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Full list of all Adventurer KMST changes
iFrancisco Wrote:I think this is an interesting point too, how about raising the damage cap? Of course, you can't make snipe ridiculously powerful (doing 500k on a 500k cap etc.) so it would need some fixing (somewhere between 200k-300k IMO). However, it is pretty ridiculous to have a 200k cap on a skill like Assassinate also; my appled ranged is over 17k, and a charged hit (4th hit, for example, when it crits) could break 600k. Add in SE and that could break 750k on a single hit.

Why must the damage cap be so low Frown

I'd much rather Snipe be a % based skill rather than a static skill like it is now. Making it 3000% damage would mean a 5k damage range would be 150K damage. (a MM should have a 5k range at about 150~160) Making it 4000% would make it 200k damage with a 5k range. Having it a % based skill is clearly more beneficial for a number of reasons:

1.) It doesn't overpower low lvl MM.
2.) It doesn't underpower high lvl MM.
3.) Works with apples, other good damage buffs, etc.
4.) It's more appealing seeing the skill grow in damage rather than it always doing the same amount.
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Full list of all Adventurer KMST changes - by god - 2009-12-30, 11:27 PM
Full list of all Adventurer KMST changes - by FluffyFoxxie - 2010-01-02, 03:15 PM

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