[1.2.355] More balancing
SwordStaker Wrote:Wouldn't it be better to translate something like that if a person was both fluent in English and Korean? That way they could instead of literal terms put it in correct terms? Google translate isn't very reliable in the terms of perfect translation>.>

If you can find an English/Korean translator that would be willing to work on demand 24/7 for free to replace Google Translate, I'd be happy to meet him. While Google Translate is not perfect, it's good enough. All we need is good enough.
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Worthyness Wrote:Since Fiel is only translating the names of the skills, a "proper" translation really isn't necessary. We've all seen the names enough that we could probably identify all the skills just by the icons.

NPC/mob names are okay cause they're names for things that are fantastical and are essentially proper nouns. Google translate probably wouldn't know what to do with them, which is why Fiel would be accepting translation for those.

Fiel Wrote:If you can find an English/Korean translator that would be willing to work on demand 24/7 for free to replace Google Translate, I'd be happy to meet him. While Google Translate is not perfect, it's good enough. All we need is good enough.
Understandable. BRB lemme just fly to Korea Rolleyes
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Shouldn't they make AM's attack into multiple hit instead of just raising the power?
I've seen a video of I/L doing max damage for every hit, so it's kind of "pointless" for the power being raised? AM's will still doing max damage ._.

P.S: I know that I/L have some IMBA potential-ed equips.
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Fiel Wrote:If you can find an English/Korean translator that would be willing to work on demand 24/7 for free to replace Google Translate, I'd be happy to meet him. While Google Translate is not perfect, it's good enough. All we need is good enough.

Okay. Hang on.

*runs off to grab HighOnMushrooms*
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Tip on using Google Translate:

Many skill names are in Konglish. Plug them into the Google search bar with "translate ___" to check if there's a phonetic translation that works better than what you have. Easy check that doesn't even require knowing any Hangul.

Ex: Google translates 홀리 포커스 to "Holy Attractions." However, if you type translate 홀리 포커스 into the search bar, it will give you "holli pokeoseu," which makes it apparent that the skill should be named Holy Focus.

Also, sometimes Google doesn't translate random blocks of words. Put spaces between the words to see if they break down into anything meaningful.

Just ways to make the translator a better translator without actually learning Korean.
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Hanabira.Kage Wrote:
Okay. Hang on.

*runs off to grab HighOnMushrooms*

He doesn't know Korean at all.
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The description for Final Attack is the same description for Final Blow. It even explicitly says Polearm, and use after Triple Swing, along with the Triple Swing prerequisite.

It's quite disappointing they decided to change all the Finishers for Aran like that, as well as the mob count. A pressing issue that still exists is that Combo Tempest scales ridiculously horribly compared to Judgement. Judgement does 180% less net damage compared to maxed Tempest, but costs 100 less combo. You tell me which is more worthwhile. I guess they did view Fenrir to be overpowered, which I think it was, and is still significantly strong, especially compared to what other jobs have accessible in terms of damage, instantaneous or otherwise. I'm still confused as to what Over Swing's passive was changed to, as the notes in the OP state DamR went from 80 to 40, but the Skill Table thread states it scales up to 80% at maxed Over Swing, which is much more agreeable for me. The Full Swing table only says z% tough =[

Anyways, with this change, Arans can easily adapt to 12 Final Charge since their max mob count has been reduced to only 8, and rushing more monsters than you can hit isnt particularly useful. I'm still hoping they reraise the mob count, at the least to 10 monsters as I feel this is slightly uncalled for. As much as everyone likes to say Arans are amazing for their DPS, their real capacity is in their ability to train so efficiently with the high mob count attacking abilities. Their DPS is mediocre when compared to powerhouses like Heroes and Corsairs, in my opinion, though more research is required.

For the Aran Snow Charge, I believe the patch notes are stating that the Strings have been correctly changed to reflect the damage reduction, instead of falsly displaying 135%, as the extraction shows it still only does 100% damage.

As for damage over time, I personally tested it, and confirmed that it does do damage while you're spamming. You can easily test it yourself when Big Bang goes live. Just FRAPs yourself attacking a monster, add up all the damage you've done, and subtract that from the monster's max HP. You'll see that the amount of extra damage you would have needed to kill the monster is roughly the same as your DoT damage multiplied by the number of seconds required for you to kill the monster. I presume this update will address the issue of not being able to see the DoT damage at all, or there is another issue I am not aware of.
From what I can read of the patch notes, I believe this actual bug they are referring to is DoTs not being refreshed while continuously attacking monsters, which does exist if I recall correctly. i.e. if you spam Paralyze, I believe the DoT will not technically refresh until the old DoT runs out. This is extremely visible and noticeable with Poison Mist; monsters inside the mist will not refresh their DoTs until the original runs out, but is significantly more difficult to see for other skills since they're generally spammed. Simply put, if you Poison Breath and wait 5 seconds, and Poison Breath again, it will only last another 5 seconds instead of starting at 0 seconds and counting up to 10 seconds again. I could be wrong about this, but Fire/Poison Mages had quite a few issues in GMST that I hope were sorted out before this.

Illusion still has significant issues. It scales at such a horrible rate that Phantom Imprint is still a better skill until Illusion is at level 26. Combine that with the fact that it's still slower and weaker than Paralyze and Chain Lightning, and Evans don't have Teleport Mastery puts them at a slight disadvantage that I don't know if their higher base MATK, Dragon Fury, Imprint, and their weaker Amplification can make up for. One of the more useless additions was Dragon Sparking. At the VIIth evolution, I would expect something stronger than just Final Attack for Magicians; Final Attack scales extremely poorly for Evans since their attack speeds are slow.
I know part of the advantage of Earthquake is its 8 mob capacity, and Fire element, but it's still lower DPS than Dragon Thrust. There's still many scaling issues and useless skills such as Killing Wing that could definitely use improvement, as well as adjustment to skills like Magic Flare being so strong.

I feel that the Arrow Rain/Eruption damage buff was uncalled for, and simply restricts diversity for the classes. Prior, Inferno and Blizzard were perfectly viable builds because although they did not hit as high a mob cap, they scaled their damage for points significantly better, had elemental advantage, significantly more accessible attacking range, and did equal, or in Inferno's case, better DPS. Now, these two skills take the back seat again to Arrow Rain/Eruption, just like pre-Big Bang. They could do with something like a passive boost like Boomerang Step gives to Savage Blow, Assaulter, Band of Thieves, and Steal, or just plain increase their damage.



As for the Korean translations, we'd be better off translating it to Chinese or Japanese and having someone from this forum who can read that translate it to English than brute forcing it straight to English. Oriental Asian languages + Google Translate = gibberish most of the time because of vastly different grammatical syntax.
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JoeTang Wrote:It's quite disappointing they decided to change all the Finishers for Aran like that, as well as the mob count. A pressing issue that still exists is that Combo Tempest scales ridiculously horribly compared to Judgement. Judgement does 180% less net damage compared to maxed Tempest, but costs 100 less combo. You tell me which is more worthwhile. I guess they did view Fenrir to be overpowered, which I think it was, and is still significantly strong, especially compared to what other jobs have accessible in terms of damage, instantaneous or otherwise. I'm still confused as to what Over Swing's passive was changed to, as the notes in the OP state DamR went from 80 to 40, but the Skill Table thread states it scales up to 80% at maxed Over Swing, which is much more agreeable for me. The Full Swing table only says z% tough =[

Anyways, with this change, Arans can easily adapt to 12 Final Charge since their max mob count has been reduced to only 8, and rushing more monsters than you can hit isnt particularly useful. I'm still hoping they reraise the mob count, at the least to 10 monsters as I feel this is slightly uncalled for. As much as everyone likes to say Arans are amazing for their DPS, their real capacity is in their ability to train so efficiently with the high mob count attacking abilities. Their DPS is mediocre when compared to powerhouses like Heroes and Corsairs, in my opinion, though more research is required.

For tempest, I envisioned a much newer way for Arans to train, much like Paladins who train with ice charge/heaven's hammer. With the addition of combo recharge, tempest adding to your combo, and the amount of time you spend to finish things off, I can easily see an Aran constantly tempesting everything and then finishing them off. Combos last a little longer now, too. The downside is that LHC would still be a much more viable training option.
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Cancambo Wrote:For tempest, I envisioned a much newer way for Arans to train, much like Paladins who train with ice charge/heaven's hammer. With the addition of combo recharge, tempest adding to your combo, and the amount of time you spend to finish things off, I can easily see an Aran constantly tempesting everything and then finishing them off. Combos last a little longer now, too. The downside is that LHC would still be a much more viable training option.

If GMS neo city high HP mobs are still OHKO-able at that time, yeah it'll be really viable. Though rolling spin would be used to rack up combos anyway, refresh will speed things up a lot.
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No way they would let Hero Final Attack be 100% of the time if you hit the right key. That is WAY overpowered.

But YAY at 60 more seconds on enrage :>
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JoeTang Wrote:I feel that the Arrow Rain/Eruption damage buff was uncalled for, and simply restricts diversity for the classes. Prior, Inferno and Blizzard were perfectly viable builds because although they did not hit as high a mob cap, they scaled their damage for points significantly better, had elemental advantage, significantly more accessible attacking range, and did equal, or in Inferno's case, better DPS. Now, these two skills take the back seat again to Arrow Rain/Eruption, just like pre-Big Bang. They could do with something like a passive boost like Boomerang Step gives to Savage Blow, Assaulter, Band of Thieves, and Steal, or just plain increase their damage.

When I read the initial post, I thought the exact same thing. 400% to 10 mobs is a lot, 500% seems like an excessive amount for a 3rd Job skill, and as you said, it also removes the point of using Inferno/Blizzard also. I remember when I made my original KMS Bowmaster, with no blessing, crap gear, etc, I was slaughtering monsters with Arrow Rain...now it will be just completely broken.
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Cancambo Wrote:For tempest, I envisioned a much newer way for Arans to train, much like Paladins who train with ice charge/heaven's hammer. With the addition of combo recharge, tempest adding to your combo, and the amount of time you spend to finish things off, I can easily see an Aran constantly tempesting everything and then finishing them off. Combos last a little longer now, too. The downside is that LHC would still be a much more viable training option.

The problem is that's the complete opposite utility of maxing Tempest.
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JoeTang Wrote:The problem is that's the complete opposite utility of maxing Tempest.

I was only trying to find a real use for tempest.
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I was hoping for some new skill animations.
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Fenne Wrote:No way they would let Hero Final Attack be 100% of the time if you hit the right key. That is WAY overpowered.
Eh, not really. It would only trigger once per mob (if they changed that as well, otherwise the first mob only) which means Brave Slash would be (225% * 3 + 150%) damage each attack. It's hardly a buff. They only thing that is nice about it is that you can choose no to use it on Coma, Shout, and Monster Magnet which breaks the stun effect if both the stun and Final Attack trigger. I'm also assuming you need to stand still in order to use it which would limit mobility for maximum DPS, so you're really only restricted to bosses and Lionheart Castle for your max DPS. It's not as overpowered as you'd think.

EDIT: Shout does not trigger Final Attack unless this patch changes that.

EDIT2: WOAH, I just checked the restructuring skills since Fiel updated the tables. Brave Slash's delay got nerfed again? 1140ms? Don't slow us down again. Heroes are going to be easily trampled in DPS compared to the other warriors.
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nerd rage 35% SNOw charge

we are balanced! ARans FTW!
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hamad138 Wrote:nerd rage 35% SNOw charge

we are balanced! ARans FTW!
It always was 135%...

And about your other posts, if you are gonna complain without any valid point, how about a nice cup of shut the Pineapple up?
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hamad138 Wrote:nerd rage 35% SNOw charge

we are balanced! ARans FTW!

Arans were always balanced <_<''

I agree with post above me..
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hamad138 Wrote:Aran is not balanced. We have the lowest Dpm expect Bishop. We Need Snow Charge back or we still Be useless

Will you shut up about this already? What are you even basing this on? Any facts, calculations? Aran's do not have the lowest DPM, now shut up about Snow Charge.

Christ you're annoying, in every thread, I swear.
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ghostofhalo Wrote:EDIT2: WOAH, I just checked the restructuring skills since Fiel updated the tables. Brave Slash's delay got nerfed again? 1140ms? Don't slow us down again. Heroes are going to be easily trampled in DPS compared to the other warriors.

wth...I hope with them bringing the Dmg back to 225 it's 840ms again x__X
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