kMSt ver. 1.2.012 – Character Balancing Pt. 3 & Developer’s Note – Reboot Update Introduction #4 and #5!
Hey guys, a third balancing patch has been added to the test server with further changes for many jobs! They also added the Battle Statistics system.
In addition, the fourth and fifth Developers’ Note has been released, talking about the new Mu Lung Dojo and renewed Korean Folk Town, and the new boss raid Urs!
Evan and Zero can now use their SP in batches, like other jobs.
There were some changes to items.
- Potential/Additional Options: ‘damage increase when attacking bosses’ has been renamed to ‘damage increase when attacking boss monsters’
- Ryude’s Sword: now has a 50% chance to give an extra line to an attack (instead of 100%)
The new Battle Statistics system has been added.
- The Battle Statistics system allows you to measure the damage you do and the mesos/experience you obtain in a certain period of time.
- You can access it through the Menu -> Battle Statistics button.
- You can minimize/maximize the size of the UI if you want through the menu.
- While in the maximized UI, in addition to the total damage you do, the system can also measure the damage per skill, number of times a skill was used, and number of hits.
- The Battle Statistics system can measure up to 60 minutes at a time. If you leave it on for more than 60 minutes, it will automatically stop measuring.
At the top of the UI it says from top to bottom, left to right: battle time, average mesos acquired (per second), total damage, average damage (per second), experience acquired, and average experience acquired (per second).
On the left side from top to bottom is: total damage, % of total damage inflicted by that skill, average damage (per second), number of times used, average damage (per usage), number of hits, maximum damage (per 1 hit), minimum damage (per 1 hit).
You can use the drop down at the top to sort the skills by any of the above categories.
Skill Changes
You can see the previous balancing patches here and here. Please note that the changes in this post are in addition to the previous changes. As a reminder, here are Nexon’s goals for this balancing update. This patch specifically added the last part about the damage text.
- Jobs with low combat efficiency had it increased while jobs with high combat efficiency had it decreased.
- To the best of our ability, changes are being made without affecting each job’s characteristics and fun.
- Utility ability adjustments
- Jobs with multiple utility based skills have had their effectiveness and cooldowns adjusted.
- Draining skills will now be based off of your character’s maximum HP instead of the damage dealt to monsters.
- Binding skill abilities and binding skill resistances have been changed to follow the same logic. (I believe this means there are no longer different ‘types’ of binds to disallow stacking)
- Jobs with a low number of utility based skills have had their effectiveness increased.
- Combat pattern improvements
- Some jobs’ combat patterns have been changed slightly.
- Many cooldowns have been adjusted to create equality.
- The performance differences between weapons for jobs which can use more than one have been mitigated.
- Inconvenience improvements
- Buff skills’ casting delays have been decreased.
- Jobs’ buff skills have had their durations normalized.
- Skill damage increases’ text explanations clarifications
- Skills that increase damage, increase attack, or both have had their descriptions clarified. (note: this is probably only an issue in Korean because the words for damage/attack have been used in place of each other sometimes)
- Skills that increase damage additively will now state ‘%p damage increase’, skills that increase damage multiplicatively will now state ‘% damage increase’, skills that increase your damage multiplicatively but are multiplied last will now state ‘% final damage increase’.
- ‘Damage increase when attacking bosses’ has been renamed to ‘Damage increase when attacking boss monsters’.
All Jobs
Sometimes, even if you stop attacking in time to avoid Damage Reflect, your Final Attack type skills would activate, leading to unavoidable deaths so we have fixed that. In addition, we have increased the maximum damage of summons.
- Final Attack skills: these skills will no longer activate Damage Reflect
- Summon skills: maximum damage limit has been increased to 1 billion (1,000,000,00)
All Adventurers
The Decent skills available through equipment potential have been changed so that they can be debuffed like all other jobs and we fixed a Drain skill which we missed in previous patches.
- Decent skills: error where these skills could not be debuffed has been fixed
Icarut’s Vampire: HP healed has been changed from % of damage done to monsters to % of your maximum HP
Hero
Hero’s Combo Attack ability did not have much use in 2nd job and so we have added some functionality. And their hits per second are low so have increased Raging Blow’s hits while Enrage is active.
Combo Attack: in addition to existing effects, Combo Attack now gives 2 attack per Combo Count
Enrage: fixed an error where Enrage could be used without any Combo Count
Raging Blow: instead of Raging Blow’s damage being increased while Enrage is active, Raging Blow will now deal 215% damage 7 times while Enrage is active (last two hits will still be critical hits)
Paladin
Paladins do not use Sanctuary very often so we have updated it a bit, and their hits per second are low so we have increased Blast’s number of hits.
Sanctuary: cast delay has been decreased from 2760ms to 1380ms
Blast: damage has been decreased from 318% to 290%, number of hits has been increased from 7 to 8, buff duration has been increased from 60 seconds to 90 seconds
Dark Knight
We wanted to reduce the performance differences between the two weapons by letting Weapon Mastery increase attack speed while equipping a Spear but it was a large buff so Polearms became useless. We think Spears should still be buffed so we have decreased the attack speed boost but added a damage boost. We fixed some Drain skills which we missed in previous patches.
Lord of Darkness: HP healed has been changed from % of damage done to monsters to % of your maximum HP
Beholder’s Revenge: HP healed has been changed from 10% of damage done to monsters to 5% of your maximum HP
Weapon Mastery: attack speed boost while wearing a Spear has been decreased from 2 stages to 1 stage, you will now gain 5% damage while wearing a Spear (in addition to the attack speed boost)
All Adventurer Magicians
To mitigate the differences between Staves and Wands, you will now gain attack speed when using a Wand.
MP Increase: in addition to existing effects, your attack speed will be increased by 1 stage while wearing a Wand
Archmage (Fire/Poison)
In the previous test server updates, Archmage’s number of hits per second were decreased too much so we have reverted that change. But in order to reduce their damage, some of their damage boosts have been decreased.
Ignite: duration has been increased from 4 to 6 seconds
Paralyze: cast delay has been decreased from 870ms to 800ms
Infinity: final damage boost has been decreased from 10% to 8%
Paralyze – Reinforce: damage boost has been decreased from 20% to 10%
Archmage (Ice/Lightning)
After the last test server update, Archmage’s number of hits per second became low. To keep their damage similar but increase the number of hits, we increased Chain Lightning’s hits but decreased its damage boost.
Thunder Storm: storm’s speed has been increased
Chain Lightning: damage has been decreased from 300% to 255%, number of hits has been increased from 6 to 7, cast delay has been decreased from 840ms to 780ms, hit sound and hit effect have been changed
Chain Lightning – Reinforce: damage boost has been decreased from 20% to 10%
Teleport Mastery – Reinforce: damage boost has been decreased from 20% to 10%
Bishop
Big Bang’s effect was very annoying because it blocked users, so we have moved it behind the character. Also, when you use Vengeance of Angel, you lose the ability to Teleport while using Angel Ray so we have fixed that.
Big Bang: effect will now appear behind the character
Angel Ray: maximum HP healed has been increased from 15% to 20%
Vengeance of Angel: you can now use Teleport while using Angel Ray
Bowmaster
In order to make Arrow Platter more efficient, we have decreased its cooldown. And Hurricane – Reinforce’s damage boost will now apply to Arrow Platter’s turret. Armor Piercing’s skill description was very long and did not state the delay between activations, so we have improved it. In addition, because of this delay combined with its activation rate it was inefficient, so we have changed the skill a bit.
Arrow Platter: installed turret’s duration has been decreased from 15 seconds to 10 seconds, installed turret’s cooldown has been decreased from 30 seconds to 15 seconds
Armor Piercing: final damage boost based on enemy’s defense rate has been decreased from 400% to 100%, activation rate and stacking system have been removed, this skill now has a 100% activation rate but has a reactivation cooldown of 1 second (hard to explain but basically, it will let you ignore defense and deal extra damage based on the enemy’s defense rate on one attack then go on cooldown for 1 second)
Hurricane – Reinforce: damage boost has been increased from 20% to 25%, damage boost now applies to Arrow Platter and it’s installed turret
Night Lord
Night Lord’s cast effect for Quadruple Throw has been changed to match the sense that you are throwing so many stars.
Shadower
The change made to Shadower’s Veil of Shadow skill in the previous test server update made it a bit strong, so we have increased its cooldown.
Veil of Shadow: cooldown has been increased from 30 seconds to 65 seconds
Dual Blade
We have fixed a Drain skill which we missed in previous patches.
Vital Steal: HP healed has been changed from 10% of damage done to monsters to 20% of your maximum HP
Viper
The cooldown which we added to Viper’s Double Spiral if used during another skill was too long so have decreased it. Fist Enrage’s attack range was increased slightly and Counter Attack has been changed to activate from any type of attack to reduce inconvenience.
Double Spiral: cooldown when used during another skill has been decreased from 10 seconds to 4 seconds
Counter Attack: damage reduction has been decreased from 70% to 40%, Counter Attack will now activate on % HP attacks
Fist Enrage: attack range has been increased, attack range when fully charged has been greatly increased
Guard Crush: this skill now has a chance to activate per hit instead of per attack
Unity of Power: damage has been decreased from 800% to 650%
Captain
Captain’s Counter Attack will now activate from any type of attack, and Rapid Fire’s damage has been increased for better boss fighting.
Counter Attack: Counter Attack will now activate on % HP attacks
Rapid Fire – Reinforce: damage boost has been increased from 20% to 30%
Mikhail
Mikhail’s Royal Guard buff’s duration has been increased in order to reduce the penalty of failing to guard an attack. Shining Cross – Install’s duration has been increased to make it more effective. And some other changes have been made to reduce extremely high performance.
Royal Guard: duration of attack buff after successfully counter attacking has been increased, cooldown has been increased, cast sound and hit sound have been added
Advanced Royal Guard: attack buff after successfull counter attacking has been decreased
Soul Link: % of Mikhail’s Royal Guard attack buff and Soul Endure’s resistance to statuses and elements given to party members has been decreased
Soul Assault: number of monsters hit has been increased
Shining Cross: cast sound and hit sound have been added
Shining Cross – Enhance: damage has been decreased, duration has been increased, cast sound and hit sound have been added
Soul Master
Soul Master has very low resistance to statuses and elements, even compared to other melee warriors, so we have increased it.
Rising Sun: damage boost has been decreased from 35% to 30%
Will of Steel: resistance to statuses and elements boost has been increased from 20% to 30%
Master of the Sword: Falling Moon’s damage reduction has been decreased from 20% to 15% (damage in Falling Moon is increased from 80% to 85%), Rising Sun’s damage boost has been increased from 40% to 55%
Flame Wizard
To mitigate the differences between Staves and Wands, you will now gain attack speed when using a Wand.
Natural Talent: in addition to existing effects, your attack speed will be increased by 1 stage while wearing a Wand
Wind Breaker
Wind Breakers received extra damage when using Sky’s Song on one target but it was a bit too much so we have decreased it.
Night Walker
We fixed some inconveniences Night Walkers had with Shadow Servant.
Dark Sight: will no longer be cancelled by Shadow Servant or Shadow Illusion’s attacks
Shadow Servant: this skill will no longer disappear when affected by status conditions
Shadow Illusion: this skill will no longer disappear when affected by status conditions
Aran
Aran will no longer be able to be knocked back by enemy attacks when casting Final Blow and their damage reduction while casting Beyonder will now activate on % HP attacks.
Final Blow: you can no longer be knocked back by enemy attacks while casting this skill
Beyonder: damage reduction while casting this skill will now apply to % HP attacks
Evan
To mitigate the differences between Staves and Wands, you will now gain attack speed when using a Wand.
Spell Mastery: in addition to existing effects, your attack speed will be increased by 1 stage while wearing a Wand
Phantom
Phantom had unused SP in 2nd job so we have adjusted Luck Monopoly, and we have increased Ultimate Drive’s damage to make it more effective.
Luck Monopoly: LUK boost has been increased from 40 to 60, master level has been increased from 5 to 10
Ultimate Drive: damage has been increased from 130% to 140%
Final Judgement: Drain Card’s HP healed has been changed from 3% of damage done to monsters to 1% of your maximum HP
Demon Slayer
We fixed an error where using Demon Explosion continuously would cause the client to shut down and we have adjusted some of its drain skills.
Bloody Raven: cooldown has been increased from 5 seconds to 10 seconds
Demon Explosion: error where using this skill continuously would cause the client to shut down has been fixed
Vampiric Touch: maximum heal limit has been increased from 15% maximum HP to 25% maximum HP
Demon Avenger
After reducing Demon Avenger’s drain abilities, it became hard to keep their HP up. We have adjusted Release Overload and made Exceed skills increase your Overload count even if you switch Exceed skills. In addition, we have increased the damage of some Exceed skills.
Exceed: while using an Exceed skill, using another Exceed skill will now increase your Overload count
Release Overload: cast delay has been removed
Shield Chasing: Exceed: Moonlight Slash’s damage boost has been increased from 110% to 330%p
Armor Break: in addition to existing effects, Armor Break now increases Exceed: Demon Strike’s damage by 155%p
Thousand Sword: HP consumption has been decreased from 15% to 5%
Battle Mage
We have decreased Battle Mage’s Drain Aura’s HP healed when killing a monster.
Drain Aura: maximum HP healed on enemy kill has been decreased from 3% to 1%
Mechanic
In previous test server updates, we reduced Mechanic’s damage but it is still to high so we have adjusted it further. And to increase Titan’s effectiveness, we have adjusted its damage formula and damage reduction.
Rocket Booster: command has been removed
Overtuning: cooldown has been removed
Advanced Homing Missile: damage has been decreased from 440% to 395%
War Machine: Titan: damage formula has been changed to use the character’s damage instead of a summon’s, damage reduction while casting will now apply to % HP attacks
Massive Fire – Reinforce: damage boost has been decreased from 20% to 10%
Xenon
To make Xenon’s Purge Lob Masquerade more effective, we have reduced its delays and we have also fixed some inconveniences of Triangle Formation.
Triangle Formation: this skill will no longer activate Damage Reflect
Purge Lob Masquerade: Snipe: cast delay has been decreased from 930ms to 900ms
Purge Lob Masquerade: Laser: cast delay has been decreased from 1260ms to 1020ms
Purge Lob Masquerade: Bomb: number of hits has been increased from 4 to 5, number of monsters hit has been increased from 12 to 15, cast delay has been decreased from 1440ms to 1200ms
Zero
Zero’s Throwing Weapon’s damage will now use the character’s damage formula instead of a summon’s. We have also increased Alpha’s resistance to statuses and elements and fixed an error with many skills which would deal damage and activate Damage Reflect.
Reinforce Body: in addition to existing effects, Reinforce Body increases your resistance to statuses and elements by 10%
Solid Body: resistance to statuses and elements has been decreased from 50% to 40%
Shadow Strike : intermittent error where the afterattack would activate Damage Reflect has been fixed
Advanced Spin Cutter : intermittent error where the afterattack would activate Damage Reflect has been fixed
Advanced Rolling Curve: intermittent error where the afterattack would activate Damage Reflect has been fixed
Advanced Rolling Assaulter: intermittent error where the afterattack would activate Damage Reflect has been fixed
Wind Cutter: intermittent error where the afterattack would activate Damage Reflect has been fixed
Wind Strike: intermittent error where the afterattack would activate Damage Reflect has been fixed
Storm Break: intermittent error where the afterattack would activate Damage Reflect has been fixed
Advanced Storm Break: intermittent error where the afterattack would activate Damage Reflect has been fixed
Advanced Power Stomp: intermittent error where the shockwave would activate Damage Reflect has been fixed
Throwing Weapon: damage formula has been changed to use the character’s damage instead of a summon’s, intermittent error where the weapon would activate Damage Reflect has been fixed
Advanced Throwing Weapon: damage formula has been changed to use the character’s damage instead of a summon’s, intermittent error where the weapon would activate Damage Reflect has been fixed
Jumping Crash: intermittent error where the shockwave would activate Damage Reflect has been fixed
Earth Break: intermittent error where the shockwave would activate Damage Reflect has been fixed
Advanced Earth Break: intermittent error where the shockwave would activate Damage Reflect has been fixed
Hello, it’s SY.
Today marks the 4th day of our update introductions. We will be talking about the reorganization of some content to be more fun and the reopening of content which has previously been unavailable.
1. Enter the Dragon: Mu Lung Dojo
The existing Mu Lung Dojo is mainly used by high level users with high damage. However, for lower level users, it feels like it is too difficult of a goal to try and challenge them. This summer, starting from level 105, Mu Lung Dojo will be divided into 3 Leagues. Please enjoy aiming for number 1 in your League and progressing to a higher one.
—
Wonky: In the Reboot update, users will find that the existing Mu Lung Dojo has been changed to Enter the Dragon: Mu Lung Dojo. The current Mu Lung Dojo only allows some users to clear it and reach the top of the rankings but now, starting from level 105, users will be able to participate in the new competition.
Among several changes to Mu Lung Dojo, the biggest is that the current modes will be combined into one. In this mode, the rankings will be split into 3 groups based on character level. Depending on your ranking in the group, you can receive high quality equipment items. Based on your ranking, you’ll also receive points in the new Enter the Dragon: Mu Lung Dojo. These Mu Lung Dojo Points can be traded in for various items that will help you in regular game play, including the items which can be acquired from the current Mu Lung Dojo.
And in this single mode’s stages, the monsters’ difficulties have been changed significantly. Instead of being a simple speed race where you mindlessly hit monsters, the neemies have become more powerful in different ways, creating fun gameplay and more interesting competition. Through these change, all users will be able to challenge Enter the Dragon: Mu Lung Dojo and become stronger to enter the rankings.
2. Renewed Korean Folk Town
Currently in Maple, there are many theme dungeons and areas which are closed. In the past, we promised to reopen them after reorganizations but our speed was not fast enough for users’ needs. So this summer, for the users who were looking forward to them, we will be releasing a renewed Korean Folk Town. With a new story and battle patterns, you will able to enjoy a more interesting Korean Folk Town.
Wave: After a long time, Korean Folk Town will finally be reopened. Along with its unique country based fairy tales, we will not be changing it significantly but we will be making it a more serious area. By performing a smaller reorganization, it has become possible to focus our changes and create more high quality content.
The current Korean Folk Town has a variety of stories which some users may have already played and new ones that all users will enjoy. A lot of people already know the folk tales behind the area and one of the main points of this reorganization is to enrich the story and make it fresh.
Wave:
We were not satifisfied with the excitement of the material itself, so we looked closely with the gameplay to create a better experience. One of the factors which cannot be overlooked is hunting. To make local hunting grounds interesting, a few things have been added such as being able to use kilns as hunting cools.
Maple World’s Korean Folk Town has a creative concept. Users have shown some interest in it, what is the most interesting thing in Korean Folk Town for you?
—
Mu Lung Dojo and Korean Folk Town are existing content which many users have enjoyed, and we are looking forward to showing you guys their renewed look. We hope these changes will make these contents more popular and interesting for all users.
See you tomorrow for the final news.
Thank you.
Hello, it’s SY.
Finally today, after a long time of preparing, we will be introducing the large scale 18-person raid boss “Urs”.
—
1. Urs
SY: When you think of online RPGs, you also think of massive raids. However, it is true there are complicated steps which are made difficult due to the large gap between users. Urs will be using the 2D skeleton animation which we introduced on Tuesday, allowing all users to participate more actively in the fight against him. He will use power compensation and hot skills to make playing against the boss more fun and require true cooperation.
Im Chajang: Hello! I’m Im Chajang. Greetings after a long time~ I am happy to showcase Urs to all you users, we have been working on him for a while.
“Urs” is a giant boss monster, and also the first boss in MapleStory to use skeleton animation.
– click to see full size –
Im Chajang: By replacing our current sprite animation scheme, we were able to surpass our limits and implement something that was bigger and had more diverse behaviour.
In the case of traditional sprite images compared to the new skeleton animation for boss monsters, we were able to reduce the memory footprint of Urs to up to 1/100th of the original.
Another thing which has become possible by the usage of skleton animation is that we can add dozens of actions such as being eaten, thrown, or burned which allowed us to add a wide range of interactions between Urs and the characters fighting him.
Im Chajang: With 18 players all fighting together, the power compensation system has been added to make sure that dealing damage is not the only thing that matters. Unlike traditional bosses, users will need to work together to fight the boss and this will make it much more fun for everyone. Up until now, fighting monsters in Maple has never been this entertaining.
Speaking of large bosses, we are working very hard to develop a pleasant environment to fight the boss in which reducing lag is our highest priority.
18 people giant boss raid!
Please look forward to it!!!—
This is the core content which our development team is preparing for this summer. The Reboot update will begin on June 25 and continue until August, with about 5 parts. Some of the information which we have talked about may be changed slightly from now until release.
When developing a game, there are always surprises. Our developers hope to surpass all of your expectations. This update is very ambitious and we do not know if we can meet the expectations of all users but we will try our best.
We hope that we can continue to provide updates to Maple which users have been asking for.
2015 summer. The Reboot update will begin soon.
We really appreciate your support.Thank you.
first
Nice Meme
to get raped in the anus
5 REAL REASONS why Nexon is balancing classes:
1) To make the game suitable for all
2) To not make a class overpower the other
3) Share some simliarrties to everyone
4) Nexon can gain more cash by the money they have to use (more damage required = more money of NX that had to be spent)
5) FIIIIIIIIIIFTHHHHHHHH JOBBBBBBBBBBBBB!
But why adding cooldown to rapid evasion/shadow dodge (night walker) 😦
No “reboot” Angelic Buster”. Good or bad?
I believe decent skills couldn’t be debuffed for Adventurers anyway. It was glitched so that only non-Adventurers had this problem.
Regarding BM’s Armor Piercing; what constitutes as one attack before the 1 second cooldown kicks in for a skill like Hurricane, holding the key down and then releasing it, or tap fire?
Oh ok, that makes more sense, they actually did the opposite of my initial translation: Adventurers’ version can now be debuffed like other jobs.
I’m not sure actually, I’m assuming it will activate the same way as it does now except it has a cooldown.
That sucks then. 😦
Well, the thing is that Armor Piercing doesn’t really sync properly with a rapid fire skill like Hurricane, so most BM’s aren’t really sure if it activates per arrow or per “attack”. I can’t remember if it procs more when you tap fire with it compared to holding the key down and moving with it, but sometimes it just doesn’t activate at all. That’s why this new change is good because a 100% activation rate will confirm what’s wrong with the skill.
They couldn’t be debuffed before? I just thought it was my 85% status resist causing almost every dispel attempt to fail.
I wish they could increase the number of line or something for zero or something. Zero trade the early-game easiness for a lower late game potential + more complex control. If they gonna decrease the utility and decrease early game damage, but not increasing the end game potential, zero might end up being a dead class again. More than half of the classes in maplestory could solo late game boss faster than Zero. Not to mention how people hate the difficulties from having to move around to generate damage output while evading all the shit the boss throws at you…
Agreed to this, nexon can you please go do some revision work on your objective during RED patch last year? and please listen to maplers opinion
Not to mention thieves have it extra easy with dark sight on endgame bosses.
It’s bullshit to expect us to deal the same dmg as them when they constant dps with dark fight dodge and we have to give up dps to survive.
Oh my GOD to my BaM’s aura…y u do this Nexon!
Highlights tho: Cast delay for Paralyze is 800ms, Bowmaster’s Arrow Platter and Heroes combo orb. Nooooice!
oh yeah chain lightning is better too. 840 > 780ms for some noticable improvement!
Chain Lightning’s cast delay was 780ms to begin with, so it’s still a net loss. Attack speed is a big deal to most adventurer mages since our attacks hit slow, but hit hard. At least in comparison to most other primary attackers that get several attacks in before we finish one cast.
Also, FP got hit hard. Instead of +100% damage on infinity, it’s only +80%. That’s the incorrect change in my opinion. I think they should really just drop the % damage that Mist Eruption gains per DoT from 35% to say 30%, leave the -100% cooldown, and make Paralyze not as similar to Chain Lightning. Perhaps propping Paralyze with a much lower base damage, but allow it to increase the damage of ignite per cast, turning the floor below the monster into a real BBQ pit. Doesn’t look like Nexon Korea’s got any “unique” ideas in that regard, though. Sad times. 😦
Ignoring Chain Lightning, the change to Thunderstorm being faster now is.. better than it was? I still prefer it to more similar to how Diablo II had it. I mean, that’s where they lifted basically all of our other skills from.
It really should be a see-through thundercloud above the character that works similarly to summons now, but is centered around your character like an ultimate, has the range of blizzard, but the damage and area of effect would be the same as the current skill is now. That way, it can hit anywhere around you, won’t disappear if you get too far away, but won’t hit the entire map like an ultimate. It would simply strike whatever’s unfortunate enough to be too close to the original target. Making it an on/off skill or a summon that you can right click to turn off would be even better.
Too bad they removed the 60% extra damage from enrage to give raging blow an extra hit, RIP to heros bossing ability
Level 1: MP Cost: 22, Max Enemies Hit: 8, Damage: 152%, Number of Attacks: 5, ?Final attack is critical
?When in Enrage, Damage: +10%, ?the final two attacks are criticals
i thought it meant that 10% damage. not the actual 60% of enrage. As they specifically mention ragings blows damage, and Enrage is overall damage.
Hmmm that is a really good point, I forgot that enrage added some damage % to raging blow, but I guess we will have to wait and see, if it keeps the 60% bonus damage but just drops the 10% damage to raging blow for 2 more attacks, this seems to be a fairly decent buff
Yes the above poster is correct! The 10% bonus damage is what got replaced, Enrage’s 60% damage boost still applies.
That is a really good point I forgot that enrage adds damage to both raging blow and just damage overall, if you are correct in that the extra damage from raging blow gets dropped for 2 more attacks, it seems like a decent buff for heroes then
Now if only they made Self Recovery percent-based already, or at least replace it with a skill that actually does something useful.
Is that the amount of lines for chain lightning pre or post hyper?
The changes are to the base skill so pre-Hyper.
I hope no more Mechanic nerfs. It will really extinct.
who the hell nerfs buccaneers
Good question…Nexon.
by wearing a wand?! excuse me?
Correct me if I’m wrong but isn’t wands a bit faster than staffs? So what’s the need to increase the speed specifically for wands?
Wands and staffs have always been the same speed. If wands were faster then everyone would be using them at the moment, but until this update comes staffs will continue to have a slight advantage with more magic attack.
Attack speed on weapons has no effect on Mage casting speed. As is, the casting speed is the same but Staves have a bit more matk. After this patch, wands will be faster.
Green Turtle staff is faster than any other wands I guess.~
Like many have said, staves and wands are similar in *casting* speed, but not so in attack speed. In the history of GMS, There were a few skills that actually benefit from faster attack speed. Heal for Clerics and Priests was a skill that benefit highly from attack speed, which is why many of them took on wands or fast staves with high levels like Evil Wings and the Blade Staff. (Doomsday Staff in GMS)
Also what benefit from the attack speed was Fire Poison Mage’s Explosion. It also attacked faster similar to Heal, and in turn FP Mages also went for similar wand or EW / Doomsday.
Fire Poison mages were seen as much more powerful than Ice Lightning Mages and were numerous, while Priests were always demanded in parties (which were actually a thing back then). This is why many a mapler who played legacy Maplestory remember these weapons fondly. (at least those in GMS do)
That said, there were several patches that changed this. When Heal had it’s animation changed, the attack speed variable was removed. Explosion also had it’s animation changed in a patch that removed it’s attack speed variable as well. The two could have been in the same patch, but it’s been a long time and I don’t remember. All mage skills have been similar in casting speed wand vs staff ever since then.
It’s really unfortunate they decided to add a +1 speed to wands. Not because they didn’t need it, but because staves don’t currently have NEARLY enough magic attack to make up for +1 speed. No staff in the game has that much power over it’s lower equivalent.
The only exception to this is the elemental staves which are not in every version, and there’s no point to compare them since the staves are level 103 / 163 while the wand versions are level 70 / 130 respectively. There’s no way that +1 att speed would even come close in this extreme either.
Most endgame mage weapons (IE 150/160) are very close, if not similar in level, and have similar magic attack as well. The Fafnir staff/wand have a three magic attack difference, while the Sweetwater staff/wand in GMS have a two magic attack difference. Unless they plan to change the magic attack, they will bias all mages to wands instead of staves purely for attack speed.
Slow and powerful staves vs weaker but faster wands is a great design choice, and something I’ve been vocal about for years, but without giving staves more power, it makes the itemization ridiculously imbalanced and the idea immediately becomes garbage.
But.. Doesn’t the class hit speed cap already? What’s the point of this?
In reference to Evan, btw. I didn’t notice other classes got the same change.
Hey Max, are you going to include Developers note pt 5 containing the new boss “Urs”?
http://maplestory.nexon.com/MapleStory/Page/Gnx.aspx?URL=News/DevDiaryBoard&maskPageType=2&oidArticle=31
Working on it now!
Oh, great. Another Slayer nerf. Doubling Raven’s cooldown… I guess I’ll actually have to start using potions now… At least Leech is not the most worthless skill in the game anymore. And how does Xenon keep getting buffed? They were overpowered even before Ice & Burn. Or is KMS Xenon different from GMS Xenon?
Xenons were overpowered in relation to the other classes only before RED, yes, that much is fact and there’s no doubting that. After RED though, pretty much all the adventurers had higher hits/second than a Xenon using Snipe–most had higher DPM when in a non-capping situation as well.
Main a Xenon and then have a NL out-dps you when you’re hitting 100% 50m’s on snipe when they’re hitting only 30-35m, and you’ll understand. Both skills have 5 lines of damage and a 70% shadow partner, yet one is so much faster than the other.
Pre-Mechanical Grave Snipe’s base delay was 1110, making them on the lower rung of the ladder in hits/second when using Snipe.For comparison purposes, its approximately tied with Evan’s 4 Line Illusion. Even Luminous, for all of their supposed being a “class that excels at mobbing but falls behind at bossing”, dished out insane damage while in Equilibrium–more than enough to overpower a Xenon using Snipe.
Beam Dance is another story however, but I’m not going to delve into that.
Hey Max, for the Phantom, is it any time that you get the drain card that it is 1% of your max HP, or just when you use judgement draw?
Drain Card
BUT WHY ADDING A COOLDOWN TO SHADOW DOGDE (NIGHT WALKERS) WHY? 😦
cause they were op from the get go. They deserve a nerf 🙂
That’s a bit ignorant of you, Anon. I do not deny whatsoever the class was op from the get-go. They were already heavily nerfed not too long after release.
No class deserves to be nerfed. Ever. Classes deserve balance. If you think an entire class deserves some type of negative “karma” for being op out of the box because Nexon cannot balance them, (Even if you’ve met dickbags who do deserve spears to their face) then I respectfully suggest you do not go into any fields of design or balance in your future. Being bias is childish, rude, and disrespectful.
What made them extremely powerful was their SP’s ability to surpass the damage cap (was not limited to 60% of shown damage) and the 75% damage to high tier bosses compared to the 50% for every other class. The former nerf is totally irrelevant now that the cap was increased immensely, and the latter was mainly problematic with every single Cygnus class, not just NW.
Nightwalkers by themselves were not nearly as op as you think, and only received minor nerfs to their skills and resistances overall as well as a major buff to their hyper skills.
With that said, Shadow Dodge is not a damaging skill, it has no action in the field other than avoiding damage. Most of the attacks from high-end bosses that require paying attention to denote quick reaction time. Everything else simply demands more survivability.
Shadow Dodge isn’t even great in it’s design and does not help you whatsoever unless the skill has a delay between it’s animation and the actual moment it damages your character. Dodge has a slow startup, delayed re-cast time, and the animation itself does not put you out of harm’s way until it’s too late. There does not exist a monster attack in the game with a delay you need Dodge to not get hit by. All of them can be walked away from, flash jumped, teleported, or whatever have you.
Shadow Dodge is simply a unique skill that allows you to effectively teleport backwards a short distance at any time. It does not make you invincible, nor move your character away from instant-hit attacks. Quintuple Throw’s post-throw delay does not easily allow Dodge to be used easily between casts. Shadow Dodge is literally only useful for keeping your character where it is if the enemy you’re fighting happens to knock your character towards the enemy’s body instead of away from it. (For example, the right side of Zak)
There’s no reason to add a cooldown to Shadow Dodge since the skill does not even function effectively for it’s primary purpose.
If it actually worked and was too efficient at what it does, but sacrificing efficiency made it useless, then I can totally understand adding a cooldown. As it stands now, it’s not even useful in the field at all. Adding a cooldown to it simply assures the lack of use it will get from players of the class.
(Previous post posted before I could finish >.>)
SCREW NEXON I NOW HAVE TO DELETE MY MECH LOOK 3rd NERFS. We already do the lowest % based damage and now this? Wtf man just wtf. Xenon never gets nerf so badly.I also have bishop and D Avenger which is now screwed. Max What job can I play then?
Lowest % dmg really? Look at other jobs like phantom , wh before u speak
Hey there the job that I have was mech and mech is only 220% for siege mode all along. While bishop big bang is 400+% and angel ray 300+% when that BISHOP is not even an attacker. Mech is an attacker but they screw us over removed siege in black heaven and laser now they nerf mech 3 times. Then why is zero nerfed but still has 550% damage? Phantom nerf is ok as he can steal skills. But mech wtf has only 2 skills
I hate to say… Nexon need to fix the “bind” skills… All mount classes (only 2 though) and sometimes summon classes gets rekt’ed when they are fighting bosses with the “bind” effect…
Gollux’s Abdomen’s gas attacks throws people into the “vine effect” which causes us to spam left and right to get out… However, as a mech, it is 100 times harder as they have to get back on the mount, and buff up…
This also applies to Pierre’s hat bind -,-
Mech IMO has the hardest utility controls and yet they still nerf them like crap? Nexon really needs to play every single class and know what they are doing …
Totally agree with this. They only pay attention to damage of mech while dont know that we are suffering from those situation. Some of the players said zero doesnt deserve the nerf because they have to stay in mirror world till 180. I would say fuck off. Zero has bind, mobility, self heal, tag system, high damage, high defense, high status resistance, no mp usage and getting huge lot of exp in dungeon of mirror world.
hey max or anyone who can answer my question for the aran skill beyonder what does it mean by “damage reduction while casting this skill will now apply to % HP attacks”? Does it mean arans lose less hp when hit with a %hp atk when using beyonder?
My bad, I think I forgot to add a change to Beyonder in ver. 1.2.010 which stated that while casting Beyonder, your damage taken is reduced by 50%. And in this patch, they allowed that reduction to apply to % HP attacks.
hey max or anyone who can answer my question for the aran skill beyonder what does it mean by “damage reduction while casting this skill will now apply to % HP attacks”? Does it mean arans lose less hp when hit with a %hp atk when using beyonder?
I’m curious to the meaning of this as well.
My bad, I think I forgot to add a change to Beyonder in ver. 1.2.010 which stated that while casting Beyonder, your damage taken is reduced by 50%. And in this patch, they allowed that reduction to apply to % HP attacks.
stop nerfing BaM or keep buffing other magicians Nexon, lots of magicians got 100% elemental resistance ignore (like Archmage, Evan, Lumi, Flame Wizard) instead of BaM only got 10%, and weapon multiplier still 1.0, are you sure BaM’s dps really twice as much as other magicians? now even attack speed is lower cuz we can’t use wands!!!
I know it’s getting annoying, but I just don’t understand why the made such a big deal during red patch showing a big “V” representing FIVE for 5th job… But then never mention anything about it again even years later… ugh I was hoping it was coming this summer in kms but I guess not. Urs seems great though,
In the case of traditional sprite images compared to the new skeleton animation for boss monsters, we were able to reduce the memory footprint of Urs to up to 1/100th of the original.
Max, does that mean less lag? 😮
Less memory usage, so yes less lag 🙂
w o n d e r f u l
I am not disappointed about Paladin changes – can not wait for it on GMS 😀
So Marksman the only class with no changes yet?
Only buff durations, and we can spam Snipe at earlier level than usual (Level 177 rather than Level 195). Otherwise Nexon buffed all equivalent skills for bowmen to Bowmasters instead of Marksmen (Marksmanship, Illusion Step and 4th Job Weapon Mastery), and I think Nexon wants people to put in more money to fund Marksman because the skills are not buffed equally. Or fund Bowmaster for 50m per line for Hurricane (To encourage people to play Bowmasters in this patch). Sigh. I seriously hate this. Screw you, Nexon.
MMs get buffed previous to these test patches. Not only that but MMs have insane %DMG. They can solo Cvellum with a 1.5m range and post buff they can kill Dorothy ezpc.
Damn… still so f***ing disappointed at that explorer thief revamp, like a lot of new classes have high jump skill, like NW and the thing that haste does not give at least a bit of speed and jump as passive…
And seriously Nexon is so blind… how about Shadow Partner cast delay… is so annoying to wait 2.5 seconds for the stupid animation to end so you can move, at places like Magnus it is a big disadvantage… need to have pet skill buff to lower that’s so P2W… and considering it IS the main skill, 70% of damage… it should not take long… why the f*** they forgot about it, why so blind…
The Night Lord QT’s animation seems like the pre-RED one, so Nexon going back 3.5 years (Justice) and how come they need an hyper skill to make it 5 hits… that’s stupid, while NW had it since beginning.
Is it hard to give more mobility to thief explorers? Where are the dumb unique combat patterns, even archers got jump high skill, where’s the common sense…
They haven’t adjusted hits/s, like NW jump attacking is like a NL with MPE green potion and DSI… where is the balancing. No heal abilities for thief explorer… we used to have it, they took it away from us to give all the new classes one… what in the world is this hating… or Nexon is just too stupid, they seem to only care more on few classes.
And WTF is shadow web… who in this game uses that…
have you even read last notes? nw is getting nerfed as fk u fool
So what? That nerf was deserved. Having 50% elemental resistance ignore was stupid while most other classes don’t have it. They still have more survability.
Their days of glory had to end at some point, still they have HP drain and K.O prevention, and a bind skill… I don’t see where is the complain
YESSSS they finally went back to quads old animtation. The new one was pure garbage.
LOL, you really don’t understand… Back when triple throw was still a fourth job skill, that animation was simple yet the coolest of all them all other than Avenger.
When quad replaced triple, that is the original animation for quad, but everyone says it was ugly compared to the original triple throw which caused them to switch to the current one now. And now they are switching back to the original quad.
So get your facts straight before you say sh!t. I have been here when NL’s were the top straight to the weakest (after big bang) and getting revamped to being the strongest again during the Justice patch.
F*** this Patch
F*** this nerf
F*** you Nexon
Now I’m done with my BaM
Screw you Nexon !!!!
Which is the website to suggest nerf and buff. I’m gonna complain about battle Mage cause they nerf it so badly
They have no fucking idea what they are doing with Hero or Dark Knight.
This “give incentive” notion with weapon mastery is utter bull. I don’t understand why all of a sudden they are playing favorites. Why bother letting us have a dual weapon choice at all if you are only going to buff the weapon we are “meant” to use.
Axes have the same attack speed as swords 140+ and, bar the lionheart set, the same weapon attack too. A 5% damage bonus to axes and nothing for swords demonstrates this favoritism.
For Dark Knights, even with the decrease in spear attack speed in this patch, pole arms are still obsolete. Making spears the same attack speed and also giving them a 5% damage bonus, when spears already have a higher weapon attack, clearly suggests they want Dark Knights to be spear users.
Another thing I don’t understand is the bias toward Dark Knight in giving them more damage lines when they don’t really need it. Cross Surge and practically 100% critical is plenty already. Hero is supposed to be the best single target dps warrior, yet they have been avoiding boosting skill damage. The most they’ve done for Hero in the past 12 months is fuck around with combo fury and remove the orb cost from it.
Why is self recovery still even a skill? It is utter garbage and a waste of sp.
Why does combat mastery take up 30 sp? Lack of ideas for skills?
(It was 10 points prior to the RED update).
Interested to see how the damage calculation change of chance attack has affected damage output though. Otherwise this is still a shafting.
well umm, its called spearman for a reason duh. Spearmen used polearms as well because there was no other class for that weapon type. Then came arans, So now Spearmen can ditch polearms.
AGREED WITH YOU! HERO WAS JUST GETTING NERFED IN THIS PATCH!
Take a look at what was said above about heroes in the comment section, I don’t think they are nerfing the standard damage from enrage just adding two lines to raging blow when enrage is active, I think their damage is fine where it is, I think they still out damage the darks and Paladins in single target damage but lose in mobbing, that’s how it’s always been and that’s the trade off if you choose hero, so as long as they don’t remove the bonus overall damage you get from activating enrage then I am totally fine with this series of changes
lol butthurt heroes
welp im still glad i made my 200+ Dark Knight and still playing and will still enjoy with this new patch to come
dudes even Dark Souls and Bloodborne and other games with Spear users
Spears users is the shit
lol aint nobody butthurt lil boi
heroes got buff m8
5% damage to axe users, 2 atk per combo orb, +2 lines to enraged raging blow
GG cus i got lvl 210 hero with 2-handed axe
well that’s nice
Finally Two-Hand Axes are the shit for Heros 🙂
oh by the way i say two hand axes cus one hand axes looks lame anyway
I think you could increase hero’s raging blow range. All the maps in maple is too long.. even knight district 4. Hero is kind of ‘hand short’.
Wait, does that mean mechs will be able to tank even those 1hko moves? (cause it’ll be over 100% damage reduction when using Titan)
It’s possible, and they did say it will work on %damage attacks. We ought to be tankier. We drive literal tanks, for starters.
All these butt-hurt fags… top kek
…Uh. The attack speed increase for wands on Evans is kinda useless. We hit max speed with staffs in the first place (unless they’ve removed an attack speed boost and I just haven’t noticed). It is already ridiculous as the animation can’t keep up with our casting rate.
WTF!!!!!!!!!!!!!!!!
If people say the game is too easy…shouldn’t it be good that a nerf is coming? Geez people. Make up your mind.
ranking percentage= just rankings.
lol they really like to copy from Diablo? Now they want to follow Diablo 3 footsteps, making gold and items BoA plus no more trading. Would that work in a MMO though?
this is how maple will look like after the 2d skeleton animations
monsters https://www.youtube.com/watch?v=tJwUqHGBUV0
T_T Demon Avenger cri…I want my Mobs per hit back on Execution.
ihave been waiting for the new update for heros but theres no pictures or video post on youtube. im very interessted to see what they have change for hero. T,T
nerfs nerfs nerfs come on nexon screw u bic
if you dont run to the most op classes just because they have high damage, you wouldnt have to worry about nerfs
That’s a stupid way of thinking, even the mid-tier classes get nerfed HARD (looking at you, battle mage).
Give us back our 90% healing! 20% is still horrible. We need more lines too, why the hell do evans get more lines and bishops stay at 4. Give angel ray and big bang 2 more lines and decrease the cd on heavens door. I’m still disappointed you guys are killing bishops.
woa that is a big doggy boss thingy