KMST 1.2.454 - Resistance Hyper Skills, November Update
So, Blue Blood is just Shadow Partner for Demon Slayers, huh?

Awesome. At least, 50% of the time anyway.
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Quote:Devil Cry:
Changed - forceCon (60 --> 30) (60 --> 30)
Changed - hpCon (500 --> 400) (500 --> 400)
Changed - attackCount (5 --> 6)

Cry only costs 30 DF now :S

They have now cemented the spot for "Most Annoying KSer in Low Level Areas".


Quote:하이퍼 인텔리전스: (Hyper Intelligence)
New Skill
New - Name (하이퍼 인텔리전스Wink
New - Description (영구적으로 지능을 증가시킨다.)
New - Level readout (지능 #intX 증가Wink
New - Max level (1)
New - Info (type = 50)
New - intX (50) (50)
New - Image (icon)
New - Image (iconDisabled)
New - Image (iconMouseOver)

하이퍼 럭: (Hyper Luck)
New Skill
New - Name (하이퍼 럭Wink
New - Description (영구적으로 행운을 증가시킨다.)
New - Level readout (행운 #lukX 증가Wink
New - Max level (1)
New - Info (type = 50)
New - lukX (50) (50)
New - Image (icon)
New - Image (iconDisabled)
New - Image (iconMouseOver)

Demon Slayers need INT and LUK? wtp Nexon? o_O
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OMG DAT CANNONEER SKILL IS AWESOME.
BaM is meh. Wild unter and Demon slayer too....
and Mechanic one SUCKS. >Sad
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Sephie Wrote:Demon Slayers need INT and LUK? wtp Nexon? o_O

Everyone gets the same set of stat boosting Hyper Skills.
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Kalemora Wrote:Mreh, I guess that's nice.

So i looked into it more, and it does give 30 seconds of extra super dark/yellow and 5 secs of blue
it also raises party cap damage to 50k more than cap
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[MENTION=1]Fiel[/MENTION], if you could add this to the OP
 Automata

Automata:
  • Resource called Power Storage, along with MP
  • Recovers after y time, whenever you dodge, other skills
  • Appears to be focused on Dodge Rate. Every skill seems to imply this is Dodge Rate, and not Evasion Rate, or Avoid Rate
  • More Power Storage = more Dodge Rate.
  • Beginner Skill "Turn On The Booster" enables flight.
  • Large focus on Energy Sword, likely their primary weapon
  • Beginner skill for basic attack damage implies either it is required for other attacks
  • Very few skills actually use Power Storage
  • Second Job, first view of Tactic Selector
  • Flexible Sword - 3 different modes - Normal, Critical, Jump
  • Presumably, damage is very different for these 3, otherwise no one would use Normal and only Critical. Also, Jump is stated to link to Drag and Drift.
  • Drag and Drift appears to be a keydown rush, doesn't say it spends Power Storage but its own Gauge, with its own limited duration time
  • Over Energizing does not stack with other watk bonuses
  • Third Job
  • Combat Mode Switching doesn't actually state it switches anything. First one appears to be "Normal", 2nd can (only?) be used while in midair (with a link), 3rd appears to hit air, to be used with Energy Swift
  • Reflection Sensor Link increases your Dodge Rate, but decreases it each time you successfully dodge until it resets back to max after a certain number
  • Airframe Link appears to deal damage, or increase damage based on stack, not too sure.
  • Fourth Job
  • Blade Dancing sounds like it's similar/identical to Ultimate Drive/Asura. It's not stated that it's keydown, but it has the correct Hyper Skills.
  • Pulseforming (Pulsehoming?) Network is a Tactic Selector skill. It has Single Target, Line Target, and AOE Target.
  • Energyfield Unfold is a Tactic Selector skill. 1) damages things inside the field, 2) damages things Energy Ball touches, 3) buffs allies inside field
  • Time Capsule is a non-instant Time Leap it appears, with some Power Storage regen.
  • Optic Distortion gives another dodge chance
  • 3 chances to dodge each attack (Normal, Motion Sensor Link, Optic Distortion); 20% Dodge Rate = 51.2% chance to take damage
  • Increases number of missiles fired by Aegis System, and the damage done by them
  • No Will of Liberty
  • Nine-Tail Jormungandr bind skill.

Imagine a nine-tailed snake eating all its tails. Anyways. I'm not 100% sure if it can be used in conjunction with other bind skills, or it's stating that it is in the same category as every other bind skill.

Amaranth comes from Amarantos meaning unwithering in Greek. inb4 it gets a cooldown to be completely ironic.

Kalemora Wrote:Forgot to quote it.

It does other stuff, it just explicitly states it gives all the aura effects for some reason.

IllegallySane Wrote:What it do?

http://en.wikipedia.org/wiki/Reactive_armor

Just trying to imagine a Mech with reactive armor. It's just general defense buffs.
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JoeTang Wrote:http://en.wikipedia.org/wiki/Reactive_armor

Just trying to imagine a Mech with reactive armor. It's just general defense buffs.

Sweet. Is it just a defense increase, or is it damage reduction akin to Water Shied/Power Guard? I'm also seeing something about HP/MP, so I'm guessing it's another flat increase to HP/MP. A shame there seems to be no increases to Siege mode, but there seems to be Hyper Skills for the Amplifier summon so it should still be a decent damage increase.

Nevermind, just saw the notes from Max's blog.

>Reactive Metal Armor: Reinforced reactive armor is attached to the Metal Armor, increasing your HP, resistance to states and elements, and reducing damage taken by 30% for 180 seconds. [required level: 150]

+30% HP, -30% damage, -30% elemental damage and +30% status resistance. All my HNNNNG.


Rock and Shock Hyper Skill is plain ridiculous. If my math's right, it's 102 seconds long before adding in the +20 seconds Hyper Skill. Add in the 50% damage reduction, INFINITE SHOCKING ROBOTS.




Holy crap, I'm reading the translated Demon Slayer changes on Orange Mushroom's blog. THEM DEMON FORCE REDUCTION CHANGES. That's bound to be a huge ass DPS increase since it seems to be roughly a 50%+ reduction in Demon Force consumption.
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>Transfiguration does less DPS than non-transfigured
>Nerf Transfiguration damage

NEXON LOGIC

Also Holy pomegranate @ Blue Blood...
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i thought i was past this, but WHY am i feeling excited for the new class QQ
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Hoooooooly s'hit you can summon TWO monkey turrets?! Omgomgomgomgomg
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Not sure how I feel about 3 of the DS Hyper Passives being "Reduce Demon Force consumption by 50%"...
I was hoping we'd also get the "Increase status resistance by 10%" passive, similar to Mikhail.

lol @ Demon Impact being able to hit up to 14 times with "Demon Impact – Bonus Attack" + "Blue Blood"
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Takebacker Wrote:Hoooooooly s'hit you can summon TWO monkey turrets?! Omgomgomgomgomg

Cannon Shooters to be the future flavor of the month class. Just need Joe to do DPS calculations.


Dark Link Wrote:Not sure how I feel about 3 of the DS Hyper Passives being "Reduce Demon Force consumption by 50%"...

lol @ Demon Impact being able to hit up to 14 times with "Demon Impact – Bonus Attack" + "Blue Blood"

Demon Slayers to be able to rage on. Foreeeeeeeever.
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pleasenoalienninjaspleasenoalienninjaspleasenoalienninjaspleasenoalienninjas

But I like the Battle Mage Hyper Skills! That almost gives me inspiration to train the poor sucker.
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They have in no way nerfed AB enough ... oh god. If they pull a Mercedes un-nerf on her.. fffuuu.

Also, wild hunters looks like they got pomegranate on hard.
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I too would have rather had 10% status resistance extra as a ds, but I can't complain. You should be able to spam demmon impact all day long, while chomping every 5 seconds.

That meta enhance confuses me, max's blog says it takes away meta's passive DMG on reflected enemies, but only ignores dr for other attacks 10% of the time. Making it pretty useless since you wouldn't risk it. Meta's passive being disabled is worth it but still sucks to waste a SP for something that should be a given.
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Phoenix Wrote:I too would have rather had 10% status resistance extra as a ds, but I can't complain. You should be able to spam demmon impact all day long, while chomping every 5 seconds.

That meta enhance confuses me, max's blog says it takes away meta's passive DMG on reflected enemies, but only ignores dr for other attacks 10% of the time. Making it pretty useless since you wouldn't risk it. Meta's passive being disabled is worth it but still sucks to waste a SP for something that should be a given.

Dark meta Enhance makes it so dr is like wep cancel with a 10% chance to ignore the wep cancel.At least that's how I read it.
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the amplifier hyper skills sucks even the time + one with robot mastery i can cast another one after the cd is down but oh well at least that gives space for better ones, demon slayer impact all day + om nom of the doom is neato, adn the extra monkey militia is 100% to succed or what % does the extra pair comes?
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RedRaven16 Wrote:Dark meta Enhance makes it so dr is like wep cancel with a 10% chance to ignore the wep cancel.At least that's how I read it.

If that's how it is, then it's great. But I'm not getting my hopes up till we get some videos.
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It ignores Damage Reflect for the first 10% of Metamorphosis' duration. That's why it has a cooldown now, so you don't spam it every 20 seconds to be immune from Damage Reflect.
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Automata could be a nice addition to resistance class :p or before i get my hope up
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