Posting Freak
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Fiel Wrote:Evan's new speeds are delay reductions. I'll post them and then see if I can pester JoeTang enough to parse through it for me.
<3 At school right now, so I won't be able to do anything until I get home, but this is fairly interesting. Hopefully, Evan skills are scaled better, especially since they reduced the damage on a lot of them.
Interested in the Aran changes. Wondering if the skill builds will pan out well, because they currently only work well because Rolling Spin is useless and you can dump 3rd job points back into Final Charge.
It's interesting how they scaled Hurricane to do more DPS than Ultimate Strafe without Final Attack. I'm not quite sure I understand their reasoning behind this. I suppose it's all to scale more accordingly to the massive damage difference between Bows and Crossbows, but Wild Shot does 220% like Hurricane too, and it also has Final Attack to boost it a ridiculous amount. I can't agree that this would help scale for the bonus Dodge's guaranteed critical provides, because that bonus is utterly insignificant compared to the gigantic bonus that Final Attack provides (60% damage per shot every 120ms compared to Ultimate Strafe's 60% every 720ms). Final Attack alone does 300% for Hurricane in the same time it takes to 60% for Ultimate Strafe.
Fire and Ice Demons getting damage boosts will actually prove that they are useful in battle. Glad to see they realised how crappy they were.
Some of these other changes seem a bit questionable. Did Heroes really need another damage increase? I'm happy for Dark Knights, since Buster scaled so terribly, especially in 3rd job that it was almost completely worthless to get until really late when you're approaching Berserk levels.
It's nice they nerfed Soul Driver a bit. If you've ever seen a Soul Warrior, you'd know they're overpowered. It has the most range of any 70+ skill, and Soul Warriors have pretty much more mobility than Thieves because they can attack while using Soul Runner.
Soul Runner -> Soul Driver -> OHKO 8 monsters
Posting Freak
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Dusk Wrote:Yes, and they made Marksmen a little stronger as well.
This patch is exciting, it's like Big Bang part 4.
Imagine how lost new players are going to be in the coming months though? We'll have had 3 restructures in the span of ~13 months by the time this hits GMS.
It's getting to the point where I feel like they'd be best off just finishing up the Black Magician's story and then focusing on Maple Story 2 where they can use all they've learned to get it right from the start.
Posting Freak
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Correct em if I am wrong, but the technical readout indicates to me that Blessing of the Onyx is now Smart buff?
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Not sure if want at that no cooldown on ship. I mean it boost DPM but I really like RF and now I won't have any reason to use it.
Posting Freak
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Oh my god at the new arrow rain/eruption.
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Satellite Wrote:<3
DoT=?
sets combos to 150? Did they increase bonuses higher than 100?, Cause I don't see point in 150 then.
DoT = Damage over Time
Basically it's saying that the skill freezes mobs to the bone causing them to slip slowly into unconsciousness, then death.
Setting combo count to 150, that's the pay-off. For sacrificing a large amount of HP and MP to cast the skill it will set your combo count immediately up to 150, this way you can have your maximum combo damage bonus, but it will also bring you much closer to being able to cast the ''larger'' Aran skills that require 200 combo.
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2010-11-17, 01:27 PM
(This post was last modified: 2010-11-17, 04:07 PM by PeePeeAyeDeeKay.)
I did translations for Aran skills for a guildie, thought I might as well post em here for you guys. They ARE NOT 100% accurate, but they should be close enough.
1st job
Combo Smash - moved to 1st job - 450% damage, 450 range, 6 target, 15 counters
Combat Step - lowered to level 5 max
Double Swing - damage increased to 220%
Combo Ability - every 10 counters, 2 attack, 20 wdef, 20 mdef, 2 movement speed, stacks 10 times
2nd job
Combo Fenrir - moved to 2nd job - 560% damage, 600% range, 10 target, 2 hits, 50 counters
Triple Swing - increased to 370% damage
Final Charge - max level cap lowered to 20 SP, range increased to 320%
Snow Charge - moved to 2nd job - 33 MP, 100% damage, 200 seconds, -40 mob speed for 20 seconds
Body Pressure - lowered to 0 MP cost, 200 seconds, 300% contact damage, 60% contact damage seal
3rd job
Combo Judgement - 80 counters, 1200% damage,10 target, 200% DoT damage per second for 10 seconds, 250% range [up + down + basic attack] to use
Full Swing Double - increased to 205% damage
Full Swing Triple - increased to 540% damage
Full Swing - 60% damage increase on Combo Smash
Final Cross - 300% damage, maxed level lowered to 20 SP
Rolling Spin - 6 target, 5 hit, 95% damage, 3 sec stun, 180% range
Combo Recharge - 10% HP, 50 MP, automatically gain 150 counters, 30 sec cooldown at maxed
Cleaving Attack - Ignore 20% of targets defense, 50(%) variable, I'm not sure, it says something about mobs, so possibly damage increase or less penalty on damage when attacking mobs.
4th job
Swift Move - Final Charge and Final Cross increase damage by 30%
Overswing Double - increased to 330% damage
Overswing Triple - increased to 420% damage
Overswing - 80% damage increase on Combo Fenrir
Combo Tempest - increased to 720% damage
Posting Freak
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Oh wow, dem Aran changes and buffs. Combo Recharge is insane; free combos every 30 seconds? Can pretty much keep Combo Barrier up during any boss fight now.
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Hmm, Combo Smash seems unneccessary in first job since it seems to only hit 6 monsters now instead of 10? With Double Swing, Aran's can hit up to 12 monsters while keeping Combo Ability active. That and the fact that first job for Aran's flies through so fast. >_>
Fenrir in second job is appealing; it is pretty much like Smash in current pre-BB + post-BB x2. Triple Swing's damage is sweet now + Snow Charge to boost in second job. I don't get why BP would cost no Mp now, but that's good news.
Judgement is sick, and the boost with Full Swing is great. Recharge is nice for those non-mobby, spread out places/get a quick "recharge" every 30 secs for Barrier/Tempest. Cleaving Attack is sweet.
Posting Freak
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PeePeeAyeDeeKay Wrote:I did translations for Aran skills for a guildie, thought I might as well post em here for you guys. They ARE NOT 100% accurate, but they should be close enough.
1st job
Combo Smash - moved to 1st job - 450% damage, 450 range, 6 target, 15 counters
Combat Step - lowered to level 5 max
Double Swing - damage increased to 220%
Combo Ability - every 10 counters, 2 attack, 20 wdef, 20 mdef, 2 movement speed, 10 avoid(not sure on avoid but seems like it)
2nd job
Combo Fenrir - moved to 2nd job - 560% damage, 600% range, 10 target, 2 hits, 50 counters
Triple Swing - increased to 370% damage
Final Charge - max level cap lowered to 20 SP, range increased to 320%
Snow Charge - moved to 2nd job - 33 MP, 100% damage, 200 seconds, -40 mob speed for 20 seconds
Body Pressure - lowered to 0 MP cost, 200 seconds, 300% contact damage, 60% contact damage seal
3rd job
Combo Judgement - 80 counters, 1200% damage,10 target, 200% DoT damage per second for 10 seconds, 250% range [up + down + basic attack] to use
Full Swing Double - increased to 205% damage
Full Swing Triple - increased to 540% damage
Full Swing - 60% comboing damage increase? (not too sure)
Final Cross - 300% damage, maxed level lowered to 20 SP
Rolling Spin - 6 target, 5 hit, 95% damage, 3 sec stun, 180% range
Combo Recharge - 10% HP, 50 MP, automatically gain 150 counters, 30 sec cooldown at maxed
Comboing Attack - Ignore 20% of targets defense, 50(%) variable, I'm not sure, it says something about mobs, so possibly damage increase or less penalty on damage when attacking mobs.
4th job
Swift Move - increase damage by 30%, this has something about Final Cross or some linking to it
Overswing Double - increased to 330% damage
Overswing Triple - increased to 420% damage
Overswing - 80% comboing damage increase (not too sure)
Combo Tempest - increased to 720% damage
Not seeing combo critical here 0.o
No changes?
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Drain isn't in there? Was it removed or just unchanged thus you didn't list it?
If it was removed then that's a terrible pomegranate taken on Arans, doesn't matter if we got other neat things.
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-Ghost- Wrote:Drain isn't in there? Was it removed or just unchanged thus you didn't list it?
If it was removed then that's a terrible pomegranate taken on Arans, doesn't matter if we got other neat things.
Then again neither combo barrier nor freezing stance is there, so I'll guess it's just no changes to those.
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There was just no reason to note about it since there was no change to it. If it was removed, it would've been noted.
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FanaticRat Wrote:Not sure if want at that no cooldown on ship. I mean it boost DPM but I really like RF and now I won't have any reason to use it. 
Even with the 90 second cooldown, the only purpose of Rapid Fire is to deal damage when getting the ship out would take too long or prevent you from dodging an attack. Seriously, when you're level 170 the ship never pineappleing breaks, the cooldown is pointless. I support this change.
Also @ above: 클리빙 어택 = keuriving eotaeg, I think that first word should be Cleaving rather than Comboing.
Posting Freak
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So much for them pulling a fast one before 2010 is over eh Fiel? lawl
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So much for Bowmasters getting a boost over WHs. they still get shafted in the hurricane department...
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This removal/reworking of the resistance/legend classes has turned out to be a lot more interesting than expected. These are my favourite kind of patches. I'm glad to see they aren't resting on their laurels after Big Bang. After years of being complacent it seems they have ramped things up a lot lately. Can't wait to see how this all turns out.
Also more new animations.. Yes finally.
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Fiel Wrote:Battleship - cooltime (30 to 0)
[video=youtube;IhnUgAaea4M]http://www.youtube.com/watch?v=IhnUgAaea4M[/video]
Finally a legit reason to spread my pineapple rapid fire philosophy.
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Twilight Wrote:Finally a legit reason to spread my pineapple rapid fire philosophy.
Is there any point in rapid fire anymore? I mean... cannon is just better, plus extra HP and defense.
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They might as well get rid of Rapidfire and put some other skill in its place. A party skill perhaps? Just my two cents.
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