Poll: Do you think multihit skills are becoming too common/silly?
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Yes
51.19%
43 51.19%
No
32.14%
27 32.14%
Other (please specify)
1.19%
1 1.19%
I only vote for the silly options
15.48%
13 15.48%
Total 84 vote(s) 100%
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Multi-hit Skills
#21
Stupid mouse clicked other when I was gonna click no.
Although it actually makes no sence to have a one hit skill make multiple damage what I don't get is why not just remove the damage cap once and for all, with the potential system people can do several times the cap damage and they know, for that they made powerful singel hit attacks hit multiple times and they can't say its due to hackers because I'm pretty sure that if hackers wanted to do above cap damage they can and they have done at least once iirc.
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#22
Sorien Wrote:Well, I did hate how Blast hit 3 times for a while, but I started imagining the monster being stabbed by my sword, then having the energy streaming down said sword causing a second impact, and then the energy swirling in the oposite direction mutilating the monsters organs.

On a side note, when I imagined this, it occured to me that Blast would be one of the most brutal attacks in the game if Maple Story had gore. Either the monster would be obliterated and fly in all directions, or its insides would be ripped out and shower the Paladin that's attacking. :f6:


in a car crash there are lots of points of impact ("hits"). the car hitting the car, your body hitting the inside of the car, your internal organs and bones moving in the impacted force, and moving back, and namely, your brain smashing into the inside of your skull, and back. blast.
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#23
ZeroGravity Wrote:Don't know if anyone said this before.
Move the HP bars UNDER the monsters. Wouldn't that be alot better?

While it would be better, it will still get covered by a meso explosion on a monster from a lower lane. I was training at Bearwolves and I watched a Meso Explosion on the bottom floor go all the way as high as covering the 2nd lane completely. It was ridiculous.
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#24
ShanghaiDizzy Wrote:I agree. Blast also makes no sense. Assaulter hitting multiple times without a change of animation also looks dumb.

But what I think looks even dumber is when there exists too many hits resulting in numbers going off the screen. You can't even get a good estimate of your total damage in a screenshot. I'm looking at you, DBs.

1024 x 876 View shows all the hits now that they dropped CoH to 10 hits. Even before I didn't have an issue with not seeing all the CoH damages but I do think assaulter hitting multiple times, blast, and last as you've said is pretty stupid..
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#25
Consider Blast like a drill. Makes more sense that way.
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#26
Kitteh Wrote:Consider Blast like a drill. Makes more sense that way.

YOURS IS THE DRILL THAT WILL PIERCE THE HEAVENS@@@@@

But yeah. We'll see what they do with archers since their strength is low enough where the damage cap doesn't limit them (unless you're marksmanbryan with chaos snipe Rolleyes ). If they still insist on adding more hits to attacks then that's what happens.
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#27
Kitteh Wrote:Consider Blast like a drill. Makes more sense that way.


what i've been doing since bb O_O
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#28
Kitteh Wrote:Consider Blast like a drill. Makes more sense that way.

Ok, I guess there is kinda a drillbit on the end of it.

[Image: WUC3V.jpg]

Still pretty dumb that the main attack stabs with a blunt weapon though.
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#29
With monster HP bars available in game, and bosses having a big HP bar, I don't see why we don't have an option to display on/off damage numbers (only on monsters, not on yourself).

This would basically fix lag and multi-hit aesthetics, I would definitely use it. Not like I fap to numbers I see. Or even better, give it more options in case a boss uses attack block or something, so you can notice it.

Display damage options:
[ ] All [ ] Self [ ] None
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#30
LegendGospel Wrote:With monster HP bars available in game, and bosses having a big HP bar, I don't see why we don't have an option to display on/off damage numbers (only on monsters, not on yourself).

This would basically fix lag and multi-hit aesthetics, I would definitely use it. Not like I fap to numbers I see. Or even better, give it more options in case a boss uses attack block or something, so you can notice it.

Display damage options:
[ ] All [ ] Self [ ] None

This is probably the number 1 fix that'd be best used to remedy the lag output generated by the numbers.
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#31
I actually hope they don't change the Blast animation, or at least with swords. If they do change it it'll probably end up looking worse for me. They could easily change stuff like the assaulter animation though make it slash forward, backward, and forward again for 3 hits, but each slash is faster so it adds up to the same delay it is now.
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#32
Shidoshi Wrote:Or they could divide all damage and HP by 10 and save themselves the trouble of raising the cap (and somehow make it work with Snails and Blue Snails...)

When damage starts getting to close to the cap you either raise the cap or decrease everything related to damage.

This. Increasing/removing the damage cap or diving all damage and HP by a set number would have been better the issue than making most skills hit multiple times. I guess at first they thought this was an issue of just a couple of classes (Paladins only I think) so turning skills into multi-hit was way easier and had lower risks, but since potential it came out it became an overall problem.

Maybe they are also doing this to transmit an overall sense of strengthening among all jobs.

LegendGospel Wrote:With monster HP bars available in game, and bosses having a big HP bar, I don't see why we don't have an option to display on/off damage numbers (only on monsters, not on yourself).

This would basically fix lag and multi-hit aesthetics, I would definitely use it. Not like I fap to numbers I see. Or even better, give it more options in case a boss uses attack block or something, so you can notice it.

Display damage options:
[ ] All [ ] Self [ ] None

This would also work pretty well
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#33
LegendGospel Wrote:With monster HP bars available in game, and bosses having a big HP bar, I don't see why we don't have an option to display on/off damage numbers (only on monsters, not on yourself).

This would basically fix lag and multi-hit aesthetics, I would definitely use it. Not like I fap to numbers I see. Or even better, give it more options in case a boss uses attack block or something, so you can notice it.

Display damage options:
[ ] All [ ] Self [ ] None

Just do it similar to WoW, only you see your damage done to the boss / monster and the monster damage done to you. That'll easily ease up on the display lag.
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#34
Is damage display client-side or server-side? If it's server-side I guess it'd be best as you suggest, but if it's client-side might just give people display options. I'm sure some nostalgics will moan to compare damage.
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#35
Damage is calculated server-sided for the most part (though that wasn't always the case). The way it's displayed is client-sided as there's apparently been hacks out that tweak the amount of damage shown on your screen without it affecting the true damage values.
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#36
Stereo Wrote:Still pretty dumb that the main attack stabs with a blunt weapon though.

Either that, or BW users are so muscular that they deliberately devote 90% of their muscle strength towards keeping their weapons perfectly horizontal when using blast, and only need 10% of their actual might to deal the same amount of damage that sword users do.

... while also executing triple stabs so quickly that the naked eye is unable to perceive the movement. Biggrin

Their manliness pierces the heavens automatically. Drills are not necessary. Rolleyes

shagreen heart Wrote:in a car crash there are lots of points of impact ("hits"). the car hitting the car, your body hitting the inside of the car, your internal organs and bones moving in the impacted force, and moving back, and namely, your brain smashing into the inside of your skull, and back. blast.

And that's not counting whiplash, if it happens.
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#37
ShanghaiDizzy Wrote:Damage is calculated server-sided for the most part (though that wasn't always the case). The way it's displayed is client-sided as there's apparently been hacks out that tweak the amount of damage shown on your screen without it affecting the true damage values.

This being true, a hack to display no damage at all or only your damage would be pretty easy to do.
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#38
Takebacker Wrote:YOURS IS THE DRILL THAT WILL PIERCE THE HEAVENS@@@@@

Yeah, I always did kind of see blast as something similar to this:

[Image: images?q=tbn:ANd9GcQesKV3Ct3n0OS9qRWD0do...z--9_Q&t=1]
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#39
I think it's all because of the new "super/premium classes", that Nexon revamped all classes to be the same garbage, instead of every class having their strong and weak points, like it was supposed to be.

So yes, I agree. I mean, how many classes have something similar to say... Rush or Flash Jump now?
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#40
And stance.
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