[1.2.397] Demon Slayer (3)
Useful cooldowns I can see are Snipe, Legendary Spear, Lightning Edge, Unicorn Spike, Heaven's Hammer, might help with Divine Armor, Panic, FUCKING OCTOPUS and to a lesser extent Gaviota, Mist Explosion, Dark Shock, and maybe if you like Glacial Chain. Seems like it would be a good line for Corsairs unless their update makes them not need it anymore.
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JoeTang Wrote:Useful cooldowns I can see are Snipe, Legendary Spear, Lightning Edge, Unicorn Spike, Heaven's Hammer, might help with Divine Armor, Panic, FUCKING OCTOPUS and to a lesser extent Gaviota, Mist Explosion, Dark Shock, and maybe if you like Glacial Chain. Seems like it would be a good line for Corsairs unless their update makes them not need it anymore.

Isn't there some shadower skill with a really small CD?
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octopusprime Wrote:Isn't there some shadower skill with a really small CD?

No.
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octopusprime Wrote:I agree with takebacker. additional seconds of invincibility is my favorite potential ability and it is largely overlooked. It's uniqueness is what makes it worthwhile. It's like having some semblance of utility.

My overall is +2 invincibility 6% HP and 3% all stat. Everyone tells me to cube over. I see it as much more valuable than that. (it is my end game, and it has saved my life many many times)

Raul Wrote:So... a skill with a cooldown of 70 seconds has -50 second CD? Also, that puts skills that are at 30-50 seconds at a disadvantage. It'd be a bad idea to make ulti's spammable again, but we also don't want to completely pass them over.

(A skill with 70 second cooldown exists? Final cut?)

2 seconds less cooldown for ultimates is still significant in a way since extreme magic would be increased by their DoT. And of course skills that would go negative would be checked so they don't, even though they shouldn't be spammable because of NX.

Raul Wrote:That varies for skills.

Duh. And it would probably have to be handled case by case.

Raul Wrote:Constant super transform and dice would be broken. Well, the dice, at least. At this point, there are 20 seconds that you can't super transform, and I think those get removed(?).

How does 20 second cooldown make it not broken? Dice wouldn't be recasted as early as it could be unless you had a terrible roll. ST being active 100% of the time doesn't mean much at least to the masses of people that consider us the lowest DPS.

Raul Wrote:20% chance to recover 13 MP.
:|

I have 3% chance to recover 53 MP on my knuckle and it has actually helped me at bodyguard B because he MP drains and demo takes 50 MP per cast. Sometimes the 3% kicks in when i'm about to run out of MP and have to use MP recovery to heal myself.
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Takebacker Wrote:My overall is +2 invincibility 6% HP and 3% all stat. Everyone tells me to cube over. I see it as much more valuable than that. (it is my end game, and it has saved my life many many times)



(A skill with 70 second cooldown exists? Final cut?)

2 seconds less cooldown for ultimates is still significant in a way since extreme magic would be increased by their DoT. And of course skills that would go negative would be checked so they don't, even though they shouldn't be spammable because of NX.

I think FC is 90 in GMS, but 40 in KMS now. If there were spammable skills that used to have decently long CD's, then it would be broken like Joe Theismann's legbone.


Takebacker Wrote:Duh. And it would probably have to be handled case by case.

...that would never happen. I think that Nexon would much rather leave it as a worthless line.


Takebacker Wrote:How does 20 second cooldown make it not broken? Dice wouldn't be recasted as early as it could be unless you had a terrible roll. ST being active 100% of the time doesn't mean much at least to the masses of people that consider us the lowest DPS.

I take back what I said about unlimited ST (which I think is/will be a thing?). This isn't just about bucc's, it's also about other classes.


Takebacker Wrote:I have 3% chance to recover 53 MP on my knuckle and it has actually helped me at bodyguard B because he MP drains and demo takes 50 MP per cast. Sometimes the 3% kicks in when i'm about to run out of MP and have to use MP recovery to heal myself.

Well crap. I used to have recover like 30 HP on my pants. It was unnoticeable and completely worthless. Vital Drain is much better (for DB's).
Is there a pot CD on BGB?

Also, what are we arguing about?
I'm somewhat confused now.
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Raul Wrote:If there were spammable skills that used to have decently long CD's, then it would be broken like Joe Theismann's legbone.

Agreed.


Raul Wrote:...that would never happen. I think that Nexon would much rather leave it as a worthless line.

Well yeah, because they would have to go back and add cases every time they make a new class with cooldowns.

Raul Wrote:I take back what I said about unlimited ST (which I think is/will be a thing?). This isn't just about bucc's, it's also about other classes.

Even if it is a thing it won't be until pirate revamp, and even that is speculation. I'd prefer toggle'able rather than keep a cooldown but at the same time doesn't have a cooldown.

I never said this was just about buccs. Buccs are the only thing that concern me, though.


Raul Wrote:Well crap. I used to have recover like 30 HP on my pants. It was unnoticeable and completely worthless. Vital Drain is much better (for DB's).
Is there a pot CD on BGB?

Yeah HP recovery in general is worthless except % healing per attack and even that is dependent on how fast the class attacks.

And no there isn't pot CD, so yes it doesn't really matter. I just thought it was cool that it activated and i could say "oh yay i can attack BGB one more time".

Raul Wrote:Also, what are we arguing about?
I'm somewhat confused now.

We were arguing?
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Takebacker Wrote:It would be more useful if they just included some kind of clause. If cooldown > 1 min, cooldownreduction = -2 minutes. If cooldown < 1 min, cooldownreduction = -2 seconds. I obviously don't want low cooldown skills to be spammable, but i don't want skills like my beloved time leap to come out with no real benefit.
That's what I was saying. They'd have to make the reduction proportional in some way, but that would be a lot of extra work that they'd rather not do, apparently.

Takebacker Wrote:I don't mind it existing if it's useful in it's own way, even if it's not as useful as something else. If it's just completely not worth having then i will consider it as better off not existing. (40% chance to ignore 50 damage? gtfo pls.)
Well, that's what I meant by 'filler'.

It's basically something thrown in to make sure that you keep buying those cubes to get something useful.

octopusprime Wrote:I agree with takebacker. additional seconds of invincibility is my favorite potential ability and it is largely overlooked. It's uniqueness is what makes it worthwhile. It's like having some semblance of utility.
Having once borrowed some invincibility pants, I can vouch for the fact that it's actually pretty amazing.
At Zakum, it means taking only one 1-1 at a time (if that *Paladin smile*).
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Viaje Wrote:That's what I was saying. They'd have to make the reduction proportional in some way, but that would be a lot of extra work that they'd rather not do, apparently.

I know. I was expanding on what you said, since it was kind of vague what you meant by proportional.


Viaje Wrote:Well, that's what I meant by 'filler'.

It's basically something thrown in to make sure that you keep buying those cubes to get something useful.

They already got that, though. ;-; Minus cooldown is too cool a potential to have to let it be useless enough that it's on the same tier as other really worthless potentials. Even damage reflect seems to suck d'ick. The damage you get sucks and it can f'uck you over more often than it will help you. (damage reflect)

Viaje Wrote:Having once borrowed some invincibility pants, I can vouch for the fact that it's actually pretty amazing.
At Zakum, it means taking only one 1-1 at a time (if that *Paladin smile*).

With my +2 invincibility pants:

1) BGA stuns me for a maximum of 5 seconds instead of 20+
2) Seduce is a JOKE. Though still annoying.
3) I can tank a boss and take 1 hit per 2 demos. I used to take 1 hit per demo. Big Grin
4) Solo dojo 100% of the time.
5) So much moar

It truly is a wonderful thing to have invincibility on invincibility while you're invincibility.
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Takebacker Wrote:Agreed.




Well yeah, because they would have to go back and add cases every time they make a new class with cooldowns.
And do it for each level of the 3 dozen or so skills that now have a CD.

Takebacker Wrote:Even if it is a thing it won't be until pirate revamp, and even that is speculation. I'd prefer toggle'able rather than keep a cooldown but at the same time doesn't have a cooldown.
I could have sworn it had already happened in KMS or something.
Takebacker Wrote:I never said this was just about buccs. Buccs are the only thing that concern me, though.
But I think that there are other classes that would make it your concern.

Takebacker Wrote:Yeah HP recovery in general is worthless except % healing per attack and even that is dependent on how fast the class attacks.

And no there isn't pot CD, so yes it doesn't really matter. I just thought it was cool that it activated and i could say "oh yay i can attack BGB one more time".
...until you used a 3.8k pot to be able to attack another hundred or so times?
Rolleyes
Takebacker Wrote:We were arguing?
I really have no idea anymore.

But I think these lines have much more impact on the skills that have CD's measured in milliseconds, not seconds.
If I didn't have to pause for a fraction of a second between BS's or BF's or PB's, my DPS would be much more.
Same goes for your demo, or dragon strike.
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Takebacker Wrote:I know. I was expanding on what you said, since it was kind of vague what you meant by proportional.
There was no need to expand. Proportional is fairly straight forward.
Reduce it by a percentage.

Not only does this avoid having a cool down becoming '0', it's easier to code.
It also would mean that they'd never have to adjust the code to factor in new skills.

Takebacker Wrote:It truly is a wonderful thing to have invincibility on invincibility while you're invincibility.
I can't wait until Divine Shield gives 1.5 seconds of invincibility after getting hit.
That plus 3 seconds of invincibility would pretty much guarantee that Divine Shield would never run out before the cool down.

Not to mention the additional invincibility given if the Potential skill affects hits blocked by Guardian...
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Raul Wrote:But I think that there are other classes that would make it your concern.

Just cannoneers. :/


Raul Wrote:...until you used a 3.8k pot to be able to attack another hundred or so times?
Rolleyes

Takebacker Wrote:I just thought it was cool

;-;

Raul Wrote:Same goes for your demo, or dragon strike.

?? No cooldown on those. o.o

Viaje Wrote:There was no need to expand. Proportional is fairly straight forward.
Reduce it by a percentage.

Not only does this avoid having a cool down becoming '0', it's easier to code.
It also would mean that they'd never have to adjust the code to factor in new skills.

Well s'hit i might as well not post.

Viaje Wrote:I can't wait until Divine Shield gives 1.5 seconds of invincibility after getting hit.
That plus 3 seconds of invincibility would pretty much guarantee that Divine Shield would never run out before the cool down.

Not to mention the additional invincibility given if the Potential skill affects hits blocked by Guardian...

The invincibility from potential and divine shield stack right? 3.5 seconds of invincibility per hit? Goddammit tankadins...i will never compare with you. ;-;

And no i don't think potential iframes affect guardian. It doesn't affect misses, so guardian would be the same.
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Raul Wrote:I think FC is 90 in GMS, but 40 in KMS now.
If FC had a 40 second cooldown, Dual Blades would literally have 2x the DPS they have now.
Not gonna happen.
For the last time, the recent KMS change to final cut WAS JUST A DESCRIPTION CHANGE.
I see so many people on lolbasil going OMGZ THEY NERF FINAL CUT DUALBLADE SUK NOW OMG!!!!!111!
Final Cut in KMS as of now, is EXACTLY THE SAME As final cut in current GMS.
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Except for the whole "FC doesn't boost mirror image damage" thing which is...kind of a nerf. o.o
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Takebacker Wrote:Except for the whole "FC doesn't boost mirror image damage" thing which is...kind of a nerf. o.o

I think it still does, but it doesn't stack twice like it does in GMS(not sure), so it still boosts it, but by not as much.
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Takebacker Wrote:Just cannoneers. :/
Yeah, and NoDelay on those BAMF's would ruin everything. So would a 1 second decrease on the delays.

Takebacker Wrote:;-;
I'm sorry.
Frown
Takebacker Wrote:?? No cooldown on those. o.o
Actually, there is. It's actually delay, measured in milliseconds. Demo is 3120 ms, DS is 1080 ms. Look on the skill tables. You would effectively be using nodelay on DS, and decrease the delay on demo by a second. NoDelay is essentially taking away that delay completely, this would do it partially.
I think this pot would affect those, but I'm not 100% sure.
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But delays =/= cooldowns. -cooldown potential doesn't affect delays whatsoever.

If it did every skill would be spammable in the worst way.

Also, i'm a bucc. I know the difference between delay and cooldown. >.>
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Blades4hire Wrote:If FC had a 40 second cooldown, Dual Blades would literally have 2x the DPS they have now.
Not gonna happen.
For the last time, the recent KMS change to final cut WAS JUST A DESCRIPTION CHANGE.
I see so many people on lolbasil going OMGZ THEY NERF FINAL CUT DUALBLADE SUK NOW OMG!!!!!111!
Final Cut in KMS as of now, is EXACTLY THE SAME As final cut in current GMS.
Ahem.

Fiel Wrote:
 (PvE) Skill Changes
EDIT:
I'm a derp of supreme proportions. Just read your comment on that thread.
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Takebacker Wrote:The invincibility from potential and divine shield stack right? 3.5 seconds of invincibility per hit? Goddammit tankadins...i will never compare with you. ;-;

And no i don't think potential iframes affect guardian. It doesn't affect misses, so guardian would be the same.
4.5, but, yes, beautiful invincibility.

I wouldn't be able to tell whether iframes affect Guardian since, currently, iframes are broken.
Back when I had the pants, my Guardian was level 1, so it didn't activate enough for me to notice.
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Also, I hope they fix those miss iframes eventually, because right now, BGA is so annoying on a db, because if you try to stand on it to tank touch and dodge the stuns, it's body misses on me atleast 50% of the time, and then it punches me into stunlock for about 45 seconds Tongue
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* still waiting for an available top/bottom set for archers and pirates*

I guess i'll have to stick with my fail robe and super cube it T.T

Lest i find a new better one Big Grin

i have +2 invincibility on my Bowmaster. Fricken amazing. those 2 seconds give me time to set up puppets.

I still wanna try invincibility on my Buccaneer. But i don't have the funds to cube that much.
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