KMST 1.2.408 - More skill revamps
#21
Eliseo Wrote:Edit: I'm laughing more than I should for Ice/lighting Arch Mages. Their ultimate got nerf a lot in damage, but 2 attacks count. I think Ice/Lightings need more buffs overall.

Lol, I'm sure blizz's low % damage will be fixed.

That or f/p's meteo will be nerfed to 900% and bishop's gen to 1000%.
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#22
Thorr Wrote:Looks like they borfed up I/L:
Meteor - 2 hits @ 1800%
Genesis - 2 hits @ 2000%
Blizzard - 2 hits @ 850% wtp!?

I gotta admit that this is weird if it's not a typo.

Hastily comparing IL to FP with their new Magic Critical:
If we compare Para to CL, CL would have a 60% crit rate with Magic Critical, and Para would have a 35% crit rate. Nice advantage to CL here. Every other change seems pretty equal other than the above Ultimate quirk. So I guess it would kinda roughly balance out, I guess.
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#23
Viaje Wrote:That's Shakar's way of saying "first!"

I'm no longer first now Sad. They deleted my post~

Thorr Wrote:Looks like they borfed up I/L:

Meteor - 2 hits @ 1800%
Genesis - 2 hits @ 2000%
Blizzard - 2 hits @ 850% wtp!?

The other thing I noticed was the Holy Symbol maxes out at +40%? Sucky blowy.

I was also surprised. I triple checked those skills and it's still like that. Nexon probably made a mistake.
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#24
>Possible "Soul Jump"
FINALLY!

>CB effects
Totally useless unless they work on bosses.

>Shield Mastery "Guard"
Need more info to pass judgment, but liking it so far.
I notice the skill description said increase Physical AND Magical defense. I'mma love the MDEF buff.

>95% Stance
99% with CO, maybe, but just pineappleing make it 100% already Nexon! Or at least change it to 96% so CO can make it 100%

>Blast increase
Real nice, they keep buffing our neutral damage.

>90sec Divine Shield
Also useless, as 95% of the time, it doesn't even last 30sec.

>Rush damage increase
Why? No one used Rush for the damage.

>Holy charge increase
More neutral damage buffs

>Sanctuary increase
TOTALLY USELESS! Why buff the damage by 50% when it ALWAYS hits 999,999!?


All in all, real lackluster patch. Was kinda hoping they'd change ACB to be similar to the Bishop's current Angel Ray, in where they nerfed the damage by a lot, but made it hit multiple times per enemy. Right now ACB can hit max damage without even trying.
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#25
HS nerf...? Way to make Bishops even more useful!
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#26
Well, still palabads. What does increasing blessing armor to 90s do if it lasts, on average, for 10s.
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#27
Dark Link Wrote:>CB effects
Totally useless unless they work on bosses.
Well, there's no current precedent for DoT not to work, so Flame Charge is still useful.
Of course, I'm not sure whether the DoT would make up for Holy Charge's increased damage.

Dark Link Wrote:>Shield Mastery "Guard"
Need more info to pass judgment, but liking it so far.
If it's identical to Guardian (only with a 10% activation rate), Paladins just became even more invincible.

Dark Link Wrote:>95% Stance
99% with CO, maybe, but just pineappleing make it 100% already Nexon! Or at least change it to 96% so CO can make it 100%
I like how they seem to be teasing us.
Not like that 1% makes much of a difference though with all the blocking chances we have.

Dark Link Wrote:>Holy charge increase
More neutral damage buffs
Technically, that's an elemental buff.
Granted, it's on an almost non-existent mob type, but still.
At least now there's actually a reason to go Holy before MW.

Dark Link Wrote:>Sanctuary increase
TOTALLY USELESS! Why buff the damage by 50% when it ALWAYS hits 999,999!?
I'm pretty convinced at this point that they have no idea how Hammer works
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#28
Only thing I really like here for mages: Magic Critical and ultimates hitting twice. Everything else blows/unnecessary.
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#29
Speed change on spears ey? I bet GMS aint going to do it to VIP spears. Would it not me simpler and more fair to make their booster compensate instead?
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#30
Viaje Wrote:Well, there's no current precedent for DoT not to work, so Flame Charge is still useful.
Of course, I'm not sure whether the DoT would make up for Holy Charge's increased damage.

It's really nice against Fire Weak monsters, but unless the DoT is amazing, Holy will still be the element of choice.

Quote:If it's identical to Guardian (only with a 10% activation rate), Paladins just became even more invincible.

I noticed the skill description said "Increase Physical and Magical defense". Kinda hoping that's true as well. I wouldn't mind having more MDEF since I only have around 4k - 5k. We have to take 1 damage from EVERYTHING!

Quote:Technically, that's an elemental buff.
Granted, it's on an almost non-existent mob type, but still.
At least now there's actually a reason to go Holy before MW.

True, it's also an elemental buff, but as you said, it's almost non-existent. Since we mostly use Holy as our neutral mob damage, I'm just considering it as a "Neutral" buff for the time being.

Quote:I'm pretty convinced at this point that they have no idea how Hammer works

I can only see the "buff" being warranted if they allow if to go beyond the damage cap, similar to Pierce.
Make 999,999 the soft cap and make it like 1.5mil or 2mil the hard cap and scale off of the damage.
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#31
Yeah, I don't know here. The Mage's Ultimates would be (somewhat) stronger at half damage and two hits. Personally, I've always liked the idea of making them, say, 10 hits at 180~200%. That would increase the damage (kinda, crit-wise at least), and it would kinda act more like the skills look. Excellent
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#32
Dark Link Wrote:I noticed the skill description said "Increase Physical and Magical defense". Kinda hoping that's true as well. I wouldn't mind having more MDEF since I only have around 4k - 5k. We have to take 1 damage from EVERYTHING!
Unless I'm mistaken, Shield Mastery already triples both of our defenses. We just happen to not get much M.Def from our stats so it doesn't add up like W.Def does.

Dark Link Wrote:I can only see the "buff" being warranted if they allow if to go beyond the damage cap, similar to Pierce.
Make 999,999 the soft cap and make it like 1.5mil or 2mil the hard cap and scale off of the damage.
That would actually be fairly brilliant.
I'm all in favor of skills not losing usefulness just because the user is uber-funded.
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#33
I'm such a slow reader. -.-"
Luxeraph Wrote:Dear Nexon.

INCREASE ARCHER SUMMONS RANGE!

Yours sincerely, Luxeraph.

Also that hurricane is 20% behind WHs doesn't seem right but I guess I should take into account all of our skills.
Ok checked a bit and unless 20 attack from concentrate make up for 5% more from feline berserk and 20% more from wild arrow blast I don't see as being fair.
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#34
Viaje Wrote:Unless I'm mistaken, Shield Mastery already triples both of our defenses. We just happen to not get much M.Def from our stats so it doesn't add up like W.Def does.

Ah, you are too true. I never actually realized that honestly. I always thought it only gave +200% DEF.
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#35
So 30% crit with an average of 1.35 extra damage per crit = 40.5% extra damage
60% crit with an average of 1.45 extra damage per crit = 87% extra damage

So 187/140.5= 1.33 times more damage before even counting the damage increases to CL. Nice.
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#36
Luxeraph Wrote:I'm such a slow reader. -.-"


15* % damage from Phoenix Link makes WH at 270% and BM at 265%only real difference is

WHs mobility, Feline Zerk and Stance vs BMs Avoid, Mobing skills, Weapon Defense/Magic Defense from phoenix Link, larger ignore def and Better Summons


edit: and the .05 diference in weapon multipliers
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#37
Cool News. I just checked Shakar's blog: THIEF LEGEND COMING SOON! Big Grin
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#38
Didn't see anything that really stuck out to me. Bring on the thieves and pirates.
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#39
So, assuming they don't nerf Holy Focus, Bishops now have 75% crit for x1.45-x1.5. Genesis has a crit of 95%. LOL.

Sucks that HS was nerfed. This means slower training for EVERYONE, on EVERYTHING. gg Nexon.
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#40
Kabanaw Wrote:So 30% crit with an average of 1.35 extra damage per crit = 40.5% extra damage
60% crit with an average of 1.45 extra damage per crit = 87% extra damage

So 187/140.5= 1.33 times more damage before even counting the damage increases to CL. Nice.

Lol, wut?

I believe you mean:
Before this patch: 0.3 * (0.2+0.5)/2 = 0.105 = +10.5% more damage from crits = x1.105 critical multiplier
After this patch: 0.6 * (0.45+0.5)/2 = 0.285 = +28.5% more damage from crits = x1.285 critical multiplier
Average damage increase due to criticals alone: 1.285 / 1.105 = 1.1629 = +16.29% more damage

And FWIW:
Before this patch: 214% per hit
After this patch: 260% per hit
Average damage increase due to CL % alone: 260 / 214 = 1.2150 = +21.50% more damage
Total damage increase for CL: 1.1629 * 1.2150 = 1.4129 = +41.29% more damage
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