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The truth behind (Paladin) Advanced Charge's 94% mastery~ =O
#1
Hm...I don't think this has been brought up before...and I did a search and didn't see anything on this...but I thought this was pretty cool! Mods, please close this thread if this indeed has been brought up before. =o

I was observing my damage range tonight. In 4th job, it seems that the 70% mastery from weapon mastery and base mastery are only relevant when no charges are applied. However, once I put on any charge, the mastery jumps to about 90%!

I believe the original/common conception of Paladin's 94% mastery was that it was only during ACB's usage. However, from observing my damage range tonight, and reading the description of ACB...it seems that the 94% mastery (4% extra from CO) applies to ANY attack as long as ANY charge is put on.

This means that in Paladin damage calculations, unless the monster is all elementally resistant, we should basically calculate average damage for any attack using a 94% mastery range...and should not use a Hero's damage range using the same equips.

Some numbers...(not going to specify the equips used)

No charges: 7980~11400
With any single (or duo) charge: 10716~11400

Of course, I also did some testing with Blast as well. The non-critical hits seem to verify this finding.
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#2
This was pretty evident from watching KMS videos and other people's testimonies, but it's always nice to have additional confirmation. I have Paladins with 94% mastery unless monsters are resistant to Fire, Ice, Lightning, and Holy in my calculator.
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#3
Not to sound spiteful, but we spend 10 SPs and press a button + wait for animation every little while to get a little bastard flying around doing the same thing a Paladin gets for free?
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#4
Kalovale Wrote:Not to sound spiteful, but we spend 10 SPs and press a button + wait for animation every little while to get a little bastard flying around doing the same thing a Paladin gets for free?

At least Dark Knights dont need to learn new attacking skills in 4th job and do have some advantages. Although I have to admit that most buffs a Paladin got from the BB seem broken and I think it would have been better to have given them a seperate skill for their mastery, but this is no where as bad as some other comparisons in the game. Just look at Jaguar Riding. 15SP for 60% speed, 40% Critical and 40% HP. Warriors and Buccanners have to pay 10SP for 20%. Assassins have to pay 20SP for Haste (which will cap at 40%) and another 20% for their critical skill, and both of these skills are in 2nd job. Then just looking at other Archers, they have to pay 20SP for their 40% critical chance. Normally I say its important for the skill sets to be balanced (which we all know they arent for a WH), but it seems unfair that Wild Hunters get so much out of 15 1st job SP, while other classes have to pay much more SP for similar boosts.
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#5
hm. This is very sexy and good news. even more motivation for me to charge to 120 =D
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#6
Kalovale Wrote:Not to sound spiteful, but we spend 10 SPs and press a button + wait for animation every little while to get a little bastard flying around doing the same thing a Paladin gets for free?

It's not THAT bad. I mean they do spend 10 sp alsol though they unlock more targets for charge blow as well. Even though they don't have to summon something seperate they do no need to have a charge on to get it, not like any pally is gonna be fighting w/o a charge very often but it's still there. I always liked pallies but there were just too many things to keep up constantly (my pally is collecting dust atm).

This has been confirmed before but still seems to slip through some people's fingers so some more awareness and confirmation isn't a horrible thing.
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#7
Might be best to test the damage too to see if it falls within the mastery range. But I do recall from videos that their damages from blast is really stable but people told me mastery is just for charged blow haha.
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#8
Kalovale Wrote:Not to sound spiteful, but we spend 10 SPs and press a button + wait for animation every little while to get a little bastard flying around doing the same thing a Paladin gets for free?

There have always been SP/skill unbalances that way...

Of course, Paladins have to cast their elemental charges before they get the bonus, so it's not really "free". Dark Knights are getting plenty of other benefits from their Beholders too.


And yeah, I'm up to 9 buffs running constantly (80, 90, 100, 180, 200, 200, 240, 300, (200 or 330 for fire/ice or holy) seconds) plus potions (480 + 600 seconds).
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#9
Kalovale Wrote:Not to sound spiteful, but we spend 10 SPs and press a button + wait for animation every little while to get a little bastard flying around doing the same thing a Paladin gets for free?

Damn it, Stereo. Stop being on boards when I'm at work; it's not fair.

Anyway, as mentioned, Paladins don't get their mastery "for free" since it only stays intact as long as we keep our charges up, which we have to recast every 200 seconds. What's more, with the common build for White Knights being to rely on Combat Orders, that also means we have to make sure CO is active before we cast anything else. It expires every 180 seconds.

Now let's look at a Dark Knight's primary buffs: Berserk and Beholder.
Beholder has to be cast once every 20mins and, unless I'm mistaken, cannot be dispelled.
Berserk, meanwhile, isn't actually cast and stays up as a side effect of making sure you don't die.

Anonymous Moose Wrote:At least Dark Knights dont need to learn new attacking skills in 4th job and do have some advantages. Although I have to admit that most buffs a Paladin got from the BB seem broken and I think it would have been better to have given them a seperate skill for their mastery, but this is no where as bad as some other comparisons in the game. Just look at Jaguar Riding. 15SP for 60% speed, 40% Critical and 40% HP. Warriors and Buccanners have to pay 10SP for 20%. Assassins have to pay 20SP for Haste (which will cap at 40%) and another 20% for their critical skill, and both of these skills are in 2nd job. Then just looking at other Archers, they have to pay 20SP for their 40% critical chance. Normally I say its important for the skill sets to be balanced (which we all know they arent for a WH), but it seems unfair that Wild Hunters get so much out of 15 1st job SP, while other classes have to pay much more SP for similar boosts.
Well, the Wild Hunter class, in general, is all sorts of ridiculous.
I'd say the fact that they can shoot while running alone makes them a bit broken.

Up until now, almost every class can attack while moving, but there has always been some sort of 'pause'.
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#10
Viaje Wrote:Damn it, Stereo. Stop being on boards when I'm at work; it's not fair.

Anyway, as mentioned, Paladins don't get their mastery "for free" since it only stays intact as long as we keep our charges up, which we have to recast every 200 seconds. What's more, with the common build for White Knights being to rely on Combat Orders, that also means we have to make sure CO is active before we cast anything else. It expires every 180 seconds.

Now let's look at a Dark Knight's primary buffs: Berserk and Beholder.
Beholder has to be cast once every 20mins and, unless I'm mistaken, cannot be dispelled.
Berserk, meanwhile, isn't actually cast and stays up as a side effect of making sure you don't die.

Are you even half serious? You Paladins cast Elemental charges for the mastery bonus? For real?
Sure, at 15x+, Drks use Beholder for the buffs (and lolhealing) and extra damage, but what of those below 13x? Good thing it lasts 20 minut- oh wait, Dispels.
Prior to Hex and Revenge, every time you cast (and, goddamn, recast) Beholder, it's purely for the mastery. Now look back at a Paladin. Sure, things have always been imbalanced, that's why I don't mean to sound harsh, just pointing it out.
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#11
Paladins have to max ACB to get the 94% mastery, which is also 10 points. Of course maxing ACB also gives them a giant boost to their mobbing damage at the same time, but yeah that's Nexon balance for you.
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#12
Viaje Wrote:Now let's look at a Dark Knight's primary buffs: Berserk and Beholder.
Beholder has to be cast once every 20mins and, unless I'm mistaken, cannot be dispelled.
Berserk, meanwhile, isn't actually cast and stays up as a side effect of making sure you don't die.

Actually beholder can be dispelled, although the summon seems to be still there, the effect of mastery is dispelled (icon gone), the hex buffs stay. So they have to recast their mastery skill as well, just like Paladins.

I still think Heros got it worse though (although mastery isn't in play here). One dispel means you're about 3 times weaker in damage. They would then have to recast combo attack and recharge orbs and have to recharge orbs again after 1 enrage usage, such tedious work for dispels. At least Dark knights and paladins get a consistent boost with straight effects without having to wait to get stronger.
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#13
With 2-orb charging and FA it only takes a Hero about 4 attacks to get 10 orbs, so usually they're back to full power in 5-6 seconds. I forget how many buffs they normally have but my Paladin's 9 do take a while to run through, esp. at bosses without ropes.
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#14
Getting dispelled at bosses makes me cry. It takes so long to recast combat orders, holy, lit, stance, MW, power guard, booster, and iron body.

EDIT : I didn't realize this thread was dead, sorry. It was still on the first page. D:
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#15
Not that many Manny...
I have:
PGBoosterRage Macro on End for when I get dispelled
Rage on Delete for when a party member spams NID RAYGE!!!!
Combo on PgUp for when I get dispelled or when it's running out (Plus I wont accidentally hit it, and kill my orbs.
Speed Pill is on Home

Something is on PgDn but it escapes me atm, cuz I never use it, and I'm at work so I cant check. Edit: Iron Body, which I never use...

So yea, 5...

When I get to a higher level you can throw in a 6th for MW, if I ever bother to spend the money on the books.
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#16
Yeah, now I'm using 12...
Combat Orders + Lightning + Booster macro (~200 second)
PG + Iron Body + Stance macro (~90 second)
dHB + MW macro (also 90 second - things I don't cast in a party cause I have level 3 MW)
Fire/Ice/Holy -> one of these
Accuracy + Attack pills
DS casts itself too.

So 9 things to recast, 2 of them (CO + MW) with slow cast times... it is quite a pain.


More happy with my Dark Knight, only has 5 (HB, Booster, DB, Iron Will, Beholder) and the Beholder lasts 15 minutes if it isn't dispelled.
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#17
I have noticed the huge boost I get using charges too like at Pap and even just moping around.

Without a charge usually with Blast I do about on average 27,000 damage per hit. With a combo of Combat Orders and Holy Charge (Level 22) I get about 42,000 damage per hit. Mind you Blast also is not yet maxed out, and Threaten and Magic Crash are being actively used.

However against Holy weak using Combat Orders + Holy Charge (Level 22) and using Advanced Charge Blow (Level 12) I have hit as high as 110,000 damage.

For my combos I currently use:

Combat Orders + Iron Body + Power Guard
Weapon Booster + Lightning Charge + Divine Charge

Usually I'll use a Leaf Crystal or NLC Warrior Potion when fighting unless it's a Boss in which I use an Energizer Potion (I'll only use Apples or Gelts at a major boss). That's 7 active buffs I use.
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