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Alloy Wrote:Yeah, that's the feeling... But making Night Lords be particular on their own way is another option. Everyone happy then.
give them (and DB's) back their exclusive FJ. Bandits dont need that shiz. DB's i see were a near-perfect marriage of the two classes. i can understand the reasoning behind this decision in that trying to tie all three together with one move like most of the other classes have at least one skill thats synonymous between all the branches, but FJ should have stayed exclusive to NL's. Maybe giving bandits alchemist would've been better IMO.
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iFrancisco Wrote:Oh ok, thanks. Where is the 1.4 coming from, or is that just a new thing with the formulas now? Either way, that looks to be a pretty siginificant increase over what we already have currently.
It's just a thing with the new formulas, I think it's 1.3 for daggers though if I remember correctly. Min is 0.7*max with maxed mastery.
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I welcome the Flash Jumping-ness for Bandits. Though I'd prefer to have it removed in favor of a "Double Jump" and have that included to Hermits.
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I can foresee a complete set of key changes in my keyboard, hmm..since I'm an extremely old gen player whom still sticks with ctrl+alt keys.
Posting Freak
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Meeru Wrote:I can foresee a complete set of key changes in my keyboard, hmm..since I'm an extremely old gen player whom still sticks with ctrl+alt keys.
I never understood how you people play with like 3 keys.
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Cactuar Wrote:Dagger's is thought to be 1.4 x (4 * LUK + DEX + STR) * (WATT/100).
Oh. God. The little str bandit in me is weeping with joy. Will that 10% increased damage done debuff actually make Disorder useful?
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Dusk Wrote:I never understood how you people play with like 3 keys.
Cause it's how we learned and it works. Kind of like how I was trained to hold a pencil between the wrong fingers, but for the life of me I can't change my muscle memory of it. Even if not most practical, it still works.
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Meeru Wrote:I can foresee a complete set of key changes in my keyboard, hmm..since I'm an extremely old gen player whom still sticks with ctrl+alt keys.
I'm "old gen," unless you mean "beta only" players. I never did like using Control or Alt as keys. They always bothered me, especially with the stupid f'ucking windows key right next to the alt key and that other crap. I know those things can be disabled, but I switched between computers a lot so I always switched to using space bar for jump and wasd-area keys for skills.
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What I have always done (relatively old generation) was have jump as alt, have my main attack as shift, and a mob skill on space. This means that my strafe is on shift, Pierce on space, and blizz on the ctrl button. Anyways, slightly off topic.
Anyone have a clue what this new skill "dodge" in 3rd job archers and "Marksmanship(?)" in 4th job MM do, since I want to know if I should start saving 10 points for the latter.
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is their a difference in statless characters then o.o?
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Anyone think there'll be a difference between STR & LUK Dagger formulas? Or critical-ness?
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What does the windmill skill for hermits do? Any videos of it would be naise
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ShiKage Wrote:I'm "old gen," unless you mean "beta only" players. I never did like using Control or Alt as keys. They always bothered me, especially with the stupid f'ucking windows key right next to the alt key and that other crap. I know those things can be disabled, but I switched between computers a lot so I always switched to using space bar for jump and wasd-area keys for skills.
Haha. I did suffer the consequences in the beginning, including the (shift) sticky keys, died a couple of times for sure. But I disabled all of them, it is working fine now. I contemplated on switching into what seems like the 'current' key scheme, taken from several friends feedback in their experience in playing. I guess I wasn't spending as much time in maple to get used to is so I thought, why change something if its not broken and stuck with it.
I tried looking at some old screen shots I had when my Bstep was in the low level range, I was probably doing 6-8 k per hit? Very pale in comparison after the revamp.
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I'm starting to wonder who is gonna get Resistance first besides KMS?
GMS, MSEA are fast patchers...
JMS lost its record :O
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Most likely Taiwan MS. They are updating so fast it is unhealthy: they even have the mechanist data in their last patch!
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Shadowers are really impressive but I don't think Dual Bladers are going anywhere. Thorns and Flash Bang make them more useful for bosses. Not sure, but I think Chains of Hell would still outdamage Assassinate too.
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bout that time for some magician revamps '__'
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Cheesecake Wrote:bout that time for some magician revamps '__'
They're close to.
They can see how effective big bang was by just by allowing it to hit 5 times per cast.
Come on nexon, just apply that concept to the main attacking skills. ):
Then give big bang elemental properties/make summons more effective and you're done.
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Abysseon Wrote:Then give big bang elemental properties/make summons more effective and you're done.
Absolutely not. Big Bang needs to stay 100% neutral.
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Eosian Wrote:Absolutely not. Big Bang needs to stay 100% neutral.
Not really.
Due to the blizzard cooldown, I/L will need a new freezing/mob control skill in 4th job
and changing big bang to an ice attribute fulfills that role.
Bishop's can stay neutral due to lack of elemental reset.
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