[1.2.175] Two more job classes
Spadow Wrote:KMST 1.2.176 has been released - Flame Wizard job is released and after level 70, you will be given 5 AP instead of 6.

Skills has been changed & fixed, here is one of them:

Combo Attack
Level 20: MP - 35 / 120% Damage / 200 Seconds / 5 orbs

There were many, many changes to the Soul Warrior and Flame Mage class. I will be going over them tomorrow morning.
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Seems like soul warriors got a big nerfing. Only 5 AP after 70. Well i guess that should help reassure people who think these will destroy the game and be overpowered.
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I wonder how they would nerf the Flame Mages :f6:.
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ndynslvr Wrote:I hope for the opposite, I hope for a much more stronger L7 and a better crit with a nerfed drain and avenger. Or a nerfed L7 but a SUPERIOR crit and SUPERIOR Triple Throw. I also want... Mesos Guard. I hope to see the assassin stronger than a 200 Gunslinger interms of DPM but a severely inferior L7 and make it so that those who do not get past 70 are screwed over by regular sins. Rawr.

better TT and NO crit is more like it, also make L7 do like 120% total =p
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Fiel Wrote:There were many, many changes to the Soul Warrior and Flame Mage class. I will be going over them tomorrow morning.

Aww I wanted the KoC class to be overpowered T-T....
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I guess a part of me didn't want these new classes to overpower my hero.
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Fiel Wrote:There were many, many changes to the Soul Warrior and Flame Mage class. I will be going over them tomorrow morning.

They will still be uber strong for their lvl... The warrior in the vid didnt have ac...
Combo (normal) + ac ( normal) + soul charge + 20atk potential base + echo of a hero at 120... And like it would be hard to get mw20 buffs after this box event
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I only read this post a few mintues ago so I don't know what might have changed or what will change with the Cygnus AP system or skill data, but one thing for sure is that people are overrating the class.

Again I'm only going from what the first post says and the 6 AP every level up from 1 to 119 (I'm aware it's changed now but I will just use this for my example).

Normal warrior can have 999 str, with maple hero +99 and equips maybe +90, so about 1188 str.

Soul Warrior is ... 13 base + 119 * 6 AP = 727 str. (There's a nerf they only get 5 AP every level past 70 now? So it wouldn't even be that high anymore.) Assuming job changes don't give you bonus AP like our current 3rd and 4th job changes. Soul Warrior will be DEPENDENT on other 4th jobs for Maple Hero, which is kind of a liability, but not much so. Let's give it to them as a freebie. So 727 + 72. And say this warrior can use the same equips as our current Heros and Paladins. So equip is the same, +90 str. 889 str.

I don't know if Blessing of the Sprite stacks with atk pots, but if it did, Soul Warrior gets potentially 8 more atk. But let's assume it didn't stack. So we neglect this.

The STR ratio is 1188/889 which means Hero and Pally are 1.336x stronger atm.

Skill comparison... lets just do the Hero side, I don't want to bother with Paladins lol.
Combo is 1.9, Brandish is 2.6, and 2 hits. A number we've all seen many times during all the number crunching in the past, 988%.

Soul Warrior combos are the same, just reversed right? So 1.9. Brandish is only 2.4 now, still 2 hits, and Soul Charge is 1.4. 1276.8%.

1276.8/988 = Soul Warrior is 1.292x stronger with skills.

1.336 and 1.292 means Heros still have better damage. Keep in mind Soul Warrior damage is with Maple Hero, a skill they do not have on their own. Also keep in mind that in addition to that, Heros get Stance, Achilles, and Guardian. (And the useless awakening.) Oh. And RUSH?? lol. Though maybe that doesn't matter cause if the EXP table for Cygnus is the same as regular, you can hit 120 extremely quickly, even without Rush. At least Cygnus gets that running skill for movement, but it doesn't push mobs. Last thing to keep in mind, if your Hero has a Lunch Box, then yeah. Lmao. Though knowing Maple, eventually there will be a Lunch Box equivalent weapon for the Soul Warrior to use, maybe.

So yea, they don't outdamage and lack some good defensive skills (mainly Stance, Achilles and Guardian a plus - although I might be overrating Stance since it is only required for Horntail, no other bosses are small platform based). What I will say though, is that if you are assessing PURE OFFENSIVE, then doing damage CLOSE TO a 200 Hero at level 120 is pretty broken. Especially if they share the same EXP table. That's the difference between 1 month and 2 years. I haven't heard about a new EXP table implemented, still waiting on that one.

In a nutshell things are bound to change so any speculation of the class is moot, but if anyone is still thinking these classes are good, well, yeah. I got you there. The only thing that really happens is it takes less time to get stronger and you don't need to buy any skill books. (That sure was annoying, wasn't it? How much is level 30 Brandish now?) I think they are probably working on the process of nerfing the class further also. In essence you get stronger faster, but you will still not be as strong. Unless you're a Paladin, then Cygnus probably owns you. Dark Knights is situational, if you can't use Berserk you'll get owned, if you can... that I haven't bothered checking. But guess what, Cygnus has no Hyper Body!

Sorry if someone already pointed out all these arguments I had before, there's 9 pages of this thread to read D: But yeah. Looks cool, looks fun, but won't be replacing our current warriors except Paladins. Until neutral res comes in.

Everything aside, I'm still interested in making the class for kicks.
Eagerly awaiting tomorrow's news though.
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I think you're making the wrong comparison. Soul Warriors at max level should most definitely be weaker than Heroes at max level. You should be comparing Soul Warriors at level 120 to Heroes at level 120. These classes have a much shorter lifespan and are not meant to be endgame characters in the way your existing characters are.
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Radius-86 Wrote:Soul Warrior combos are the same, just reversed right? So 1.9. Brandish is only 2.4 now, still 2 hits, and Soul Charge is 1.4. 1276.8%.

actually, you're wrong here. a 200% combo would have given 220% with 5 orbs. since ac had a lower start value its probably safe to assume no one would get it, and then youd get 1478.4% out of brandish. in your analysis, they were equal. with this correction, they're far stronger.

but they need to give you an incentive to max ac. so well have to wait for the new values from .176.
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So, uh what were the changes to the FireMage class?
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modular Wrote:actually, you're wrong here. a 200% combo would have given 220% with 5 orbs.

Actually it was giving more like 300% with 5 orbs (as evidenced by videos), doesn't really matter now though cause they nerfed it down to regular Combo level (120%) and apparently also fixed Advanced Combo so it's adding damage, and nerfed Soul Charge down to a 120% boost. So all around they're pretty much even with an equivalent STR maxed A.Combo/Brandish Hero. They just get the skills in 3rd job and can't play past 120 which makes them about as strong as a 134 Hero at max level (except a 134 can't max both Brandish and Advanced Combo).
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Ah I thought by regular combo and advance combo having swapped %, it just meant the order at which the power builds up for the first 5 and second 5 orbs was different, but the total at 10 orbs would be the same. I'm actually not too familiar with the new formula with Heros since 4th - like, does AC change the % of the first 5 orbs of regular combo?

Well anyway, my mistake there.
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Stereo Wrote:Actually it was giving more like 300% with 5 orbs (as evidenced by videos), doesn't really matter now though cause they nerfed it down to regular Combo level (120%) and apparently also fixed Advanced Combo so it's adding damage, and nerfed Soul Charge down to a 120% boost. So all around they're pretty much even with an equivalent STR maxed A.Combo/Brandish Hero. They just get the skills in 3rd job and can't play past 120 which makes them about as strong as a 134 Hero at max level (except a 134 can't max both Brandish and Advanced Combo).

cool. i liek borked classes that play similar to my favorite class Big Grin
i hadnt actually looked at the video all that closely aside from him 2hkoing skele at 120.

Radius-86 Wrote:Ah I thought by regular combo and advance combo having swapped %, it just meant the order at which the power builds up for the first 5 and second 5 orbs was different, but the total at 10 orbs would be the same. I'm actually not too familiar with the new formula with Heros since 4th - like, does AC change the % of the first 5 orbs of regular combo?

Well anyway, my mistake there.

you can use a simple little formula to get a % multiplier for any orb:
[ AC % ] + 5*[ # Blue Orbs - 1 ] + 4*[ # Red Orbs ]

ac % is given by the skill itself (for once). its the nice little number that says something between 121%-150% depending on level. just remember you can only have a certain number of red orbs for unmaxed ac.
maxed, 10 orbs: 150 + 5*4 + 4*5 = 190%.

to answer the question, yes. but it doesnt change the 5% that blue orbs (after 1) add.
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What's with the gears? :o

[Image: 1226152058_01.jpg]
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Cyanne Wrote:What's with the gears? :o

[Image: 1226152058_01.jpg]
can't hotlink from insoya :/
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In case it doesn't show up:
[Image: 122615205801ad5.jpg]
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Those gears remind me of FlyFF, you know, since giant gears were stuck in the land everywhere...

That's pretty odd, but cool at the same time.

"Run, it's raining flaming gears!"
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I just uploaded a video of the Flame Wizard here: http://www.youtube.com/watch?v=Bdk7pp56wxA

Fire pillar just looks like a cheap version of explosion that's flashier and faster =/
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OMg at the damage output at lvl 75 @__@
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http://img186.imageshack.us/my.php?image...701lq1.jpg
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