Patch Available - KMST 1.2.378
#41
Abysseon Wrote:Is master magic buff mastery?

Yea, it is.. why bother making it a toggle skill though <.<..
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#42
ShiKage Wrote:I can't see pomegranate. You may want to make that bigger. ;x

The new skill is Glacial Chain.

[Image: wpQpP.gif]

Credits to Spadow, I think

AHHHHH YES MY LIFE IS COMPLETE!!!!

Chains is my favourite battle mage skill! Getting it on my IL makes me so happy.

edit: Jesus why is CL so weak now? That took WAY too many hits to kill those wolves.
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#43
Sarah Wrote:AHHHHH YES MY LIFE IS COMPLETE!!!!

Chains is my favourite battle mage skill! Getting it on my IL makes me so happy.

They should allow it to freeze monsters since its an ice skill...
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#44
Abysseon Wrote:They should allow it to freeze monsters since its an ice skill...

Freeze + stun from CL would be overkill.
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#45
Dusk Wrote:They changed the EXP distribution formula in the first Jump patch. The "party play" bonus doesn't encourage party play at all, it just makes people fill parties with leech mules.
Then change the exp ratio back. There was no reason to change it in the first reason. It was fine at 8:2.

EDIT:The only forgiveness I'll give to this is if I'm reading right they made a 120+ areas for Monster Park and made them party play. If so then fine take them away there I'll just go to monster park.
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#46
Sarah Wrote:AHHHHH YES MY LIFE IS COMPLETE!!!!

Chains is my favourite battle mage skill! Getting it on my IL makes me so happy.

edit: Jesus why is CL so weak now? That took WAY too many hits to kill those wolves.
Look at the timer on the top, its not the regular map. Looks like Monster Park, they have buffed HP there.
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#47
Yatroce Wrote:Look at the timer on the top, its not the regular map. Looks like Monster Park, they have buffed HP there.

this, those wolves where madly buffed, my dark knight hits 30~40k per buster as is (no crits) and they die in a single one. speaking of which, his damage doesn't seem bad at all.
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#48
you have to remember that his equips probably aren't very good, what with it being kMSt and all
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#49
http://www.insoya.com/bbs/zboard.php?id=...category=1

F/P Stuff:
Fire arrow: 320 -> 360 damage at max level
Poison Breath: Now hits 6 monsters
Extreme Magic: +10 seconds and +20% dmg on all DoT, 60% resistance to fire/poison attacks
Fire Demon: In 3rd job now, 600% -> 540% dmg
Arcane Ames: Ignores 20% MDef and some kind of counter/critical thingy
Big Bang: 6 -> 10 targets, 10 seconds 110% DoT
Mist WTP: This has a long and complicated text, seems to have some AoE damage upon use, 15 seconds of 110% DoT, but also something that does 900% damage three times with explosions, ignores 50% Mdef and some effect when something is used multiple times. I'm really lost on this one =P
More on this: I guess there's something about using some attack on monsters that have DoT on them having an explosion effect and/or increased damage.
Anyways, this skills seems like a lot of stuff together that could be pretty awesome.
Infinity: Damage increase is now only 5% every 4 seconds, 40% stance, same duration.
Ifrit: Gives 40% resistance to all elements.
Paralyze: Damage pretty much unchanged, only now it hits 3 times.
Buff Mastery: Dunno if it changed, maybe like someone else said to be like teleport mastery.

I/L Stuff (that I want to comment):
Extreme Magic: Seems like a Mortal Blow effect on less than 30% HP, also 20% more damage on monsters under status effects.
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#50
Big Bang will never be worth anything until they get rid of the charge. Charge skills are fucking stupid.
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#51
Sarah Wrote:Freeze + stun from CL would be overkill.

They will probably add some more effects to it because I don't see the point of a skill
that just pulls a monster close to a long-ranged character.

BaM's chain/warrior's monster magnet have a reason for the pull-effect since their
attacks are close-ranged.

From the video, glacial chain just seemed like a flash skill and they even increased CL's range...
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#52
Biding my time until an extraction thread goes live and I can unleash a full commentary...

However, some preliminary observations and talking points:
The number one thing on my list of changes was an Ignore M.Def at some % skill and I got that.
+LUK would have been appreciated on the +40INT skill
Insta-kill chance for monsters with <30% HP is overblown, if you can take a monster down that far, the next hit would probably kill it (unless it worked at pseudo-bosses e.g. LHC, PQ, mini-bosses), the exception, maybe Jesters. The same goes for the +20% damage effect, I can't freeze/stun most things I'm not almost assured of 2-HKOing, so that's at most a 50% 20% boost, 0% on bosses and a meh. This is even more lame when compared to the 20% F/Ps get for a monster with DoT which affects all monsters Bosses included.
CL looks slower in the video but hooray for multi-hit (not pro enough for it to matter) and elimination of damage reduction, was hoping for a 360-degree arcing though.
O.o to the Magic Mastery change.
Good-bye lame skills.
Holy Magic Shell looks fun.
I found LHC and the party-play system hit-and-miss for me, I'd like to train for only an hour or so, but I feel bad joining a party and leaving one just as quickly. So, no training (I guess ToT) for me but on the weekends when I have the time. If they incorporated the party-play system into the current party-system that'd be great. Maybe, they could turn HS in "Party-Play Symbol".

Edit: @Below...seems overpowered? But sounds great...
Edit 2: Does this mean F/P and L/I should work together for an additional 50%? If so, maybe friendship really is magic...
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#53
Poison Mist 'Mastery':
Passive effect: DoT from Poison Mist becomes 240% at max level.
Active effect: Use 100 MP to blow up the Mist. It will deal 900% ×3 damage to the mobs inside, this damage ignores 50% of the monsters' defense. The damage will be buffed if there are more then 2 DoTs active on the monster, with 50% for each DoT (above 2?).
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#54
The new i/l skill that is the same as dark chains is....so stupid has no use at all.
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#55
Good Mage Update, but theyre still weak.

I Think 1 Skill for all Mage, and Mage would be perfect.

Battle Mastery:

30%Dmg, 10MATT!


would be great, and it would balance mage. But I expect something similar next patch
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#56
Atruya Wrote:Poison Mist 'Mastery':
Passive effect: DoT from Poison Mist becomes 240% at max level.
Active effect: Use 100 MP to blow up the Mist. It will deal 900% ×3 damage to the mobs inside, this damage ignores 50% of the monsters' defense. The damage will be buffed if there are more then 2 DoTs active on the monster, with 50% for each DoT (above 2?).

Video of the new paralyze/poison mist mastery?:

[video=youtube;IdX7MSDixYA]http://www.youtube.com/watch?v=IdX7MSDixYA[/video]

yo72 Wrote:The new i/l skill that is the same as dark chains is....so stupid has no use at all.

Quote:- Glacial Chain (4): pulls monsters in front of character and freezes them with DoT

It states that its supposed to freeze them and cause DoT but I'm not seeing it from the two i/l vids...
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#57
yo72 Wrote:The new i/l skill that is the same as dark chains is....so stupid has no use at all.

Agreeing a bit here. I'm thinking it'd be more useful for F/P mages to pull mobs into mist clouds for example. Pulling mobs for I/L mages doesn't seem to do a whole lot of good unless you can pull mobs while charging Big Bang.
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#58
I love the buffs I'll be getting on my hs mule
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#59
glacial chain would have been so much better as a 2nd or 3rd job skill to drag monsters in and then spam lightning/ice strike

edit:with the increased damage to frozen monsters from extreme magic
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#60
Finally... Ice-type Big Bang for I/L. All that's left now is to buff it's rather sad range.

Stun with CL... now that's helpful...

We need more data, especially with ranges and delays. Shall wait for Fiel.

Hadriel
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