2010-08-15, 06:49 PM
IsaacGS Wrote:Come on, obviously wasn't referring to pirates. I forget pirates exist except when crappy pirate gear is clogging up my inventory instead of literally any other class's gear that i could use. The skills are only available on level 70+ gear, according to this, and archers only have pants up to 40. But i suppose gunslingers need it as well, and what do you know, they can't get it. SE only coming on level 120 gear, when all archers have SE at that point, the exception being a wind archer but no one is going to play a 120 wind archer.
*sigh* it just seems as though everything KMS does lately is an extra "pineapple you" to archers. Our most valuable skill is up for grabs for anyone, but we can't get most of theirs, and even the ones we could get are far less useful by comparison. Haste for SE? please. When you add this in with Thorns and the ridiculous alterations to the acc, avoid and critical formulas in Big Bang they basically beat the pomegranate out of us and kicked us back to the bottom of the stack. Granted these skills aren't exactly easy to get without spending hundreds on cubes, but the point remains.
Basically three things that made me want to play an archer:
1. The ability to hit any monster (No longer true post BB since the only crucial factor in accuracy is level, rendering the accuracy stat worthless)
2. Critical hits for nice damage (Criticals in KMS are far, far weaker than they are prior to BB. To the point where my wild hunter occasionally hits criticals that are lower than non-criticals in the same attack.)
3. Eventual 90% Mastery reduces the weak hits which plague us through the prior 120 levels. (Mastery is also really wonky after big bang, and the rate is dropped off as well from 90 to 70)
I also liked playing Aran and Evan, who have the exact same abilities (high mastery and criticals). Now all 3 of them get severely weakened in big bang. It's very de-motivating.
anyway back onto the point, only warriors and some thieves wear top + bottom sets at high levels, and they're the ones who need survivability bonuses the least. Putting HB on pants was a moronic thing to do.
And for the record Evan dragon gear can't have potential, so that can't be the mystery group.
I agree with you for the most part. Arches are getting boned. We used to trade survivability for acc, but now acc is worthless, so shoudln't we be able to take harder hits now?
Although I found one comment to be innacurate:
Quote:3. Eventual 90% Mastery reduces the weak hits which plague us through the prior 120 levels. (Mastery is also really wonky after big bang, and the rate is dropped off as well from 90 to 70)
Dusk explained to me that currently in GMS our mastery actually has an end multiplier that reduces our mastery, making it only 81% as opposed to the 90% it said we'd have in the skill description. Mastery in big bang is the exact opposite of what you said. It is LESS wonky, mastery is much more simple post BB than pre-BB. Mastery no longer has a stupid formula to go along with it, it's just a flat percentage based off of your max. Second, bowman mastery is +70% as opposed to making it 70% like skills do now, and since bowmen have a base mastery of 15%, this actually brings our mastery to 85%; That's right, it's actually higher than what we have currently.
In summation:
Pre-BB mastery for 4th job bowmen with max MMB/expertise - 81%
Post-BB mastery for 4th job bowmen with max MMB/expertise - 85%

