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March Update Preview
Even Wrote:Out of those that I can remember:

Adventurer bowmen: 15% passive from 4th job skill
Adventurer magican: 40% passive on bishop, no clue about the other two
Adventurer thief: 30% passive
Adventurer pirate: no clue, I know cannoneer have something like 10-15% passive (or am I wrong on that?)
Adventurer warrior: 20% for drk & hero, about 30-40% for paladin (passive)
Mercedes: 25% (active, and 35% if you pick hyper for it)
Phantom: 40% from active, another 5-10% from hyper (and some from lvl 150 hyper). On avg 50%
Evan: None
Aran: None
Luminous: Skill that can block 4 ticks and about 40% passive
Wild hunter: 20% passive from hyper
Mechanic: 30% active from 150 hyper
Demon slayer: 60% active
Battlemage: About 20% passive
Mikhail: 60% from active
Kaiser: 60% from active (mind you he can get hero's will, unlike mikhail and ds)
AB in gms/ems: pomegranatety 10% passive

I have no clue about the rest, some might be wrong. But this should give people a real vision on why 60% passive is unacceptable.



If they make it similar to hayato it will be unfair for new people. Hayato skill is pure damage increasement and it caps at 20%, not to mention that obtaining max def as a warrior is not hard.

You need to tweak it more like this:

For every 1000 avoid you obtain another 5% evasion chance
For every 1000 def you obtain 10% stance
For every 1000 accuracy you obtain 10% abnormal status resistance

Still would prefer them doing this:

- Make it active (half of it), 180 sec duration.
- Avoid down to 40% passive (because you already have many other abilities to help your avoid rate)
- Stance knocked up to 80% passive
- total damage knocked down to 45-50%
- Abnormal status resistance down to 45%

I think that's a bit too broken, As if it's accuracy equating to Status resistance then a funded Xenon can easily have 100% status resistance, Avoid would cap out being the same as my method but even sooner. and Stance is negligible.

Keeping it the constant 100 X stat = .5% X bonus Combs everybody to the same potential from the get go and only allows the small minority to reach that "broken" status. in which case if they can achieve broken status then they can't be accounted for in every day comparisons.

Curtiss Wrote:So it's something like 1000 stat= 5%? After looking it through that would be fair provided other classes also get a bit closer to what an average funded Xenon might get. Thanks for the list, Even.

[MENTION=9173]mithi9[/MENTION]; KMST is out but don't put your hopes on anything much.

Yes If they used that model and gave a similar model to other classes I think that would be great. and while they're at it they can make it for every 100 of stat X Y and Z add .5% to total damage, while for other classes make it for every 100 of stat X add .5% to total damage.
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March Update Preview - by Coveral - 2013-03-08, 09:16 AM
March Update Preview - by Curtiss - 2013-03-08, 09:20 AM
March Update Preview - by Thorr - 2013-03-08, 09:23 AM
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