Patch Available - KMST 1.2.408
#1
Nexon posted a patch for KMST version 407 upgrade to version 408.
You may download this patch from their official site and begin [thread=13610]creating your pre-patcher[/thread] now.
Extractions and database updates will be forthcoming (if supported)!

Size: 10727887 (bytes) (10.23 mb)
Posted: Thu, 10 Nov 2011 09:27:16 GMT
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#2
oo hi there Biggrin
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#3
-see new patch and get excited-
-see 10.23mb-
-.-"
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#4
Not to worry, seems the skill changes are there.
I'm on it.

Warriors:

Ground Smash master level becomes 10, damage increased.
Rush added to job. (??)
Stance master level effect increased. (??)
New skill: Charge - increases total damage (?)

Fighter line:

Relax: HP/MP recovery increases
Panic: More defense ignore, damage increase.
Coma: Attack power increase
Shout: Attack power increase
Brandish: Ignore defense added, attack power increase
Monster Magnet: Attack power increase
Brave Slash: Attack power increase

Page line:

Shield Mastery: Added guard effect.
Charge Blow: Added effects to elements. Fire (DoT effect), Ice (Freeze), Lightning (Stun), Holy (Seal)
Holy Charge: Attack power increase
Blast: Attack power increase
Sanctuary: Attack power increase
Blessing Armor: Duration increased to 90 seconds (?)

Spearman line:

Buster: Attack power increase
Fury: Hits 8 mobs
Sacrifice: Attack power increase
Dragon Roar: Added stun effect
Judgment Dragon: Increased HP drain effect
Dark Force: Increase critical rate and minimum critical damage
Beholder Revenge: Chance to instant kill mob, increased damage.
Dark Impale: Chance to instant kill mob, increased damage.
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#5
 Patch Notes

Level 30 Blessing of the Empress, huh? But there's no cap increase for Cygs, it increases by means of another skill, if that's what you're wondering, and additionally, UAs get the Cygnus summons. Also... instanced Zak? And the conversion of LHC to a theme dungeon?

Night Walkers and Thunder Breakers get Physical Training, it's probably different for Night Walkers.
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#6
Going to sleep, Fiel will probably got dis tomorrow.
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#7
Baklava Wrote:Shield Mastery: Added guard effect.
Charge Blow: Added effects to elements. Fire (DoT effect), Ice (Freeze), Lightning (Stun), Holy (Seal)
Holy Charge: Attack power increase
Blast: Attack power increase
Sanctuary: Attack power increase
Blessing Armor: Duration increased to 90 seconds (?)

Seems real lackluster Sad
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#8
the change seems really indifferent....no new skills for them no anything. i'd expect them to add some more skills to cygnus and make some significant change to other jobs. soul master should've received brave slash, fire wizard a Mist Explosion-like skill, etc. etc.
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#9
Teppi Wrote:the change seems really indifferent....no new skills for them no anything. i'd expect them to add some more skills to cygnus and make some significant change to other jobs. soul master should've received brave slash, fire wizard a Mist Explosion-like skill, etc. etc.

Eh, they did get new skills, kinda. Dawn Warriors get Magic Crash, Blaze Wizards get Teleport Mastery, Wind Archers get Mortal Blow, Nightwalkers get Dark Flare, and Thunder Breakers get Lucky Dice. And the quests for skills changed to 90 and 100.
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#10
Well, I'm glad about what seems to be Rush and Stance(100%? pretty please?) in 1st job.
No mobility skills (unless Rush counts), but I guess that's destined to be warriors' weakness forever.
Other than that, yeah, nothing revolutionary. Bigger damage numbers, yay *yawn*
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#11
 Spoiler

Yawn. Looks like an earlier Rush for Warriors, or the patch notes are stupid. Likely 100% Stance. New passive(?) attack increase.
Magicians get Magic Critical. Bit more usefulness to Teleport Mastery.
Archers get more avoid. Yay.
In general, it looks like everything just got a damage buff. The notes do make use of two different phrases, increased damage, and attack improved though, so perhaps some speed changes. I doubt much of this will be significant, but I'll have DPS tables up tomorrow for all to see and complain about.
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#12
Sees...

increased damage
increased damage
increased damage
increased damage

Yeah nothing much new or exciting really. Kinda disappointed.
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#13
Wait a second...

Night Walkers get Dark Flare. Please. Someone tell me the mechanics for that turd changed.
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#14
Alloy Wrote:Wait a second...

Night Walkers get Dark Flare. Please. Someone tell me the mechanics for that turd changed.
For the boss runs they're not wanted for, obviously. Rolleyes
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#15
I see Nexon are as inventive as ever.
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#16
I like the critical for mages. It will help balance the DPS gap between I/Ls and F/Ps, as long as the I/L buffs are overall more than the F/P buffs
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#17
Rick Wrote:I see Nexon are as inventive as ever.

Well, consider they just got a revamp not too long ago, too. They already adressed those kind of stuff once, might be harder to do it again when most is fixed already... MOST.

On the other hand, pull this crap on pirates/thieves, and...
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#18
Alloy Wrote:Well, consider they just got a revamp not too long ago, too. They already adressed those kind of stuff once, might be harder to do it again when most is fixed already... MOST.

On the other hand, pull this crap on pirates/thieves, and...

The last "revamp" was also poor as hell.
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#19
Rick Wrote:The last "revamp" was also poor as hell.

Archers got flash jump, summons earlier, speed cap increased, and bowmasters got drain, and can pot while hurricane. That's something.
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#20
Alloy Wrote:Archers got flash jump, summons earlier, speed cap increased, and bowmasters got drain, and can pot while hurricane. That's something.

Crossbowmen should have got an increase in the hit box of Iron Arrow and Pierce, it is minuscule. It is very annoying seeing IA/Pierce sailing under/over a mob just cause the ground isnt flat or the monster is jumping. The hitbox of Iron Arrow and Pierce should be as high/thick as Avenger or Sharkwave.
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