enrage and Incising at 4th.
Combo Force's primary advantage is its massive range. It has three times the horizontal range of Brandish, but costs one Combo Count to use; what I find however is that it is significantly weaker than the equivalent skills for Dark Knights, Spear Pulling and Piercing Through, which do 190%x2 and 201%x2 respectively, compared to Combo Force's 140%x2. Piercing Through is faster, in fact, and has bonus effects that improve its damage. As something that spends a somewhat limited resource, I feel Combo Force should be promoted as a high power utility, outlining the Hero's advantage of being dedicated DPS.
It does have the unique and useful utility of returning the Combo Count when it stuns a monster, but it isn't too significantly different compared to the Spearman counterparts; in fact, it has the same range and effect as Spear Pulling, only costing Combo, being slightly faster, and weaker. Page Order at the least is an AOE on either side, with lower damage, but it's only 125%x2, compared to Combo Force, and only hits 100% less range horizontally, but on both sides. In fact, the Charges are about similar DPS when you consider cycling compared to Brandish. Let's not forget about Elemental Weakness.
That being said, I feel Combo Force should receive a higher hit count, and higher speed. It should perhaps chain to Brandish, though it possibly already has a spam delay. It should feel more rewarding to spend your Combo, rather than only doing it because Combo Force has long range.
I'm thinking something along the lines of 130%x3 @ 720ms with a spam delay of 1500ms. It would be stronger for OHKO scenarios, pushing them an advantage over the similar Spearman skills, and the AOE Page skills, but it can't be continually spammed, and can be used as intended: a pulling attack for Brandish to finish on. Brandish perhaps could use a speed or damage boost as well, though 2nd job hardly needs more damage in general.
Panic remains relatively unchanged; the primary difference is that if you reuse it too quickly, it will cost one more Combo Count. This prevents it from being spammed for vastly superior DPS, but leaves the option open aside from being purely a utility debuff. High alpha attacks like these suffer greatly in utility when training though, as they miss and thus do nothing at all at the cost of a resource. It wouldn't hurt to have it split into two hits and higher total damage, since it's always been seen as a waste to lose Combo to use Panic.
Self Recovery is pretty sweet now, but every other change was rather bland. Shout is in an okay place. They should avoid making Crusaders an AOE spamming class. It's not a Magician, but again, Shout being one hit makes it miss rather often. Perhaps it still stuns when it misses, which would be really good for utility combined with Chance Attack though. I'm thinking a new effect on Chance Attack to give higher chance of getting Combo on status-ed monsters, but the actual utility of that seems rather forced, and they should just give back 100% Combo in 4th job from ACA or something.
Incising is the only real change added to 4th job, which is disappointing. It's terrible for DPS on its own since it costs 8 Combo, and purely a utility debuff. I would suggest something along the lines of:
1000%x2 @ 1050ms + 250%/2s for 20s
Since it's almost completely relegated to being a debuff, it shouldn't be so distinctly slow. It already has a rather prohibitive Combo cost, so to promote not wanting to spam it, focus more damage to come from the DoT. I commend them for finally using dotInterval != 1 though.
Providing Mastery from Advanced Combo Attack was a poor choice. This skill already provides so much for Heroes, it shouldn't be so good. Moving Mastery to Combat Mastery would not only fit the name, it would promote adding points to that earlier than bossing level, providing some form of choice (though we'd eventually math out the best option, there's still the utility). That being said, a benefit for Swords vs Axes would be cool.
Dark Knight:
There's an error in the Hyper Skills where Reincarnation - Reinforce says it raises Minimum Critical Damage, it should say "Damage". Their hyper skills were messed up to begin with, using wrong names, and effects and we had to manually fix them, and this escaped our view.
Spoiler
Dark Knight's Specialized Skill is Beholder. I believe the intention of having a 20%/24s heal is for the player to take advantage of the high heal amount at a set interval, knowing when to abstain from potions and letting the summon do the healing, leading to somewhat more tactical play. Depending on the area though, this can be rather useless if you have to keep your HP relatively high. It comes out at a 3.3%HP/4s. I think it would be better if it healed larger amounts at a slightly higher interval, or just lower the current interval. 5%/4s wouldn't be too bad either, as some classes already have this.
As stated in the Hero section, Piercing Through and Spear Pulling are really good. Long range, high damage, perfect for that mindless 2nd job grind OHKOing things.
Piercing Through has a unique effect of doing two different things depending on the range of the target. I think this is a cool concept. Combined with the pull from Spear Pulling, you can force the higher critical, or just spam to KB and force the total damage bonus. It seems a bit strange that Piercing Through is faster than Fighters or Pages though, and if it has a spam delay, then this effect is pretty trashy, as you'll always have to use Spear Pulling in between to remain effective, nullifying any potential to use the Total Damage effect. Hopefully, this is not the case.
Lamancha Goat Spear is an okay addition. The original Buster/Fury were very dated and bad compared to newer skills. This gives a really strong hits/s and thus less wasted time missing when training on higher level monsters. Adding a finishing hit gives it a nice bit of flavour.
I honestly have no idea how Cross Over Chain is supposed to work. The 100% and Total Damage in the same line scares me a lot. I might make a Dark Knight just to figure this out, since 3rd job is rather easy.
The Beholder skills in general are rather bland. I like the idea of turning on Dominant after you've gotten the (good) buffs, and getting a bit more damage out of things, but at the same time, 210% (to 15? how?) is a bit low in terms of damage. Maybe if it had better range, and a reliable attack rate. I think a passive boost to everything from Beholder's Revenge is an order though; higher healing rate, higher damage (maybe an extra hit?), better buffs, to make Revenge a worthwhile skill.
Gungnir's Decent sounds like a really sweet skill, though the cooldown and special requirements still seem to prohibitive. It has some great damage, but with the long cooldowns of Beholder and Reincarnation, it's too inaccessible. 30s/120s is a bit of a ratio, so perhaps somewhere between 60s and 90s is an order, and then adjust the damage accordingly.
Reincarnation seems rather flawed. Unless Dark Impale counts as 5 hits, it shouldn't be possible to revive yourself at a single target boss until it's around level 12. The long cooldown leads it to be more of a gimmick, but having such a powerful skill (autores) being easily accessible would be terrible. If it had a low cooldown, Dark Knights would just facetank every boss and not care about dying because they just come back every minute or two.
I would recommend allowing a way to force the Dark Knight into activating the effect without dying, i.e. using it off a hotkey to become invulnerable for some time, but at the risk that if they don't perform well enough, they'll still die? or survive with some penalty, like lowered max HP, damage, crit or something. Combine this with perhaps another effect, such as every kill reduces the cooldown by a certain amount (say 1s?), and vs bosses, every time an "Instant Death" tries to proc, reduce the CD by a different amount (10s perhaps). This gives Beholder's Revenge and Dark Impale's effects some use at bosses, rather than an instant "Oh hey this is pomegranate".
Along with this, keep its original auto-res as a passive effect with its original long cooldown so you can't have free Wheels. It would provide a tactical aspect to play, where you can risk-reward vs bosses that are extremely mobile and you can't guarantee "X hits" on them to escape penalty, as well as a strong reliable buff that doesn't have a 10 minute cooldown.
Again, the Advanced Weapon Mastery could use some flavour for Spears and Polearms, though I want to avoid mixing it with the Instant Death effect outlined about. Change the Minimum Critical to Maximum Critical.
You can use, Sword, Lances, Axes, and you get a horse summon that allows you to do special attack on it. Suddenly GREAT KNIGHT from fire emblem sacred stones. You can be amelia!
JoeTang Wrote:Dark Knight:
There's an error in the Hyper Skills where Reincarnation - Reinforce says it raises Minimum Critical Damage, it should say "Damage". Their hyper skills were messed up to begin with, using wrong names, and effects and we had to manually fix them, and this escaped our view. Nice to know, so 1.5x damage, coolios, hopefully multiplicative with cross
Spoiler
Dark Knight's Specialized Skill is Beholder. I believe the intention of having a 20%/24s heal is for the player to take advantage of the high heal amount at a set interval, knowing when to abstain from potions and letting the summon do the healing, leading to somewhat more tactical play. Depending on the area though, this can be rather useless if you have to keep your HP relatively high. It comes out at a 3.3%HP/4s. I think it would be better if it healed larger amounts at a slightly higher interval, or just lower the current interval. 5%/4s wouldn't be too bad either, as some classes already have this. With the renamed dragon judgement, this skill is utterly useless though
As stated in the Hero section, Piercing Through and Spear Pulling are really good. Long range, high damage, perfect for that mindless 2nd job grind OHKOing things.
Piercing Through has a unique effect of doing two different things depending on the range of the target. I think this is a cool concept. Combined with the pull from Spear Pulling, you can force the higher critical, or just spam to KB and force the total damage bonus. It seems a bit strange that Piercing Through is faster than Fighters or Pages though, and if it has a spam delay, then this effect is pretty trashy, as you'll always have to use Spear Pulling in between to remain effective, nullifying any potential to use the Total Damage effect. Hopefully, this is not the case.
Lamancha Goat Spear is an okay addition. The original Buster/Fury were very dated and bad compared to newer skills. This gives a really strong hits/s and thus less wasted time missing when training on higher level monsters. Adding a finishing hit gives it a nice bit of flavour.
I honestly have no idea how Cross Over Chain is supposed to work. The 100% and Total Damage in the same line scares me a lot. I might make a Dark Knight just to figure this out, since 3rd job is rather easy. If its additive with boss damage thatd be quite annoying
The Beholder skills in general are rather bland. I like the idea of turning on Dominant after you've gotten the (good) buffs, and getting a bit more damage out of things, but at the same time, 210% (to 15? how?) is a bit low in terms of damage. Maybe if it had better range, and a reliable attack rate. I think a passive boost to everything from Beholder's Revenge is an order though; higher healing rate, higher damage (maybe an extra hit?), better buffs, to make Revenge a worthwhile skill.
Gungnir's Decent sounds like a really sweet skill, though the cooldown and special requirements still seem to prohibitive. It has some great damage, but with the long cooldowns of Beholder and Reincarnation, it's too inaccessible. 30s/120s is a bit of a ratio, so perhaps somewhere between 60s and 90s is an order, and then adjust the damage accordingly.
Reincarnation seems rather flawed. Unless Dark Impale counts as 5 hits, it shouldn't be possible to revive yourself at a single target boss until it's around level 12. The long cooldown leads it to be more of a gimmick, but having such a powerful skill (autores) being easily accessible would be terrible. If it had a low cooldown, Dark Knights would just facetank every boss and not care about dying because they just come back every minute or two. One could use lamanche for the hits, no?
I would recommend allowing a way to force the Dark Knight into activating the effect without dying, i.e. using it off a hotkey to become invulnerable for some time, but at the risk that if they don't perform well enough, they'll still die? or survive with some penalty, like lowered max HP, damage, crit or something. Combine this with perhaps another effect, such as every kill reduces the cooldown by a certain amount (say 1s?), and vs bosses, every time an "Instant Death" tries to proc, reduce the CD by a different amount (10s perhaps). This gives Beholder's Revenge and Dark Impale's effects some use at bosses, rather than an instant "Oh hey this is pomegranate". Someone else also suggested this on basil, and by god its a great idea, i think there is an aswan skill for that too.
Along with this, keep its original auto-res as a passive effect with its original long cooldown so you can't have free Wheels. It would provide a tactical aspect to play, where you can risk-reward vs bosses that are extremely mobile and you can't guarantee "X hits" on them to escape penalty, as well as a strong reliable buff that doesn't have a 10 minute cooldown.
Again, the Advanced Weapon Mastery could use some flavour for Spears and Polearms, though I want to avoid mixing it with the Instant Death effect outlined about. Change the Minimum Critical to Maximum Critical. Yep about crit
really liked the suggestions, some quick notes added
KillerZero Wrote:You can use, Sword, Lances, Axes, and you get a horse summon that allows you to do special attack on it. Suddenly GREAT KNIGHT from fire emblem sacred stones. You can be amelia!
ShinkuDragon Wrote:really liked the suggestions, some quick notes added
GENERAL AMELIA OR NAUGHT
Even though General Amelia is the best class for her, the heavy armor really makes her suffer move penalties. But this could be fixed by giving her swift soles ._.(meaning, we give her shoes with haste on them!)
For some reason i just pictured Beserker ross becoming a maplestory character and shuttered. ._. devil axe
I really want to work on those revamp ideas i had, but im exhausted from staying up all night raging at paladin changes/studying for finals/ and taking 2 finals today. Sleep where are you q.q
KillerZero Wrote:Even though General Amelia is the best class for her, the heavy armor really makes her suffer move penalties. But this could be fixed by giving her swift soles ._.(meaning, we give her shoes with haste on them!)
For some reason i just pictured Beserker ross becoming a maplestory character and shuttered. ._. devil axe
I really want to work on those revamp ideas i had, but im exhausted from staying up all night raging at paladin changes/studying for finals/ and taking 2 finals today. Sleep where are you q.q
You go pally amelia for hard speedthrough anyways, normal has infinite swiftsoles, game is stupidly easy at any difficulty anyways so you can do whatever.
ShinkuDragon Wrote:You go pally amelia for hard speedthrough anyways, normal has infinite swiftsoles, game is stupidly easy at any difficulty anyways so you can do whatever.
Ill be waiting for those ideas then
true, that you can get infinite swifsoles in sacred stones. A recent fire emblem game that i have played as of late is the hack the last promise. Don't know why people complaining about the difficulty set up at later game, it wasn't that hard tbh, all in all its a pretty good hack, if you haven't heard of it, its nearly like another fire emblem game in itself. Ill get to work on the paladin changes since maples down anyway, nothing to do ._. Btw, the hardest fire emblem game ive played was shadow dragon, merciless mode, without a prior game save. Q>Q so god dam hard
ShinkuDragon Wrote:You go pally amelia for hard speedthrough anyways, normal has infinite swiftsoles, game is stupidly easy at any difficulty anyways so you can do whatever.
Quote:New! Blessing Ensemble: [Bishop's Specialized Skill] For each buff on your party members, increase your damage by 3%. In addition, for each Cleric in your party, increase your experience gained by 20% (up to maximum of 3). (max level: 1)
Quote:Blessing Harmony New! Blessing Harmony: [Bishop's Specialized Skill] Blessing Ensembles damage boost per party buff is increased to 5%. (max level: 1)
Does this mean 5% damage boost per buff per party member? If so, that's a really freaking huge incentive to buff people. Just by keeping your party blessed you gain 30% damage? Now add all the other buffs...
Disregard my comments about nerfs if these skills work that way.
Quote:New! Holy Fountain: Summon a holy fountain for 60 seconds which heals 40% of someones HP if they press ↑ on it (maximum of 20 heals before it disappears). There is a cooldown of 90 seconds. (max level: 10)
Useless, except for pot cooldown situations, where I guess it's decent. Does it ignore zombify?
Quote:Holy Arrow: damage has been decreased from 450% to 310%, effect and icon have been renewed
Why the nerf? Luminous's Sylvan Lance does 720% to 8 enemies.
Quote:Shining Ray: damage has been increased from 240% to 250%, chance to stun has been decreased from 80% to 60%, range has been increased, effect and icon have been renewed
YAWN. So basically 3rd job is the same experience as before, which wasn't very exciting.
Quote:Divine Protection: Create a shield of holy energy that protects you from one status effect. There is a cooldown of 300 seconds. Passive effect: increase your resistance to states and elements by 20%. When you use Dispel, depending on the number of people in your party, the cooldown for this skill will be decreased. (max level: 10)
Animation is tacky and exaggerated, the effect following you around is annoying, and all that for evading one tiny status effect. Could use some work. Justify the flashiness.
Quote:Angel Ray: damage has been increased from 375% to 395%, range has been increased, number of hits has been decreased from 4 to 3, party members in the way of the arrow will now be healed 90% of their HP, effect has been renewed
My main attack heals party members? Genius!
Wait, why the pineapple did you nerf it? WHAT THE HELL IS WRONG WITH YOU
Quote:Big Bang: damage has been increased from 330% to 375%, number of hits has been decreased from 5 to 4, additional critical chance has been removed, now decreases enemies defenses by 5% each time it is used for 8 seconds (up to a maximum of 8 times, a counter will appear above them)
Stupid. Remove this skill once and for all.
Give us something interesting.
Shining Ray + Angel Ray + Big Bang for attacking is DULL and BORING.
The only fun one of them seems Angel Ray now, for its healing properties.
Quote:Advanced Bless: attack and magic attack boosts have been decreased from 30 to 22, defense boosts have been decreased from 500 to 450, accuracy and avoid boosts have been decreased from 300 to 280, HP and MP boosts have been decreased from 700 to 550, MP consumption reduction has been decreased from 20% to 15%, max level has been decreased from 30 to 20
QUIT NERFING BISHOPS YOU SADIST BASTARDS.
Eh, trying too hard.
Just keep the Horntail Necklace on him.
LegendGospel Wrote:Time for some criticism on my favorite class.
Why the nerf? Luminous's Sylvan Lance does 720% to 8 enemies.
Bishops are the primary support class in MapleStory and Luminous is an offensive class. Of course Lumi likely still needs a massive nerf, but you really can't compare the two since Bishops should be the weakest class in the game. Nexon has been focusing too much on improving Bishops' offense, especially with that Vengeance of Angel hyper. The damage formula for Adventurer magicians has been changed, so Bishops likely got a decent boost in power anyway.
It's just them trying out a new counter/combo system. Which is... well... ok I like it, does make an interesting add-on to gameplay. But using BB as a counter-increasing skill is... baaaadd. Counter lasts for 8 seconds (before any ++, if any) and BB is unwieldy to use. Needs a better idea. The stacked up effect is ok though.
Teppi Wrote:i think they should just make it so that the adventurer warriors could only use 1 type of weapon (dk: spear, hero: 2 handed axe, paladin: 2 handed bw). aran is already exclusively using pole arms, kaiser 2 handed swords, demon slayer 1 handed axe/bw so it would be fair if the adventure warriors have exclusive weapons
When swords and polearms are the most popular choices among these jobs? Think about how many people you just screwed over.
JoeTang Wrote:There's an error in the Hyper Skills where Reincarnation - Reinforce says it raises Minimum Critical Damage, it should say "Damage". Their hyper skills were messed up to begin with, using wrong names, and effects and we had to manually fix them, and this escaped our view.
I was hoping for this to be the case. Reincarnation - Critical Damage was retarded.
Elemental Amplification was changed from a 1.5 damage multiplier to +50% Total Damage, from what I can tell, which still does not affect Damage Over Time unless Total Damage affects DoTs in KMST now.