[1.2.327] Edelstein
Bandit:
- Assaulter's damage reduced from 290% to 280%
- BoT's range increased by 90 pixels behind you (10 --> 100)
- Meso Explosion's damage increased from 150% to 180%
- Fake increased from 35% to 40%
- Venom's damage over time increased from 100 to 140.
- BStep's damage increased from 470% to 600%. New variable added to give +20% damage.


What the... BoT's range increased by 90 pixels? 10 Pixels was a decent distance on it's own. BoT has crazy range now. Correct me if I'm wrong, as I'm sure you all would anyways.
Holy pomegranate at the boost to BoomStep. Wooooooooow. What is this new variable? What does it do? 20% damage to what?
Reply
Kakashi Wrote:Haha wow... they made the overpowered classes even stronger and made Dark Knights even weaker. Nexon has to be run by complete morons. (waits for someone to falsely claim classes are anywhere close to being balanced)

What? They buffed Dark Knights a lot compared to what they were.
Reply
Locked Wrote:What? They buffed Dark Knights a lot compared to what they were.

Hahaha. You cannot be serious.
Reply
Kakashi Wrote:Hahaha. You cannot be serious.

The Drks in GMS are considerably weaker than the Drks that are a product of this patch.
Reply
From what I can see now, BM is basically equivalent with MM, ulti strafe = hurricane, both xbow & bow mastery 70%. The only things that seperate them both are Concentrate (constant dmg) vs. Snipe (burst of dmg), Pierce vs. Vengeance.

But so far.... I dun think we know how does vengeance work ?_? :f6: the mysterious skill.
Reply
Zacairga Wrote:The Drks in GMS are considerably weaker than the Drks that are a product of this patch.

And that has absolutely nothing to do with the skill changes. It's called the Potential system. They're weaker.
Reply
Zacairga Wrote:The Drks in GMS are considerably weaker than the Drks that are a product of this patch.

What other class isn't?
Reply
Zacairga Wrote:Holy pomegranate at the boost to BoomStep. Wooooooooow. What is this new variable? What does it do? 20% damage to what?

apparently dits work on a chain system so using multiple attacks is more beneficial than spamming, or at the very least BS, dif skill, BS. Personally I would have loved to have seen this system employed on all classes with 4+ attacks making for some very interesting training routines. Imagine using your strongest attacks first to your weakest to effectively make your first job skill marginally outdamage your fourth job ending up with a consistent amount of damage. Or starting with your first job skills and finishing off with your strongest attack like a fking ultimate doing 4x damage. :f6: that seriously sounds like a class onto it's own

As much as you'll whine about your supposed borked class you sure as hell don't quit considering it must be a waste of time to wait for nexon to fix everything and make you personally happy. Drk's are fine considering nothing has stopped them from always getting first pick at boss runs and training parties.
Reply
these skill changes are pretty unexciting to me...
i'm more interested in the mechanic class, does anyone know if they use bullets as well as guns? I mean, it's possible that they don't...
Reply
Arroz Wrote:apparently dits work on a chain system so using multiple attacks is more beneficial than spamming, or at the very least BS, dif skill, BS. Personally I would have loved to have seen this system employed on all classes with 4+ attacks making for some very interesting training routines. Imagine using your strongest attacks first to your weakest to effectively make your first job skill marginally outdamage your fourth job ending up with a consistent amount of damage. Or starting with your first job skills and finishing off with your strongest attack like a fking ultimate doing 4x damage. :f6: that seriously sounds like a class onto it's own

As much as you'll whine about your supposed borked class you sure as hell don't quit considering it must be a waste of time to wait for nexon to fix everything and make you personally happy. Drk's are fine considering nothing has stopped them from always getting first pick at boss runs and training parties.

this system would have worked wonders for buccaneers too =o
Reply
A chaining system? That sounds incredible, as if I needed any more reason to play a Bandit.

Still wish they would have just removed Ship ATT bonus but oh well.
Reply
vx-2 Wrote:From what I can see now, BM is basically equivalent with MM, ulti strafe = hurricane, both xbow & bow mastery 70%. The only things that seperate them both are Concentrate (constant dmg) vs. Snipe (burst of dmg), Pierce vs. Vengeance.

But so far.... I dun think we know how does vengeance work ?_? :f6: the mysterious skill.

The damage boost was unfortunately pretty necessary with final attack only working with u-strafe once and 500k snipe being way too low, especially with apples. Crossbow damage ranges go up around 4x with the new formula and potential system, so without criticals, u-strafe hits about 12x the damage as regular strafe does now in gMS. That's about ~480k per attack using my own MM's damage range as a rough reference, so that should be quite close to 500k considering criticals and the -25% boss damage. So yeah, snipe doesn't really help much, the extra final attacks from hurricane help way more. Also, as a reference, MMs in gMS can already break 200k on a strafe on an apple with all hits criticalling.
Reply
Kakashi Wrote:And that has absolutely nothing to do with the skill changes. It's called the Potential system. They're weaker.

That's not true. The threshold for Dark Force/Berserk functions very different after the Big Bang patch. Before the Big Bang patch, Berserk requires being BELOW a certain percent of HP. It is a huge pain to keep it active. After the Big Bang patch, Berserk requires being ABOVE a certain percentage of HP. This recent change now makes it even easier to stay above the HP threshold, making the buff almost always active.
Reply
Arroz Wrote:apparently dits work on a chain system so using multiple attacks is more beneficial than spamming, or at the very least BS, dif skill, BS. Personally I would have loved to have seen this system employed on all classes with 4+ attacks making for some very interesting training routines. Imagine using your strongest attacks first to your weakest to effectively make your first job skill marginally outdamage your fourth job ending up with a consistent amount of damage. Or starting with your first job skills and finishing off with your strongest attack like a fking ultimate doing 4x damage. :f6: that seriously sounds like a class onto it's own

Wow. Sounds sexy. I doubt I'll really change my training style because of this (I already used several skills for training anyways), but the dmg boost I'll get on SB and BoT will be really nice. Does the new variable also affect hits from Shadow Partner?

Kalovale Wrote:What other class isn't?

He said they're not. I was just clarifying it for him.

Kakashi Wrote:And that has absolutely nothing to do with the skill changes. It's called the Potential system. They're weaker.

Because a revised Berserk and a 4 hit Crusher is ENTIRELY because of the potential system, right? I guess the same could be said about Shadowers getting Flash Jump and Shadow Partner, with that logic.
Reply
Arigomi Wrote:That's not true. The threshold for Dark Force/Berserk functions very different after the Big Bang patch. Before the Big Bang patch, Berserk requires being BELOW a certain percent of HP. It is a huge pain to keep it active. After the Big Bang patch, Berserk requires being ABOVE a certain percentage of HP. This recent change now makes it even easier to stay above the HP threshold, making the buff almost always active.

Any half-decent Dark Knight could handle the 50% or less. In exchange for "easier" training Berserk is now crap.
Reply
Bribery Wrote:Lol Explosion's animation is just recycled from the Balrog summon sacks. At least it looks better than the old one.

Ditto. Overall I think those animation changes were needed, and look really nice. I'm glad Cold Beam's animation was updated, that was the one that was seriously lacking.

Duelman Wrote:I'm not talking about that one video, overpowered is overpowered. But in general it is a very strong skill
for what should be a support class, any buff is a welcome buff, especially if it keeps us up in the damage game
when comparing to other arch mages.

Sorry, but time to be justifiably pissy: Bishops should never outdps ArchMages on single target mobs. Sorry, but there's something fundamentally wrong with a class that can heal and control status ailments, not to mention resurrect 5 people every 30 minutes, doing the same damage as me when all I have to offer to others is damage boots in Meditate (which is pointless for anyone but Magicians), Maple Warrior (which everyone has), and Echo of Hero (which everyone has and only needs every 40 minutes).

I agree with Justin, ShiiKage, Nexon Korea has no clue what they're doing. At least they have Tespia where they can work all this shet out.

Bountyan Wrote:Oh, those skill updates are nice. Liking the Aran and Paladin ones. Critical damage is supposedly crap now anyway, so it's good that they're lowering critical damage but making Overswing stronger w/o Crits, I guess.

Ditto on the Aran updates. Finally Overswing's Double and Triple swing components were buffed by a substantial amount, enough to help offset the severe DPS loss from the nerf to the critical damage system. Can't wait to see what these updates mean for Arans in reality, especially when compared to other classes.

Bribery Wrote:Any Evan updates in there? *is jealous of Arch Mage boosts*

Paul didn't include them, but if you look at the Google Translated patch info page on Insoya (posted on the first page of this thread), there was clearly a change to Dragon Fury. Here's what it says:

Google Translated Patch Notes on Insoya Wrote:6. Evan's "Dragon Fury> Skill bug fixes and effects of the increase in horsepower trigger condition have been relaxed.
- MP holds a master skill is 40-95% at 42 days, you are playing Dragon Fury effect.

As we all know, "magic attack" in Korean translates as "horsepower" in English. Therefore, it appears the change to Dragon Fury is that the magic attack boost from the skill now kicks in when the Evan's MP is between 40-95%. My Evan is only Lv. 36, so I can't elaborate further from the perspective of a player who fully understands the efficacy of the change, so take it as you will. Hopefully that helps!

One final note: Lol @ Explosion changes for LOLFPs. 550% damage is getting very close to Paralyze...it looks like they're trying to give us Fire and Poison AoE mobbing skills, which is an interesting replacement for a Meteor Shower cooldown/mist training. Also, does anyone know the delay of Explosion in order to compare it to Paralyze? I'm curious to see if, on Fire-weak and Poison-neutral mobs, Explosion is the new best DPS skill for LOLFPs. It would definitely be quite a change.
Reply
Zacairga Wrote:He said they're not. I was just clarifying it for him.

Because a revised Berserk and a 4 hit Crusher is ENTIRELY because of the potential system, right? I guess the same could be said about Shadowers getting Flash Jump and Shadow Partner, with that logic.

Sorry I skipped a step. Let's do it over again.

Yes, Drk got improved overall from skill/formula/mechanic changes. Name one class that wasn't. If you can't, let's make it easier: Name one other class that wasn't improved by at least 150% damage-wise.
Let's look at Corsair, shall we?
Pre-BB: Top DPS on paper (a test subject does 14k max Cannon hit)
Post-BB: Said test subject now does 24k, per cannon shots, and it shoots 5 now, or was it 6.

Now YOU tell me an extra Crusher hit at 25% less power overall is significant.
Pre-BB Crusher: 1020%
Post-BB Crusher: 870%
Wow.
Reply
Kalovale Wrote:Sorry I skipped a step. Let's do it over again.

Yes, Drk got improved overall from skill/formula/mechanic changes. Name one class that wasn't.

I can't. Fortunately, I'm not the one saying Drks are weaker than they were before. Pick your fights better.
Reply
Zacairga Wrote:I can't. Fortunately, I'm not the one saying Drks are weaker than they were before. Pick your fights better.

You're totally missing the point, I'll just leave it at that. Read the edit if you care.
Reply
Kalovale Wrote:Sorry I skipped a step. Let's do it over again.

Yes, Drk got improved overall from skill/formula/mechanic changes. Name one class that wasn't. If you can't, let's make it easier: Name one other class that wasn't improved by at least 150% damage-wise.
Let's look at Corsair, shall we?
Pre-BB: Top DPS on paper (a test subject does 14k max Cannon hit)
Post-BB: Said test subject does 24k.

Now YOU tell me an extra Crusher hit at 25% less power overall is significant.
Pre-BB Crusher: 1020%
Post-BB Crusher: 870%
Wow.

Don't try and put words in my mouth. That pomegranate's just retarded. Nowhere did I say the increase is signifigant. Your buddy Kakashi said they're weaker than ever before, which they're not. Sorry if I can think logically enough to take the literal meaning out of someone's statement.

QQmoar, buddy.

Kalovale Wrote:You're totally missing the point, I'll just leave it at that. Read the edit if you care.

I replied before you edited. It can happen.
Reply


Forum Jump:


Users browsing this thread: 1 Guest(s)