KMST 1.2.410 - Skill Changes
#61
IllegallySane Wrote:How big a cooldown do you have in mind?
well if the stun last like 2~3secs. then like a 15sec cooldown would be suffented. I mean Slayers have a 15sec "stun" every 120secs. so the ratios between the 2 aren't that off.
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#62
GhostShip Wrote:I knew it was a long shot, but alas I'm still pissed off. Paralyze 960%, chain lightning 1200%, angel ray 1260%. Really goddamn fair nexon.

You're ignoring the PDR-ignoring stacked DoTs for F/P, and that elemental amplification is far superior to holy focus. F/Ps use more than one skill...

If anything, you should be ranting more about the # of hits that each skill does (damage cap, especially for Mist Eruption), rather than the "%".
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#63
valhala556 Wrote:well if the stun last like 2~3secs. then like a 15sec cooldown would be suffented. I mean Slayers have a 15sec "stun" every 120secs. so the ratios between the 2 aren't that off.

Ratios don't that off? Demon Slayer is beyond overpoweredness. Following your idea, which I agree with, it should be 10 seconds CD for a 5 seconds stun. :B
(Don't know what I'm talking about, I'm just sure nothing will make the ratios fair for any job compared to DS)
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#64
According to Insoya's skill tables, Assembly Crew's summons have different damage values now. It's either 310%, 300%, or 240%.
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#65
ElderTree Wrote:You're ignoring the PDR-ignoring stacked DoTs for F/P, and that elemental amplification is far superior to holy focus. F/Ps use more than one skill...

If anything, you should be ranting more about the # of hits that each skill does (damage cap, especially for Mist Eruption), rather than the "%".

None of this stuff was buffed more for f/ps to make us balanced. Dots activate slower than an attack, so if even if they made up the damage we'd still be getting outdamaged. I'm fairly certain that chain lightning is also a faster attack than paralyze, furthering the gap between our damage. I didn't mention the amount of hits because the disparity between damage per attack was so damn high.
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#66
Not sure if want... :<
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#67
GhostShip Wrote:None of this stuff was buffed more for f/ps to make us balanced. Dots activate slower than an attack, so if even if they made up the damage we'd still be getting outdamaged. I'm fairly certain that chain lightning is also a faster attack than paralyze, furthering the gap between our damage. I didn't mention the amount of hits because the disparity between damage per attack was so damn high.

At a boss with 70% PDR, with maxed AA (Ignore 20% PDR), every 100% DoT is equivalent to doing an extra 163% (without criticals) on a skill with a delay of 720 ms (paralyze). So that means that Paralyze's 140% DoT is worth the same as adding an extra 228% to Paralyze's "main attack" for a total of 1,188"%". Now consider that in the optimal scenario, a F/P spends LESS than half the time using Paralyze (even the DoT alone on 2nd job Poison Breath is stronger than casting Paralyze!), and I don't see what you're complaining about.

Not to mention that Mist Eruption is way stronger than Glacial Chain, unless you hit the damage cap. Then we're back to the # of hits that a skill does.
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#68
So...still no viable mob move to use in between Boomerang Steps?

Lolol, invincibility frames into a rush into the monster attack. That's just brilliant Nexon...
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#69
Somehow I expected sairs to get Final Attack at this rate.
Also I'm gonna guess that Captain's Dignity is now a Gun Expert skill?
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#70
ChronosXIII Wrote:So...still no viable mob move to use in between Boomerang Steps?

Lolol, invincibility frames into a rush into the monster attack. That's just brilliant Nexon...

BS + Rush = Dragon Dancing for Shads = TROLOL for Buccs?

PirateIzzy Wrote:Somehow I expected sairs to get Final Attack at this rate.
Also I'm gonna guess that Captain's Dignity is now a Gun Expert skill?

Not quite. It's a mix of an "Expert" skill (additional mastery, but no crit buffs or atk) and "Final Attack" (guaranteed to add 70% damage to every attack). So Rapid Fire is now 400% / hit with this? (Can't tell if it will add the two numbers together, or if the 70% damage will appear as a weaksauce 2nd hit)
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#71
Assassinate Points were officially renamed to Killing Points (kp). Assassinate no longer generates Killing Points. It uses 5 Killing Points to do 2.5x damage. Going by the description, it cannot use less than 5.
Shadow Instinct now gives Killing Points passively whenever you attack enemies at some unmentioned rate. Could be 100%, could be something really low. It appears to be the only other skill to now use Killing Points since any mention from other skill's descriptions (Meso Explosion, Boomerang Step) was removed. You gain 6 Weapon ATT for each Killing Point you have when you use Shadow Instinct.
Assemble Crew was given data for each individual summon. Each summon was given a new effect from Crew Ship Commander. Old effects were garbage. New effect is +10% Weapon ATT while one us summoned, Muirhat - Critical Damage +10%, Valerie - Critical Hit Rate: +10%, Jack - HP/MP +20%, Speed +20
Corsair's Captain's Dignity adds their Final Attack 70% Damage at 100% Rate.

Everything else seems pretty self-explanatory.
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#72
JoeTang Wrote:Assassinate Points were officially renamed to Killing Points (kp). Assassinate no longer generates Killing Points. It uses 5 Killing Points to do 2.5x damage. Going by the description, it cannot use less than 5.
Shadow Instinct now gives Killing Points passively whenever you attack enemies at some unmentioned rate. Could be 100%, could be something really low. It appears to be the only other skill to now use Killing Points since any mention from other skill's descriptions (Meso Explosion, Boomerang Step) was removed. You gain 6 Weapon ATT for each Killing Point you have when you use Shadow Instinct.

Sounds like a cool system for shads.

Is it similar to arcane aim where each attack has a chance to add a kp and you would get +6 wea att
for each one?

If that's the case, what's the maximum kp a shad can have and how long does it stay in effect?


Quote:Assemble Crew was given data for each individual summon. Each summon was given a new effect from Crew Ship Commander. Old effects were garbage. New effect is +10% Weapon ATT while one us summoned, Muirhat - Critical Damage +10%, Valerie - Critical Hit Rate: +10%, Jack - HP/MP +20%, Speed +20

Another nice change.

If only they had another bossing move instead of rapid fire. =/
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#73
JoeTang Wrote:Corsair's Captain's Dignity adds their Final Attack 70% Damage at 100% Rate.


That would make Rapid Fire do essentially 400% per hit.
What am I looking at?
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#74
JoeTang Wrote:Assassinate Points were officially renamed to Killing Points (kp). Assassinate no longer generates Killing Points. It uses 5 Killing Points to do 2.5x damage. Going by the description, it cannot use less than 5.
Shadow Instinct now gives Killing Points passively whenever you attack enemies at some unmentioned rate. Could be 100%, could be something really low. It appears to be the only other skill to now use Killing Points since any mention from other skill's descriptions (Meso Explosion, Boomerang Step) was removed. You gain 6 Weapon ATT for each Killing Point you have when you use Shadow Instinct.

I don't believe that the actual KP use values were removed from the skills, just the descriptions. At least, going by what Fiel posted.
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#75
WELL...

I know what game I'm no longer going to play.
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#76
I'm currently liking my decision to go for a UA shadower in KMS when this comes out.
Shads are looking like they got the best revamp here.
Admittedly, that's not saying much, but still.
God, it's going to be so strange playing a shadower after 3 years.
My first char was a dagger rogue. Never got him to 30.
If only I remembered his name, that would be pretty damn epic.
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#77
JoeTang Wrote:Assassinate Points were officially renamed to Killing Points (kp). Assassinate no longer generates Killing Points. It uses 5 Killing Points to do 2.5x damage. Going by the description, it cannot use less than 5.
Shadow Instinct now gives Killing Points passively whenever you attack enemies at some unmentioned rate. Could be 100%, could be something really low. It appears to be the only other skill to now use Killing Points since any mention from other skill's descriptions (Meso Explosion, Boomerang Step) was removed. You gain 6 Weapon ATT for each Killing Point you have when you use Shadow Instinct.
Mmm, by what you are saying and the fact that Shadow Instinct only lasts up to one minute now, does this mean that we only have up to 60 seconds to charge up Assassinate?
This would explain the low duration time of Shadower Instinct I suppose, although I still think 60 seconds is a very low duration regardless of the Killing Point success rate, which as you said is unknown. Would the extra attack of Shadower Instinct be calculated at the moment of casting or does it change every time you get a new kp. If the extra attack is calculated each time a kp is gained or used, then every time we use Assassinate and it brings the kp back to 0, our attack would automatically decrease, so it would be better to use it right before the 60 seconds are up I suppose.
My guess is that you don't know the answer to this but it doesn't hurt to ask so, do the Killing Points go away after each Assassinate?
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#78
Cactuar Wrote:I don't believe that the actual KP use values were removed from the skills, just the descriptions. At least, going by what Fiel posted.

There are quite a few skills that have values attached to them that aren't used I believe, especially the new, unfinished ones. If other skills use KP, then this system is completely worthless as the only skills you have to charge KP are basic attack, Double Stab, Savage Blow, and Steal.

nRxUs Wrote:Mmm, by what you are saying and the fact that Shadow Instinct only lasts up to one minute now, does this mean that we only have up to 60 seconds to charge up Assassinate?
This would explain the low duration time of Shadower Instinct I suppose, although I still think 60 seconds is a very low duration regardless of the Killing Point success rate, which as you said is unknown. Would the extra attack of Shadower Instinct be calculated at the moment of casting or does it change every time you get a new kp. If the extra attack is calculated each time a kp is gained or used, then every time we use Assassinate and it brings the kp back to 0, our attack would automatically decrease, so it would be better to use it right before the 60 seconds are up I suppose.
My guess is that you don't know the answer to this but it doesn't hurt to ask so, do the Killing Points go away after each Assassinate?

You get the attack when you cast the skill.
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#79
Cactuar Wrote:I don't believe that the actual KP use values were removed from the skills, just the descriptions. At least, going by what Fiel posted.
Wouldn't they have to be though? If normal attacks now charge the points, if they also used up the points I imagine things would get pretty bonkers. But is assassinate really no cool down no charge? Even without the full 5 points(which could be very easy to obtain for all I know) that seems pretty hardcore.
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#80
JoeTang Wrote:Assemble Crew was given data for each individual summon. Each summon was given a new effect from Crew Ship Commander. Old effects were garbage. New effect is +10% Weapon ATT while one us summoned, Muirhat - Critical Damage +10%, Valerie - Critical Hit Rate: +10%, Jack - HP/MP +20%, Speed +20.

I don't think that's what it does. From Google Translate:
Quote:# v% increase in damage of the crew summoned, if the crew is summoned Increases Physical Attack # pad. \ n

v% = 10% (value wasn't changed in this patch) meaning that it increases the crew's damage ("+10% increase in damage of the crew summoned", not "+10% increase in damage when the crew is summoned"?).
#pad = +30 atk, so you get +30 atk when you summon the crew.

Doesn't make much sense to give you both +10% damage AND +30 atk. This way, it buffs up the damage of the summon just like Satellite Safety / Robot Mastery.
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