[1.2.355] More balancing
Stereo Wrote:
Am I right in thinking Anego's the only Holy-weak boss with more than 100k hp? Or have they added another? I mean, if it's a question of Scarlion and Pianus, then you should compare using Fire weakness if anything. BF and Anego have taken pretty hefty nerfs.

Kacchuu Musha is Holy weak according to Hidden-Street, but it only has 72 million HP. Also I've managed to compile this list of level 100+ bosses using their database:

Fire Weak:
Pianus
Big Foot
Black Crow
Azure Ocelot
Scarlion
Relik
Body Guard A
The Boss
Munin

Ice Weak:
Manon
Scarlet Phoenix
Kacchuu Musha
Hsalf
Targa
Body Guard B
Hugin

Lightning Weak:
Headless Horseman
Kacchuu Musha
Anego
Lilynouch

Holy Weak:
Scarlet Phoenix
Azure Ocelot
Kacchuu Musha
Anego

Neutral (or lacks complete elemental resistance):
Leviathan
Dodo
Snowman
Papulatus
Red Nirg
Zakum
Lyka
HT
Dunas Type D
Pink Bean
Soloman
Rex
Feudal Lord

Resistant to all of the above:
Ergoth
Margana
Krexel
Ariel

Although I could have missed a few (hidden-street is incomplete in some areas and occationally wrong, and of course I could have missed something or made an error).

Also, for those only interested in bosses with over 100million HP:
Bodyguard A 400m
Bodyguard B 500m
The Boss 150m
Hugin 450m
Munin 450m
Scarlion 150m (plus other forms)
Targa 150m (plus other forms)
Hsalf 233m
Relik 231m
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Anonymous Moose Wrote:Kacchuu Musha is Holy weak according to Hidden-Street, but it only has 72 million HP. Also I've managed to compile this list of level 100+ bosses using their database:

Fire Weak:
Pianus
Big Foot
Black Crow
Azure Ocelot
Scarlion
Relik
Body Guard A
The Boss
Munin

Black Crow (tengu) is weak to lightning not fire
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JoeTang Wrote:With this speed nerf to Brave Slash, Brandish is better until level 28 Brave Slash. They're going about adjusting this all wrong. Unless if multi-hits let you charge Orbs faster or something, there's a significant issue in design here, outside of DPS balance.

I am of the firm belief that Paladins should be, at the very least, equal if not better DPS on single target neutral, since Blast is strictly a single target skill. Enrage should not be some magic button that gives you single target DPS on demand because you don't need to mob, especially since charges let Pink Bean pomegranate all over Paladins.

This is my main concern with Brave Slash. Bigbang is supposed to get rid of redundant skills >_> I wish they'd bring it back to 840ms, nerf it bac to 190% and leave it alone.

And I don't really think Paladins NEED extreme DPS since threaten enough is a reason to make a pally.
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Phoenix Wrote:This is my main concern with Brave Slash. Bigbang is supposed to get rid of redundant skills >_> I wish they'd bring it back to 840ms, nerf it bac to 190% and leave it alone.

And I don't really think Paladins NEED extreme DPS since threaten enough is a reason to make a pally.
Fair enough argument. I think Brave Slash was 210% before restructuring. In its current position, it was stated earlier that it's worse than Brandish up until level 28. So yes, it is a bit redundant.
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Wouldn't this be a dandy idea?
Lower Brandish's damage just enough so that Brave slash is not redundant, but not to low that training speed in 3rd job is lame
Even if it takes Brave Slash level 15 to beat brandish that is great
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Kevin645 Wrote:Wouldn't this be a dandy idea?
Lower Brandish's damage just enough so that Brave slash is not redundant, but not to low that training speed in 3rd job is lame
Even if it takes Brave Slash level 15 to beat brandish that is great
You are aware that level 1 Blast replaces all attacks when attacking one target, right? It's a terrible idea.
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I think Nexon is really doing a great job at rebalancing these skills. I am particularly pleased to see Snipe and Paralyze, as well as the potential DoT error, "fixed".
Obviously there are a few things that could use tweaking, but I think this is a great step in the right direction.

I honestly can't tell whether I prefer I/L of F/P anymore. I love the damage and arching pattern of CL, but the range and DoT of Paralyze is really appealing.

Just my thoughts. No really value of this post other than a few comments.
Keep up the discussion, it's interesting to read.
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I read on Basil that the dmg cap really pineapples over CL for high lvl I/L Archmages, losing you up to 2.3 mill dmg.

 Spoiler

If this is true, it kinda sucks Rolleyes
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ThaKakarot Wrote:I read on Basil that the dmg cap really pineapples over CL for high lvl I/L Archmages, losing you up to 2.3 mill dmg.

 Spoiler

If this is true, it kinda sucks Rolleyes

>I read on Basil

hurrrr

Since when do I/L mages have constant last stage infinity, infinite Cheeses, guaranteed lightning weak, +60% critical minimum damage, 100% critical rate and 100% ITD?

The game is balanced to KMS. KMS's highest MATK buff is +35 from a Cash Shop Item as far as I know. They don't even have Elemental Staves. It's not their job to make content that doesn't even exist in their version work for their version. That's GMS's job.

A boss with over 3m HP that's lightning weak doesn't even exist in KMS. He's basically crying over the fact that he wastes millions of mesos to buff himself to 11HKO Black Crow with Chain Lightning, but the damage cap limits him to only 35HKO. Nothing of value is lost, get over it.
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Sheep Wrote:Obviously there are a few things that could use tweaking, but I think this is a great step in the right direction.
I agree that they are finally getting some things in balance, but I think a lot of the delay changes are killing classes. As a Hero, I took a fair amount of time raging at the Brave (Intrepid) Slash delay nerf (practically all day Thursday) and did a whole bunch of calculating.
 Results
I'm assuming a lot of other delay changes really screwed over some classes, except Thunder Breaker (Striker) with the near double attack speed buff. Has anyone else looked into the changes? What else could really be fixed (such as CL and Paralyze hitting multiple times or a cap increase)?
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Any word on how elemental staves/wands play into the mage scene? I'm wondering if NexonAM's taken these into consideration or not. If not, mages really are going to be SUPERBEEFED with big bang.
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Justin Wrote:Any word on how elemental staves/wands play into the mage scene? I'm wondering if NexonAM's taken these into consideration or not. If not, mages really are going to be SUPERBEEFED with big bang.
I'm assuming unlike GMST wave 1 (even ealier than the Alien PQ Tespia), players didn't have access to free NX to get gachapon or anything for that matter. The only way someone could have possibly tested it is if a party had killed Castellian (spelling?) and gotten one there. I'd assume it's going to remain unchanged, but it's possible that Nexon America might remove it. For the sake of balance, they probably should.
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Quote:I honestly can't tell whether I prefer I/L of F/P anymore. I love the damage and arching pattern of CL, but the range and DoT of Paralyze is really appealing.

Yeah, I plan on making a F/P when this comes to GMS.

JoeTang Wrote:>I read on Basil

hurrrr

Since when do I/L mages have constant last stage infinity, infinite Cheeses, guaranteed lightning weak, +60% critical minimum damage, 100% critical rate and 100% ITD?

The game is balanced to KMS. KMS's highest MATK buff is +35 from a Cash Shop Item as far as I know. They don't even have Elemental Staves. It's not their job to make content that doesn't even exist in their version work for their version. That's GMS's job.

A boss with over 3m HP that's lightning weak doesn't even exist in KMS. He's basically crying over the fact that he wastes millions of mesos to buff himself to 11HKO Black Crow with Chain Lightning, but the damage cap limits him to only 35HKO. Nothing of value is lost, get over it.

Well he stated that his Thunder Spear/Big Bang would be stronger 1v1 than Chain Lightning despite the speed difference:

Quote:They will be. That's the sad thing.

Lightning Weak:
TS - 652,469 per hit x 5
BB - 1,113,035 per hit x 5.

... Lol. .-.;

@Efemera

Same applies on Apple, though, admittedly the amount of damage lost drops a bit. And with a 20% critical chance and the illustration to point out wasted damage, it kindof is. The point isn't to say 'omg we're gonna be hitting 3.2m', but more that at absolute max, by reducing the hit count, you're actually making the skills, and classes, more effective by not limiting them so much with the damage cap.

I don't know how those numbers are possible but he seems to be very well funded.
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The delay changes to Arrow Rain/Eruption make them super crappy. I almost never ran into mobs of more than 6, except I could lure because it was fast enough. Now, it's so slow you can actually get killed using it to lure because of the amount of damage it would draw. Maps where monsters exist in mobs greater than 6 require that Arrow Rain/Eruption be at standard speed so it can actually KB monsters. Since it's this slow, you're basically just drawing aggro so you can get hit instead of efficiently killing monsters.

Ice Strike getting a speed decrease makes no sense at all since it was already slow to begin with.
Barrage was already a shitty skill, it didn't need to become worse.
Dragon Strike nerf is almost as bad as Arrow Rain/Eruption. Just denies more mobility for Buccaneers. Unless it gives them more invincibility frames, which I would guess it does the opposite, it's a needless change.
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JoeTang Wrote:Ice Strike getting a speed decrease makes no sense at all since it was already slow to begin with.

? *checks new delay thread*

Ice Strike was changed to 1290 and Thunder Spear is 1300? x/
Hope they increase the speed before the update is final.
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Abysseon Wrote:? *checks new delay thread*

Ice Strike was changed to 1290 and Thunder Spear is 1300? x/
Hope they increase the speed before the update is final.
What is this I don't even.
Why make some of our slowest skills even slower...?
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JoeTang Wrote:Barrage was already a pomegranatety skill, it didn't need to become worse.
Dragon Strike nerf is almost as bad as Arrow Rain/Eruption. Just denies more mobility for Buccaneers. Unless it gives them more invincibility frames, which I would guess it does the opposite, it's a needless change.

What?
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Takebacker Wrote:What?
Apparently Barrage still has less damage than Demolition which is self-explanitory. The main issue is that you are transformed 90% of the time (180s duration, 200s cooldown), so Barrage becomes virtually useless outside of those 20 seconds. Slowing it just made it worse. Dragon Strike does the same thing. It was slowed down when it was actually well-worth using in Big Bang. Nexon Korea just did too many tweaks to the delay of skills that already were fine on their own or needed help to begin with. They hardly nerfed anything that really needed it. Even Triple Throw got a significant boost in damage.
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ghostofhalo Wrote:Apparently Barrage still has less damage than Demolition which is self-explanitory. The main issue is that you are transformed 90% of the time (180s duration, 200s cooldown), so Barrage becomes virtually useless outside of those 20 seconds. Slowing it just made it worse. Dragon Strike does the same thing. It was slowed down when it was actually well-worth using in Big Bang. Nexon Korea just did too many tweaks to the delay of skills that already were fine on their own or needed help to begin with. They hardly nerfed anything that really needed it. Even Triple Throw got a significant boost in damage.

You don't have to tell me the reasoning. I play the class....

Quote:Slowing it just made it worse.

Quote:It was slowed down

This is what i'm talking about. What exactly were the changes?
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Takebacker Wrote:You don't have to tell me the reasoning. I play the class....





This is what i'm talking about. What exactly were the changes?

Increased delays, basically.
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