Patch Available - KMS 1.2.274
#1
Nexon posted a patch for KMS version 273 upgrade to version 274.
You may download this patch from their official site and begin [thread=13610]creating your pre-patcher[/thread] now.
Extractions and database updates will be forthcoming (if supported)!

Size: 91069626 (bytes) (86.85 mb)
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#2
So along with Dark Knight's Evil Eye of Domination and Phantom's Moonlight being turned into passives, 3 more skills were turned passive this patch (not from the test server): all Kinesis's: Pure Power, Psychic Reinforcement, and Telepath Tactics. Not a single skill for Wind Archers though, as expected.
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#3
http://www.insoya.com/bbs/zboard.php?id=...e=1&no=724

Here's the skill changes compared to KMST's changes.
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#4
Sky The Destroyer Wrote:http://www.insoya.com/bbs/zboard.php?id=...e=1&no=724

Here's the skill changes compared to KMST's changes.

So they nerfed the WH main skill, NW shadow? And what about NL hyper?
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#5
Didn't WH main skill get buffed from 320% -> 340% and 160% -> 170%? and nw shadow went from 60% to 65%

and nl hyper seems to stay at 30 attack and be 60 sec duration from what i understood

or did i compelty missunderstand those thing?
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#6
Ojama Wrote:Didn't WH main skill get buffed from 320% -> 340% and 160% -> 170%? and nw shadow went from 60% to 65%

Yes

Ojama Wrote:and nl hyper seems to stay at 30 attack and be 60 sec duration from what i understood

It went from 40 attack to 60 attack and it lasts 90 seconds, as it does now, and the cooldown remains 200 seconds, as was changed in the KMST patch.
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#7
increased attack power for 90 to 60 seconds

is what google translate said, so i assumed it meant duration went from 90 sec to 60 sec

Oops noticed if i clicked the level by level it shows what you said, my bad
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#8
I don't understand why booster skills are still active.
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#9
SaptaZapta Wrote:I don't understand why booster skills are still active.

Because...because...pineapple you that's why

On a serious note, I don't get why most buffs are active in this game. For example, Soul Arrow type skills could easily be made passive, and I don't see what the purpose is to keep them active. Just make them work like Archery Mastery at one point, where normal arrows aren't needed, but arrows with weapon attack are still consumed.
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#10
Actually, I think I know.

The only thing that changes from level 1 to max level of a booster skill is its duration. Same for Soul Arrow, I think.
If they made them passive, they'd have to think up some other way of justifying putting 10 or 20 SP in them. And that's too much work.
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#11
May as well get rid of buffs entirely in this game, make them into auras or toggles instead.
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#12
SaptaZapta Wrote:Actually, I think I know.

The only thing that changes from level 1 to max level of a booster skill is its duration. Same for Soul Arrow, I think.
If they made them passive, they'd have to think up some other way of justifying putting 10 or 20 SP in them. And that's too much work.

They could make boosters give a small attack boost, or merge it with mastery and create a new skill. As for Soul Arrow, it actually gives an attack boost that increases per level (less attack, 10% critical rate for WAs). But that's giving Nexon too much credit.

Arrol Wrote:May as well get rid of buffs entirely in this game, make them into auras or toggles instead.

I'd be fine with that, especially since Dispel no longer exists
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#13
SaptaZapta Wrote:Actually, I think I know.

The only thing that changes from level 1 to max level of a booster skill is its duration. Same for Soul Arrow, I think.
If they made them passive, they'd have to think up some other way of justifying putting 10 or 20 SP in them. And that's too much work.
Perhaps making them active between levels 1~(max-1), and at max level turn them into passives.
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