KMS 1.2.145 - Union Revamp
Viaje Wrote:This isn't really a screw-up seeing as no Paladin should ever be using level 1 Advanced Charge.

Are we sure ACB's damage ratios didn't get changed to work with the new numbers? It's quite possible it's not logged in the extraction because the END damage is still the same.

Viaje Wrote:I'm not actually sure how I feel about the changes to Paladins.
There are a few things I really like:
- 3rd Job charges doing the same damage. Not sure why this took so long to do.
- Divine Shield's buff. Holy crap, they really don't mind if we don't ever take damage.

Those Divine Shield buffs are nice. Add in that since JUMP, Divine Shield causes Invulnerability frames (As if you were hit) means that you'll have DS on almost all the time now.

Viaje Wrote:But there are a lot of things I don't like:
- Charged Blow's stun getting messed up. Actually, being 4th Job, this doesn't affect me, but it's the principle.
- Holy Charge's effect being useless.
- Fire Charge's DOT not working on bosses. How's that supposed to ever be helpful on regular mobs?
- (unconfirmed?) If they changed Hammer to do a %-damage, I'm going to be freak'n pissed.

I'm curious, is there any indication that the way dual charging has changed?
I'm not sure why they keep it around at this point seeing as all charges now are theoretically useable in their own right.

Flame Charge's DOT not working on bosses sounds like, from this thread, someone just saying crap. I want proof before I believe that since Flame DOT works on bosses for everyone else. Would be retarded to screw us like that.

Problem is that if they removed the dual charge, it would actually be a nerf I believe. Less overall damage increase from the charges. I heard that Lightning Charge only receives part of it's buff when Dual charged though, so I'm not exactly sure how much of a nerf it would be, but I'm pretty sure it would be.

I saw an earlier post, though, that said that Lightning dual charged doesn't cause Stun. Not sure if that's intentional or not, but in reality how many regular health mobs are going to survive your first or second attack anyway? Stun was only really useful for things with a lot of health and OH LOOK, you can't stun them.
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byakugan Wrote:Because I have hope it can become a skill like Dragon Roar and Sanctuary. They could delete it and add a 3rd combo user skill that consumes X number of orbs for a screen-wide attack. I just think Heroes deserve that.

And about Panic I'm pretty sure thats its cooldown. The Darkness curse lasts 15 seconds and the cooldown lasts 30 right now.


That's what you think I'm telling you what it is.

Panic: damage has been increased from 1000% to 1040%, now decreases enemy’s attack by 30%, Darkness’ duration has been increased from 30 seconds to 80 seconds. Taken from orangemushrooms's blog

I think the updates would mention a increase in cooldown time since it doesn't we can only assume that the cooldown is 30 seconds.
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The Great One Wrote:That's what you think I'm telling you what it is.

Panic: damage has been increased from 1000% to 1040%, now decreases enemy’s attack by 30%, Darkness’ duration has been increased from 30 seconds to 80 seconds. Taken from orangemushrooms's blog

I think the updates would mention a increase in cooldown time since it doesn't we can only assume that the cooldown is 30 seconds.
Being a KMS hero, I can state that panic now adds 30% damage for a longer time, with the same cool down(or felt like it, at least).
Might as well make it passive with lower damage boost, lol.
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Imitazion Wrote:Being a KMS hero, I can state that panic now adds 30% damage for a longer time, with the same cool down(or felt like it, at least).
Might as well make it passive with lower damage boost, lol.

Which is what I was saying and I think you mean 25% unless they added 5 more % to chance attack.
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The Great One Wrote:Which is what I was saying and I think you mean 25% unless they added 5 more % to chance attack.

I'll take some screenshots and read up at it when I'm home.
The revamp hit at 1:30am my time, so I only got to test it briefly before I had to sleep.
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The Great One Wrote:For panic that's how long it last cooldown is still 30 seconds which means you can always have chance attack active help your party by reducing damage taken there should be nothing less then a grin across every heroes face with that change.
Less damage on enrage which is more then made up for in the fact AFA hits twice and the critical bonus.

I have no idea why your complaining about shout useless skill is useless. Why nexon hasn't deleted it yet is beyond me

Shout is still useful. It's always been useful, even if not in a direct training sort of way. Still, if you're taking the center section of bearwolves, shout can hit bearwolves on the bottom level. I've done that a few times to help the guys on the bottom deal with huge mobs between mobs of my own.

I'm just sad that enrage is still not on/off, and Heros are turning into 1-mob wonders. All that power with Intrepid+Panic+Enrage...

I really wish they'd fix Coma so we can do 8-mobs, well, like just about everyone else.
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Zenkat Wrote:Shout is still useful. It's always been useful, even if not in a direct training sort of way. Still, if you're taking the center section of bearwolves, shout can hit bearwolves on the bottom level. I've done that a few times to help the guys on the bottom deal with huge mobs between mobs of my own.

I'm just sad that enrage is still not on/off, and Heros are turning into 1-mob wonders. All that power with Intrepid+Panic+Enrage...

I really wish they'd fix Coma so we can do 8-mobs, well, like just about everyone else.

Yea your only use for shout is in a hacked spawn map again, useless skill is useless that and kms makes changes to classes based on kms needs. Then again that statement makes me wonder why they added a pdr effect to brandish unless that effect is passive and applies to everything and a number of other things

As for mobbing 8 monsters outside of VL's mobs and glitched lhc maps how often do you even come across a mob of 6. Hitting 8 is nice but how often are you either A having 8 monsters in front of you and B having 8 enemies in front of you that 6 wont die in a single coma and the other two cleaned up just as fast.
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The Great One Wrote:Yea your only use for shout is in a hacked spawn map again, useless skill is useless that and kms makes changes to classes based on kms needs. Then again that statement makes me wonder why they added a pdr effect to brandish unless that effect is passive and applies to everything and a number of other things

As for mobbing 8 monsters outside of VL's mobs and glitched lhc maps how often do you even come across a mob of 6. Hitting 8 is nice but how often are you either A having 8 monsters in front of you and B having 8 enemies in front of you that 6 wont die in a single coma and the other two cleaned up just as fast.

So, i give you one training example in an assumed glitched map and you dismiss me. I've been using shout, outside of training, for longer than you've probably owned that hero. I welcome the range increase. (and welcomed the mob increase in big bang)

Other classes are able to mob beyond 4, efficiently (Heros cant even mob 5-6 efficiently, as FA does not activate with Coma, and Coma will get weaker and weaker and then stop).
I think it's only fair, regardless of your inability to think of a time/place for its use.
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Zenkat Wrote:Shout is still useful. It's always been useful, even if not in a direct training sort of way. Still, if you're taking the center section of bearwolves, shout can hit bearwolves on the bottom level. I've done that a few times to help the guys on the bottom deal with huge mobs between mobs of my own.

I'm just sad that enrage is still not on/off, and Heros are turning into 1-mob wonders. All that power with Intrepid+Panic+Enrage...

I really wish they'd fix Coma so we can do 8-mobs, well, like just about everyone else.

hitting 2monsters with IS probably does more damage than hitting 10 with shout.
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Polantaris Wrote:Paladin buffs make me happy. The +30% or so over the two charges alone is a nice change, and then giving elements actual reasons to use one over the other if the enemy is neutral is another nice change.

Anyone in KMS still able to let me know how good the DOT is on Flame Charge? Might outmatch Holy Charge on monsters that can be burned and have the health to last through it.

Blast has a nice boost too, about time. It's base damage was barely above ACB before (Like 15% total iirc).

Also, does Seal from Holy Charge work on bosses, or are you still stuck with Magic Crash for that?



I don't get the confusion.
Ice already had Freeze.
Thunder got the Stun from CB (Which you have all the time anyway so it's basically a useless change)
It makes sense for Fire to do DOT, since Fire for EVERYBODY else does DOT, as far as I know.
The only one that's weird is Holy, but if everything else is going to have a status, there's no excuse for Holy not to have one.
Evan's only have DoT on FW..lol Blaze should and it doesn't but Evans don't need DoT anyways. Rather that stay with F/P
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Zenkat Wrote:So, i give you one training example in an assumed glitched map and you dismiss me. I've been using shout, outside of training, for longer than you've probably owned that hero. I welcome the range increase. (and welcomed the mob increase in big bang)

Other classes are able to mob beyond 4, efficiently (Heros cant even mob 5-6 efficiently, as FA does not activate with Coma, and Coma will get weaker and weaker and then stop).
I think it's only fair, regardless of your inability to think of a time/place for its use.

Chances are we've been playing the same amount of time the reason I dismmised you is because your example could only happen in that hacked situation I can name a few uses for shout as well from before big bang and after however we have a better move for the things shout did and the few examples of where it is useful now are only around a certain lvl range which just so happens to be over in a matter of hours. so unless you plan to be using shout as your lower lvl ksing move as thats one of its uses this little update doesn't do anything

Yea sure mobbing effectively sure pallys can hit 7 monsters with acb now how many times do you have 7 monsters in front of you in which to mob well barring the examples I already said none. As for the coma situation its called work around that an IS coma marco does the trick or just use coma until you run of of adv combo orbs recharge then continue with coma. Is it as good as say acb for example probably not does it get the job done within the same time frame give or take a half second yea.

You need to think in the long term and not in the short turn shout does have some use but that use is only for a few hours give or take your amount of playing time
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Maple isn't all about training and bossing.
I've been using Shout a lot, since before BB when it was 20% or something equally silly. It's always been useful for questing and collecting event drops. Not that I mind its increased range and damage - it does a great job on Zak summons, for example (I just hate having to turn Enrage off first... really wish they made it a toggle).

If they make it even stronger and longer range, great. If they don't, that's fine with me too. Not every class has to have a full-screen ultimate. But I definitely would mourn it if they take it away. It's a very useful skill. (And btw, I have Soul Driver... and still prefer Shout in many situations).
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SaptaZapta Wrote:Maple isn't all about training and bossing.
I've been using Shout a lot, since before BB when it was 20% or something equally silly. It's always been useful for questing and collecting event drops. Not that I mind its increased range and damage - it does a great job on Zak summons, for example (I just hate having to turn Enrage off first... really wish they made it a toggle).

If they make it even stronger and longer range, great. If they don't, that's fine with me too. Not every class has to have a full-screen ultimate. But I definitely would mourn it if they take it away. It's a very useful skill. (And btw, I have Soul Driver... and still prefer Shout in many situations).

Yea those aren't the only two things in maple but its all most people care about. Your not the only one who used shout I never once used it for its damage it did other things for me biggest example would be at gobies but since these things tend to die in 2 hits most of shouts uses are gone Yea all of those uses that you listed are fulfilled...with shout at lvl 11 when you make skills you want them to have uses in the 2 main areas most people care about.
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... yeah, 'cause Self Recovery that recovers 40 MP in 4 seconds is sooooo useful when IS uses up 100-150 MP in the same time. Oh, and 80 HP, 'cause you know, we aren't actually getting hit for thousands.

I'd much rather max Shout than Self Recovery.
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SaptaZapta Wrote:... yeah, 'cause Self Recovery that recovers 40 MP in 4 seconds is sooooo useful when IS uses up 100-150 MP in the same time. Oh, and 80 HP, 'cause you know, we aren't actually getting hit for thousands.

I'd much rather max Shout than Self Recovery.

Yea not a big effect but useful all the time>useful only in a handful of situations again lvl 11 shout does everything your asking why waste points unless your using shout for its damage in which case I'd have to laugh at you.
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Did they add anymore of those Union lvl 75(?) weapons?
Or were all of em made in the first Revamp?
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The Great One Wrote:Yea not a big effect but useful all the time>useful only in a handful of situations again lvl 11 shout does everything your asking why waste points unless your using shout for its damage in which case I'd have to laugh at you.

a. If they take Shout away, you won't have the level 11 Shout either.
b. Level 11 Shout is not close to 100% stun, which is useful in some situations (Kenta and DRPQ for example)
c. Self Recovery is hardly "useful all the time". If it were taken away not a single hero would be any poorer due to potion costs. The only place it might come in handy is if you're seduced and 1/1'ed and somehow manage to stay alive long enough for it to give you enough MP to use Hero's Will. A better solution would be to make Hero's Will cost 1MP when maxed. It would help all classes.
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SaptaZapta Wrote:a. If they take Shout away, you won't have the level 11 Shout either.
b. Level 11 Shout is not close to 100% stun, which is useful in some situations (Kenta and DRPQ for example)
c. Self Recovery is hardly "useful all the time". If it were taken away not a single hero would be any poorer due to potion costs. The only place it might come in handy is if you're seduced and 1/1'ed and somehow manage to stay alive long enough for it to give you enough MP to use Hero's Will. A better solution would be to make Hero's Will cost 1MP when maxed. It would help all classes.

Sigh.
A. fair enough
B. the stun in shout is now useless we have this little thing called coma the goal in kenta would be to kill things before they have a chance to seal or super def up shout will not help you do this coma on the other hand will not only stun them but put em near death so your next brandish or IS finishes them off DRPQ coma just works better.
C. Your missing the point due to mp recovery the mp you do have last a lot longer which means you buy less which means you have more open space for other things unlike with lvl 11 shout lvl 11 recovery sucks so those points go to helping you out a lot further then the very limited uses shout has.
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Ooooo, i like the purple effect they gave DrK soul rush.
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