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The Civil Rights Movement


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#1 Masamune

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  • Windia

Posted 21 December 2009 - 11:34 PM

I have a dream where all classes in MS and other MMOs would one day be equal in role....

Yeah, to cut to the chase, the first wave of skill balances came out for KMS Tespia. Not concrete but they're living up to their promise and so far, I can tell you that Corsairs and Shadowers are going to be VERY happy (This means Loose in particular):

Quoted by someone else:
QUOTE
This is test server patch at the moment.


-Mage
Fire arrow can now hit upto 4 monsters

Explosion base attack increased by 10 when mastered

Element Amplification's damange increased by 10%


-Gunslinger
All skill attacks are set to attack like mage's magic(?)[Meaning no more meele attack in close range]

Double shot's range has been increased and 30% more improved damange when mastered

Recoil Shot cool time is decreased

Flamethrower, Ice Splitter, and Rapid Fire damanges are increased by 30% when mastered

Battleship's armor(?) is increased

Elemental Boost's effect damange increased by 5%, freeze time is 4 sec now.


-Brawler
Energy Charge's stance(?) effect has been improved.

Barrage range is improved


-Bandit, CB, Shadower skills are changed
Endure heals HP 40, MP 20 more when mastered

Band of Thieves damange improved by 40% when mastered

Dark Sight's cool time(?) is decreased

Venom's lasting time and chance are increased by 4 sec and 20%

Assassinate's accumulative damage is reduced by 4 sec

Boomerang Step's cool time is decreased and now can be used regardless platform shape.

Assaulter's damange improved by 50% when mastered

Meso Guard's lasting time increased by 60 sec and use mesos to guard % are reduced by 17%



I had some trouble with translating since I don't speak English that well.

This patch is just a beginning.

Source : http://www.insoya.com/bbs/zboard.php?i d =bbs12&no=318
The source is in Korean.
Copy & paste and remove space in the link


Round 2 of patches:
QUOTE
Page Skills
- Threaten skill can now affect multiple monsters' weap and def by %. Also, up to 8 sec it can now decrease monsters' accuracy(blind).

Knight Skills
- Flame Charge damage has been improved.
- Fire Charge damage has been improved.
- Thunder Charge and Lighting Charge has been changed to stack with other charges(Fire, Ice, Holy) at the same time.
- Charge Blow range has been improved. Also, stun lasts longer now.

Paladin Skills
- Blast damage has been improved.
- Holy Charge damage has been improved.
- Divine Charge damage has been improved.

Dark Knight Skills
- Beholder's buff can now determine whether each users' pre-applied buff is better than beholders or not in order to avoid canceling pre-applied buffs if they are better than be holder's. However, if beholder's buff is better than the pre-applied buffs, the pre-applied buffs will be canceled and change to beholder's buff.

Warrior's 4th Job Skill
- Rush's damage and range has been improved.

Small info
Someone at Insoya opened skill.wz file and found out that holy charge is 150%, blast is 580%, and ultimates for AM have reduced by 600 mp meaning 1200 mp in total.


Edited by Masamune, 29 December 2009 - 05:57 PM.


#2 JoeTang

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  • Windia

Posted 22 December 2009 - 08:32 AM

I just want to say that Corsairs don't deserve that, especially this early in "balancing".

Sure sucks to be Marksmen these days.

FP on the other hand have it easy now. Not only does Fire Arrow have the same DPS as Thunderbolt, it does it at four mobs thus not requiring you to gather six monsters to be at its best.
Just as another note, Explosion has had its delay reduced so it is a bit faster as well.

#3 Masamune

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    Masamunee- Level 92 White Knight <-- Inactive, Paladin to be
    SnipeCaptain- Level 1 Beginner <-- Gunslinger to be (don't hassle be about the name; I was tired)

  • Windia

Posted 22 December 2009 - 03:13 PM

Pretty much the only two things I'd like to see retained for corsairs is Recoil and the melee shooting. The novelty of pistol whipping wears off after the first whip to a snail.
But it's only the first patch so we'll have to see. The classes that don't really need balancing as of now in my opinion are Heroes, Night Lords and Bishops (what a surprise). I'm inclined to say Bowmasters but slightly iffy because of their mobbing ability. But we can add Corsairs to the OP list as well now.

Marksmen, in my opinion are well set as they are but could stand to improve a bit more from the single target perspective since in a perfect setting, Snipe goes off only so many times in one minute and restricts them more than a lot of other classes regardless of equips.

And the rest... well... just have to wait and see.

I'd translate for myself but my computer doesn't support Korean text and I haven't felt up to downloading any foreign language packs so I'll make do with Fiel's stuff.

#4 Loose

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  • Windia

Posted 22 December 2009 - 07:38 PM

Here's the deal.

Make useless skills (Steal, Disorder, NINJA AMBUSH, Monster Magnet, Inferno?, Bishop's Arrow attack, etc), NOT useless. Seriously, Shield Mastery on a Bandit is a waste of good skill slot, reinvent it, substitute it.

Make it be like on my Brawler, all skills are key, now I have to worry about the order I get them and which will be the unlucky skill not to be maxed. Not like my Bandit, where I had to decide which of the worthless skills I'll dump my LEFTOVER points on; will it be Steal? Endure? Or first job skills, Disorder? Lucky Seven? Well, Endure is a bit useful, so I'll max that, but then what do I do? Steal is garbage, I'm no Assassin for Lucky Seven, so I guess it's Disorder.

I'm not really asking to pump up good skills, I'm asking for stupid ass skills to be better. Add more weapons to my arsenal, don't turn my shotguns into bazookas.

#5 FlameChocobo

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Posted 22 December 2009 - 08:09 PM

That would be obvious, because if they make Brandish go from slash:stab to slashx2, that would make Axes a lot more useful, making Heroes that go with Swords look like emo pandas. (Same speed DPS/DPM much?) Ribgol Sword still beats out Reverse/Timeless Battle Axe due to having Fast (5), but that's about it, pretty much.

That would suck more if they make Brandish stabx2, making it worse for Axe Heroes.

#6 JoeTang

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  • Windia

Posted 22 December 2009 - 11:43 PM

Since Corsairs have had their Flamethrower and Ice Splitter improved for damage, I expect Inferno and Blizzard to get the same. Unless they have some magical reason to explain why Rangers and Snipers should be worse at everything than them.

I'm surprised they've only improved Barrage's range and Energy Stance when there's more obvious issues elsewhere in the job.

#7 Loose

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  • Windia

Posted 22 December 2009 - 11:45 PM

Energy Orb range increase, please. Also, hit 10 targets when maxed or make it faster.

#8 Theshinji

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  • Bera

Posted 23 December 2009 - 02:42 AM

I'm loling at people that want HP increase on sins. Because apparently ridiculous avoid is not enough. If they added it to any class i'd happily nominate archers, seeing as they seem to have to tank occasionally, and tend to die most of the time when it happens.

I'm honestly not too hopeful of these paladin alterations being anything major. At most i'd say they'll buff up fire and lightning 5 - 10% and, going by how shadowers practically have godmode now, maybe reduce hammer to 10 seconds at a push.

#9 Masamune

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    Masamunee- Level 92 White Knight <-- Inactive, Paladin to be
    SnipeCaptain- Level 1 Beginner <-- Gunslinger to be (don't hassle be about the name; I was tired)

  • Windia

Posted 23 December 2009 - 04:49 AM

Such a realistic pessimist Brian. wink.gif

#10 Theshinji

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  • Bera

Posted 23 December 2009 - 12:49 PM

You say that as if nexon is gonna put effort into it tongue.gif

Look at what they've already done lol. They aren't altering the way things actually work in actual gameplay in order to change anything, it's all about raw power. Given that hammer can't actually kill anything, reducing it's cooldown again would be a way to increase it's lethality without actually overpowering a paladin (excluding zakum's arms).

After all, you're not actually gonna gather a mob of 15 every 10 seconds on any map currently released in gms tongue.gif

#11 SoullessFire

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  • Bera

Posted 27 December 2009 - 10:25 AM

I find it very ironic that with this balancing to FPs, Fire Arrow is ridiculously better than Magic Comp now.

If this ever gets implemented, I'll probably get back on MS to screw around.. 4 target FA would make training pathetically easy.

#12 Loose

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Posted 27 December 2009 - 05:24 PM

And it's still just the beginning. I'm holding my breath for the Page updates, gonna see if I remake one or go with a Gunslinger (I just want Hypnotize, really).

In other, pleasant news, Band of Thieves now activates Venom. : D

#13 Masamune

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    Masamunee- Level 92 White Knight <-- Inactive, Paladin to be
    SnipeCaptain- Level 1 Beginner <-- Gunslinger to be (don't hassle be about the name; I was tired)

  • Windia

Posted 27 December 2009 - 11:11 PM

That reminds me, whatever happened to your defensive page?

#14 Loose

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Posted 28 December 2009 - 01:17 AM

Level 64, still in Bera, haven't used it in a blue moon.

#15 Jawni

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Posted 28 December 2009 - 12:36 PM

http://nerfnow.com/comic/223

#16 Masamune

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    Serefino- Level 113 Ranger <-- Active, Bowmaster to be
    Masamunee- Level 92 White Knight <-- Inactive, Paladin to be
    SnipeCaptain- Level 1 Beginner <-- Gunslinger to be (don't hassle be about the name; I was tired)

  • Windia

Posted 28 December 2009 - 02:48 PM

Win comic is win. smile.gif

Second round of patches are up. This time it's more Shadower, A/M Dark Knight and *drum roll* Paladins!

QUOTE
Page Skills
- Threaten skill can now affect multiple monsters' weap and def by %. Also, up to 8 sec it can now decrease monsters' accuracy(blind).

Knight Skills
- Flame Charge damage has been improved.
- Fire Charge damage has been improved.
- Thunder Charge and Lighting Charge has been changed to stack with other charges(Fire, Ice, Holy) at the same time.
- Charge Blow range has been improved. Also, stun lasts longer now.

Paladin Skills
- Blast damage has been improved.
- Holy Charge damage has been improved.
- Divine Charge damage has been improved.

Dark Knight Skills
- Beholder's buff can now determine whether each users' pre-applied buff is better than beholders or not in order to avoid canceling pre-applied buffs if they are better than be holder's. However, if beholder's buff is better than the pre-applied buffs, the pre-applied buffs will be canceled and change to beholder's buff.

Warrior's 4th Job Skill
- Rush's damage and range has been improved.

Small info
Someone at Insoya opened skill.wz file and found out that holy charge is 150%, blast is 580%, and ultimates for AM have reduced by 600 mp meaning 1200 mp in total.


Looks like Paladins are going to be a bit overpowered until more numbers can be put up in detail.

Edited by Masamune, 29 December 2009 - 05:56 PM.


#17 Loose

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  • Windia

Posted 30 December 2009 - 04:26 AM

Making a Page right now.

Also, Bandit's still is now a mob attack.

#18 SoullessFire

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Posted 30 December 2009 - 04:58 AM

Jesus Christ.

So Holy Charge + Lightning Charge + Improved Blast?

Holy shit, I wouldn't be surprised if you guys start hitting 199999 every shot.

#19 Masamune

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    Serefino- Level 113 Ranger <-- Active, Bowmaster to be
    Masamunee- Level 92 White Knight <-- Inactive, Paladin to be
    SnipeCaptain- Level 1 Beginner <-- Gunslinger to be (don't hassle be about the name; I was tired)

  • Windia

Posted 30 December 2009 - 06:44 AM

More numbers are out.
Fire Charge is now at Holy Charge's old modifier. So the hierarchy is Ice at 110%, Thunder at 125%, Fire at 140% and Holy at 150%.
Charge Blow's stun is now improved from 4 seconds to 6 seconds and the range has been improved by 30 pixels, from 150 to 180.

I'm tempted to play my WK again but it's just too much work.

Skimming through some earlier math, Paladins just obliterate elementally weak Fire, Thunder and Holy weak mobs and fall short of Bowmaster DPS on Ice weak and neutral targets.

Edited by Masamune, 30 December 2009 - 06:45 AM.


#20 Theshinji

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  • Bera

Posted 30 December 2009 - 02:08 PM

The 6 seconds is un-necessary. Generally when you stun a mob it dies before the stun is removed. That is a case of stlye over substance, it makes no real difference unless you like to stop and talk in the middle of a mob.

Honestly, I think doing the dual charge thing at all is just a stupid idea. I take back what I said before, I really can complain about this.... because it literally makes zero sense whatsoever. What use is there in potentially giving a class that's supposed to specialise in punishing elemental monsters the ability to jump to the top of the DPS charts for single target Neutrals?

/facepalm

The nerf bat will be brandished soon, or MS will be made even more of a joke, and every single class will get a stupidly OP boost, and we'll be right back at square one.




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