KMST 1.2.411 - Phantom
JoeTang Wrote:Looking at it again, they probably have +40% Evasion Rate and 40% Dodge Rate.


Why would you think that?

So what's the difference between the two? o.o

Is it just that they'll sometimes overlap, making it less than 80% total? or do they work differently?

EDIT: @below: ohh

Anywho, this class seems really interesting =o if anything, they could be good for people who like multiple characters (like me ;D)
Example, I never had a warrior past 30, so I could play around w/ someone's warrior skills to get used to being one before I make one, harhar
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Hanabira.Kage Wrote:
Huh?

Does one of them make the next hit critical or something?

One must add 40% avoidability and the other 40% chance of totally not taking damage like shadow shifter.
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JoeTang Wrote:Looking at it again, they probably have +40% Evasion Rate and 40% Dodge Rate.


Why would you think that?

Since you said they were different, and the only thing I could think of was the bowmans' Dodge. :/
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+%evasion adds to your avoid
If you had 2000 avoid, and +50% evasion you'd have 3000 avoid.
Dodge rate is straight up dodging the attacks.
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Blades4hire Wrote:+%evasion adds to your avoid
If you had 2000 avoid, and +50% evasion you'd have 3000 avoid.
Dodge rate is straight up dodging the attacks.

Oh. Couldn't they just put Avoidability +% then?

In any case, seeing as Avoidability isn't exactly useful...is it safe to say Phantom is pineappleed in terms of survivability?

EDIT: Wait a minute. Isn't it more like 30% dodge, +50% avoid?
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They have more hp than bowman, so no.
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Blades4hire Wrote:+%evasion adds to your avoid
If you had 2000 avoid, and +50% evasion you'd have 3000 avoid.
Dodge rate is straight up dodging the attacks.

No, if you have 20% Chance to avoid a hit, +50% evasion rate gives you 30% chance to avoid.
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I feel that Phantom needs some more skills. So much potential... =/

Arrol Wrote:I'm more tired of hearing this. Someone had a signature saying that Nexon doesn't balance classes, they just move them from top to bottom.

Hi there.
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두근두근 첫사랑
Face Accessory - All Classes
Req Level: 60
STR: +2
DEX: +2
INT: +2
LUK: +2
WDEF: +50
MDEF: +50
Untradeable
Cannot resell to merchants
3 slots

Did everyone miss the potentialable face accessory or are you secretly not able to pot it? :f6:
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JoeTang Wrote:No, if you have 20% Chance to avoid a hit, +50% evasion rate gives you 30% chance to avoid.
Oh, sorry if I misled anyone.
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JoeTang Wrote:No, if you have 20% Chance to avoid a hit, +50% evasion rate gives you 30% chance to avoid.

Oh. =.=

Multiplicative stacking then.

Hmm...45% dodge rate? Or am I calculating it the wrong way around?
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Dodge and Avoid are not the same thing. Avoid is avoid. Dodge is Dodge. Literally. It cannot get any clearer than this.
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Viaje Wrote:Aran still have, arguably, the worst survivability.

Not really they actually have the second best from warriors, Arans have -40% damage taken undispellable, 20% HP like other warriors, 10% Drain per hit and a nice amount of def because of str, at zakum for example 1/1 is a joke, you can just use a mp pot and keep attacking (Drain is undispellable too) the amount of hp an Aran has, is around 12-15k (with equips and Cannon shooter link skill, i forgot my exact amount of HP at 150 but it is around 8-10k without the 20% buff from union and % hp equips like CZakH or CHP) and you can use HP potions from alchemist too up to 5k Iirc and self HB, whereas Heroes in the other hand can easily die with 1/1 (i saw it in a Zrun with a lvl160 hero and twice) and the same story for Drks, pallys are just another story, So yeah the Removal of Achilles destroyed Heroes and Drks Survivability.
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JoeTang Wrote:Dodge and Avoid are not the same thing. Avoid is avoid. Dodge is Dodge. Literally. It cannot get any clearer than this.

However you define things...whether it is a Dodge or an Avoid, what is the total chance that you dont take any damage and stay alive Rolleyes
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Sorien Wrote:I, for one, am ecstatic about the nerfs! Biggrin

True, Cannoneers didn't really need any nerfs, but I honestly felt that they were dealing more damage than they actually needed to do. Even with these nerfs, most cannoneers are going to be one shotting everything from level 10 to 80 at least.

Don't even get me started on the nerfs that Demon Slayers and Mercedes(es?) needed. I can't even count the number of complaints I have about them.

Honestly, Demon Slayers only really got nerfed in the Bossing department. They can still mob to all hell, and Demon Explosion wasn't really a skill to use anyway, as Devil Cry was vastly more useful. If I remember correctly, the old skill build for Demon Slayer on EF had Demon Explosion off to like...level 17x before you bothered with it. Plus with Devil Cry being only 20 levels instead of 30, it's overall more acceptable to use. With this nerf to Demon Explosion...it just solidifies it's uselessness. Devil Cry stays as the mobbing skill...and now DSes have a more average bossing skill with Demon Impact's nerf from 2000% to 1200% (400x5 -> 240x5). It still does 100% crits though so >_>
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Good news for those who wanted to farm gallant emblems, the drop rate is fairly decent.
I get 12 of them in 5 minutes in KMST so getting 1 or 2 in 10 minutes shouldn't be hard in official server as well.
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Killmeplsok Wrote:Good news for those who wanted to farm gallant emblems, the drop rate is fairly decent.
I get 12 of them in 5 minutes in KMST so getting 1 or 2 in 10 minutes shouldn't be hard in official server as well.

Do Gallant Emblems drop from monsters or something now?

I wish the Crusade coins dropped from boss monsters in GMS, it is taking me so long to level up my Crusade Medal...
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[video=youtube;Ew0vYxFPOZA]http://www.youtube.com/watch?v=Ew0vYxFPOZA[/video]
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I may be a slow duckie, but, I just came back to say... after getting more details on the mechanics

I realized what Nexon did there.

Jack of all trades.
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Why do all the drops go flying so far to the left all the time?
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