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Corsairs still need to be tweaked as well. Rapid Fire is stronger than Battleship Cannon, which is just plain stupid. I don't like how they changed our mobbing skill targets either. Ice Splitter hits 4, Battleship Torpedo hits 6, and Air Strike hits 10 (with an unusable 20 second cooldown). They should leave Air Strike as it is currently (5 second cooldown/6 targets) and make Ice/Flame hit 6 targets again. If they make these changes then I'd say they're set.
It would also be nice if they reduced the cooldown on that dice skill to make it more practical. 180 second duration and cooldown would be nice.
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Just curious, but do thorns and SE stack in any way now? Like, Thorns gives 10% chance at 15% more crit damage, and SE 15% chance at 10. So is it possible that both buffs gives you 15 and 15? Or stacking completely? Just curious to know.
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Alloy Wrote:Just curious, but do thorns and SE stack in any way now? Like, Thorns gives 10% chance at 15% more crit damage, and SE 15% chance at 10. So is it possible that both buffs gives you 15 and 15? Or stacking completely? Just curious to know.
doubt it.
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There must be something wrong with Angel Ray's range..
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ShiKage Wrote:I don't get it. What?
Original: 810%
First change: 560%
New change: 560+120= 680%
We're still being nerfed 30%
Bribery Wrote:It would also be nice if they reduced the cooldown on that dice skill to make it more practical. 180 second duration and cooldown would be nice. I'm pretty sure the cooldown there is now is 2 minutes, since the cooldown starts when you use the skill, 5 minutes (CD) - 3 mins (boost time) = 2mins between skills.
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vx-2 Wrote:THERE'S HOWEVER 1 THING THAT I DUN GET IT: THEY NERFED THE SE (CRIC DMG DOWN TO 10% FROM WILD HUNTER AND BOAST THE SE OF HUNTERS... does that mean the string of wild hunter is completely seperated from the normal SE from hunter?
Yes. Every single skill is separate across all job classes. Nexon can buff Venom for Shadowers and leave Night Lord's Venom untouched.
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I starting to like these changes more and more... *-*
I'd like to know Fiel, from where did you get the new skills animations/effects? I can't wait to see the rest of them.
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Saint Wrote:There must be something wrong with Angel Ray's range.. lolololol
Just came to my mind. Could it be that they accidentally put Shining Ray's range into it? Cause aesthetically it makes no sense at all... that would be like giving Flash Fist's range to Dragon Strike.
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Hoping paladins r better now...__;
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Yorckie Wrote:I starting to like these changes more and more... *-*
I'd like to know Fiel, from where did you get the new skills animations/effects? I can't wait to see the rest of them.
All of the effects are stored in the client. I prepatch my client with my customized patcher and extract the effects thanks to a nifty program a friend made for me.
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2010-06-21, 10:54 PM
(This post was last modified: 2010-06-22, 05:25 PM by foxtales.)
LegendGospel Wrote:I don't think Bishops are really ahead of Arch Mages now... for Big Bang get the Critical, but you got both Amp and Booster. You get a ton of other attack skills, and we got only 4 mob attack Angel Ray (currently with really stupid range unusable for training, it should get fixed). Shining Ray won't be used past 3rd job thanks to Big Bang. It's gonna be pretty much replacing Shining Ray with Big Bang and Holy Arrow with Angel Ray. We got 2 attacks D: and you also got 1 of them.
If anything, Bishops are behind. But I guess that's fine, since we got Holy Symbol. That should balance the training speed.
With Paralyze mobbing, all other skills except Big Bang become obselete. Paralyze is just barely stronger than Big Bang, but has the stun/DoT effect, but Big Bang may be more effective in a mob if misses are so common, since it will have much more stable damage. I suspect an Arch Mage training with Paralyze and Big Bang will be 10~20% faster than a Bishop training with Big Bang. However, i havn't considered summons, and Bahamut grossly outdamages an Arch Mage's, and if Crit Ring's are still useable, Bishop will have another clear advantage. If we factor in Holy Symbol, and maybe even Sharp Eyes, an Arch Mage falls far behind a Bishop.
Without a doubt, Arch Mages are in fact behind in both training speed, and 1v1 capabilities compared to Bishops. However, I'm sure Nexon, the smart people that they are, will see this mistake and rectify it before making these changes official.
Also a question, does Angel Ray actually hit behind and in front? Or is that total range meant to project forward only?
*didnt see paralyze was nerfed damage wise. though it only contributes to my point
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Fiel Wrote:All of the effects are stored in the client. I prepatch my client with my customized patcher and extract the effects thanks to a nifty program a friend made for me.
That's amazing! I really admire your knowledge using this stuff and the time you take to inform us.
Do you have any estimation about when you'll be able to finish the ENG Revamp thread with the animations? (Not trying to rush or bother you). >_<
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Yorckie Wrote:That's amazing! I really admire your knowledge using this stuff and the time you take to inform us.
Do you have any estimation about when you'll be able to finish the ENG Revamp thread with the animations? (Not trying to rush or bother you). >_<
Probably sometime in the next few weeks. My scripts are such that once I have them updated for the new KMST stuff that I can extract completely new skill changes of all tables within about 15 minutes even if they change all of the skill tables in one patch. What takes the longest, believe it or not, is not the animations. It's all of the variable names. I have to figure out what poorly named variables like "x, y, z, u, v, w" mean and that's what takes so long. Otherwise, if they kept everything more consistent I'd be able to go much faster.
These new skill strings only take me about 15 minutes in total to do because they're all done. The skill tables are a different story.
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I love it, fucking love the bishop update.
Now if they would make angel ray inflict slow or seal that would be tits.
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All of the [KOR] tables are updated. You can find links for them in the OP.
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now, I wonder how will SE +30% dmg back to BM's dmg again ..... @_@
with Bow Mastery has been lowered.... got to be intriguing...
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Fiel Wrote:Probably sometime in the next few weeks. My scripts are such that once I have them updated for the new KMST stuff that I can extract completely new skill changes of all tables within about 15 minutes even if they change all of the skill tables in one patch. What takes the longest, believe it or not, is not the animations. It's all of the variable names. I have to figure out what poorly named variables like "x, y, z, u, v, w" mean and that's what takes so long. Otherwise, if they kept everything more consistent I'd be able to go much faster.
These new skill strings only take me about 15 minutes in total to do because they're all done. The skill tables are a different story.
Thank you for that vast explanation, Fiel. I really appreciate it. n_n
I'll be waiting for them~
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crap, when i see the Big Bang now, i think of the Doctor Who Series 5 Finale >.<
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Wasn't Paralyze 660% damage? It's listed as 460% in the OP now.....
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foxtales Wrote:Wasn't Paralyze 660% damage? It's listed as 460% in the OP now.....
Yeah, its damage was reduced. Ack, forgot to mention that.
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