Patch Available - KMST 1.2.406
ChronosXIII Wrote:I might be wrong but...I'm pretty sure Ellin Forest monsters didn't have special attacks except for the ones implanted into Monster Park.
When Ellin Forest's party zone was removed, the monsters there were replaced with Monster Park versions so they have magic attacks now.
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Is anyone else completely apathetic about this patch?
Because to me it is annoying and pointless.
Just my humble opinion.
IllegallySane Wrote:Southperry: Sunshines and Lollipops!
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Viaje Wrote:I pray you're joking.

They're pretty bad on KMS right now. Other classes can do the 'tank' thing just as good (eg. mercedes lol), and they can't even defend the party from anything.

And Blast is just plain bad.
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Heffalump Wrote:Is anyone else completely apathetic about this patch?
Because to me it is annoying and pointless.
Just my humble opinion.
I'm not sure you know what "apathetic" means.

I will say that this patch doesn't excite me nearly as much as I'd hope.
For some reason, I actually convinced myself that we'd see new flashy skills, but that hasn't happened.
Skill adjustments are cool, but don't really excite me as something that actually changes a class' playstyle.

Then again, I shouldn't really be complaining since I've been saying for a while that they need to let classes settle, so it's for the best, really.

Baklava Wrote:They're pretty bad on KMS right now. Other classes can do the 'tank' thing just as good (eg. mercedes lol), and they can't even defend the party from anything.

And Blast is just plain bad.
By "other classes", you mean "Demon Slayers", correct?
I must be missing something if Mercedes can tank.

Regardless, changing Stance to 2nd Job over 3rd Job doesn't help us tank nor does it help us defend the party, so I'm not sure how your suggestion follows your complaint.

As for Blast, I don't think it's bad by any length.
Our real problem, damage-wise, is that we're overly reliant on Charge advantage in a game that doesn't emphasize it.
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Viaje Wrote:I will say that this patch doesn't excite me nearly as much as I'd hope.
For some reason, I actually convinced myself that we'd see new flashy skills, but that hasn't happened.

This is exactly my case... but let's wait for more Tespia patches.
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Viaje Wrote:I'm not sure you know what "apathetic" means.

I will say that this patch doesn't excite me nearly as much as I'd hope.
For some reason, I actually convinced myself that we'd see new flashy skills, but that hasn't happened.
Skill adjustments are cool, but don't really excite me as something that actually changes a class' playstyle.

I know perfectly well what apathetic means.
No feeling is the literal translation but in english it means no GOOD feelings.
Nothing really looks very good.
IllegallySane Wrote:Southperry: Sunshines and Lollipops!
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Viaje Wrote:As for Blast, I don't think it's bad by any length.
Our real problem, damage-wise, is that we're overly reliant on Charge advantage in a game that doesn't emphasize it.

Yeah...The fact that no worthwhile boss is weak to any charge already puts us at a disadvantage to other classes :l.
...plus being the tanking class in this game..we really don't do anything to help out our party mates in surviving.
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Heffalump Wrote:I know perfectly well what apathetic means.
No feeling is the literal translation but in english it means no GOOD feelings.
Nothing really looks very good.
As a speaker of English, I'd like to make sure you understand that you are wrong.

X~Blazin~X Wrote:Yeah...The fact that no worthwhile boss is weak to any charge already puts us at a disadvantage to other classes :l.
It's actually much worse than that in that Pink Bean and Cygnus are resistant to every element.

Personally, I think they need to stop messing around with Charges.
I mean, I love the idea of variation, but Nexon hasn't figured out a way to make it work.
The only reason they made dual-charging is to give us a reason to use all three charges in Third Job.

It wouldn't hurt me if they focused on defense as our gimmick, made Holy a neutral-based charge, and got rid of Lightning Charge to replace it with a party defense skill.
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Viaje Wrote:By "other classes", you mean "Demon Slayers", correct?
I must be missing something if Mercedes can tank.

As for Blast, I don't think it's bad by any length.
Our real problem, damage-wise, is that we're overly reliant on Charge advantage in a game that doesn't emphasize it.

Nope.
Mercedes has ridiculous amounts of damage reduction and evade skills, totaling up to like 60% evasion and 50% damage reduction or some ridiculous as f'uck number. Taking 0 damage > taking 800 damage.

Blast is awful in a sense that it's only marginally better (in perfect 1 vs. 1 scenarios) than Advanced Charge Blow (which hits 7 mobs and stuns) and it has the shortest range of any 4th job skill in the game.

Stance in 2nd job would free up 3rd and 4th job for better skills.
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Baklava Wrote:Nope.
Mercedes has ridiculous amounts of damage reduction and evade skills, totaling up to like 60% evasion and 50% damage reduction or some ridiculous as f'uck number. Taking 0 damage > taking 800 damage.
Evading isn't tanking, but Paladins do plenty of evading as well.
I'm curious what those skills you speak of are.
"or some ridiculous as f'uck number" indicates to me that you aren't actually sure yourself.

EDIT:
Checking through the skill tables for Mercedes, I found these:
Potential Power - Active Effect: MP Cost: 60, Duration: 180 sec, Weapon Attack +40, Passive Effect: Evasion Rate: +20%
Water Shield - MP Cost: 100, Duration: 180 sec, Damage Absorbed: 30%, Status Effect and Element Resistance: +25%
Ancient Spirit - Active Effect: MP Cost: 80, Duration: 210 sec, Damage: +30%, Passive Effect: Ignis Lore's Evasion Rate +20%

Total: 40% Evasion Rate and 30% Damage Absorb.

As high as those are for a ranged class, Paladins do both better.
I'm not a big fan of hyperbole when it comes to solid numbers.

Baklava Wrote:Blast is awful in a sense that it's only marginally better (in perfect 1 vs. 1 scenarios) than Advanced Charge Blow (which hits 7 mobs and stuns) and it has the shortest range of any 4th job skill in the game.

Stance in 2nd job would free up 3rd and 4th job for better skills.
Well, Blast needs better range for sure as well as an animation that doesn't shrivel when compared to CB.
However, it's actually quite a bit better than ACB in a 1v1 scenario if you actually bother to pay attention to all of its special properties.

There's no reason to have Stance come so early. Yes, it should be out of 4th Job, but it can fit in perfectly in 3rd.
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Viaje Wrote:I'm also going to be rather anal here and point out that MuscleWizard's idea would leave White Knights with 5 extra points that would only really serve to allow a couple more things to be maxed without CO.
Alilatias' idea, however, completely boggles the mind as it would leave a whopping 60 points worth of skills out from the Third Job listing. Not sure what purpose that serves.

Room for Stance in 3rd job! And maybe Rush to 3rd job too, because goddamn, Adventurer warriors are like the only melee classes in the game that don't get a mobility move AND they are among the last to obtain their rush skill. More room for new skills in 3rd and 4th job!
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Viaje Wrote:It's actually much worse than that in that Pink Bean and Cygnus are resistant to every element.

Personally, I think they need to stop messing around with Charges.
I mean, I love the idea of variation, but Nexon hasn't figured out a way to make it work.
The only reason they made dual-charging is to give us a reason to use all three charges in Third Job.

It wouldn't hurt me if they focused on defense as our gimmick, made Holy a neutral-based charge, and got rid of Lightning Charge to replace it with a party defense skill.

I wouldn't want any charges to be removed,but what if they added some special effects that could make charges more useful? Or just increasing the DMG boost each charge gives and make them act like neutral charges on a monster strong to them? (Not so sure that would work out well though...)
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Alilatias Wrote:Room for Stance in 3rd job! And maybe Rush to 3rd job too, because goddamn, Adventurer warriors are like the only melee classes in the game that don't get a mobility move AND they are among the last to obtain their rush skill. More room for new skills in 3rd and 4th job!
If they made Battle Mage's Stance 10 points, they certainly won't keep Warriors as 30.
So that's 50 extra points.

Even if Rush moves, it won't be 30 points, but that'd leave 20 points even if it were.

Really though, if you're expecting a lot of new skills for jobs that were just revamped a few months ago, you're nuts.

X~Blazin~X Wrote:I wouldn't want any charges to be removed,but what if they added some special effects that could make charges more useful? Or just increasing the DMG boost each charge gives and make them act like neutral charges on a monster strong to them? (Not so sure that would work out well though...)
The suggestion of making each charge have a special effect has been given many times, but, in the end, all that creates is the same situation that existed with Battle Mages and their Auras.

There will always be one that is simply better.
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Viaje Wrote:Evading isn't tanking, but Paladins do plenty of evading as well.
I'm curious what those skills you speak of are.
"or some ridiculous as f'uck number" indicates to me that you aren't actually sure yourself.


Well, Blast needs better range for sure as well as an animation that doesn't shrivel when compared to CB.
However, it's actually quite a bit better than ACB in a 1v1 scenario if you actually bother to pay attention to all of its special properties.

Guard 6 times in like 5 seconds and cool down for a minute. I don't have max Guardian but at Lv10 it barely ever activates.

Mercedes has a passive skill that recovers 5% HP and MP every 4 seconds starting from Lv1.
+20% Evasion in 1st job, +20% Evasion in 3rd job, +20% Evasion in 4th job.
+30% Damage reduction in 3rd job.

60% Evasion, 30% Damage reduction. DERP


The instant-kill is moot and extra crit is nice, but like I said, it's only better in a perfect 1 vs. 1 scenario. In places like Zakum where it summons mobs constantly, ACB is more effective.

And it's annoying as pineapple to try to hit the arms with blast. NO RANGE.
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RahlsSoldier Wrote:Zak, CZak, HT, CHT, Pianus, Pap, Castellan, The Boss and PB all have 1/1. I thought Akyrum could 1/1 as well. So Von Leon and Empress don't, which is great. I still think fixing that glitch should be a priority, along with fixing AYA lack of a working passive.

Castellan doesn't have 1/1 o.o
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Actually i think this changes are incomplete, some changes seems contradictory like FA and AFA for arans, some seems stupid like only 50 W/MDeff for a 3rd job(Maha Bless) skill and 60 for a maxed 4th job skill (combo barrier), and about stance and rush discussion don't count your chickens before the eggs hatch, arans still have 20 points Stance and 4th job spammeable rush, let's wait for real/more accurate extractions (fiel's ones) because insoya ones seems to be very illogical specially the 150 sec combo drain and mechanic siege mode.
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Baklava Wrote:Guard 6 times in like 5 seconds and cool down for a minute. I don't have max Guardian but at Lv10 it barely ever activates.
False. Twice.
Guardian activates exactly 20% of the time at level 10 (assuming Divine Shield isn't up).
Divine Shield stays up for 60 seconds or six hits with a 30 second cool down.
Please stop openly lying.

Baklava Wrote:Mercedes has a passive skill that recovers 5% HP and MP every 4 seconds starting from Lv1.
That's not tanking related.

Baklava Wrote:60% Evasion, 30% Damage reduction. DERP
Yeah, because 30% = 50%. But go ahead and being undeservably smug.

Baklava Wrote:The instant-kill is moot and extra crit is nice, but like I said, it's only better in a perfect 1 vs. 1 scenario. In places like Zakum where it summons mobs constantly, ACB is more effective.

And it's annoying as pineapple to try to hit the arms with blast. NO RANGE.
The insta-kill is the only problem with Blast in that, as you said, it never helps.
The extra crit is actually rather huge as is the 20% PDR Ignore.
I'm not sure what a 'perfect' 1v1 scenario is, but, if you're attacking mobs at Zakum, you're doing it wrong.

The range of Blast isn't nearly as bad as you're making it out to be. The only arm that you should have any problem hitting is the top right, but you should only be attacking it with Blast after all the others are dead.
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Patching.
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Fiel Wrote:Patching.

Busy day, eh Fiel?
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Justin Wrote:Busy day, eh Fiel?

The fun never ends.
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