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2013-06-07, 07:59 AM
(This post was last modified: 2013-06-07, 12:49 PM by Frostilyte.)
Why are Ice and Flame charge listed as having a mob count of 3, when the original extractions say they have a mob count of 4? :f6:
Also...
TagerBustah Wrote:I really dont like how Paladin Advanced charge was nerfed to only hits 6 enemies instead of 9 and They better overhaul paladins hyper skills next patch.
HH does 1368%*5 every 10 sec with hypers to boss mobs and bosses not including blast buff and charge bonus. Seems like it will be very good for trainig at lhc stronghold and future perion due to its fullscreen range hitting multiple platforms at once, Since it acutaly kills boss taged mobs instead of leaving them at 1 hp.
A few questions about Paladin:
So paladins get 102 weapon attack and depending on how they stack 50% status resistance, 70% damage reduction, and 90% guard rate?
Why does holy charge not state holy element in the skill tables like fire ice and lightning does?
Does blast have fire element? or does it completely lose all elemental advantage?
Does blast's buff affect all skills or just blast alone?
Does blast hyperskill add 20% crit to blast's buff? or just base blast crit only like it does currently?
Does void elemental ignore Physical resistance?
In order:
110 weapon attack ( (12 * 5)[Advanced Charge] + 20[Divine Shield] + 10[Shield Mastery] + 20[Parashock Guard] )
50% Status Resistance ( 40%[Shield Mastery] + (2% * 5)[Elemental Charge] )
50% Damage Reduction ( 30%[Achilles] + (2% * 5)[Elemental Charge] + 10%[Iron Body] )
40% Guard Rate (40%[Shield Mastery])
50% Chance to cast a 90 second Semi God Mode [Divine Shield]
I have no idea. Maybe a typo? :f6: I'd hope that Divine is still holy elemental.
It loses elemental advantage, or it appears that way.
I'm not sure, but I'd assume it affects all skills.
Blast's critical and pdr were removed from the buff portion of the skill and now affect the skill like they did prior to the last tespia patch. The 40% damage is the only portion of the skill, which is now a buff (or so I've read).
I hope so.
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KillerZero Wrote:so its pretty much 55 coin myster mastery book, except not 100% effective, Hopefully their is a limited times you can buy this, or else alot of people goin to go out of buisiness I hope this is unlimited so that casual players no longer have to spend ages looking for the books they need. It's also so that poor people don't have to play certain classes for cheap books anymore.
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Regarding BMs, inb4 they scrap Arrow Blaster entirely and replace it with Ultimate Hurricane.
The only thing I'm liking about the Archer revamp so far is the reworked Double Jump.
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Locked Wrote:Forgot to mention that I fucking miss Puppet.
That guy was my best friend for years. I even let my friend name it for me and it had that name for years. How can Nexon be so cruel to kill off my BM's best friend?

Don't we get Elite Puppet in 4th job? Please say yes.
I named mine Pinhead Larry
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Demonic Wrote:I hope this is unlimited so that casual players no longer have to spend ages looking for the books they need. It's also so that poor people don't have to play certain classes for cheap books anymore.
Yeah except no, think with me here, if all books can be gotten unlimited for 14/20 mil a piece,(most likely MW wont be included), why would anyone have the want to mmb anymore, its not going to be profitable. No more mmbers= no more mws getting pulled out, meaning huge inflation for mw. Why would you want to spend 1bil on MMBs, to pull 1-3 mws, and have to pretty much throw everything else away. So MW prices are going to get jacked up alot. About the casual thing, not going to respond as i mainly dont care about casual players all that much, The poor thing you got a point. Limit the number of books you can buy to a relative high number like 10 or so. Where the poor can buy the books at 14-20mil(in which case for most classes, the books cost alot less than this)
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Punch Wrote:Don't we get Elite Puppet in 4th job? Please say yes.
I named mine Pinhead Larry 
Sadly it's completely removed from Bow Masters. :/
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Punch Wrote:Don't we get Elite Puppet in 4th job? Please say yes.
I named mine Pinhead Larry 
Considering the original Puppet got deleted, why do you think we're sitting here by the campfire telling each other nostalgic stories about our Puppets? :/ Like damn, I'm not one of those people who ever held pre-BB in high regard but this revamp makes me realize just how much I'm going to miss my BM's staples.
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cgy0509 Wrote:If now hits 355% x 5hits and the 60%damage buff if ignore actually was a nerf , Enrage work multipitive , so 268% x 1.6 should be 429% , and now only have 355% is actually nerf by 17% damage , but haven't include the delays buff
What on earth are you talking about? o,0 Im telling you that is exactly how it works right now in KMST
Compared to how it is now in GMS, this is a fairly large upgrade, made even larger by the fact that Enrage gives Rageing Slash a specialized damage boost when used specifically together which is really helpful.
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fodjgngf Wrote:Sadly it's completely removed from Bow Masters. :/
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2013-06-07, 03:22 PM
(This post was last modified: 2013-06-07, 07:53 PM by TagerBustah.)
Frostilyte Wrote:Why are Ice and Flame charge listed as having a mob count of 3, when the original extractions say they have a mob count of 4? :f6:
Also...
50% Damage Reduction ( 30%[Achilles] + (2% * 5)[Elemental Charge] + 10%[Iron Body] )
40% Guard Rate (40%[Shield Mastery])
50% Chance to cast a 90 second Semi God Mode [Divine Shield]
Did you forget Self and Ally Damage Taken: -20% was added to parashock guard when activated?
Divine shield still just activates guard for 10 attacks in a row. So what is the total % that a hit will activate a guard including both skills? (i'm not a math person but if i did the math right its an equivalent to a 70% total guard rate?)
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not sure about iron body, since it states "nearby enemies" so i dunno if it's only for touch damage, or it would also work for everything else.
if it works for everything else, congratulations nexon, you gave me a second job defense buff that is WORSE than a first job skill ._. (it already is worse anyways)
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ShinkuDragon Wrote:not sure about iron body, since it states "nearby enemies" so i dunno if it's only for touch damage, or it would also work for everything else.
if it works for everything else, congratulations nexon, you gave me a second job defense buff that is WORSE than a first job skill ._. (it already is worse anyways)
Pretty sure the range for Iron Body is 150.
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Zerard Wrote:Pretty sure the range for Iron Body is 150.
what you mean by that?
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ShinkuDragon Wrote:what you mean by that?
I'm not 100% on that... If it goes by the range system that SP has going for % ranged attacks, it could be this. If not, then I would assume that it is range on which teleport skills go off of.
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Since it gives a "range" variable, rather than a hit box, it's likely anything linearly in front by 150 pixels, so similar to what [MENTION=10352]Zerard[/MENTION] posted, though the vertical height is speculative. It's possible it could be 150 pixels on either side, and that would make more sense. I believe it is limited to touch damage though.
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Zerard Wrote:I'm not 100% on that... If it goes by the range system that SP has going for % ranged attacks, it could be this. If not, then I would assume that it is range on which teleport skills go off of.
JoeTang Wrote:Since it gives a "range" variable, rather than a hit box, it's likely anything linearly in front by 150 pixels, so similar to what [MENTION=10352]Zerard[/MENTION] posted, though the vertical height is speculative. It's possible it could be 150 pixels on either side, and that would make more sense. I believe it is limited to touch damage though.
thank you both, didn't know that variable worked like that.
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TagerBustah Wrote:Did you forget Self and Ally Damage Taken: -20% was added to parashock guard when activated?
Divine shield still just activates guard for 10 attacks in a row. So what is the total % that a hit will activate a guard including both skills? (i'm not a math person but if i did the math right its an equivalent to a 70% total guard rate?)
Oh wow, I didn't even notice that change. Good eye!
I'm not one to do the math for that kind of a calculation. Divine shield's "guard rate" is completely dependent on how many times you get hit in the 30 second cooldown period it has. So one could have a guard rate anywhere from 20% to 100% with it, depending on the circumstances.
In my experience it is usually the only tanking ability I've actually required since...whatever patch gave it a 50% activation rate. With the exception of the new bosses who do %HP based damage, Divine does a fairly good job of blocking most of the attacks paladins take. As such, I'd still classify divine's guard separately from shield mastery's.
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RenmazuoDX Wrote:What on earth are you talking about? o,0 Im telling you that is exactly how it works right now in KMST
Compared to how it is now in GMS, this is a fairly large upgrade, made even larger by the fact that Enrage gives Rageing Slash a specialized damage boost when used specifically together which is really helpful.
Ok.. let make this clear , for me .
Raging Blow is currently deal 268% x 5 hits
After enraged , from what you tell me is 335% x 5hits (and u telling me that this 335% will not be apply for the 60% damage buff from enrage ,and also this is my first question)
Raging Blow before this patch after enrage was (268%x1.6 ) x 5 hits = 429% x 5hits but with single target
I didnt see this is a buff , unless you now are telling me that they changed the enrage 60% buff form multiple to addictive
Ok , for more specificly , new raging blow have a delay buff from 840ms > 780ms
We calculate by dpm old enrage 60000/840 =71.43
new enrage 60000/780=76.92
71.43 x 429% x 5 = 153217.35%
76.92 x 335% x 5 = 128841%
153217% / 128841% = 1.19
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I just watched a couple videos and...
WHAT THE pineapple DID THEY DO TO MY BOWMASTER
WIND ARCHERS ARE MORE BOWMASTER NOW THAN FRIGGIN BOWMASTERS
Most of the new skills don't make any freaking sense, especially when thrown together into this total mess that Bowmasters have suddenly become. :/
Are we a mobbing class now? Single target DPS? Are we supposed to use that chain to suicide into stuff that might one-shot us? What the hell are we now? I don't even feel any sort of theme from these new skills besides random arrow spam, as in no real sense of skill progression.
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cgy0509 Wrote:Ok.. let make this clear , for me .
Raging Blow is currently deal 268% x 5 hits
After enraged , from what you tell me is 335% x 5hits (and u telling me that this 335% will not be apply for the 60% damage buff from enrage ,and also this is my first question)
Raging Blow before this patch after enrage was (268%x1.6 ) x 5 hits = 429% x 5hits but with single target
I didnt see this is a buff , unless you now are telling me that they changed the enrage 60% buff form multiple to addictive
Ok , for more specificly , new raging blow have a delay buff from 840ms > 780ms
We calculate by dpm old enrage 60000/840 =71.43
new enrage 60000/780=76.92
71.43 x 429% x 5 = 153217.35%
76.92 x 335% x 5 = 128841%
153217% / 128841% = 1.19
what he's saying is:
raging blow alone: 268% *5
raging blow with enrage: 335%*5*1.6
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