[1.2.276] More rebalancing
#81
Bribery Wrote:Beholder's Buff was the only thing that needed changing with DrKs IMO. They have the most useful and most important party buff in the game so there is no need for them to be as strong as Heroes.


Nah Corsairs have the most useful Party skill in the game...DAMAGE OUTPUT Big GrinBig GrinBig Grin >.>

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I would like to see the charges stack in much the same way Elemental Comp works for mages too. half the damage form X skill and half the damage from Y skill it could be a nice and interesting boost to use on monsters that are weak to one of your elemental and neutral to the other(cause i would assume if theyre weak to 1 and strong to the other u wouldnt be using both charges anyways.....) and since theres not a UBER HIGH ammount of bosses weak to both Lightning and Holy..(might be 0....) this doesn't reallllly have theability to be a uber nerf to the enth degree and either way is a nice increase for the class. As are the other updates, i like not making Fire arrow a mob skill @ level 1, it was a little toooo powerful i think, and i liek how it must now progress upwards. Steal is a great addition and all around upgrade, i don't really agree with the damage upgrade to it, but the effect i do and making it a mob attack is a perfect touch but if anything they should have made it weaker so ppl arnt just spaming it in cpq>.> cause 130% damage for that far range in a mob attack is... really good... thats as powerful as Slash blast for warriors baring the cast time/No Final attack. The rest of the upgrades were... meh really, 10% to an attack here... a mp reduction there... not really required anywhere.....just nice little additions

But the question im really asking... is whats the point in raising almost every attack and fiddling with them all just to make them compairable to Legend classes? Why not just reduce the Legend classes damage out-put abilities to make them on par with Adventurers? That would make more sense to me instead of changing almost every 2nd/3rd/4th job skill by upgrading them... or why dont they just upgrade EVERY main attack and mob skill by a bunch and not have to worry about having to change any Pink Beeeeeeeeeeeeen time limits or HP values... make it so we can actually deal the ammount of damage needed int he timeframe instead of changing the timeframe... im sure if everyone did like.. 15-20% more damage persecond we could down it easy.... judging by that Windia run that i saw, (thinks of Maple Warrior adding Wep atk and Matk also at Set Percentages as well as int/luk/str/dex which of corse woudl stack with Echo)
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#82
KaidaTan Wrote:I was just thinking make Berserk 225% to 240% or so. Just barely enough to make them about as strong as Heroes without SI. Why is that retarded?

Because DrKs are the supporting warrior compared with Heroes and Paladins. Paladins are being buffed up to be comparable to heroes it seems, and DrKs have their HB that ensures them places in boss runs.
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#83
The lightning charge stacking thing is good, if the elemental bonus works like comp. That means paladins' damage only on neutrals and double weaknesses with one being lightning(where they should excel) is increased because using it on a single weakness reduces the element bonus. The only double weakness of a high-leveled monster I can remember in kMS is the regrets area at time temple, plus anego in other versions.
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#84
I'm starting to be worried for Mages. It seems like KMS doesn't realize what the real problem with them is. I hope they end up reworking the magic damage formula because these updates aren't doing any justice for Mages' bossing DPS. Also, Thunderbolt really needs a damage boost to compare with Fire Arrow.

I'm loving all the Bandit changes though. I think I may have to start leveling my baby level 26 Bandit. Rolleyes
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#85
Cyanne Wrote:The lightning charge stacking thing is good, if the elemental bonus works like comp. That means paladins' damage only on neutrals and double weaknesses with one being lightning(where they should excel) is increased because using it on a single weakness reduces the element bonus. The only double weakness of a high-leveled monster I can remember in kMS is the regrets area at time temple, plus anego in other versions.

Even if it is only one weakness, 1.5*1.25*1.25=234% (holy + lit + half bonus) is more than 1.5*1.5= 225%, granted only barely Smile.
On the upside, if it does work like comp, the damage lost to resistance to (assuming all elements, otherwise you;d just use a different one...) is decreased a fair bit.
Current way of working. Holy resistant. = 1.5*.5 = 75%.
Holy + lit resistant with these changes, if it works like comp = 1.25(lit)*1.5(holy)*.75(lit res)*.75(holy res)= 105% damage, rather than 75%
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#86
Bribery Wrote:I'm starting to be worried for Mages. It seems like KMS doesn't realize what the real problem with them is. I hope they end up reworking the magic damage formula because these updates aren't doing any justice for Mages' bossing DPS. Also, Thunderbolt really needs a damage boost to compare with Fire Arrow.

I'm loving all the Bandit changes though. I think I may have to start leveling my baby level 26 Bandit. Rolleyes

Unfortunately, it's way too late for the magic damage formula to be changed. You can probably imagine the chaos that would result from that happening. Fire arrow to 180 spell attack, cold beam to 160, thunderbolt to 80, and holy arrow to 120 would've been better. The 2nd job F/P was always about hitting 1 target, now it just looks dumb.
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#87
I'm happy for Paladins and all, but I still think that some skills need a little bit more reworking. =/
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#88
At least they could raise Crusher's speed to its own speed but at lvl 1~15. -.-
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#89
Takebacker Wrote:Well first of all, i don't think there's a single buff in the game that raises ones damage that high. Second of all, i'm not really a fan of just bumping up %s, especially for DrKs. If they want to increase damage i would rather they speed up crusher rather than make it do more damage. Arans full swing double stabs insanely fast compared to crusher.
Wouldn't raising its speed just make them even more broken in 3rd job? Yenno, exactly what you said you didn't want?
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#90
KaidaTan Wrote:Wouldn't raising its speed just make them even more broken in 3rd job? Yenno, exactly what you said you didn't want?

Kind of, but DKs don't usually train with crusher.
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#91
Takebacker Wrote:Kind of, but DKs don't usually train with crusher.
Wait... what?
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#92
Fury is more useful in 3rd job than Crusher.
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#93
You'd still get a much faster Fury.
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#94
Devil Wrote:Paladins become the strongest melee characters on Neutral monsters (yes, neutral) and outdamage Hero's by 10%... So yeah, this can't be true... With Elemental weakness (Holy for example), Paladins would do 65% more damage then Hero's... This whole scenario sounds a little bit much unrealistic to me...

Heroes hit 3 targets with Brandish, how is it balanced that it does more damage per target than Blast at any number? Blast is the only single target skill for 4th job melee classes aside Buccaneers (who do need another round of buffs, unless I underestimated their previous upgrades), it should probably be stronger than BS/Brandish/Crusher.
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#95
Stereo Wrote:Buccaneers (who do need another round of buffs, unless I underestimated their previous upgrades).

Increased range of barr and 90% stance is a s'hit upgrade compared to what every other class got.
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#96
Cyanne Wrote:Unfortunately, it's way too late for the magic damage formula to be changed. You can probably imagine the chaos that would result from that happening. Fire arrow to 180 spell attack, cold beam to 160, thunderbolt to 80, and holy arrow to 120 would've been better. The 2nd job F/P was always about hitting 1 target, now it just looks dumb.

This. Its just what i was thinking about before. They wont do any changes to the magic formula simply because Evan was built on the actual one. If they changed it to make it stronger they would have to recalculate all Evan's skills again, and it's been little less than 2 weeks since it was just released.

I think it's fair Paladis are stronger than Heroes on single targets, however, if what devil said about they being as strong as bowmaster on NEUTRAL monsters is true then it is way too much. Heores will be the ones asking for a rebalance then just to get into boss parties and thats not balanced at all. Tongue

Still waiting for a stronger Panic / Coma and Party Enrage.
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#97
Cyanne Wrote:Unfortunately, it's way too late for the magic damage formula to be changed. You can probably imagine the chaos that would result from that happening. Fire arrow to 180 spell attack, cold beam to 160, thunderbolt to 80, and holy arrow to 120 would've been better. The 2nd job F/P was always about hitting 1 target, now it just looks dumb.

byakugan Wrote:This. Its just what i was thinking about before. They wont do any changes to the magic formula simply because Evan was built on the actual one. If they changed it to make it stronger they would have to recalculate all Evan's skills again, and it's been little less than 2 weeks since it was just released.

*sigh* I forgot about that. Oh well, at least Evans have a useful party buff so their damage won't really matter, but Arch Mages really need a bossing damage boost. Maybe Nexon could come out with an "Onyx Apple" equivalent for mages that gives the same kind of boost that Onyx Apples give to physical classes.
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#98
Bribery Wrote:*sigh* I forgot about that. Oh well, at least Evans have a useful party buff so their damage won't really matter, but Arch Mages really need a bossing damage boost. Maybe Nexon could come out with an "Onyx Apple" equivalent for mages that gives the same kind of boost that Onyx Apples give to physical classes.

500 m.att pots would be ridiculous for a number of reasons.

The magic damage formula being reworked isn't just because of the evan v mage thing. It's a s'hit load more than that.
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#99
Bribery Wrote:*sigh* I forgot about that. Oh well, at least Evans have a useful party buff so their damage won't really matter, but Arch Mages really need a bossing damage boost. Maybe Nexon could come out with an "Onyx Apple" equivalent for mages that gives the same kind of boost that Onyx Apples give to physical classes.

I doubt it's hard to change the current Onyx Apple's +100 mAtk into +150% mWatk (1000 magic attack would become 1500).
Raw numbers, like + 500, would cause chaos for low leveled mages.
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Hazzy Wrote:I doubt it's hard to change the current Onyx Apple's +100 mAtk into +150% mWatk (1000 magic attack would become 1500).
Raw numbers, like + 500, would cause chaos for low leveled mages.

Just like how onyx apples cause chaos for low leveled weapon classes?

Making a % increase would mean that regular +m.att pots would stack with it though...
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