[1.2.318] [KOR] Adventurer Skill Revamps
im wondering how defense plays into dmg. If it is significan't delaying stance to get some points into -30% def might be worth it
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Hazzy Wrote:Latest kMST added Dark Purple Fury. kMS has this same sprite. Unless I missed a kMST patch.

Cyanne Wrote:It says updated to kMST 1.2.326 at the top.

Touche. I didn't even read it, just needed to know which version it is for future reference.

On a side note, DKs get the lolMagicCrash now?
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Fire Demon Lv. 30 Translation:

"MP 35 consuming and the maximum 6 people to inside 290% unknown and 15 initial motions per 1 second 110% continuous damage, being damaged more in 15 first edition anger attribute magic."

I'm hoping the "more damage to anger attribute magic" means the Demons were changed with respect to the summon switch.
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donovan Wrote:Was CL reduced to 2 mobs?

Launch of the current target pressure. Chain Lightning is applied to the probability of additional critical targets have been around other people if you add up to 2 damage, but damage is reduced.

No mention of 3 in the skill description, or the level ups.

The only other possibility is that they removed the mob cap and allowed it to hit 2 times :\

Or I'm reading it wrong.

The skill description says it can hit up to 2 additional targets.
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Dusk Wrote:The skill description says it can hit up to 2 additional targets.

Hit 2 only??!!(clear me if i wrong)So now it can hit how many mobs?
Gonna lose to F/P AM. Pineapple
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Pythagoras Wrote:Hit 2 only??!!(clear me if i wrong)So now it can hit how many mobs?
Gonna lose to F/P AM. Pineapple

2 ADDITIONAL. 1 + 2 = 3.
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look like the mystery of paladin continue.....
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FrozNlite Wrote:Fire Demon Lv. 30 Translation:

"MP 35 consuming and the maximum 6 people to inside 290% unknown and 15 initial motions per 1 second 110% continuous damage, being damaged more in 15 first edition anger attribute magic."

I'm hoping the "more damage to anger attribute magic" means the Demons were changed with respect to the summon switch.

I’m pretty sure that’s the case; the description on Ice Demon clearly says something about turning monsters into ice weaks, so Fire Demon is probably creating fire weaks, but that still doesn’t help it any; unless I’m missing something very important, I can’t foresee a single case where I’d use Fire Demon instead of Paralyze now, since they have the same range but Paralyze is better in every aspect.



Also, I was reading through the F/P skill tables, and something funny about Infinity’s description caught my eye, but it doesn’t show if you translate it to English.

4초마다 HP와 MP 10%씩 회복, 4초마다 모든 공격 마법의 피해 10%씩 증가

Now, it is known that Infinity recovers HP and MP by 10% every four seconds, but notice how the “four seconds” part is repeated when it is talking about the 10% increase in power. If the buff lasts a whole forty seconds, why would the part talking about an increase in magic power need a “four seconds” tacked onto it? I’m just speculating here, but this makes me think that what Infinity does is increase your power by 10% every four seconds while it’s activated.
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Fixed some variables not showing properly. Some of the strings say that there's an mpCon variable, but no such variable exists in the data. Sooooo.... it should be glitched for KMSers too.
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Could it be possible to list the skill delay next to Brave Slash?

It's been changed around so much that I've lost track of what it is now.

Is it back to 1050ms?

Thank you for laboriously updating this thread, Fiel.
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Holy crap.

I am in LOVE combat orders. 75% extra HP/MP from hyperbody? Hell yes.

Also, alot of the unnecessary nerfs we saw Nexon do suddenly make sense. Because combat orders bumps the abilities back up to where they were beforehand.

Also 60% damage with all attacks on shadow partner with Combat Orders.

And did anyone else notice that with Combat Orders, regular Combo Attack goes up to 6 orbs? (the lvl 70 version with no advanced combo)
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So teleport mastery is a active skill now?
Coz i saw a bishop use it. :f6:
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I'm seeing the new description for Demolition. The translation of "---MP 50 소비, 410% 데미지로 8번 공격, 대상의 물리 방어율 20% 무시---" says:

--- MP 50 consumption, 8 times, attacked with 410% damage, ignores 20% of the target's physical ERA ---

The 20%, is this applying to the damage reduction we encounter at bosses so Buccaneers just about ignore all of the boss's flat damage reduction, or it means only 80% of the boss's defenses is applied in reducing damage done to them?
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LiquidSwing Wrote:Holy crap.

I am in [b]LOVE[/b combat orders. 75% extra HP/MP from hyperbody? Hell yes.

Also, alot of the unnecessary nerfs we saw Nexon do suddenly make sense. Because combat orders bumps the abilities back up to where they were beforehand.

Also 60% damage with all attacks on shadow partner with Combat Orders.

And did anyone else notice that with Combat Orders, regular Combo Attack goes up to 6 orbs? (the lvl 70 version with no advanced combo)

This thread says only 4th job skills are affected by Combat Orders. Why did Fiel add 5 extra levels for everything? o-o

Pythagoras Wrote:So teleport mastery is a active skill now?
Coz i saw a bishop use it. :f6:

It uses MP and its skill ID says it's active. How does that work out? o-o Is it like a second teleport skill that does damage?
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Hazzy Wrote:This thread says only 4th job skills are affected by Combat Orders. Why did Fiel add 5 extra levels for everything? o-o

Dunnoe?

It uses MP and its skill ID says it's active. How does that work out? o-o Is it like a second teleport skill that does damage?
I saw a bishop cast it by clicking that skill.

BlushTongue1
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i wanna see what happens on a negative mp usage. gain mp? o_O
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Hazzy Wrote:This thread says only 4th job skills are affected by Combat Orders. Why did Fiel add 5 extra levels for everything? o-o

Beats me. Seems that the Potential system can cause equipment to increase the skill level of any skill though:


Pride Wrote:Possible stats for certain items:
Hats - Chance of showing an Emotion when hit, Stats, Stat %, Accuracy, Avoidability, W.DEF, M.DEF %, Chance of recovering HP/MP, Ignore monster's attack/damage.
Face accessory - Stat %, Accuracy, Avoidability, W.DEF, M.DEF %, Recover HP/MP per second, Max HP/MP
Eye accessory - Stat %, Accuracy, Avoidability, W.DEF, M.DEF %, Max HP/MP
Tops/bottoms/overalls - Stat %, Chance of Invincibility when hit, +1 ~2 of a skill, Chance of recovering HP/MP, W.DEF, M.DEF, Avoidablility, Accuracy %, Chance of Autosteal (No idea what this is though), +% of a potion, Reduction of a curse's duration (Seal, slow, etc.), Max HP/MP
Shoes - Stat %, W.DEF, M.DEF, Avoidability, Accuracy %, Chance of avoiding an attack, Max HP/MP
Gloves - Stat %, W.DEF, M.DEF, Avoidability, Accuracy %, Chance of recovering HP/MP when attacking, +% of a potion, Max HP/MP, Chance of Autosteal
Capes - Stat %, W.DEF, M. DEF, Chance of avoiding an attack, Max HP/MP, +1~2 of all skills
Earrings - Stat %, W.DEF, M.DEF, Avoidability, Accuracy %, Max HP/MP
Belts and rings - Stat %, W.DEF, M.DEF, Avoidability, Accuracy %, Max HP/MP
Weapons - Stat %, W.ATT, M.ATT, Total W.ATT %, Total damage %, M.ATT %, Ignore monster's W.DEF/M.DEF at a certain percentage, 20%~30% bonus damage when attacking a boss monster, Chance to recover HP/MP, All skills +1~2, Max HP/MP, Critical damage, Chance to freeze/poison/seal/slow/blind monster

Credits go to 나무그늘사이 of Insoya, and many others who provided proof.
The part about Tops/Bottoms/Overalls giving a "+1 ~2 of a skill"...seems a little inconclusive; does this only include 4th Job skills? It's possible it may work for any skill...

Either way, that would mean at least a +4 to all skills.
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Woops, nevermind.
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Of all skills? Holy pomegranate. Reading Pride's quote, I thought it added a random skill.
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Hazzy Wrote:Of all skills? Holy pomegranate. Reading Pride's quote, I thought it added a random skill.

The few times it's good to be wrong. Pally's only need 2 of their equips to give this bonus and all I can say is 'woah' They'll be un-fucking-stoppableGlitter and I'm looking at infinate rez too that's nuts
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