KMST 1.2.454 - Resistance Hyper Skills, November Update
Sephie Wrote:Also, DF isn't even a problem anymore because DS's Om Nom Chomp thing gives them 50 DF on use with a 5 second cooldown. This means you can spam Impact and use the Chomp to restore your DF meaning there's no point to the normal attack anymore. Rolleyes

Damn, that's broken.
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Looking at the tactic system thingy, I take back my silly earlier post. I am VERY interested now.
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My body is reggie
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Jesus christ those cannoneers.
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UNLIMITED POWAH!!!!!!!!!

Seriously, it never occurred to me that you can essentially have unlimited DF just by spamming Impact and using Cerberus on CD, considering you can make Demon Impact cost 4-5 DF.
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Cannoneers with SI and 18hit Barrage is a scary thought.
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This power creep is freaking huge. Almost as big as going from Kaiser to Burster.
I mean making classes go from hitting 5-6 times to hitting 12-18+ times? What the hell lol...
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There's still the 15 hits cap.
But yeah, Cannon Shooter's come a looooong way.

Nexon's gonna start loving you Pirates, one at a time.
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ChronosXIII Wrote:There's still the 15 hits cap.
But yeah, Cannon Shooter's come a looooong way.

Nexon's gonna start loving you Pirates, one at a time.

What 15hit cap?
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Dark Link Wrote:What 15hit cap?

No single skill can hit more than 15 times per cast.

(This, of course, is a different case for skills like Hurricane that are a constant flow of hits.)
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Link Wrote:No single skill can hit more than 15 times per cast.

(This, of course, is a different case for skills like Hurricane that are a constant flow of hits.)

So what does that mean for Cannon Barrage hitting 18 times, then?
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Dark Link Wrote:So what does that mean for Cannon Barrage hitting 18 times, then?

It means unless the cap was raised, it'll only hit 15 times. Either that, or three of the hits will be merged with three other hits or it's just a special case.
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Link Wrote:It means unless the cap was raised, it'll only hit 15 times. Either that, or three of the hits will be merged with three other hits or it's just a special case.

this cap is easiest to see with chain of hell
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HighOnMushrooms Wrote:Automata seems like a very cool addition to MS, hopefully the Tactic Selector system makes him interesting to play.

I honestly don't think Tactic Selector will be that interesting. I've posted the descriptions of the skills thus far, they're not that great. It only appears to affect 4 skills now (Sword Flexible, Combat Mode Switching, Pulseforming Network, and Energy Field Unfold), which doesn't seem that great. Especially if the tactic you select affects every skill, as opposed to choosing one tactic for each skill. Blade Dancing should at least get a tactic, since it has hyper skills too.
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We may expect Automata in December the 6th. My bet is that another update is gonna follow.

[Image: JyM12.jpg]
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Sephie Wrote:-snip-

Ok, Cannoneer and Demon Slayer are pineappleing ridiculous.
Who the pineapple thought this was a good idea?

I swear NexonKR must have fired everyone and hired new staff just before Nova.
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Seriously Nexon, you suddenly do a complete 360 and make Demon Slayers have ENDLESS RAGE and Cannoneers turn into a weapon of mass destruction. SO MANY BUFFS.

[Image: tumblr_m3yzz3Lr3i1rtcfaqo1_400.jpg]
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Cannoneers become Nanoha with Blaster Two thanks to Buck Shot. =.=
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Ok, I am going back a few pages here, but looking at the Cannoneer hyper, if it reduces overall damage by 40%, then I think the arguement is that one of two things could happen -

1) If you use the 40% reduction in standard maple fashion, then all the % numbers for Damage% are added together before they are applied. In this case, Overburn would be +40% and the hyper would be -40%. The two would negate each other and thus simply cancel each other out. (Range before overburn 1000 with a 100% 1hit skill would still be 1000 damage but hit 3 times for a total of 3000)

2) If the 40% reduction is applied to the skills themselves as a base calc, then you get a much different result. The same Range 1000 guy with a 100% 1 hit skill would now have a 60% skill that hits 3 times but would have overburn applied to the total. The damage per hit would be 1000 * .6 * 1.4 = 840, for a total of 2520.

Granted, both of these are obviously better than the 1400 damage the skill would have done without the Hyper. Am I understanding these two sides correctly?
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iAmFear Wrote:Leech Aura heals every 15 seconds now instead of every 30. Still not back to continuous healing, but, I'll take it =[

The cd can be bypassed by easily recasting the skill over again. This means more DF consumption, but this was able to be done even when leech aura was 60 sec cd compared to the 30 sec current cd. This was the issue most people never noticed.
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