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Corsairs now have 30 second boat cooldown, has a second buff, Cannon fires 6 shots, Octo has a second buff
what
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Oh my god, if I'm reading that right my lv8 Gen would have a 52sec cooldown...
If that doesn't drop in price like a bomb I'm gonna cry so hard.
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Nesso Wrote:Corsairs now have 30 second boat cooldown, has a second buff, Cannon fires 6 shots, Octo has a second buff
what I'm not sure i like the cannon change. Maybe the DPS wont be changed due to crits, but without the crit it's a big drop. BUT, adventurer rings increase the DPS ALOT now.
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Here's some differences I think I've been able to pick out of the skill tables for f/p mages:
2nd Job:
Slow has gone from -40 mob speed for 40 sec to -80 mob speed for 80 sec
Spell Mastery (Direct translation: Magical Skills 50%, Horsepower 10 Increase)
3rd Job:
Partial resistance lowered to 60% from 70% resistance
Ele amp changed from 200% mp for 150% increase to magic attack to 160% mp for 130% increase
Poison mist 70% to 80% success rate
Teleport Mastery - Teleport distance increased by 20, 30% chance to stun for 2 seconds, hits up to 6 enemies, does damage 210%,
I can't really tell what Elemental Reset does but maybe -100% enemy elemental resistances?
4th Job:
Meteor Shower now has a 30 second cooldown but only costs 600 mp
Mana reflection returns 1000% instead of 200%
Infinity - Recover HP and MP 10% per second, all the attacks increased by 10% of magic damage, 40 seconds duration, 4 minute cooldown
Master Magic 50% increase to buff durations
EDITED with more findings.
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Will Wrote:>Does not even know what is going on.
Someone tell me what they think about the Buccaneer changes, quick!
Hard to say... I'm kind of indifferent about it. I guess we'll see how it is with KMST.
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Katforks Wrote:Oh my god, if I'm reading that right my lv8 Gen would have a 52sec cooldown...
If that doesn't drop in price like a bomb I'm gonna cry so hard.
Well all the mages ultimates have 30 second cooldowns now when they're maxed. So yeah. However it does look like the other skills might be getting boosted.
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@ 'sair changes:
Battleship cannon went fom 380 * 4 = 1520% damage to 195*6 = 1170% damage.
Their critical will give 20% chance of 20% more damage on 6 hits right?
(Definitely won't make up for the damage lost, but maybe this is because the potential system would have them be doing way too much damage otherwise?)
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The new formula hardly means anything at that damage % for magicians if we still hit once and slow as f'uck.
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By the way - Thorns became 10% chance 15% increase too.
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John11 Wrote:Here's some differences I think I've been able to pick out of the skill tables for f/p mages:
The Infinity table looks like it has a lot of info in it. Maybe it's changed up what it does?
Correcto. Now instead of negating MP usage, it recovers 10% HP and MP every 4 seconds along with increasing damage by 10% for seconds. It has a 4 minute cooldown now.
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ShiKage Wrote:Hard to say... I'm kind of indifferent about it. I guess we'll see how it is with KMST.
Alright, looking forward to some videos and/or thoughts.
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Holy @*^# 30 second cooldown for battleship?!?
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Wonder if they saw that aran training in O4 doing nearly max damage with just a normal swing and thought.... uh... something's not quite right there.
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Tikey Wrote:Correcto. Now instead of negating MP usage, it recovers 10% HP and MP every 4 seconds along with increasing damage by 10% for seconds. It has a 4 minute cooldown now.
That's actually not that bad, considering how mages won't be dependent on their ultimates anymore...Mana Reflection also sounds better too.
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Monster Magnet became interesting.
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So, has anyone found out nerfs for short ranged classes? (warriors). only ones i found were -20% on each crusher hit and berzerk nerf, but i've seen some critical hidden somewhere, so maybe it makes up for that.
Maplestory 2.0 indeed.
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Tikey Wrote:Correcto. Now instead of negating MP usage, it recovers 10% HP and MP every 4 seconds along with increasing damage by 10% for seconds. It has a 4 minute cooldown now.
Well I guess that's a better use for infinity than we have right now. But now the name doesn't make sense.
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Blup Wrote:So, has anyone found out nerfs for short ranged classes? (warriors). only ones i found were -20% on each crusher hit and berzerk nerf, but i've seen some critical hidden somewhere, so maybe it makes up for that.
Maplestory 2.0 indeed.
Heroes brandish went from 2 htis of 260% (520%) to what I assume is 3 hits of 170%, ie 510%, so slight nerf there
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HOLY CRAP @ Quick Motion!
Level 20 : +120 accuracy and 120 avoidability
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shouri Wrote:Well I guess that's a better use for infinity than we have right now. But now the name doesn't make sense.
Maybe they'll change the name...
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