[1.2.279] Skill tables of all changed skills
#41
Nothing about the Battleship? I recall reading about some change in it o_0
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#42
exGenre Wrote:Nothing about the Battleship? I recall reading about some change in it o_0

Formula change = not in wz files.
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#43
Stereo Wrote:The difference in Mages boss ability is not even as large as the difference in their training ability.

When mages talk about exp/hour, I see numbers roughly 2 to 3 times what I get (up to about 4x for 1hkoing Mages). On the other hand, when I see dps figures on bosses, I'm similarly ahead by about 2x as much damage.

If every other class can train for 3 times as long, you can spend 3 times as long on bosses. It won't kill you to take 45min to kill Papulatus.

But as you very well know that's not the issue. I love spending 8-10 min to kill Papulatus and Pianus, and kill plenty, as evidenced by hundreds of screenshots floating around various forums. Plenty of ArchMages enjoy soloing bosses, but the problem is not those we can solo, it's with those we can't. It's finding a way to make ArchMages an asset or at least a contributing class rather than a liability or a luxury at bosses like HT, Zakum, and Pink Bean.

I'm glad the problem is addressed now Tongue. Oh, and if the differences are as you say, then that means Paladins should get balancing upgrades as well, as they have.
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#44
FrozNlite Wrote:But as you very well know that's not the issue. I love spending 8-10 min to kill Papulatus and Pianus, and kill plenty, as evidenced by hundreds of screenshots floating around various forums. Plenty of ArchMages enjoy soloing bosses, but the problem is not those we can solo, it's with those we can't. It's finding a way to make ArchMages an asset or at least a contributing class rather than a liability or a luxury at bosses like HT, Zakum, and Pink Bean.

I'm glad the problem is addressed now Tongue. Oh, and if the differences are as you say, then that means Paladins should get balancing upgrades as well, as they have.

Sounds more like you're complaining not for you to be stronger, but for bosses specifically designed for mages.
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#45
Takebacker Wrote:Sounds more like you're complaining not for you to be stronger, but for bosses specifically designed for mages.

I'm pretty sure none of us would mind that at all.
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#46
Is this the final rebalance, or is there more to come?
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#47
Tikey Wrote:
Takebacker Wrote:Sounds more like you're complaining not for you to be stronger, but for bosses specifically designed for mages.

I'm pretty sure none of us would mind that at all.

And make some for low HP classes too. Rolleyes
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#48
Would be cool if they added more high avoid low damage bosses and mobs (or high avoid and good exp/hp ratio bosses/monsters), but yeah we can all dream. Although it doesn't affect me, the change in the snipe tables was a pretty smart move in my opinion. It makes the skill slightly less worthless at any given higher level. I know, I initially was going to praise the changes but when it comes down to it the skill is virtually completely useless until it's down to level 10 or so, at which point they're already even again.

edit: dammit I'm starting to sound like the other high leveled marksmen around here. Goggleemoticon
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#49
Hotshot Wrote:Would be cool if they added more high avoid low damage bosses and mobs (or high avoid and good exp/hp ratio bosses/monsters)

Yes what this game really really needs is more bosses that ranged characters are superior at
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#50
Stereo Wrote:Yes what this game really really needs is more bosses that ranged characters are superior at

A multiple boss fight like CWK, but with the enemies more differentiated like this could work. Like a high avoide low damage one, a low avoid high damage, weak to all elements yet resistant against physic, a flying one, etc...

Ranged would be good for the flying/warrior one, warriors can tank, Mages can take care of the physic one, they can be mobbed for mobbing classes...

But of course, nobody seemed to think about it yet :p
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#51
bio9205 Wrote:Is this the final rebalance, or is there more to come?

Im preety sure its the last one
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#52
solarboy Wrote:Im preety sure its the last one

There's nothing to support this and it's very likely that there will be more due to the magic formula change amongst other things.
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#53
Alloy Wrote:A multiple boss fight like CWK, but with the enemies more differentiated like this could work. Like a high avoide low damage one, a low avoid high damage, weak to all elements yet resistant against physic, a flying one, etc...

Yeah, that's one way to go about it. CKPQ is nice because the melee/elemental classes can go attack 3 bosses while the ranged characters kill Margana. Of course most runs have more ranged attackers so the Mage dies first and then the rest are taken down one by one, but it doesn't have to be like that. Eg. if the bosses didn't just have minor summons, they had major ones - actual minibosses that took effort to defeat, for reasonable rewards - then mobbing attacks would be useful in general.

Splitting up the rewards so you can't get the "bonus" without killing all 4 helps, I know most people don't even bother with Targa because Scarlion's so much easier, and would probably skip Rellik just for general pain-in-the-ass antics if it wasn't necessary.
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#54
CWKPQ would be even more epic if they had the pirate boss fly around the room on a battleship. Flying bosses are much more a pain i think. and MoN selling would be a lot harder lol
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#55
Anyobdy notice that back in KMST 1.2.276, that they changed the lvl requirements and base attack of some of the guns and knuckles?
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#56
Moonlapse Wrote:Anyobdy notice that back in KMST 1.2.276, that they changed the lvl requirements and base attack of some of the guns and knuckles?

More interested in the 2 to all stat 2 w.att belt.
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#57
Moonlapse Wrote:Anyobdy notice that back in KMST 1.2.276, that they changed the lvl requirements and base attack of some of the guns and knuckles?

They're all one of a kind/trade limited, though...strange.
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#58
Takebacker Wrote:More interested in the 2 to all stat 2 w.att belt.

So in this patch, Guitar Guy came back (the one that gave that 18 to all hat with music notes) except this time he wants guitar picks. To get them, you need to exchance winter points. You get 100 winter points per town quest, which were added as well. They're all basically 'collect X number of Y', they're quest items. You can repeat a town quest every 30 mins. I think 2010 winter points = 1 guitar pick.

The belts are something you can get from him, but everything he sells expires except the Clean Slate and Chaos Scroll. (yay hourglasses)

Phoenix Wright Wrote:They're all one of a kind/trade limited, though...strange.
Those items can be gotten from quests. The ones that are time-limited are just overpowered weapons that last for a week. You get them from a quest from Cassandra. There are some for every class. The ones that don't expire, iirc, have durability. There are also versions of these for every class, I think.
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#59
some of the weapons are premium road versions, they disappear when you log out and stuff.
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#60
Kind of necro but, Fire Arrow at level 4 hits 2 monsters but at level 5 hits 1?
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