2012-06-26, 06:44 PM
MissingLink Wrote:I suppose anyone with a Bucc will know in a day or two anyway.
![[Image: 120622_UpdateHighlights_postpage_09.jpg]](http://nxcache.nexon.net/maplestory/event/post/20120622/120622_UpdateHighlights_postpage_09.jpg)
3 damage per level, for an A rank Marauder. Yeah.
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Character Card System
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2012-06-26, 06:44 PM
MissingLink Wrote:I suppose anyone with a Bucc will know in a day or two anyway. ![]() 3 damage per level, for an A rank Marauder. Yeah.
2012-06-27, 12:28 AM
I found a question in one of the threads Locked posted that piqued my interest but went unanswered,
Foreigner Wrote:Sorry about reviving an old thread; I just thought this question does not deserve its own thread: Logic is telling me it would work, but confirmation from you experts would be great.
2012-06-27, 04:28 AM
Would it be funny or odd of me that I think Nexon has copied and pasted off someone's chart (maybe Stereo's...), except they edited some stuff around? Particularly, just the bonuses for Captain/Corsair and Jett. In Nexon's post about this character deck system, Corsairs give 4% / 6% / 8% / 10% increase to summon durations and Jett is also listed in it to give the same thing. Do you think Nexon listed those wrong?
On another note, for the 3 archers deck bonuses, would the increase in damage for FA also apply for AFA too?
2012-06-27, 04:33 AM
Kubi Wrote:Would it be funny or odd of me that I think Nexon has copied and pasted off someone's chart (maybe Stereo's...), except they edited some stuff around? Particularly, just the bonuses for Captain/Corsair and Jett. In Nexon's post about this character deck system, Corsairs give 4% / 6% / 8% / 10% increase to summon durations and Jett is also listed in it to give the same thing. Do you think Nexon listed those wrong? Isn't it several times more likely that Jett just increases summon durations?
2012-06-27, 04:45 AM
Kubi Wrote:Particularly, just the bonuses for Captain/Corsair and Jett. In Nexon's post about this character deck system, Corsairs give 4% / 6% / 8% / 10% increase to summon durations and Jett is also listed in it to give the same thing. Do you think Nexon listed those wrong? I'll wait for the extraction, data's more reliable than Nexon.
2012-06-27, 05:10 AM
Kubi Wrote:In Nexon's post about this character deck system, Corsairs give 4% / 6% / 8% / 10% increase to summon durations and Jett is also listed in it to give the same thing. Do you think Nexon listed those wrong? Well Mikhail's "character card" effect is the same as Hero and Dawn Warrior.
2012-06-27, 08:29 AM
ChronosXIII Wrote:I found a question in one of the threads Locked posted that piqued my interest but went unanswered,Yes it would work, but Final Cut with Decent CO lasts 40 sec currently, not 60. I think the DB revamp patch will change that though. Aslo, the Mechs would need to be in separate decks since you can't have two of the same class in the same deck.
2012-06-27, 03:59 PM
LiquidSwing Wrote:Jett's bonus is the exact same as corsair's. Which is stupid since Jett already took all the good pomegranate from sairs.
2012-06-27, 04:33 PM
LiquidSwing Wrote:Jett's bonus is the exact same as corsair's. *sigh*... Dark Link Wrote:Well Mikhail's "character card" effect is the same as Hero and Dawn Warrior. Why is Jett's effect more "rage worthy" than Mikhail's, even though he copied an already existing effect?
2012-06-27, 04:41 PM
Dark Link Wrote:*sigh*... Because the entire Mikhail class is ludicrous, an April Fool's joke that's outlived its welcome. Its card effect is the least of its problems. Jett, on the other hand, once you get over it being a reskinned merged pirate, seems like it could be a class that's no worse than any other OPness, with pretty graphics and a decent story. Not giving it its own effect seems unfair, in that regard. Of course, when you consider that all its skills are stolen, it's not surprising that its card effect also is.
2012-06-27, 05:39 PM
CarrionCrow Wrote:Yes it would work, but Final Cut with Decent CO lasts 40 sec currently, not 60. I think the DB revamp patch will change that though. Aslo, the Mechs would need to be in separate decks since you can't have two of the same class in the same deck. Post-revamp* I should have specified that.. Now all we need is an actual confirmation after patch or from a KMSer. If this is true, I think training 2 Mech to 120, 2 Merc to 120, 1 Jett to 70, and 1 Phantom to 70 is enough to keep me busy until DB revamp.
2012-06-27, 06:18 PM
Corrai Wrote: Only four levels B A S SS
2012-06-27, 06:38 PM
donovan Wrote:Only four levels B A S SS 0.5 / 1 / 1.5 / 2 that is four, lol
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2012-06-27, 06:40 PM
donovan Wrote:Only four levels B A S SS Talking about the "+2 ATK per character level". The way it's worded makes it sound like a level 200 Paladin will give you +400 ATK, which is broken as hell.
2012-06-27, 06:42 PM
Corrai Wrote: It's per character card level... Not character level, of which there are four. That what I've read anyway. I've also seen it as just 400 on your range, which makes a lot more sense, not 400 extra attack.
2012-06-27, 07:23 PM
(This post was last modified: 2012-06-28, 02:01 AM by valhala556.)
Dark Link Wrote:*sigh*... because Jett comes before the pirate revamp EDIT: oh for the card effects that affect range. Does it 1) only apply to the max or min range, 2)a Flat increase to both min and max or 3) does it increase the max but the ammount and then apply the min gained through mastery %?
2012-06-28, 11:11 AM
LiquidSwing Wrote:I guess the next big question is what combination yields the most damage. This is what I can think of so far; I would think there would be a point (base HP wise) where instead of a Pally, you'd add another DrK for the HP boost, and the 4% HP boost on the 16% HP to damage would eventually triumph the 1.5 * level static damage bonus, which is maxed at 300. 1.2064 (HP) = 1.16 (HP) + 300. HP would have to be higher than 6466 to make the DrK HP boost > damage boost. EDIT: Oops, this is assuming you don't already have a DrK in the group. I'll recalculate in replacing a Pally for another DrK. 1.2064(HP) + 300 = 1.2528 (HP). Same outcome. HP > 6466 means Drk HP->damage boost > damage boost from Pally. This 6466 HP is base though, so that would make it somewhat harder to reach. The same goes for the Mages. All F/P's for damage, and a Bishop here and there for extra MP recovery % from potions (if you need it lol). |
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