kMSt ver. 1.2.019 – More Job Balancing!
Like I said in my last post, a new Test World patch has been released! This one includes skill changes to 33 jobs, as well as various system changes, a new type of event, and some changes to Reboot World as well. I have added data for all skill changes except for Kinesis!
This patch will most likely be coming to the official servers on September 24, so there is still time for further changes.
Skill Changes
With our summer Reboot update, we did some balancing which affected almost every job. This balancing’s biggest goal was to reduce the gaps between all jobs. Rather than having certain jobs be stronger than others, we want the differences to be about battle patterns and overall fun. However, it was not possible to fulfill all of our goals in one balancing.
Our development team have received new ideas and have also carefully reviewed user opinions so that we can try again to progress on character balancing. Without making too drastic changes, we hope to gradually balance jobs, focusing on the following:
- Elemental resistance reduction skill adjustments
- Depending on the content, there were extreme differences between jobs, so elemental resistance reduction skills will be adjusted.
- Jobs with elemental resistance reduction skills will instead have their final damage increased so that the large disparity between overall job performance is removed.
- Instant kill effect removal
- Depending on the content, jobs could kill monsters without their equipment levels mattering, so the instant kill effects will be removed and the skills will only use percent damage.
- Low battle efficiency jobs’ boost and high jobs’ reduction
- Adjustments will be made based on a job’s special characteristics without impacting overall fun.
- Jobs with lower advancements that have difficulty hunting will be adjusted as well.
- Utility ability adjustments
- Jobs with excessive utility abilities will be adjusted.
All Jobs
Certain errors and complaints while moving have been corrected.
- While moving: an error where while using a skill, avoiding a monster’s projectile attack would cause you to not activate a Combo Kill Orb has been fixed
- Keydown skills: an error where while using keydown skills, your damage would not be updated based on pet buff skills and level ups has been fixed
Paladin
Instant kill effects such as Advanced Charge and Sanctuary’s effect have been removed.
Sanctuary: effect where regular monsters would be left with 1 HP has been removed, this skill only deals percent damage now
Advanced Charge: instant kill chance has been removed
Dark Knight
Because Reincarnation is an important part of Dark Knight’s combat pattern, the revival skill was not affected in the previous balance patch. However, it is very powerful as with its short cooldown, it is almost impossible to die, so we will be adjusting them to tone down their power slightly.
Beholder’s Revenge: instant kill chance has been removed
Dark Impale: instant kill chance has been removed
Reincarnation – Cooltime Reduce: cooldown reduction has been decreased from 20% to 10%
Gungnir Descent – Boss Killer: damage boost on bosses has been decreased from 20% to 10%
Dark Thirst: cooldown has been increased from 90 seconds to 120 seconds
Archmage (F/P)
Archmage (F/P) is very strong due to Elemental Reset and Mist Eruption. To reduce their strength, we will be reducing the duration of DoTs and also reduce the damage amplification per stacked DoT on Mist Eruption.
Poison Breath: DoT damage has been increased from 40% to 60%, DoT’s duration has been decreased from 8 seconds to 5 seconds
Poison Mist: DoT damage has been increased from 180% to 240%, mist’s duration has been decreased from 40 seconds to 15 seconds, DoT’s duration has been decreased from 12 seconds to 6 seconds, Poison Mist can no longer affect monsters unless they have been hit beforehand
Elemental Reset: elemental property reduction has been decreased from 100% to 10%, now has a new passive effect that increases final damage by 50%
Paralyze: DoT damage has been increased from 180% to 240%, stun and DoT’s durations have been decreased from 10 seconds to 5 seconds
Mist Eruption: damage boost per stacked DoT has been decreased from 35% to 20%
Mist Eruption – Bonus Attack has been replaced with Mist Eruption – Limit Canceller: Mist Eruption’s maximum damage limit is increased to 70,000,000.
Fire Aura: cast animation has been removed, damage has been decreased from 500% to 250%, attack cycle has been decreased from 2 seconds to 1 second, MP consumption has been changed from 500 MP to 150 MP per second
Archmage (I/L)
Archmage (I/L) is strong due to Elemental Reset so we have adjusted it. In addition, to make Chain Lightning more useful while hunting, we have increased its mob count.
Extreme Magic (I/L): instant kill chance has been removed
Elemental Reset: elemental property reduction has been decreased from 100% to 10%, now has a new passive effect that increases final damage by 50%
Chain Lightning: number of monsters hit has been increased from 5 to 6
Lightning Sphere: damage has been decreased from 300% to 250%
Ice Aura: cast animation has been removed, MP consumption has been changed to 60 MP per second
Bishop
Vengeance of Angel’s elemental property reduction has been adjusted.
Vengeance of Angel: elemental property reduction when used has been decreased from 25% to 10%, new 10% final damage boost has been added
Bowmaster
The installed Arrow Platter’s performance was excessive in certain content because there was no risk in installing it. After adjusting this area, to help compensate the loss in damage, Hurricane – Reinforce will be strengthened.
Mortal Blow: instant kill chance has been decreased, this skill now gives your attacks a 10% chance to have their damage increased by 20%
Arrow Platter: there is now a 5 second cooldown for installing Arrow Platter, you can no longer install Arrow Platter in the air
Hurricane – Reinforce: damage boost has been increased from 20% to 30%
Marksman
Sniping and Mortal Blow’s instant kill chances have been removed.
Mortal Blow: instant kill chance has been decreased, this skill now gives your attacks a 10% chance to have their damage increased by 20%
Sniping: effect where regular monsters would be instantly killed has been removed, this skill only deals percent damage now
Night Lord
Dark Sight gives thieves very high performance without risk when used to avoid certain boss patterns. We will be changing this skill so its impact on boss fights is not as large as it currently is.
Dark Sight: if you dodge a % HP attack with Dark Sight, Dark Sight will be removed and it will go on cooldown for 5 seconds
Shadower
Dark Sight gives thieves very high performance without risk when used to avoid certain boss patterns. We will be changing this skill so its impact on boss fights is not as large as it currently is.
Dark Sight: if you dodge a % HP attack with Dark Sight, Dark Sight will be removed and it will go on cooldown for 5 seconds
Dagger Expert: attack boost has been increased from 30 to 40
Dual Blade
Dark Sight gives thieves very high performance without risk when used to avoid certain boss patterns. We will be changing this skill so its impact on boss fights is not as large as it currently is. However, Dual Blade’s Advanced Dark Sight automatically activates Dark Sight, in this case there will be no cooldown applied.
Dark Sight: if you dodge a % HP attack with Dark Sight, Dark Sight will be removed and it will go on cooldown for 5 seconds
Advanced Dark Sight: if you dodge a % HP attack with Dark Sight which was activated by Advanced Dark Sight, Dark Sight will be removed but it will not go on cooldown
Viper
Viper’s damage output is fairly low even though their combat pattern is difficult so we would like to raise it.
Nautilus: extra attack’s activation rate has been increased from 50% to 70%, extra attack’s number of hits have been increased from 1 to 2
Vipercision: 15% damage boost effect has been changed to a 15% attack boost
Captain
Captains tended to not level up Nautilus because its cooldown reduction would make its secondary effect harder to keep up so we have made its cooldown fixed. We have also removed Battleship Bomber’s instant kill effect.
Nautilus: cooldown will no longer decrease based on skill level (30 seconds at all levels)
Battleship Bomber: 5th attack’s instant kill effect has been removed
Cannon Shooter
Because Cannon Shooter’s damage is relatively low, we will be buffing some skills.
Monkey Furious: damage boost has been increased from 25% to 40%
Pirate Spirit: in addition to existing effects, Pirate Spirit now increases damage to bosses by 40%
Mikhail
Mikhail’s Royal Guard was difficult to use because of its narrow attack range so we increased it.
Guardian of Light: now even if you use up all the defenses, you will still receive the damage boost until the skill’s duration is complete
Royal Guard: range to receive attacks when used has been increased
Soul Slash: attack range has been increased
Soul Assault: attack range has been increased
Advanced Final Attack: activation rate has been increased from 60% to 70%, damage has been decreased from 250% to 200%
Knights of Cygnus
The Knights of Cygnus currently cannot receive their Link Skill from each other. This will be changed so they can link to each other. After this change, each job will be individually adjusted.
Flame Wizard
Flame Wizard’s elemental resistance reduction skill and Spirit of Flame have been adjusted.
Truth of Magic: in addition to existing effects, Truth of Magic now increases your final damage by 50%
Spirit of Flame: Ignition’s elemental resistance reduction has been decreased from 100% to 10%, party members will now receive its full effects
Wind Breaker
Due to some complaints, we have adjusted Wind Breaker’s Trifling Whim.
Trifling Whim I: can no longer be debuffed, when an arrow targets an enemy which dies/disappears before it can hit the arrow will automatically select another target
Night Walker
Dark Sight gives thieves very high performance without risk when used to avoid certain boss patterns. We will be changing this skill so its impact on boss fights is not as large as it currently is. In addition, certain complaints such as Dark Omen’s damage formula have been changed.
Dark Sight: if you dodge a % HP attack with Dark Sight, Dark Sight will be removed and it will go on cooldown for 5 seconds
Darkness Omen: damage formula will now use the character’s instead of a summon’s
Shadow Stitch: you will no longer take damage if this skill hits an enemy using Damage Reflect
Striker
Striker’s damage is low even though their combat pattern is difficult so we have increased it slightly.
Aran
Combo Tempest’s instant kill effect has been removed.
Combo Tempest: effect where regular monsters would be left with 1 HP has been removed, this skill only deals percent damage now, effect where this skill could be used again without consuming Combo but it would be put on cooldown has been removed
Evan
Evan’s elemental property reduction skill Elemental Reset has been adjusted.
Elemental Reset: elemental property reduction has been decreased from 100% to 10%, now has a new passive effect that increases final damage by 50%
Mercedes
Mercedes’ elemental resistance reduction skill Defense Break and instant kill skill Highkick Demolition have been adjusted. Although they have many hits per second, their damage has become lower with the changes to Defense Break so Final Attack’s damage has been increased.
Final Attack: Dual Bowgun: number of hits has been decreased from 2 to 1, damage has been increased from 75% to 150%
Highkick Demolition: instant kill chance has been removed
Ignis Roar: 4 attack boost per linked skill has been changed into a 2% final damage boost per linked skill (stacks up to 10 times)
Elemental Knight: cast delay has been removed, you can now have up to 2 Elemental Knights summoned at one time, damage formula will now use the character’s instead of a summon’s
Defense Break: elemental resistance reduction has been removed, 20% final damage boost has been added
Advanced Final Attack: number of hits has been decreased from 2 to 1, damage has been increased from 120% to 240%
Ancient Spirit: 40% damage boost effect has been changed to a 30% attack boost
Phantom
Phantom’s ability to steal skills gives him a lot of versatility, and although it fits his character concept, his performance is still very high. We will be reducing the effectiveness of movement skills and buff skills but buff lower used skills like Tempest of Cards.
Phantom Shroud: based on the number of movements made, a cooldown will now be applied after this skill is used (now, you can input a maximum of 3 arrow keys and after the skill is complete, there will be a 2 second cooldown per arrow key entered)
Judgement: item drop rate boost has been decreased from 10% to 5% (20% to 5%)
-
Talent of Phantom Thief: Bishop’s Heal can no longer be stolen
Coat of Arms: damage has been increased from 200% to 250%, attack range has been increased
Ultimate Drive: damage has been decreased from 140% to 130%
Tempest of Cards: damage has been decreased from 400% to 200%, number of hits has been increased from 1 to 3, this skill now has additional 60% critical chance
Final Judgement: item drop rate boost has been decreased from 20% to 5%
EunWol
In the previous balance patch, we missed Death Marker when changing recovery skills. Instead of increasing the cooldown, we will be decreasing its HP recovered.
Luminous
Luminous’ elemental resistance reduction skill Darkness Sorcery and instant kill skill Absolute Kill have been adjusted.
Darkness Sorcery: defense ignore effect has been removed, elemental resistance reduction has been decreased from 100% to 10%, now passively ignores defense by 40% and increases final damage by 40%
Morning Starfall: in addition to existing effects, Morning Starfall now passively increases your final damage by 30%
Absolute Kill: instant kill effect has been removed
Demon Slayer
Demon Slayer is extremely efficient at hunting because of its large range skills like Devil Cry. We will be increasing Devil Cry’s cooldown to reduce Demon Slayer’s hunting abilities slightly.
Death Curse: instant kill chance has been removed, this skill now gives your attacks a 1% chance to have their damage increased by 35%
Devil Cry: cooldown has been increased from 14 seconds to 20 seconds, cooldown when used during Infinity Force has been increased from 7 seconds to 10 seconds
Demon Avenger
Demon Avengers being reluctant to use Release Overload is contradictory to their combat pattern. We would like to fix this by increasing the performance of Release Overload’s buff and increasing HP consumption of other skills.
Release Overload: maximum HP boost when used has been removed, now increases your final damage by 15% when used, this skill can now be used even if you are not at max Overload stacks but the final damage boost and HP healed will be based on your current stacks, after being used your Exceed stage will not be reset it will only be halved
Inner Strength: STR boost has been removed, this skill now increases your maximum HP by 1200
Bats Swarm: now consumes 1% of your maximum HP when used
Shield Charge: now consumes 2% of your maximum HP when used
Advanced Absorb Life: Release Overload’s final damage boost is increased to 25%
Shield Chasing: now consumes 8% of your maximum HP when used
Resistance
The Resistance currently cannot receive their Link Skill from each other. This will be changed so they can link to each other.
Spirit of Freedom: Spirit of Freedom can now be shared with other Resistance characters on your account
Battle Mage
In the last balance patch, we changed recovery skills a bit, including Drain Aura, but it is still very efficient in certain content. We will be lowering its efficiency but we will be making other changes to its party healing concept.
Drain Aura: HP healed based on damage done has been decreased from 10% to 1%, maximum HP recovery limit has been increased from 7% to 15%, there is now a 5 second cooldown on this healing effect, all party members in range will now be healed as well (each party member will have separate cooldowns)
Wild Hunter
Wild Hunter has many hits per second but their damage was also very high Therefore, we have slightly increased the difficulty of keeping up Another Bite stacks and also slightly decreased their damage. We have also adjusted their character card.
- Character Card: when the instant kill effect activates, there will now be a cooldown
Summon Jaguar: the Jaguar’s skill window can now be moved with your mouse
Beast Form: attack boost has been decreased from 30% to 20%
Summon Jaguar – Cooltime Reduce: cooldown reduction has been decreased from 20% to 10%
Wild Vulcan – Reinforce: damage boost has been decreased from 20% to 10%
Mechanic
Mechanic can hunt with very long range and in boss fights, their damage is very high with Homing Missile. But, with Homing Missile, the core attacking skills’ effects become unnoticeable. After adjusting this area, we will be focusing on stronger robot summons to strengthen Mechanic’s concept.
Mechanic Dash: now has a 0.4 second cooldown
Rocket Booster: cast delay has been decreased
Homing Missile: range has been increased, you will no longer take damage if this skill hits an enemy using Damage Reflect, when a missile targets an enemy which dies/disappears before it can hit the missile will automatically select another target
Open Gate: GX-9: after using a gate, there will be a 2 second charging time required before it can be used again, party members can use the gates without waiting
Robo Launcher: RM7: damage formula will now use the character’s instead of a summon’s
Metal Armor: Tank: Homing Missile’s damage while in Tank Mode will now be decreased to half
Advanced Homing Missile: damage boost has been increased from 395% to 500%
Support Waver: H-EX: characters receiving its effects will now receive a buff icon on their screen, newly respawned monsters will now show a debuff effect, HP recovery has been decreased from 50% to 20%
Magnetic Field: damage formula will now use the character’s instead of a summon’s
Massive Fire: SPLASH-F: attack range has been decreased, number of hits has been decreased from 6 to 2, attack speed has been increased
Support Waver Enhancement: final damage boost has been decreased from 20% to 5%
War Machine: TItan: passive damage reduction effect has been removed (50% damage reduction of % HP attacks while casting is still there), cast delay has been decreased
Robo Factory: RM1: damage formula will now use the character’s instead of a summon’s
Robot Mastery: your damage will now be increased by 3% per robot summoned (Magnetic Field and Open Gate must be fully summoned before they count and they only count as 1 robot each, toy robots do not count)
Bomber Time: error where missiles would not be doubled has been fixed, Homing Missile’s damage while Bomber Time is active will now be decreased to half (does not stack with Tank Mode’s Homing Missile damage reduction)
Xenon
Xenon’s 3rd job hunting is tough so we have increased one of their skills’ efficiency.
Kaiser
Kaiser’s Command secondary effect has been changed and we would like to fix some of Transfiguration’s inconveniences.
Command: HP healed when using Command has been removed, now if you use Command to use skills your final damage will be increased by 15%
Final Figuration: you can now use Runes and active Link Skills after transforming, you can now use the jump key while climbing ropes/ladders to teleport
Zero
Zero has high damage but Alpha’s damage was higher than intended when compared to Beta so we have increased her performance. We fixed an error related to a change in Throwing Weapon from the last balance patch as well.
Great Sword Mastery: damage boost per 1 less enemy hit has been increased from 6% to 8%
Throwing Weapon: damage formula will now use the character’s instead of a summon’s
Advanced Earth Break: instant kill chance has been removed
Advanced Storm Break: instant kill chance has been removed
Divine Leer: minimum and maximum critical damage boost has been decreased from 50% to 40%
Armor Split: stacking with other defense ignore effects has been fixed
Kinesis
Kinesis’ high mobility, armor, and wide attack ranges make its lower advancements’ performance very high. But in higher advancements, the skills themself are not very strong and are limited by Psychic Points. We would like to adjust their skills overall to have a higher performance.
- All Kinesis skills: Kinesis’ weapon effects and skill effects will appear translucent to other characters
Extrasensory: HP boost and magic defense boost based on defense have been removed, this skill now gives 12% avoid
Immanence 1: maximum HP boost has been decreased from 30% to 15%
Psychic Force: DoT damage has been increased from 10% to 20%
Crash: can no longer be used in the air
Ultimate – Material: number of hits has been increased from 1 to 10, damage has been decreased from 520% to 120%
ESP Booster: cast delay has been decreased
Psychic Instinct: damage reduction has been decreased from 60% to 40%, this skill can no longer be debuffed
Psychic Force 2: DoT damage has been increased from 25% to 40%, final damage boost on DoT inflicted enemies has been increased from 10% to 15%
Immanence 2: maximum HP boost has been decreased from 40% to 20%
Mad Crash: can no longer be used in the air
Ultimate – Deep Impact: Ultimate – Material’s damage boost has been decreased from 530%p to 130%p
Psychic Shield: cast delay has been decreased, evasion boost has been decreased from 40% to 20%
Pure Power: cast delay has been decreased
Psychic Drain: no longer knocks up monsters, attack speed has been decreased, cooldown has been increased from 3 seconds to 5 seconds, you will no longer take damage if this skill hits an enemy using Damage Reflect
Psychic Force 3: DoT damage has been increased from 50% to 75%, final damage boost on DoT inflicted enemies has been increased from 10% to 20%
Telekinesis: activation rate has been decreased from 100% to 70%, damage has been increased from 210% to 350%
Mitigation: damage reduction has been decreased from 40% to 15%
Psychic Grab: monster/object holding time has been decreased, picked up objects have been updated to chess pieces (instead of random objects)
Psychic Smashing: monsters whose HP have reached 0 while picked up will now count as dead and will no longer affect the map’s respawning rate
Psychic Ground: defense reduction has been decreased to 10%, 10% final damage boost has been added, enemies who are currently in the area will have these effects doubled, monsters which re-enter the area will have the debuff duration refreshed, cooldown has been increased from 3 seconds to 10 seconds, duration has been decreased from 12 seconds to 10 seconds
Ultimate – Train: damage has been increased from 80% to 120%, number of hits has been decreased from 8 to 6, Psychic Points consumed has been decreased from 28 to 25, Ultimate – Material’s damage boost has been decreased from 600%p to 140%p, damage will now decrease by 5% each second over the duration of the skill
Spirit Reinforcement: cast delay has been decreased
Psychic Move: movement speed has been increased, time before you can move left or right has been decreased, you can now use this skill while using other skills but it will consume 2 Psychic Points
Ultimate – Psychic Shot: number of hits has been increased from 1 to 3, damage has been decreased from 800% to 650%, enemies hit will now have their defense reduced by 15% for 10 seconds
Psychic Ground 2: defense reduction has been decreased to 10%, 10% final damage boost has been added, enemies who are currently in the area will have these effects tripled, monsters which re-enter the area will have the debuff duration refreshed, cooldown has been increased from 3 seconds to 10 seconds, duration has been decreased from 12 seconds to 10 seconds
Awakening: final damage boost has been increased from 20% to 25%, now increases Ultimate skills’ critical rate by 20%
Psycho Break: instant kill chance has been removed, number of hits has been increased from 2 to 4, final damage is now increased by 1% per monster hit (up to 25%), bosses hit count as 5 monsters
Ultimate – B.P.M: number of hits has been decreased from 10 to 7, damage has been increased from 90% to 150%, Ultimate – Material’s damage boost has been decreased from 1340%p to 160%p, Ultimate – Train’s damage boost has been increased from 60%p to 100%p
ESP Battle Order: cast delay has been increased
Spirit Purification: cast delay has been removed
Psychic Charging: effect of recharging Psychic Points while the skill key is held down has been removed, this skill now instantly recharges 50% of your Psychic Points when used, 45 second cooldown has been added
Another World’s Warrior: cast delay has been decreased
Psychic Grab – Reinforce: now also affects Psychic Smashing
Psycho Break – Killing Chance has been changed to Psycho Break – Enhance: Psycho Break’s final damage boost is increased.
Ever Psychic: you will now gain invincibility while using this skill, the final hit will be more powerful, number of hits has been increased, damage has been decreased, the final hit has increased critical chance and defense ignore, after using this skill your Psychic Points will be fully recharged
Psychic Over: in addition to existing effects, your Psychic Points will be recharged at certain intervals during this skill’s duration
Coordinator’s Delicate Touch
Along with the job balancing, certain systems will receive the Coordinator’s delicate touch. Events will also be held to celebrate this. The following systems will be changed:
- Strange Cubes will no longer have a chance to lower your equipment’s potential rank.
- It can still only be used on Rare or Epic equipment but it will no longer lower your rank from Epic to Rare.
- The drop rate of reinforcement materials and enhancement items have been increased.
- Chaos Blades
- Powerful Chaos Blades
- Artisan’s Cubes
- Meister’s Cubes
- Undying Flames
- Eternal Undying Flames
- Powerful Flames of Reincarnation
- Eternal Flames of Reincarnation
- Toad’s Hammer’s conditions have been slightly relaxed.
- For equipment less than level 100, you can now use Toad’s Hammer for equipment 1~20 levels above the original item.
- Combo Kill Orbs’ experience amounts have been increased.
- The experience each orb gives has been doubled as compared to before this update.
- Sudden Missions’ experience rewards have been increased.
- The experience each mission gives has been increased by 50% as compared to before this update.
- Mu Lung Dojo’s Mind and Body Training Center’ experience rewards have been increased.
- The experience acquired over time has been doubled as compared to before this update.
- In addition, the costs of the Training Center Charms in the Mu Lung Dojo coin shop have been decreased.
The following events will be held to celebrate the Coordinator’s delicate touch. More information will be included in the official event notices later on.
- Coordinator’s Three Missions
- The Coordinator will give you three special titles with powerful stats if you can hunt Elite Monsters, Elite Bosses, or activate Runes.
- During this event, Elite Monsters, Elite Bosses, and Runes will be changed temporarily:
- Elite Monsters and Elite Bosses will appear more frequently.
- Mileage Packages dropped by Elite Monsters can be used up to 10 times per day (instead of 5).
- Elite Monster and Elite Boss rewards will be enhanced.Elite Monsters will drop additional items and Elite Bosses’ Rare Treasure Chests will give more rare items.
- The regeneration time and cooldown of Runes will be decreased while their experience buff’s effects will be increased.
- Magnificent Souls
- During this event, your chance to get Magnificent Souls when combining Soul Fragments will be greatly increased. This event will last 2 weeks.
- Inner Ability Honor Consumption
- During this event, Honor consumption when resetting your Inner Ability will be decreased by 50%. This event will last 2 weeks.
- Mu Lung Dojo Training Center
- During this event, you can enter the Mu Lung Dojo Mind and Body Training Center for free for 1 hour, once per day.
2015 World Tour
The 2015 World Tour is a new event hosted by Spinel! Explore various cultures around the world through various minigames and collect World Tour Coins to trade in for prizes.
The USA area consists of a human pinball game, where you must collect points as you become the pinball in a pinball machine.
Singapore‘s minigame is called Singapore City Run, where you must press spacebar to jump and avoid pits and obstacles while collecting maple leaves.
In Spain’s running of the bulls, you must survive 3 minutes in the ring with a pack of raging bulls! There will also be items falling from the sky which will slow you down, not allow you to jump, and stun you.
For China, you can play through the Crouching Tiger, Hidden Dragon quest line, where you must choose between training at the Red Tiger or Gold Dragon dojos.
Japan’s role playing dungeon is not available yet, it says it will be ready to play on September 24. I am assuming that is when this patch will hit live. Role-playing dungeon is what was used to describe the Ayame dungeon in other versions of MapleStory, maybe KMS will finally get the Sengoku classes?
You can spend the World Tour Coins which you collect through the various minigames at Spinelle’s shop.
- Special Additional Potential Stamp (110 coins) [limit of 3]
- Eternal Flame of Reincarnation (150 coins) [limit of 3]
- 10% Clean Slate Scroll (80 coins) [limit of 5]
- 60% Miraculous Positive Chaos Scroll (110 coins) [limit of 3]
- 50% Positive Chaos Scroll (80 coins) [limit of 3]
- Gold Potential Stamp (80 coins) [limit of 3]
- 60% Innocent Scroll (130 coins) [limit of 1]
- 50% Epic Potential Scroll (120 coins) [limit of 3]
- 100% Gold Hammer (110 coins) [limit of 1]
- Strange Cube (30 coins) [limit of 20]
- Silver Karma Scissors (400 coins) [limit of 1]
- AP Reset Scroll (160 coins) [limit of 1]
- SP Reset Scroll (50 coins) [limit of 1]
In the Special tab, she sells:
- Sky Pinball Guard Helmet (8 all stats, 7 slots, level 33) (50 coins)
- Blue Pinball Guard Helmet (8 all stats, 7 slots, level 33) (50 coins)
- I Want You Chair (250 coins)
- Seville Spain Plaza Chair (250 coins)
- Merlion Park Chair (250 coins)
- Stars and Spangled Banner Hat Riding (30 days) (200 coins)
- Raging Bull Riding (30 days) (200 coins)
- Merlion Riding (30 days) (200 coins)
- USA Damage Skin (200 coins)
- Churros Damage Skin (200 coins)
- Singapore Nightscape Damage Skin (200 coins)
- Damage Skin Storage Scroll (60 days) (30 coins)
- 4 Slot Title Wallet (50 coins)
- 10 Slot Chair Bag (50 coins)
- Pink Coin Purse (50 coins)
- 8 Slot Crafting Materials Bag (150 coins)
- 8 Slot Recipe Bag (150 coins)
- 8 Slot Soul Bag (150 coins)
- Mastery Book 20 (20 coins)
- Mastery Book 30 (30 coins)
Reboot World
In Reboot World, it is difficult to craft items because you cannot trade with other users. We would like to make this easier and also for users who do not wish to craft items, we want to give them something to do with these crafting materials. In addition, certain changes have been made to make Reboot World more fun.
- Rare crafting items’ prices when sold to NPC shops have been adjusted. You can now sell them for higher prices.
- Potion shops in major towns now sell new items.
- Silver Potential Stamp
- 3 kinds of Stars
- 3 kinds of Bullets
- The chance of getting Epic Potential Scrolls and Gold Potential Stamps as rewards when fighting Elite Bosses has been increased.
- Certain changes have been made to make it easier to craft items.
- Meisterville’s recipe salesman now sells new recipes.
- The drop rate of recipes and crafting items when hunting monsters has been increased.
- The number of Rest Experience Coupons given after not logging in for a certain number of days has been increased.
- The HP of some monsters has been adjusted.
- Monsters above level 150 have had their HP reduced.
Magnificent Souls
During this event, your chance to get Magnificent Souls when combining Soul Fragments will be greatly increased. This event will last 2 weeks.
Inner Ability Honor Consumption
During this event, Honor consumption when resetting your Inner Ability will be decreased by 50%. This event will last 2 weeks.
Is this the first time KMS has gotten this event? Is this event a korean only type thing?
KMS has never gotten this event before, its completely new.
I’m conflicted about whether this is a yay moment or even worse change for mechs.
Yay:Homing Missiles will finally not trigger dr but still won’t be effective on bosses like Chaos Vellum
Mech summons will be affected by crit rate/% boss, something I’ve been asking for years.
Oh god: Because the summons wont’ be using the summon formula, their damage cap is gonna be MUCH lower. And mech summons still aren’t the most useful out there compared to some classes
Forgot to say this: Does this mean there’s gonna be more parts to this balancing? Since they said something about “after” this.
There will almost surely be more patches before this is added to the real server.
so does release overload still heal hp?
yes
What does it means by final damage? izit final attack damage ? or what? >_< thank you max
Final damage is something they ‘added’ in the Reboot character balancing patch, it means its a damage boost which is added after all other calculations.
Thanks for these notes! I’m hoping to see the visual and actual % changes of Kinesis’ skills
That phantom nerf.. retarded devs think putting a cooldown on the shroud is keeping the fun… More damage on these useless skills.. really? You can’t move while using tempest and it has a cooldown. No more heal, what’s wrong with this? They don’t nerf wh at all but they want to kill this class? Man they deserve a beating with a spiked bat.
WH not nerfed at all? What are you talking about, did you even read the post? “Wild Hunter has many hits per second but their damage was also very high Therefore, we have slightly increased the difficulty of keeping up Another Bite stacks and also slightly decreased their damage. We have also adjusted their character card.”
A bit less cooldown and damage
Why are they adding a cooldown to mechanic dash? Are they gonna add cooldowns to all the flash-jumps out there then? Oh and Gates now have a charge time, but only for you! Everyone else can use it just fine.
Keep nerfing the current job pls Nexon. You are losing more and more players out there.
What’s the difference between total damage and final damage?
Total damage stacks additively with boss damage. Basically, for bosses, total damage might as well be boss damage.
Final damage is a new mechanic added in reboot. It’s literally what it sounds like. It multiplies your damage after all other modifiers. If you were doing 30m lines and then you got 50% final damage, you’d be doing 45m lines.
It’s very very powerful.
To be fair, it’s not EXACTLY a new mechanic. Mechs had it since their release.
Best balancing for magicians ever!!!
they finally get the problem about elemental reset.
and why flame wizard still have 70%?
“Ignition’s elemental resistance reduction has been decreased from 100% to 70%, party members will now receive its full effects”
what makes it so special =_=
Sorry that was my mistake, it was lowered to 10% like the other mages.
no problem, and thanks for correcting it 🙂
yea but battle mages still get the shitty end of the stick
Nexon must really hate Battle mages!
Top DPSers of patch prior to this in order: WH, Kaiser, Mechanic,Bowmaster. WH gets a slight nerf, Kaiser is slightly buffed?, Mechanic is getting a BuffNerf combo and Bowmaster gets a buff. Mean while Phantom get the most ugliest beat down of a job since xenon’s patch
Ultimate Drive nerf FUCK NO! Phantom Shroud NERF NO god please NO! Card Tempest rebalancing WTF? More spam instead of high clean hits?! Heal cant be stolen?
Whats wrong with them, thats soo idiotic. Shroud does not affect in battle so why nerf it when phantom got weakest flash jump in game. fckin idiots.
Besides this … nice events and toad hammer change also positive reboot changes, we need more stamps and pot scrolls there. Soul enchanters could have better drop.
Luminous:
Darkness Sorcery: now increases final damage by 40%
Morning Starfall: now passively increases your final damage by 30%
don’t think it’s to much? add 70% final damage?
Seriously??? elemental resistance reduction:10% 0.55*1.7=0.935
only about 7% dps lower, come on…
Luminous donest have many mutiple skill like other mage so it need that
other mage has AMP which increase 30-50% luminous doesnt even have that
Lumi has 40% elemental resistance in 3rd job! so its alright.
You are miscalculating the two boosts. 30% And 40% don’t stack additively, they do so on multiplication. In other words, 100% *1.3(or +30%) is 130%, then 130% *1.4(or +40%) is then 182%. And it seems like everyone here forgets that Insight increases Elemental ignore by 5%, leaving a grand total of 182% +15% elemental ignore and a full 40% defence ignore(4th job new passive)with a link skill that gives you 20% Pdr as well. That’s a nerf waiting to happen.
Also, I hope that they decide to fix up some of I/L skills already. Our Storm Magic does pretty much nothing now, still only affecting bosses if you have Oz’s Flame gear of all things, so that needs something new. Then we have skills that need to be fixed mechanic-wise, such as making Chilling step not activating damage reflect as well as making it do MORE THAN 1%(Battle mages, quit complaining. WE HAVE THE 1%, and Nexon was all like ‘we need to lower their numbers’), making Thunderstorm teleport with you instead of disappearing(amongst other things), making Elemental Adaptation ACTUALLY WORK INSTEAD OF JUST LOOKING NICE WITH A CHAIR, making Freezing Breath have a bind time after you release the key, and making it so that Frozen Orb mp cost is when the key is pressed, not after the delay of the skill.(which could be applied to Luminous’s Morning star and Blaze Wizard’s Blazing Extinction skills)
One other thing that I would really like to change- Making Frozen Orb Spread Hyper skill into Frozen Orb- Add Turret. When the Frozen Orb disappears, it freezes the ground. The skill already hits 8 mobs, and I find that it will keep enemies in place and take damage as you cast another Frozen orb. More lines, more activation of Blizzard FA, makes it more efficient on bosses too, even if it does do THE 1%.
job balancing? felt like everyone got nerfed lol.
Well sometimes it has to happen to balance things out, i’m just hoping what they define as “balanced” is actually having classes balanced
Anyone has the revamped Ultimate Drive skill %?
Man, they really need to fix evan but they decide to reduce our elemental reduction to 1/10 of what it was…. man it was one of the only good things we had against bosses
well evens did get 6 hits in the prior update but yeah they should have changed elemental reduction to like 60% to balance the hits but yeah overall this was a pretty bad nerf for everyone. Kinesis hits really fast but with low% kasiers are the same but I dont see them nerfing kaiser hps. I would rather have low damage and a lot of lines than high damage andlow lines, but well have to see the exact number for kinesis………………..
You get 50% final damage. Stop complaining.
Do any kms players know the exact details on kinesis nerf?
That sucks what happened to kinesis :(((((
he got buffed not nerfed, did you actually read the changes?
At this point I hope Nexon gets Karma’d by their stupid revamps.
THIS!
Cygnus Bless: Cygnus Bless can now be shared with other Cygnus characters on your account
Cannot wait~
…okay after seeing the data this “balance” has pissed me off yet again.
Nerfs, nerfs everywhere. Already quit the game though…last DA nerf was evil enough =~=. Lumi got nerfed, Flame Wiz got nerfed…all my favorite classes got nerfed…
I’m glad about the Cannoneer buffs but I’m puzzled as to why they keep nerfing healing skills. All that’s going to do is result in people spamming pots like they usually do. Is there any advantage to doing that?
I think they’re trying to make bosses harder. Potion Cooldown doesn’t allow you to spam potions and pretty much all new bosses have it.
Nexon is really trying to kill the uniqueness of each job. RPG jobs really don’t need to be perfectly balanced. Just give them a unique role to play… which, granted, is hard to do when you’ve got nearly forty of the bloody things.
And once again, all the jobs I care about are getting nerfed. Wild Hunters really don’t need a cooldown increase. Another Bite is hard enough to keep up as is, and their damage without it isn’t that great so the 10% damage decrease on two skills is really unnecessary. And, of-fucking-course, Demon Slayers get Devil Cry made even worse. This is like the third or fourth patch in a row where Devil Cry got worse…
againg fkn up the wild hunter why the fk you revamp a class and then nerf it 3 times -_- stupid nexon is kiling this game
Dude, WH’s hps more than makes up for the small dmg reductions
I’m kinda sad they removed insta-kills, don’t really see why that was nessaciry. Most instakill skill have a big disadvantage like a big cooldown or only having a chance of working, so they only have effect occasiounally to solve unique situations, and gave the classes some personality.
Also for luminous, using ender (absolute kill or whatever) against normal enemies is now oretty pointless.
Lastly, does anyone know how final damage stacks with itself? Like if you have +30% final damage and +40% final damage, is it +70% or 1.3*1.4=+82%
it even makes Luminous more stronger if final damage multiplier each other.
elemental resistance reduction:10% 0.55*1.3*1.4=1.001
balancing, seriously?
you guy think lumi is stronger he more weaker than other archmage lol his attack so slow also if you are playing gms you cant go to equal mode for 3 whole min instead kms u can go into that mode every 30 sec other than hyper skill that all you got
I believe final dmg is like total dmg which does not act like multiplier and total dmg is additive which mean final dmg is also similar
Also luminous is much weaver than you think
compare to other mage what other skill do you luminous has one skill that has a multiplier which is base on chance only if your hp is lower than your mp which that rarely happen.
Arch mage has couple multiplier passive skill mainly cuz of AMP extra 50%
Evan also have few multiplier passive skill
So does Battle Mage that why he never got final dmg cuz he has 3 passive skill of multiplier
as you can see all other mage has at least 2 passive skill multiplier except luminous which he has one multiplier which never appear rarely and it only 20% extra
yea on the topic of mages, Battemages gets none of these things so yeah, who now is the most hated by nexon?
Battlemages have three passive multipliers you must jest? then do tell me why battle mages with equips far more goldy than most lumi but they cant hit cap while lumis can?
prove to me that bam cant hit cap i saw ton of bam can hit cap it all on the player with the equip
even so why does battlemage deserve to get more dmg when it doesnt even have elemental ignore to begin with?
did you not read my comment? obviously not because i said “BaMs with far better equips than lumi hit lower”pretell which BaM can hit cap on Hellux or Magnus? if that isnt enough because you seem to be a complete skeptic BaMs are the only class that is so nerfed they can only nerf a skill that no BaM uses
Lumi dosen’t have couple multiplier skills?
only Dark Crescendo: chance to Increase Damage with each hit: 80%, Damage: +1%. Can stack up to 30 times.
you ever think why?
“Equilibrium got 50% bonus damage.”
mages have couple multiplier skills, they got total damages stack with boss damages except Infinity.
and F/P mage’s attack speed is also slow, not mention need to stack DoTs to max the dps.
i believe Lumi is way much easier and better.
sorry, it’s Sunfire and Eclipse deal more 50% damage, Equilibrium is 100%
the attack speed of luminous is so slow… and Equliilbrium you think that thing last 4ever it only last 15 sec god and it has a crazy 3min cooldown in GMS and we are not kms luminous we are the weakest of all and so what reflection? you hit 8x but the 4 alway does 50% dmg and how slow is reflection vs bossing all other mage can 2-3x b4 reflection can hit once the attack speed matter that why even with 50% more dmg it doesnt do anything much
arch mage can hit 6-7 time attack speed is faster than absolute kill and they can 2 hit vs your one hit so it like 12-13 time
and equlilbrium had a long cooldown with only 15 sec duration
let say w/o equal mode
just reflection vs archmage or bam their attack speed is 2x faster than luminous
they attack count is 6-7x per hit
they can deal 12-14 x per hit while luminous can only deal 8x on reflection and if you talking about this dark skill it does 14x but it even more slower than reflection
even just compare skill dmg
we can compare % dmg
if you hit 8x with reflection and 4 of them are 50% that only 6 x cuz the other 4 add up only + 2 so hitting 8x on reflection is only 6x in the end all other mage can easy hit 6x with 2x more attack speed than this class
like you said, it’s KMS and GMS’s system problem, this is kmst post right here, maybe we should not focus on this 😦
Never said luminous was nerfed, just that now ender is pretty much useless against non-bosses, sure it has a better dps (assuming you’re in equilibrium) than reflection or spectral light, but it can only hurt 2 enemies (3 with hyper) so overall the damage is lower
no offense, just think 70% final damage is too much for Lumi, especially see arch mages got nerfed badly (not only elemental resistance, but also other skills.) Lumi has the highest number of hits, it’s just not fair for them.
Why don’t they release 5th job at the same time they do these balancing patches?
Right now, they removed something unique, the instant death mechanic. They could have removed it from some classes, but all of them? I hope they’ll add it back. Because now, it ruins many things. Or maybe I missed something and it made the game way too easy?
Oh wait… It’s true they added hyper stats now. So *maybe* it made things too easy.
Yeah i agree, most instakill attacks had big drawbacks which made them pretty situational, but those situational attacks usually made classes a bit more unique
lets make this MORE JOB NERFING! NERF STORY but seriously wtf nexon,,, such a huge fail
NERFSTORY was the best hahahahaha but see the bright side, I`m sure they are doing it because of 5th job =D
WOOT WOOT! Angelic Busters are safe and nice to see that KMS is getting the Gold dragon thing.
Hey Max do you know what the KMS population’s opinion on the recent balancing patches have been? I’ve heard a bunch of them have been threatening to quit but I don’t know if these balancing patches are actually causing people to become pissed or not.
Hey Max, do you know how many times will Elemental Knight of Mercedes attack per second?
How will the different mage classes fare after this? Is a slight or major reduction in damage? Or are they fairly the same after all of this.
In regard to losing element reset? If they fight a normal boss, no element resistance, they will do 50% more damage. If they fight a high end boss, element resistance, they will do 90% of their current damage.
So normal boss: 100% damage -> 150% damage
End game boss: 100% damage -> 90% damage
Lumi is special.
So normal boss: 100% damage -> 170% damage
End game boss: 100% damage -> 102% damage
Seems lumi gets a slight buff and everyone else is a bit weaker.
something’s wrong i think.
now they got 10% element resistance only,
they can only deal 55% damage for end game boss.
if final damage stack additively,
then mages
normal boss: 100% damage -> 150% damage
End game boss: 100% damage -> 82.5% damage
(55% damage* 150% final damage= 82.5% damage)
Lumi
normal boss: 100% damage -> 170% damage
End game boss: 100% damage -> 93.5% damage
(55% damage* 170% final damage= 93.5% damage)
See? Lumi is much better, especially other skills not get nerfed, that’s why i said add 70% final damage is crazy.
I forgot to mention I was using 20% ignore element resistence, since you can get 10% from a trait, but yes you are also correct, on the low end.
from Insight? Lv100 should be 5% 😦
even so i believe lumi need that buff their attack speed is so slow all other class can 2x-3 attack and while lumi can only deal one attack
cuz Lumi’s skills got the highest number of attacks and consider the delays, Lumi is not the slowest.
F/P mage
Mist Eruption: 1480ms
Flame Haze: 1440ms
I/L mage
Frozen Orb: 1530ms
Chain Lightning: 780ms
Lumi
Reflection: 1020ms
Apocalypse: 1530ms
Ender: 810ms
I’m not saying Lumi doesn’t need final damage, just not that much i guess.
forgot Mist Eruption has cd now,
Paralyze: 800ms
JoJo : Robert Edward Orville Speedwagon → Maple : 스피넬 웨건(Spinel Wagon)
this is a parody of JoJo’s Bizarre Adventure.
All mage got nerf cuz Elemental ignore reduction is like if you hit 500k on boss with 100% ignore elemental you would hit 1mil dmg now they change to final dmg
if you hit 500k and 50% increase on final dmg you would hit 750k instead
so this is a nerf to all mage that has elemental ignore which is why battle mage didn’t get final dmg cuz he never had elemental ignore to begin with also he has 3-4 passive skill multiplier
ok so now let us talk about this supposed 3-4 multipliers, 1 is 20% dmg being additive and 45% magic attack which in kms is dropped to 35% which is multiplied early on in calculations. Now let us look at final dmg it is a multiplier in the highest of regard as you know by your own calculations, so Battlemages just because they didnt have elemental ignore they dont deserve extra % dmg? lol BaMs are so nerfed nexon cant even think of ways to nerf it anymore what batttle mage do you see ever using drain aura? lol
if you say so … why not giving every single class final dmg
It is because they can actually still find ways to nerf the other classes. The only thing they can nerf for BaMs is a skill no BaM ever uses
does anyone have an official image of kinesis without a background
Why is the running game Singapore? You can see Twin Towers in the background and that is definitely Malaysia lol.
Battlemage’s Battle Rage also belongs total damage, why not change into final damage instead, maybe less than 40%, at least can make it more useful in boss fight. since this profession never got 100% element resistance before =_=
i agree and battle master is such a useless skill in every aspect be it boss battles or training its so useless! but hence why i said nexon hates Battle mages, shortest range of almost all the classes in game, has next to no status resistance, has the most annoying cast times for buffs in game, the only mage class to not have final dmg % now. the list can go on forever
wrong… kanna and beast tamer? lolzz
i think battle master is fine, cuz Finishing Blow is main skill, and cast times for buffs is not even a problem for me, only Staff Boost you need to use every 200 secs, Aura, Dark Shock and Condemnation are Toggle skills, i don’t see the issue here 😮
blow’s range is short i agree, but it’s “battle mage”. i don’t think they’re gonna change that.
they just need add some final damage for boss fight since reaper still got cd, that will be fine for me.
how is battle master fine? its because of battle master that we couldnt get an extra line from passives for final blow! i understand that battle mages means to be up close and personal but only having 30% resistance is ridiculous for a close range attacker but in the case for kanna and beast tamer they have a number of skills with great range BaMs have none only DG and SS which have cooldowns
of course fine for me, one profession with a lot of critical rate and damage, plus many passive ability, i don’t get why you wanna range attack so badly, it’s usually with high delay cost, especially with boss fight and it’s useless.
and for main attack:
Battle mage
Finishing Blow: 810ms damage: 330*6
Dark Shock: damage 225*4
Darkness Emblem: damage 350*4
Kanna
Vanquisher’s Charm: 330ms damage: 235*5
one target only
Beast Tamer
Furious Strikes: 540ms damage: 275%*4
new Bam’s skill is fast and powerful, you just don’t know how to calculate, youtube kms battlemage and see them solo Chaos Vellum please, it’s a potential job guess you don’t get it. I won’t reply again, that’s enough for me.
you know what really hurt the mage is archmage and class that has element on it
if a boss has elemental resist + ice / fire / lightning / holy / poison resist. they would hit 1/4 of their dmg to the boss now and that is really bad news they need that extra final dmg to cover that lost other wise they would hit so weak idk if cygnus has ice/fire/lightning or ect resist if he she does has one they the mage would hit 1/4 of their dmg lol
that’s a good point lol
So unfair to paladin, pala AOE skill effect to regular mob have been removed.. hw to hunt mob for those low damage player /.\
Actually, this change to Heaven’s Hammer is INCREDIBLE, it’s actually usable now. Before, it couldn’t really kill on it’s own, you needed a summon or something. Combined with the buff to make it pretty spammable from the last patch in kms, they have a great map nuke skill now. It also has a excellent % damage, and getting stronger is pretty cheap now time and effortwise so its previous effect will not really be missed even for unfunded people. I’m looking forward to this change.
Agreed. Heaven’s Hammer was such a clumsy skill to use. Between the huge cast animation and frustrating effect, it was situational. Pallys are such a good mobbing class they don’t need that type of effect. The only times it was useful was when you were facing high leveled enemies and regular monsters with abnormally large hp stats. Both of these occurrences made me feel cheap for using the skill. I am sorry but I prefer the new version.
is this a part 2 of the balancing ?i mean..nw will still have a cd on rapid evasion?
is this a part 2 of the balancing? will nw still have cd on rapid evasion?
This is the first test server patch for the September job balancing. NWs got that change already in the official servers with the Reboot character balancing patch.
Do you guys know whether Evan’s Illusion has an element on it or not?
Not sure if there’s an element, but currently my damage gets halved if I don’t use element reset on bosses like Chaos RA/ magnus.
So yeah, evan gets screwed over badly like the other adventurer mages 😦
Nexon keep raping classes
I am scare to even make a new class. They keep getting weaker and weaker
so let me get this straight.
they have decided everyone has to be perfectly equal and the only difference between classes should be what order you hit buttons in and what you look like.
on top of insisting that LEGENDARY HEROES should not be more powerful than random kids who decided they wanted to have adventures.
the sheer level of stupid is astonishing.
this feels like one of those times where they’re showing their hand about wanting to kill an old game to push people to play it’s sequel.
I can’t think of any game that is perfectly balanced except Halma. and most anyone would have to go to wikipedia to look that up because mostly nobody bothers to remember halma exists.
I think the time has come for me to give up on maple entirely. when devs go to great lengths to ensure I have no fun and everything becomes a mindless slog… it’s gameover.
but unfortunately for nexon/wizet, I likely won’t be moving on to maple2. they’ve been pushing way too hard to force people to play together, to the point of making the game actively punish you for not having a full party at all times by giving you trash EXP, and that right there is a no-go for me. I have a life. my friends have lives. we don’t get to play games together as much as we like even though we play mostly the same games. for nexon to say to people “you shouldn’t be playing our game because your life and the lives of your friends do not revolve around it” is assinine to the highest degree.
about the best thing I’ve seen them do with it since it started was implement pricing caps on the market to curtail the degree to which people can pricegouge while using it, even if it’s not quite as comprehensive as would likely be necessary.
it doesnt matter wat is so sad at the moment is that kms have not release a 3tier emblem for all job … and why does nova class and adventurere get a 3 tier emblem and the rest doesnt get one? how is that fair? if you saying which class is better at dmg what about trying say which class get the best gear
Great! Phantom got slightly nerfed again! The job itself already doesn’t do much damage and they had to nerfed it again
I hope meso explosion is going to get a buff because of the new cool down. Would make the hunting pattern more interesting.
Nerf story confirmed!
So Max, what were the player’s feedback in regards to this nerf, especially those whose main are mages?
I’m kinda worried ‘cos my main will be badly hit as well.
Phantom Shroud: based on the number of movements made, a cooldown will now be applied after this skill is used (now, you can input a maximum of 3 arrow keys and after the skill is complete, there will be a 2 second cooldown per arrow key entered)
Ultimate Drive: damage has been decreased from 140% to 130%
For fuck sake (╬⓪益⓪)
Thanks Max for brief event explanation … luv it
During this event, Honor consumption when resetting your Inner Ability will be decreased by 50%. This event will last 2 weeks.
Dosnt work at Reboot
I`m pretty sure this nerfs are coming in instance to make 4th job underpowered, so they can launch 5th job 😉