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iAmFear Wrote:Man, I am not good at this. Hopefully this is sufficient, though. They're not in a tabular format, just values and formulas. Also they're in Chinese, because I don't have the English translations in a handy format, but I put in the IDs, so maybe you can use that to compare.
-snip-
I just went through all of them alongside Max's blog and Fiel's extractions. It seems DA's got a slight buff, with many skills using less HP, and the attack count for Shield Chasing's seems to have doubled.
I don't know what's up with that hyper either... guess it got buffed.
Nothing seems to be different with Xenon.
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One can assume for the most part that essentially all new jobs in KMS will arrive in other versions in their "fixed" state if this trend becomes apparent(post tempest)
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Arrol Wrote:Pre-nerf or post-nerf?
Pre-nerf. The values in cMS' data were the values when Xenon first hit kMS.
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I think Demon Avengers are unchanged compared to KMS. The skill tables on SP are just out of date. Thousand Sword hits 8 times in KMS and Shield Chasing hits twice.
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So.. we have 6 ring slots now?
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Razmos Wrote:So.. we have 6 ring slots now?
I'm pretty sure that's just something CMS has always had. I distinctly remember seeing screenshots of equip menus with 6 rings before.
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Ribbonpig Wrote:Pre-nerf. The values in cMS' data were the values when Xenon first hit kMS.
wait whoa wut
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Blunderr Wrote:I'm pretty sure that's just something CMS has always had. I distinctly remember seeing screenshots of equip menus with 6 rings before. Huh. well I must say, i'm very jealous.
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EvirtuaNexus Wrote:wait whoa wut
Before the kMS patch a few weeks ago, and the more recent kMSt patch which had Xenon nerfs. The values in the cMS data were when Xenon hit kMS in January.
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Ribbonpig Wrote:Before the kMS patch a few weeks ago, and the more recent kMSt patch which had Xenon nerfs. The values in the cMS data were when Xenon hit kMS in January.
Ohhh. I was trying to find the numbers on it but I couldn't find it on any of the blogs. Now, is this the one where they babyshaked multilateral?
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EvirtuaNexus Wrote:Ohhh. I was trying to find the numbers on it but I couldn't find it on any of the blogs. Now, is this the one where they babyshaked multilateral?
Here ya go.
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Ribbonpig Wrote:Here ya go.
While I was comparing them, some of the values were off. Is it based on the level 1s of the skills, or is this maximum level?
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EvirtuaNexus Wrote:While I was comparing them, some of the values were off. Is it based on the level 1s of the skills, or is this maximum level?
It's based on the max level.
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Ribbonpig Wrote:It's based on the max level.
Then it looks like they're nerfed. Blade Dancing pre-nerf was 300%, not 210%.
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Blunderr Wrote:I couldn't sleep so I decided to throw together a crude mockup of the bottom bar according to your specifications.
Hmm, now I've also thrown one together with the elements that are named 1366 in the data (with paint, no transparency):
I have the opposite problem, I can't find any place to put the 2x3 set of quick slots.
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EvirtuaNexus Wrote:Then it looks like they're nerfed. Blade Dancing pre-nerf was 300%, not 210%.
No no, it's 300% damage: 210+3*x where x is max level. So damage: 210+3*30 is 210+90=300.
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iAmFear Wrote:Hmm, now I've also thrown one together with the elements that are named 1366 in the data (with paint, no transparency):
![[Image: QvtvLpx.png]](http://i.imgur.com/QvtvLpx.png)
I have the opposite problem, I can't find any place to put the 2x3 set of quick slots.
Maybe Nexon's having the same problem. Guess this is why the 1366x768 resolution hasn't been implemented into CMS' Tespia yet
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MetaSeraphim Wrote:Alright Nexon, we can wear two pendants, six rings, let us wear two belts.
No.
So you genuinely and sincerely believe that damage cap being based on weapon is a wonderful idea and make things more balanced.
All this despite the fafnir and empress weapons being high-demand items and inaccessible to the comparatively less fortunate.
Are you mistaking such a system as a level requirement for increased damage caps? If we look at it purely on that, just character levels, instead of this loathesome weapon-based system, that actually would be a genius idea.
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It's like the TMS crit equip except a billion times worse.
Basically anyone who wants to do damage in TMS needs to have a certain equip that lets crits hit 1.5M damage, and they also need 100% crit rate to avoid doing 999999 hits.
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xparasite9 Wrote:All this despite the fafnir and empress weapons being high-demand items and inaccessible to the comparatively less fortunate.
I agree with weapons determining your character's cap being stupid as hell, but the "comparitively less fortunate" wouldn't be hitting the cap in the first place to worry about it. If you can't afford an empress weapon, you're not going to be hitting the cap in most cases. Simple as that.
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