[KMS] [1.2.129] Warrior Changes
#61
Still lacking any point, input, or the like, just seems like you wanted to start a conflict.
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#62
donovan Wrote:Still lacking any point, input, or the like, just seems like you wanted to start a conflict.

No i'm calling a spade a spade when you treat it like goddamn club.

or incase that is too regional,

No i'm calling an x an x when you treat it like a goddamn y.
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#63
Once again thank you captain obvious.
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#64
Take it to PMs or VMs please. Stop pooping on this thread.
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#65
So I've been wondering this for a while, what's the difference between the one handed and two handed intrepid slash animations? o_0
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#66
Probably the only difference would be where the animation is in relation to the sword. So there would be no noticeable difference here.
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#67
So basically there are two visually identical animations in the data? o_0
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#68
pretty much, just with different offsets for where the image goes.
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#69
Fiel Wrote:pretty much, just with different offsets for where the image goes.

I thought it was visually smaller. I swear to god i saw two sizes for it somewhere...
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#70
Fiel Wrote:pretty much, just with different offsets for where the image goes.

That, and I think that the two handed sword/axe animations have the weapon swung just slightly further overhead than their one handed counterparts. It's not a large difference, but that what I could see in the animations.
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#71
Extraction updated. The Skill Changes spoiler now includes new animations for most skills inline with the skills.
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#72
Dark Impale:
New skill
New - Name (다크 임페일Wink
New - Description (빠른 속도로 전방의 적 다수를 다섯 번 연속 공격한다. 몬스터의 방어율을 일정수준 무시할 수 있다.)
New - Level readout (MP #mpCon 소비, 최대 #mobCount명의 적을 #damage% 데미지로 #attackCount번 공격, 몬스터의 방어율 #ignoreMobpdpR% 무시Wink
New - Max level (30)
New - Delay (780 ms)
New - Hitbox (250%)
New - mpCon (50)
New - attackCount (5)
New - mobCount (6)
New - damage (135)
New - ignoreMobpdpR (20)

wait what? when did this happen!? i thought it was 840
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#73
You're correct. I'm fixing the bug...
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#74
Fiel Wrote:You're correct. I'm fixing the bug...

aww, and i was going all hyper and cross-eyed, shame.
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#75
Bug is fixed.
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#76
Sorry if this has been said before but...

Coma requires only one orb, and consumes only one orb.
So technically, it's spammable. o3o
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#77
Xiger Wrote:Sorry if this has been said before but...

Coma requires only one orb, and consumes only one orb.
So technically, it's spammable. o3o
It's been noted several times. Tied with Advanced Final Attack, you have a 48% chance to charge an orb, 12% to retain orbs, and 40% to lose orbs. Coma doesn't charge an orb itself. On top of that, it's assumed that finishers use the traditional damage formula, not their own. I fail to see how Coma would continue to do massive damage (in this case 2480% with 10 orbs) and be virtually spammable at the same time.
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#78
Xiger Wrote:Sorry if this has been said before but...

Coma requires only one orb, and consumes only one orb.
So technically, it's spammable. o3o
ghostofhalo Wrote:It's been noted several times. Tied with Advanced Final Attack, you have a 48% chance to charge an orb, 12% to retain orbs, and 40% to lose orbs. Coma doesn't charge an orb itself. On top of that, it's assumed that finishers use the traditional damage formula, not their own. I fail to see how Coma would continue to do massive damage (in this case 2480% with 10 orbs) and be virtually spammable at the same time.
Yeah, can ya'll please show me where you're reading that it only consumes one orb?

To repost from a previous thread:
Where are you getting the impression that it only consumes one orb?
The language, at least as translated by Spadow, just says that it requires one orb. That's wholey different from what you're saying.
For an example, look at the description in GMS which currently says, "Can only be used when at least one combo orb is charged."

In the first warrior patch, they made it "3 combo counts is required to use Coma."
The second made it "The required combo count for Coma has been decreased from 3 to 1."

As I'm reading it, nothing has changed.

I'm likely wrong here, but I'd like to know that this conclusion isn't coming purely from the description.
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#79
Viaje Wrote:Yeah, can ya'll please show me where you're reading that it only consumes one orb?

Quote:Coma:
Changed - Description (주변 적들을 동시에 공격하여 데미지를 주며 일정확률로 기절시킨다. 단, 콤보 카운터 충전 상태에서만 사용 가능하며 누적 콤보 카운터의 수에 따라 추가 데미지가 적용된다.\n필요 스킬 : #c콤보 어택 1레벨 이상# --> 다수의 적에게 데미지를 주며 일정확률로 기절시킨다. 콤보 카운트가 1개 이상 충전되어 있을 때만 사용 가능하다.\n필요 스킬 : #c콤보 어택 1레벨 이상#)
Changed - Level readout (MP #mpCon와 콤보 카운터를 모두 사용하여 최대 #mobCount 대상에게 #damage% 데미지, #prop% 확률로 기절공격, 기절 지속시간 #time초 --> MP #mpCon와 콤보 카운터 #y개를 사용하여 #mobCount명의 적에게 #damage% 데미지, #prop% 확률로 기절공격, 기절 지속시간 #time초Wink
Changed - damage (400 --> 620)
Changed - y (20 --> 1)

I'm assuming that's the value of orbs consumed since Panic is set to 2. Both finishers only require one orb now, but consume them all. Someone who better knows the data could verify, but I see no reason they would change the mechanic that Coma or Panic would require a certain number of orbs. It's not going to affect PvP if the requirement is 1 or 2. If it was more like 5, I could understand.

EDIT: Further evidence.

[video=youtube;OpdDXC-pIj0]http://www.youtube.com/watch?v=OpdDXC-pIj0[/video]

At about 0:31, the Hero uses Panic. Two orbs are lost.
He also hits the damage cap, so it's impossible to tell if Panic deals 4000% (using normal finisher formula) or 1000% (skill %).

Another video: Hero vs. Pap
Brave Slash has it's own sound effect now instead of using Brandish's effect.
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#80
Nice to see solid proof on Panic & Coma.. been trying to load the same vid on DaumTV but it won't load D:

Intrepid Slash always had that sound effect since BigBang, except IS in GMS has Brandish sfx instead of IS.
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