KMST 1.2.410 - Skill Changes
#81
ElderTree Wrote:I don't think that's what it does. From Google Translate:


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.

Actually, it seems like it adds to both. Because it first mentions the crew, then, afterwards, phisical damage.
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#82
Hmm.. well.. hmm.
I guess it's still Tespia. There's still a number of placeholder things floating about.
I see they changed the Killing Points from purple to red, which IMO looks MUCH better. Now they just need to change the purple arrows for Muspelheim/Foreign Spell, the purple lightning for Assassinate and the purple smoke for Smokescreen.
Here's hoping they boost Shadower/Darkness Instinct back to 180+ seconds. Even if they cut the damage per KP down to 3% rather than 6%, maybe even the direct attack upgrade to half too, it'd still be a fairly good boost, and the duration means you'd be able to get something out of it.

Kinda prefered the previous Boomerang Step animation; this one doesn't have that curve after the first hit. Like a boomerang, no less.
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#83
Alloy Wrote:Actually, it seems like it adds to both. Because it first mentions the crew, then, afterwards, phisical damage.
It says pad, meaning just +attack.
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#84
Arrg Wrote:It says pad, meaning just +attack.

Yeah, whatever, but not just the summons, I meant.
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#85
Yorckie Wrote: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)
What i ment by that is that 15/120=.125 so 12.5% of the time when a Slayer is fighting a boss that boss cant do anything. and so a 2~3 sec stun with 15sec cooldown would me about 13.3% to 20% of the time when a bucc is fighting a boss the boss cant do anything. But then again since buccs are NOW crap it should be like 50% of the time if it actives 100%
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#86
valhala556 Wrote:What i ment by that is that 15/120=.125 so 12.5% of the time when a Slayer is fighting a boss that boss cant do anything. and so a 2~3 sec stun with 15sec cooldown would me about 13.3% to 20% of the time when a bucc is fighting a boss the boss cant do anything. But then again since buccs are NOW crap it should be like 50% of the time if it actives 100%
Sometimes Dark Bind doesn't stop a boss from attacking, it 'misses'? I think it has to do with the animations of the boss.
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#87
Oh, has lot of sense now.

Is there more time for another KMST patch until the live server update?
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#88
Yorckie Wrote:Oh, has lot of sense now.

Is there more time for another KMST patch until the live server update?

Yes. In the past few patches, Nexon tweaked stuff during the public patch that didn't reach test server.
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#89
I wonder how the FA effect from Dignity works then...is the "explosion" capable of damaging other enemies that are close enough to the target (since the blast radius is really small)? If it is, stuff will be pretty crazy; enemy getting damaged from bullet, from explosion set off by the bullet that hit it, and from explosion set off by the bullet that hit the enemy right next to it.
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#90
Just saw a vid on Orange mushroom, seems like orbs recharge on hits rather than kills- and seems to be nearly 100%- Didnt look too closely.

Just looked more closely- appears to be based on landed attacks- not # of targets hit.

By orbs I mean KP.
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#91
Yeah, looking at the Justice preview it looks like a KP charged each bstep or assaulter.
Also looked like Shadower Instinct takes up all current KP.
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#92
Wonder if Shadow Instinct conusmes the KP for the added attack or if it just makes it so the current # of KP effects current added attack.
as in:
Consume 5 orbs @ 6 attack each -> 30 attack for 60 seconds
or
Activate Instinct so that each KP adds 6 attack, max of 5 or 30 attack.

I would prefer the 1st case- would give reason to toss in Assisnate every once in a while rather than hording KP for the attack.
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#93
Doesn't.. like..weak as hell FA like that kind of make it shitty on high pdr...?
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#94
fodjgngf Wrote:Doesn't.. like..weak as hell FA like that kind of make it pomegranatety on high pdr...?

No, it doesn't.

ElderTree Wrote:I don't think that's what it does. From Google Translate:


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.

I'm sure google translate is more credible than I am. Alternatively, you could read what the entire skill does.

DarkQuill Wrote:Hmm.. well.. hmm.
I guess it's still Tespia. There's still a number of placeholder things floating about.
I see they changed the Killing Points from purple to red, which IMO looks MUCH better. Now they just need to change the purple arrows for Muspelheim/Foreign Spell, the purple lightning for Assassinate and the purple smoke for Smokescreen.
Here's hoping they boost Shadower/Darkness Instinct back to 180+ seconds. Even if they cut the damage per KP down to 3% rather than 6%, maybe even the direct attack upgrade to half too, it'd still be a fairly good boost, and the duration means you'd be able to get something out of it.

Kinda prefered the previous Boomerang Step animation; this one doesn't have that curve after the first hit. Like a boomerang, no less.

180 second +50atk buff sounds great.

Can anyone confirm the damage on Muirhat, Valerie, and Jack?
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#95
http://www.sendspace.com/file/op9jzl
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#96
Does Shadower Instinct stack with Karma?

I was watching video and it seemed like it did, but I could be wrong.
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#97
Cactuar Wrote:Does Shadower Instinct stack with Karma?

I was watching video and it seemed like it did, but I could be wrong.

I noticed Dual Blades get Karma too, what exactly does it do?
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#98
CarrionCrow Wrote:I noticed Dual Blades get Karma too, what exactly does it do?

It's basically Rage, except not a party skill.

+30 WATK.
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#99
Cactuar Wrote:It's basically Rage, except not a party skill.

+30 WATK.

Ah I see. So DBs get that and the 30 attack from Thorns, huh. The inferior complex DBs have developed since hearing of the MI/SP nerf sounds less and less relevant. They have such a crap ton of W att over the other thieves that it evens out, especialy with the extra weapon potentials they get on on Katara.
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JoeTang Wrote:No, it doesn't.
Then its the other way around? Higher numbers get taxed more i guess? or is it just the same regardless..

Seriously what the pineapple is with all these MP consumption changes?????? y so important 2 u nexin!!??

CarrionCrow Wrote:Ah I see. So DBs get that and the 30 attack from Thorns, huh. The inferior complex DBs have developed since hearing of the MI/SP nerf sounds less and less relevant. They have such a crap ton of W att over the other thieves that it evens out, especialy with the extra weapon potentials they get on on Katara.

Well they do have the best shield in the world called a katara after all... Can't think of another class that can have 300 attack legitly off weapons alone..
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