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Lasten Wrote:It's definitely rolling spin. I don't see how he's able to do that much damage, but if he's hitting that much with a 280% skill, we can expect much more from other classes.
There is something interesting...
his rolling spin damage vary from 110k to 210k non-critical
his rolling spin damage vary from 140k to 300k critical (it's weird....why the range is so large??)
his body pressure damage vary from 36k to 100k critical
his fenrir did 510k critical per hit
at video 1:02, his body pressure hit 42876 non critical, so I think his damage range =
42876/1.5(ice weak)/1.45(snow charge) = 19713 (since body pressure ratio is 100%)
if this is his lowest damage range, it means his damage range is around 19713~21903
but why can he hit 21k non critical at a 280% skill?? (21903*1.5*1.45*2.8= 133k only)
I think maybe rolling spin damage ratio is not 280%? or there is still something special on this skill?
And also critical damage does not look like additive +45%??
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youngtse Wrote:There is something interesting...
his rolling spin damage vary from 110k to 210k non-critical
his rolling spin damage vary from 140k to 300k critical (it's weird....why the range is so large??)
his body pressure damage vary from 36k to 100k critical
his fenrir did 510k critical per hit
at video 1:02, his body pressure hit 42876 non critical, so I think his damage range =
42876/1.5(ice weak)/1.45(snow charge) = 19713 (since body pressure ratio is 100%
if this is his lowest damage range, it means his damage range is around 19713~21903
but why can he hit 21k non critical at a 280% skill?? (21903*1.5*1.45*2.8= 133k only)
I think maybe rolling spin damage ratio is not 280%? or there is still something special on this skill?
And also critical damage does not look like additive +45%??
Body Pressure has a incredibly unstable damage, not affected by Mastery.
I believe the huge damage range of Rolling Spin comes from hitting multiple enemies, so the damage is spread out across them, just like any other non-finisher Aran skill.
It all fits together when you assume the max range of the Aran is 250 (the highest I saw)/2.8 = roughly ~90k (ignoring PDrate and defence for the moment)
90/2+250= 295k on criticals
which is roughly what we're seeing, right?
And the Fenrir was 700*2 after criticals, so 90*7 = ~630k
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Apparently, the 173 f/p archmage soloed zakum in 35 minutes after the revamp:
*can't really tell since even when translated, the sentences are hard to understand*
http://www.insoya.com/bbs/zboard.php?id=...2&no=12651
4 seconds from the fight: http://channel.pandora.tv/channel/video....all&page=1
290k - 360k paraylze
From a live translation, he's especially thankful for elemental reset.
Darn...hope AristosMS on youtube would upload some vids from pandora.
It seems that it can be done from the channel.
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Skill Description Wrote:Description potential runaway dragon force or one of them ever attacked a defense neglected his physical strength is exhausted by a certain amount. Ignore the effect of defense, including the boss is applicable to all the monsters.
I'm literally banging my head against the wall on this one
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Fiel Wrote:Not in the data. That would be an EXE kind of thing.
If skills are a cirtain type of variable as of most games that use small bits, the maximum may be either 99 or 255.
Sometimes in cirtain games, small variables may not even go beyond 99.
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Random_Overlord Wrote:If skills are a cirtain type of variable as of most games that use small bits, the maximum may be either 99 or 255.
Sometimes in cirtain games, small variables may not even go beyond 99.
It isn't a question about memory limits, it's a question about what the game developers consider over powered. Given what they did to Avenger and Corsairs, I wouldn't expect limits.
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Fiel Wrote:I have added 5 levels beyond the maximum level in the Korean Skill Tables. I've also fixed some bugs regarding strings too.
Can we see some aran changes there too? As far as I can tell, you only did it for adventurers and not arans.
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Abysseon Wrote:Apparently, the 173 f/p archmage soloed zakum in 35 minutes after the revamp:
*can't really tell since even when translated, the sentences are hard to understand*
http://www.insoya.com/bbs/zboard.php?id=...2&no=12651
4 seconds from the fight: http://channel.pandora.tv/channel/video....all&page=1
290k - 360k paraylze
From a live translation, he's especially thankful for elemental reset.
Darn...hope AristosMS on youtube would upload some vids from pandora.
It seems that it can be done from the channel.
Yeah, definitely playing LOLFP once this patch hits GMS. And obviously Elemental Reset is a godsend, especially at Zakum. Let me tell you, Opachu (the Ice mobs that split into two and are immune to all but Holy magic) are no longer a peach with the skill + AoE Paralyze  .
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FrozNlite Wrote:
Yeah, definitely playing LOLFP once this patch hits GMS. And obviously Elemental Reset is a godsend, especially at Zakum. Let me tell you, Opachu (the Ice mobs that split into two and are immune to all but Holy magic) are no longer a peach with the skill + AoE Paralyze .
Elemental Reset + Immune to X Monster = 1 damage. Or was that changed recently?
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JoeTang Wrote:Elemental Reset + Immune to X Monster = 1 damage. Or was that changed recently?
I think that was fixed. In gMS. A while ago.
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So Combat Orders works only on 3rd and 4th job skills right? Because if you can get level 15 Wings as a gunslinger, you would just fly across the map until its canceled
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66alex66 Wrote:So Combat Orders works only on 3rd and 4th job skills right? Because if you can get level 15 Wings as a gunslinger, you would just fly across the map until its canceled
Keep in mind that +5 was an arbitrary cap set by Fiel. +2 is a much more likely cap.
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Dusk Wrote:Keep in mind that +5 was an arbitrary cap set by Fiel. +2 is a much more likely cap.
I agree, I'm almost certain the cap will be +2.
It's the most logical option, equips that add to skills will have their uses when a Paladin isn't around, which will probably be 99% of the time after bandwagoners realise Paladins don't fare particularly well on the damage ladder.
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FrozNlite Wrote:
Yeah, definitely playing LOLFP once this patch hits GMS. And obviously Elemental Reset is a godsend, especially at Zakum. Let me tell you, Opachu (the Ice mobs that split into two and are immune to all but Holy magic) are no longer a peach with the skill + AoE Paralyze .
lol yea i might actually forget playing my BM and just gear my mage back up! really a pain though with the acc formula+getting new low-luk stuff for % scrolls...it's alot of work =/
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66alex66 Wrote:So Combat Orders works only on 3rd and 4th job skills right? Because if you can get level 15 Wings as a gunslinger, you would just fly across the map until its canceled Edit: Nevermind.
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Zacairga Wrote:It works for Assassinate, Boomerang Step, and Greed at LEAST for Shadowers, so I'm gonna go out on a limb and say that it does work with 4th job skills.
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Hmm... ACB in the video didn't look as fast as I expected it to be.
Looks like ACB gets capped at 100 hits/min (600ms delay).
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kirayamato26 Wrote:Hmm... ACB in the video didn't look as fast as I expected it to be.
Looks like ACB gets capped at 100 hits/min (600ms delay). 
Is it not fast enough already? I'm not too sure how quick the differences are after the changes as I do not have a Paladin, pity I haven't been able to get that far. Since you are one yourself, could you give a rough explanation on why 600 ms was not fast enough? (eg. was it faster before? or slower but no noticeable difference after the 'improve'.)
After watching the Paladin video posted in this thread, I am quite sure Holy Hammer's cooldown was 20 secs, coupled with a maxed Combat Orders. As such, Paladins will not have to worry about the increase to 40 secs.
Sounds very familiar to what NexonKorea did to Shadowers, nerfing skills and then introducing shadow partner to counter balance the nerf. Not that it doesn't have net positive effects ... but overall I still think it was an unorthodox method.
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ACB is already ridiculously powerful for a mob skill, and 600 ms is BoT speed. The range isn't bad as far as Warrior skills go. I'm not sure what more you could ask for.
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Meeru Wrote:Is it not fast enough already? I'm not too sure how quick the differences are after the changes as I do not have a Paladin, pity I haven't been able to get that far. Since you are one yourself, could you give a rough explanation on why 600 ms was not fast enough? (eg. was it faster before? or slower but no noticeable difference after the 'improve'.)
After watching the Paladin video posted in this thread, I am quite sure Holy Hammer's cooldown was 20 secs, coupled with a maxed Combat Orders. As such, Paladins will not have to worry about the increase to 40 secs.
Sounds very familiar to what NexonKorea did to Shadowers, nerfing skills and then introducing shadow partner to counter balance the nerf. Not that it doesn't have net positive effects ... but overall I still think it was an unorthodox method.
The delay of the skill is 600ms, the old delay was weapon speed (810ms).
Though, the delay is the animation delay if I remember correctly, so the animation itself could finish before the actual attack, which would mean that the skill is still at weapon speed (what it seems like from the video).
Dusk Wrote:ACB is already ridiculously powerful for a mob skill, and 600 ms is BoT speed. The range isn't bad as far as Warrior skills go. I'm not sure what more you could ask for.
The thing is, if it actually is capped at 600ms, and the 600ms is indeed the skill cast time, not the animation time, it would mean that every weapon that is normal 6 or faster would have the same cast time with ACB, and I'm sure that anyone can see what's wrong with this.
The range... eh, it's 180 fixed, instead of weapon reach + 200 splash (beginning of KMST tweaks), it's adequate, yes, but I feel that it is kind of short for a skill that hits 6 monsters (Brave Slash has around the same range), 200-ish fixed would be more logical IMO, but it shouldn't really matter with Rush anyways.
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