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KMST 1.2.480 Skill Patch Notes
#1
Since they've gotten into the habit of adding a few notes here and there, and include some clarifying information that you may not see in the readouts, I've translated the patch notes. If it's possible and there's interest, I'll continue to try to get these out (in a timely manner).
Things of note:
However many years after its introduction, Critical Throw's Minimum Critical Damage bonus will finally do something.
Purge Area's Cooltime Reduce was removed in favour of a Boss Killer hyper, but the full change did not make it to the current version of Tespia, despite the patch notes thinking otherwise.
Dark Sight ignores Magnus's meteors and sleeping gas.
When Critical Growing/Prima Critical reach 100%, it resets back to your base amount.
Assassinate's final hit has a small delay before activating; this may be based on some lag, as I've seen Shadowers move around/jump a bit before it occurs, but I've seen it occasionally activate instantly in some videos. It may require you to push the skill key again to activate more quickly. It is however, intended, from what the patch notes say.
The 4th Crew Member of Crew Ship Commander provides status effect resistance and blocking, independent of the Assemble Crew Skill. i.e. say you have 50% Status Resistance. If that fails, you will sacrifice a crew member to block the status effect. With this 4th crew member out, you will have 15% more Status Resistance (65%), and if you fail to block it with that, there is a 15% chance of the crew member not dying to block it.
Quick Draw requires you to stop attacking to activate; i.e. if you're using Rapid Fire, it will not automatically make one of your hits deal more damage. You have to stop attacking to use it when it becomes active, and they recommend you use it for Head Shot or another high alpha attack, since +30% for your next hit of Rapid Fire is pretty pomegranatety compared to +30% for Head Shot.
Also, in 1.2.479(2), Arrow Platter's angle of firing and arc was adjusted to more easily hit enemies.

 Spoiler

 KMST 1.2.480(2)
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#2
Quote:Crew Ship Commander: The max level has been adjusted, and a new effect for a 4th sailor has been added. This effect increases your status effect resistance and provides a chance to block status effects without sacrificing a crew member.

Quote:Muspelheim: Meso Explosion is a fundamental component of Shadower-branch play. It is rather important to be able to easily use this for effective play, and while it was possible to move monsters around with Muspelheim, it was still difficult to position monsters in the correct spots to use Meso Explosion efficiently. Muspelheim has been adjusted as such to more easily accomodate this, allowing you to push coins around with enemies so you can use Meso Explosion more fluidly instead of stopping to lure. Its damage has also been improved.

Quote:Vengeance of Angel: Angel Ray's damage increase has been completely replaced in favour of additional hits. Now, Angel Ray will be able to hit 4 more times, but at the cost of only being able to hit one target and a reduced healing ability. The ON/OFF effect has been changed so Vengeance of Angel now accomodates more buffs so that it is not removed each time something else is cast.

really cool improvements..
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#3
Would've been easier to fix Meso Explosion by giving it a 'smart targeting' hyper or something which only exploded coins that were in range of monsters. Phase Dash is still a horrible skill, and I assume this means they have no intention of removing it. Sad
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#4
Quote:The damage reduction provided from Elemental Charge will stack on top of Shadower's Smoke Screen as well.

Does this mean, The damage reduction from elemental charge will now reduce the the damage we, and party members, take from unavoidable Hp damage attacks. Since it specifically mentions it stacks with shads smoke screen, and shads smoke screen now

Quote: Smoke Screen: The support effect of this skill has been improved, reducing the damage taken when party members are hit with unavoidable HP% based attacks. The other effects of the skill remain the same.

Is this real life Heart so wait, does this mean example if i have 30k hp. I would normally take 25% so 6k hp lost, meaning i now lose 5.4k hp Or does it mean i lose 15% hp so i lose 4.5k??? Im going to assume its the first one
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#5
KillerZero Wrote:Does this mean, The damage reduction from elemental charge will now reduce the the damage we, and party members, take from unavoidable Hp damage attacks. Since it specifically mentions it stacks with shads smoke screen, and shads smoke screen now



Is this real life Heart

I'm confused how anyone could possibly interpret it like that.

Elemental Charge provides Paladins with a damage reduction. Smoke Screen provides anyone standing inside it with a damage reduction. They stack. How does that lead to you thinking Elemental Charge is a party skill?
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#6
JoeTang Wrote:I'm confused how anyone could possibly interpret it like that.

Elemental Charge provides Paladins with a damage reduction. Smoke Screen provides anyone standing inside it with a damage reduction. They stack. How does that lead to you thinking Elemental Charge is a party skill?

I always thought it was a party skill, cause i remember reading it somewhere that mentioned that the % heal from the elemental charge applied to party members as well :X probably got that confused with 3rd job healy heal. Ill have to look for where i got that idea from sorry :C

I understand now that it isnt a party skill, but since they went out of their way to mention that it stacks with Shads Smoke screen does it mean it now provides protection against unavoidable hp damage?
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#7
KillerZero Wrote:I always thought it was a party skill, cause i remember reading it somewhere that mentioned that the % heal from the elemental charge applied to party members as well :X probably got that confused with 3rd job healy heal. Ill have to look for where i got that idea from sorry :C

I understand now that it isnt a party skill, but since they went out of their way to mention that it stacks with Shads Smoke screen does it mean it now provides protection against unavoidable hp damage?

Okay, I'm going to go eat my shoes or something. It does have a party skill effect according to the last patch notes, but there's absolutely no mention of it in the extraction, readouts, and no indication for if a party member is affected. I have no idea if it actually does benefit party members.

The Heal bonus affects HP Recovery for White Knights though.
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#8
JoeTang Wrote:Okay, I'm going to go eat my shoes or something. It does have a party skill effect according to the last patch notes, but there's absolutely no mention of it in the extraction, readouts, and no indication for if a party member is affected. I have no idea if it actually does benefit party members.

The Heal bonus affects HP Recovery for White Knights though.

You dont have to eat your shoes or anything, i just happened to be right(luckily). For you to double check the notes
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#9
Thanks for this Joe you are the only one that fully and thoroughly translates KMS patch notes. You catch the specifics that everyone else fails to mention.
I sure hope that Paladin's defenses actually do work against %HP attacks now.
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#10
Stop David just Stop it will sap your life away D:
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#11
GodHaseo Wrote:Stop David just Stop it will sap your life away D:

well well well, look who decided to pop his head up again :/ its k rubenar ._. i dont have a life anyway
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