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Patch: Tespia 1.2.190
iFrancisco Wrote:Sigh, Shadowers are shafted still. I know some are excited about the reduction in the delay in BS, but few have realized this does nothing to change the bossing DPS. The assassinate>BS combo is still going to be the same, and the reduction in the BS delay will have no affect on it!

I would be considerably happier if they 1) sped up the slow animation of assassinate, or 2) fix the assassinate + SE GLITCH!, or 3) change BS so you can use it off edges or off the map. Compared to the boosts other classes are getting, this just phails in comparison. All this does is secure Shads as the lowest bossing class (Yes, I am admitting to that now).

Curiosity here -
Will assassinate +BS be slower now than 2 BS, or still slightly faster? Maybe now BS + SB chains are possible as well? It would allow more BS's to get through (dunno how beneficial that would be either).
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Cyanne Wrote:Marksmen honestly don't have it all that bad... training-wise, marksmen have a slight edge, and bossing-wise, you're mostly needed for SE anyways. A lot of it's because of the discrimination against crossbows in early times. Take a look at F/Ps; outright unarguably stronger than I/Ls at bossing in all of 2nd-4th jobs, easily faster training in 3rd job, and potentially up-to-par training in 2nd job. However, there are barely any around compared to I/Ls, and the highest level F/P is only like level 190. Mostly because of class discrimination in maple stone ages. I think that marksmen are underrated and don't really need these boosts, but it's a different story for classes like shadowers and paladins. Not that I'm not welcoming these boosts since I have a sniper though Big Grin

<3
Yeah, being underrated isn't a bad thing, less competition and you gotta love the cheap equips Smile. I'm just saying Iced is making them seem like gods at everything before this patch is even officially in gMS. I do think that in current gMS, Marksmen are well rounded, but don't really shine in one area as much as any other class. Which means if you want a bosser, people go NL/BM or whatever deals DPS, and for a mobber, they would choose a mage type to level faster. I didn't get to 149 because my Marksmen is bad, I got here because my class is a great class for me. Unfortunately, Buc's are perfect for me xD.
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Takebacker Wrote:I would want that...but i keep constantly reminding myself that i'm not a paladin anyway. xD

Actually now that i think about it a bit more, HH would just be amazing in general when a boss super def ups. o_o



Look at the comments. There's like 21k of em. The pineapple?

I'm still of the opinion that sacrifice should cut through super def up - it is supposed to go through ALL defense Rolleyes
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Ok, zerk 50% threshold...*cums*
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Takebacker Wrote:I don't think HHs reduction is affected by resistances...it's 99,999 every time, isn't it?

as far as i tested, the charge dont affect the dmg from HH, it always bring the hp down to 1, or at CG, to 99k

and anyway, at skill descryption, it say HH only can be used with holy charge, but it work with no charge or any charge
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hmmmm... 5% increase every year or so ... guess ill have to speed up my levelling by .04% a day to get 100% hp max beserk xD. ... 1 step closer to the dream lol. only 10 or more years to go o.0+ the amount of time it takes to get from kms tespia to gms 10 years from now o.0.
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rattown Wrote:hmmmm... 5% increase every year or so ... guess ill have to speed up my levelling by .04% a day to get 100% hp max beserk xD. ... 1 step closer to the dream lol. only 10 or more years to go o.0+ the amount of time it takes to get from kms tespia to gms 10 years from now o.0.

What would be the point of a passive double damage boost? o_o
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Dusk Wrote:What would be the point of a passive double damage boost? o_o

the answer is in the question o.0. passive double damage boost is the point of passive double damage boost o.0.
I know some people say the threshold adds a new way to spice up play for your dark knight o.0. but rush + beholder for me is enough spice o.0.
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That's just stupid. Give up nothing and double your damage. Dark Knights are an incredible powerhouse with Berserk and have HB at all times. Berserk isn't just there to "spice things up."
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Dusk Wrote:That's just stupid. Give up nothing and double your damage. Dark Knights are an incredible powerhouse with Berserk and have HB at all times. Berserk isn't just there to "spice things up."

an incredible power house that gets outdamaged by heros who don't have any type of penalty for brandish.
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Shidoshi Wrote:an incredible power house that gets outdamaged by heros who don't have any type of penalty for brandish.

They still outdamage many other classes that need more attention, Dark Knights can train efficiently, are always wanted in bosses, and arent near the bottom of the DPS ladder. While I agree there is details that need to be changed about them, they certainly shouldnt have something overly drastic to fix them. Theyll always be needed and have decent damage, albeit not the best. Thats a lot more than a bunch of other classes can say.
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Shidoshi Wrote:an incredible power house that gets outdamaged by heros who don't have any type of penalty for brandish.

It's not meant to be a penalty. It's done to play on their unique skill that is Hyper Body. Of course that isn't how it has turned out since the game is unbalanced. But these changes do go some way to improve things..
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Dark Knights are roughly the same strength as Heroes. With HB and a 50% threshold their HP is not much lower.
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Dusk Wrote:Dark Knights are roughly the same strength as Heroes. With HB and a 50% threshold their HP is not much lower.

but they can't recieve heal or use % based potions for hp.
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Shidoshi Wrote:but they can't recieve heal or use % based potions for hp.

If you want to peach about how DrKs are worse than Heroes, do that somewhere else. Fact of the matter is they're receiving a boost from what they had before, and Berserk is not very interesting or creative as a passive 2x damage boost. Maybe a faster auto heal thing?
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I've always had the opinion that berserk should be a buff that cancels HB for the DK. so they can actively choose when to zerk and still get heal and/or use % based potions.
It'd be just a matter of macroing HB -> Zerk and casting it every time you run out of HS.

*shimmery eyes* @ marksman changes =D
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like being a dark knight isnt allready hard enough.. its not the lack of hp that matters, its the skill to pot enough to survive a next hit but to stay under zerk that makes being a dk hard, i think the 50% is good, it makes it eassier for unwashed dk's and thats fair in my opinion. taking away their hb during zerk is just cruel and it would make them unable to buss cause they cant buff the party during zerk 0.o

oh and for your information, zerk is passive so there are no macros involved
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He said that he thinks it should be active.

I think 60% should be the mark, personally.
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I think the biggest problem with Zerk is that it doesn't play out too well in a game where your HP can go from 20k to 1 and back several hundred times in the course of a boss fight. The idea of being stronger at low HP works well in other games, but in MapleStory it basically forces Dark Knights to do whatever they can to stay in Berserk mode. Dark Knights come to hate being healed, which makes no sense.
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I think a better solution to berserk would be to make it so that you'll be in berserk mode whenever you're blinking from taking damage so that they can buddy up with priests again.
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