KMST ver. 1.2.036 – 5th Job & UI Changes
A new test server patch has been released, with more changes to the 5th job system and to the UI as well.
5th Job
V Matrix system related details have been adjusted.
- The rate of getting Cores for your own job when using Core Gemstones has been increased.
- Core Gemstones are now tradeable.
- Conditions to unlock V Matrix slots have been added. The initial number of open slots has been adjusted.
- V Cores can now be disassembled, in V Core Pieces which will be used in a system that allows you to make Cores (this system will be added later).
- The experience required to enhance V Cores has been adjusted.
- There is now a cooldown before you can use a skill after you have installed its Skill Core. You can no longer uninstall a Skill Core while it is on cooldown.
- Enhancement Core’s final damage boosts when installed will now vary (instead of them all being 300% final damage at level 50).
- When Enhancement Cores reach a certain level, they will now give additional stats.
- Level 20: +1 monsters hit
- Level 40: +20% defense ignore
- Level 50: +20% boss damage
- Enhancement Cores will now apply to multiple skills at once.
- Special Cores now have usage durations.
- New Special Cores have been added.
- Boss Slayer II: Your boss damage is increased by 50% for 10 seconds after using a skill every 120 seconds.
- Boss Slayer III: Your boss damage is increased by 50% for 10 seconds after defeating 30 enemies.
- Deadly Strike II: Your critical rate is increased by 100% for 10 seconds after achieving 50 Combo Kills.
- Armor Smash II: Your defense ignore is increased by 100% for 10 seconds after using a skill every 120 seconds.
- Rune’s Convergence: Your damage is increased by 100% for 10 seconds after activating a Rune.
- Comeback II: Your skill cooldowns are decreased by 30% when you die.
- Relentless Attack: Your skill cooldowns are decreased by 20% after achieving 50 Combo Kills.
- Automatic Recovery II: Your HP is healed by 100% after using a skill every 20 seconds.
- Endurance: You gain 10 seconds of invincibility after getting hit 100 times.
- Quick Reload: Your defense ignore is increased by 100% for 10 seconds after using a skill every 60 seconds.
- One Target I: Your critical rate is increased by 100% for 10 seconds after attacking the same monster 800 times.
- Good Luck Recovery I: When attacking, there is a 1% chance of healing 10% of your HP.
- Rune’s Experience I: Your experience acquired is increased by 50% for 20 seconds after activating a Rune.
- Guts I: Your skill cooldowns are decreased by 25% after getting hit 100 times.
- Strike Fatal I: Your damage is increased by 100% for 2 seconds after using a skill every 30 seconds.
- Counterattack I: Your damage is increased by 100% for 2 seconds after getting hit 20 times.
- V Core and acquired skills’ tooltips will now be outputted normally.
- V Core filtering and searching capabilities have been added.
- Cores that cannot be used by your job will now be indicated with a lock icon.
- You can now enhance and disassemble Cores in the My Core window, and equipped Cores will now be highlighted.
Skill Changes
Skills unlocked by equipping Skill Cores have been adjusted.
NOTE: Since I listed level 1 and 50 in my previous post’s skill tables, I will do so again. All changes made in this patch will be highlighted in RED!
Warriors
Aura Weapon: duration, cooldown, final damage boost, and defense ignore boost have been adjusted
- Level 1: Consumes 10% HP. For 31 seconds, increase your defense ignore by 10% and your final damage by 1%, and every 5 seconds, when you use an attacking skill, fire an aura wave that deals 51% of that skill’s damage with the same number of hits on up to 10 enemies. Cooldown: 120 seconds.
- Level 50: Consumes 10% HP. For 80 seconds, increase your defense ignore by 20% and your final damage by 10%, and every 5 seconds, when you use an attacking skill, fire an aura wave that deals 100% of that skill’s damage with the same number of hits on up to 10 enemies. Cooldown: 120 seconds.
Hero
Sword of Burning Soul: duration, cooldown, damage, number of hits, and attack interval have been adjusted, now has increased critical rate and enhances Raging Blow while active
- Level 1: Consumes 350 MP. For 51 seconds, create a sword of burning soul that follows you. By using the skill again, you can position the sword at a fixed location, but if you move too far, it will return to you. While the sword is summoned, Raging Blow is enhanced to deal 167% damage 9 times on up to 8 enemies. While you are fighting, every 1 second, the sword will deal 332% damage 6 times on up to 8 nearby enemies (deals 364% damage in Enrage state) with an additional 50% critical rate. Cooldown: 120 seconds.
- Level 50: Consumes 350 MP. For 100 seconds, create a sword of burning soul that follows you. By using the skill again, you can position the sword at a fixed location, but if you move too far, it will return to you. While the sword is summoned, Raging Blow is enhanced to deal 167% damage 9 times on up to 8 enemies. While you are fighting, every 1 second, the sword will deal 920% damage 6 times on up to 8 nearby enemies (deals 1050% damage in Enrage state) with an additional 50% critical rate. Cooldown: 120 seconds.
Paladin
Holy Unity: duration, cooldown, copied skills’ final damage and buff duration, and final damage boost have been adjusted
- Level 1: Consumes 1000 MP. For 31 seconds, create a holy bond between you and one party member. If they move too far away from you, the bond will be broken. While bonded, the attacking skills you use will be used automatically by the bonded party member, dealing 51% final damage and some buff skills that you use will be used automatically by the bonded party member with 50% of the regular duration. The buff duration will be increased by 1% per 1000 STR. You will also gain 20% final damage yourself while this skill is active. If there are no party members in range, you will just receive the buffs yourself. Cooldown: 120 seconds.
- Level 50: Consumes 1000 MP. For 80 seconds, create a holy bond between you and one party member. If they move too far away from you, the bond will be broken. While bonded, the attacking skills you use will be used automatically by the bonded party member, dealing 100% final damage and some buff skills that you use will be used automatically by the bonded party member with 75% of the regular duration. The buff duration will be increased by 1% per 1000 STR. You will also gain 45% final damage yourself while this skill is active. If there are no party members in range, you will just receive the buffs yourself. Cooldown: 120 seconds.
Dark Knight
Dark Spear: skill effect has been changed, damage, number of hits, attack interval, and range have been adjusted, now has increased critical rate and defense ignore
- Level 1: Consumes 350 MP. Every few seconds, create a spear of darkness that deals 382% damage 7 times on up to 12 enemies with an additional 100% critical rate and 50% defense ignore. Cooldown: 10 seconds.
- Level 50: Consumes 350 MP. Every few seconds, create a spear of darkness that deals 970% damage 7 times on up to 12 enemies with an additional 100% critical rate and 50% defense ignore. Cooldown: 10 seconds
Mikhail
Rho Aias: shield duration and final damage based on remaining shield counts have been adjusted
- Level 1: Consumes 500 MP. For 60 seconds, all allies (including yourself) within the zone created by your shield will have all attacks’ damage received decreased by 74% (including % HP attacks). Movement skills cannot be used while holding your shield. The shield has 3 stages of protection, and each stage can block up to 10/10/15 attacks. When the shield disappears, your final damage is increased by 5% + 1% per 2 remaining defense counts for 78 seconds. You can use this skill again to instantly destroy the shield. Cooldown after skill has ended: 300 seconds.
- Level 50: Consumes 1000 MP. For 60 seconds, all allies (including yourself) within the zone created by your shield will have all attacks’ damage received decreased by 99% (including % HP attacks). Movement skills cannot be used while holding your shield. The shield has 3 stages of protection, and each stage can block up to 22/22/27 attacks. When the shield disappears, your final damage is increased by 5% + 1% per 2 remaining defense counts for 225 seconds. You can use this skill again to instantly destroy the shield. Cooldown after skill has ended: 300 seconds.
Soul Master
Celestial Dance: duration, cooldown, and afterimage’s final damage have been adjusted, now creates an additional attack based on the current Stance every few seconds
- Level 1: Consumes 1000 MP. For 41 seconds, whenever you attack using one Stance’s attack, automatically create an afterimage that uses the corresponding attack with 31% final damage. When using attacking skills, every 5 seconds, create an additional attack based on the current Stance that deals (Rising Sun – 1240% damage 3 times/Falling Moon – 6% 620 times) on up to 10 enemies with an additional 100% critical rate. Cooldown: 150 seconds.
- Level 50: Consumes 1000 MP. For 90 seconds, whenever you attack using one Stance’s attack, automatically create an afterimage that uses the corresponding attack with 80% final damage. When using attacking skills, every 5 seconds, create an additional attack based on the current Stance that deals (Rising Sun – 3200% damage 3 times/Falling Moon – 6% 1600 times) on up to 10 enemies with an additional 100% critical rate. Cooldown: 150 seconds.
Aran
Install Maha: duration and attack boost have been adjusted
- Level 1: Consumes 1000 MP. Can only be used while Maha’s Domain is summoned. For 31 seconds, equip Maha (ending Maha’s Domain) to increase your attack by 5% and when attacking, every 3 seconds, create a blizzard that deals 310% damage 5 times on up to 10 enemies. Cooldown: 150 seconds.
- Level 50: Consumes 1000 MP. Can only be used while Maha’s Domain is summoned. For 80 seconds, equip Maha (ending Maha’s Domain) to increase your attack by 15% and when attacking, every 3 seconds, create a blizzard that deals 800% damage 5 times on up to 10 enemies. Cooldown: 150 seconds.
Demon Slayer
Demon Awakening: duration, cooldown, final damage boost, and Demon Slash damage boost have bee adjusted, now increases critical rate while active, enhanced Demon Slash will now receive the effects of Hyper skill passives and Enhancement Cores and will have increased defense ignore and boss damage
- Level 1: Consumes 100 Force. For 41 seconds, awaken the true power of the Demon, increasing your final damage by 10%, critical rate by 50%, and allowing your attacks to automatically activate Cerberus every 5 seconds. In addition, Demon Slash will be enhanced and you will gain the ability to use Demon Trace while using Demon Slash. Enhanced Demon Slash deals 750% (1st/2nd attack)/850% (3rd attack)/950% (4th attack) damage 3 times on up to 6 enemies with an additional 50% defense ignore and 50% boss damage. Cooldown: 120 seconds.
- Level 50: Consumes 100 Force. For 90 seconds, awaken the true power of the Demon, increasing your final damage by 15%, critical rate by 75%, and allowing your attacks to automatically activate Cerberus every 5 seconds. In addition, Demon Slash will be enhanced and you will gain the ability to use Demon Trace while using Demon Slash. Enhanced Demon Slash deals 750% (1st/2nd attack)/850% (3rd attack)/950% (4th attack) damage 3 times on up to 6 enemies with an additional 50% defense ignore and 50% boss damage. Cooldown: 120 seconds.
Demon Avenger
Demon Frenzy: duration, cooldown, and Demon blood’s damage and attack interval have been adjusted
- Level 1: Consumes 20% HP and 4000 HP per second. Healing items and skills cannot heal more than 1% of your maximum HP. Increase your final damage by 1% per 4% of your maximum HP consumed. Every few seconds, spill Demon blood on the ground for 5 seconds, dealing 308% damage 2 times continuously on up to 10 enemies standing in it. On/off skill. When toggled off, cooldown: 149 seconds.
- Level 50: Consumes 20% HP and 4000 HP per second. Healing items and skills cannot heal more than 4% of your maximum HP. Increase your final damage by 1% per 2% of your maximum HP consumed. Every few seconds, spill Demon blood on the ground for 5 seconds, dealing 700% damage 2 times continuously on up to 10 enemies standing in it. On/off skill. When toggled off, cooldown: 100 seconds.
Blaster
Bunker Buster: duration, cooldown, damage, and defense ignore have been adjusted
- Level 1: Consumes 1000 MP. For 31 seconds, use your Gauntlet Revolver to automatically attack enemies with the enhanced Revolving Cannon. Enhanced attacks will deal 187% damage 8 times on up to 10 enemies with an additional 100% defense ignore. Cooldown: 120 seconds.
- Level 50: Consumes 1000 MP. For 80 seconds, use your Gauntlet Revolver to automatically attack enemies with the enhanced Revolving Cannon. Enhanced attacks will deal 530% damage 8 times on up to 10 enemies with an additional 100% defense ignore. Cooldown: 120 seconds.
Kaiser
Guardian of Nova: duration, cooldown, damage, and number of hits have been adjusted
- Level 1: Consumes 1000 MP. For 30 seconds, summon 3 ancient Kaisers to fight with you. The Kaisers cannot move a certain range away from you. 6th Kaiser: deals 465% damage 4 times on up to 10 enemies. 15th Kaiser: deals 260% damage 6 times on up to 10 enemies. 27th Kaiser: deals 935% damage 2 times on up to 10 enemies. Cooldown: 120 seconds.
- Level 50: Consumes 1000 MP. For 55 seconds, summon 3 ancient Kaisers to fight with you. The Kaisers cannot move a certain range away from you. 6th Kaiser: deals 1200% damage 4 times on up to 10 enemies. 15th Kaiser: deals 750% damage 6 times on up to 10 enemies. 27th Kaiser: deals 2650% damage 2 times on up to 10 enemies. Cooldown: 120 seconds.
Zero
Limit Break: duration, cooldown, and damage have been adjusted, now your first attack will bind enemies and while this skill is active your Tag cooldown will be decreased
- Level 1: Consumes 50 Time Force. Deals 415% damage 5 times on up to 15 enemies. Enemies hit will be binded for 10 seconds, and if they continue to take damage, the bind duration will be increased up to 100%. For 15 seconds, your Tag and Assist cooldowns will be decreased by 90%, your attack speed will be increased by 2 stages, and all nearby enemies will be slowed. Cooldown: 240 seconds.
- Level 50: Consumes 50 Time Force. Deals 1150% damage 5 times on up to 15 enemies. Enemies hit will be binded for 10 seconds, and if they continue to take damage, the bind duration will be increased up to 100%. For 25 seconds, your Tag and Assist cooldowns will be decreased by 90%, your attack speed will be increased by 2 stages, and all nearby enemies will be slowed. Cooldown: 240 seconds.
Magicians
Overload Mana: cooldown, HP and MP consumption, and final damage boost have been adjusted
- Level 1: When using attacking skills (except for summons), consume an additional 5% of your maximum MP to increase your final damage by 5%. Jobs without MP can consume an additional 2% of their maximum HP to receive the same effects. On/off skill. When toggled off, cooldown: 59 seconds.
- Level 50: When using attacking skills (except for summons), consume an additional 5% of your maximum MP to increase your final damage by 10%. Jobs without MP can consume an additional 2% of their maximum HP to receive the same effects. On/off skill. When toggled off, cooldown: 10 seconds.
Archmage (F/P)
DoT Finisher: fireball duration, cooldown, damage, and attack range have been adjusted
- Level 1: Consumes 500 MP. Create 15 fireballs that find enemies for 30 seconds, each dealing 415% damage 5 times. For enemies within range, summon an additional fireball for every 1 stack of DoT on them. Enemies hit by fireballs will take 203% damage every second for 10 seconds. Cooldown: 30 seconds.
- Level 50: Consumes 500 MP. Create 15 fireballs that find enemies for 30 seconds, each dealing 1150% damage 5 times. For enemies within range, summon an additional fireball for every 1 stack of DoT on them. Enemies hit by fireballs will take 350% damage every second for 10 seconds. Cooldown: 30 seconds.
Archmage (I/L)
Ice Age: cooldown, damage, and icy area duration have been adjusted
- Level 1: Consumes 1000 MP. Create an icy area that deals 520% damage 10 times on up to 15 enemies then persists for 25 seconds, dealing 260% damage continuously and increasing Freeze stacks. Cooldown: 75 seconds.
- Level 50: Consumes 1000 MP. Create an icy area that deals 1500% damage 10 times on up to 15 enemies then persists for 25 seconds, dealing 750% damage continuously and increasing Freeze stacks. Cooldown: 75 seconds.
Bishop
Pray: no longer a keydown skill, cooldown will now apply as soon as the skill is used, duration, cooldown, HP and MP regeneration, and final damage boost have been adjusted, now you will receive a part of the final damage boost yourself
- Level 1: Consumes 1000 MP. For 31 seconds, create an area for party members that increases their final damage by 10%, heals 2% of their max HP and MP every few seconds, and removes status effects every few seconds. Final damage boost will be increased by 1% per 1500 INT, up to a maximum of 100% final damage. HP/MP heal will be increased by 1% per 2000 INT, up to a maximum of 15%. Attack speed boost will be increased by 10000 INT per attack speed stage, up to a maximum of 3 stages. You will receive 40% of the effects of the final damage boost. Cooldown: 120 seconds.
- Level 50: Consumes 1000 MP. For 80 seconds, create an area for party members that increases their final damage by 10%, heals 2% of their max HP and MP every few seconds, and removes status effects every few seconds. Final damage boost will be increased by 1% per 1500 INT, up to a maximum of 100% final damage. HP/MP heal will be increased by 1% per 2000 INT, up to a maximum of 15%. Attack speed boost will be increased by 10000 INT per attack speed stage, up to a maximum of 3 stages. You will receive 40% of the effects of the final damage boost. Cooldown: 120 seconds.
Flame Wizard
Blazing Orbital Flame: damage, attack interval, and range have been adjusted, now has additional defense ignore
- Level 1: Consumes 350 MP. Shoot a huge flame in a specified direction that deals 620% damage 6 times on up to 12 enemies with an additional 50% defense ignore then returns to your position. Cooldown: 3 seconds.
- Level 50: Consumes 350 MP. Shoot a huge flame in a specified direction that deals 1600% damage 6 times on up to 12 enemies with an additional 50% defense ignore then returns to your position. Cooldown: 3 seconds.
Evan
Elemental Blast: damage and cooldown have been adjusted, now has additional critical rate
- Level 1: Consumes 1000 MP. Use 4 consecutive magic spells that deal 520% damage 6 times on up to 15 enemies with an additional 100% critical rate. Cooldown: 60 seconds.
- Level 50: Consumes 1000 MP. Use 4 consecutive magic spells that deal 1500% damage 6 times on up to 15 enemiess with an additional 100% critical rate. Cooldown: 60 seconds.
Luminous
Door of Truth: duration and damage have been adjusted
- Level 1: Consumes 1000 MP. Summon the door for 25 seconds, dealing 260% damage 10 times on up to 12 enemies. You can use this skill once in Equilibrium state.
- Level 50: Consumes 1000 MP. Summon the door for 50 seconds, dealing 750% damage 10 times on up to 12 enemies. You can use this skill once in Equilibrium state.
Battle Mage
Union Aura: enhanced Reaper attacks will now receive the effects of Hyper skill passives and Enhancement Cores and have additional critical rate and defense ignore
- Level 1: Consumes 100 MP. For 31 seconds, receive the effects of all your Auras at the same time, and Death will strengthen your Blow skills, consuming an extra 75 MP to deal an extra 250% damage 12 times with an additional 50% critical rate and 50% defense ignore. Cooldown: 150 seconds.
- Level 50: Consumes 100 MP. For 80 seconds, receive the effects of all your Auras at the same time, and Death will strengthen your Blow skills, consuming an extra 75 MP to deal an extra 250% damage 12 times with an additional 50% critical rate and 50% defense ignore. Cooldown: 150 seconds.
Kinesis
Psychic Tornado: duration, cooldown, damage, and attack interval have been adjusted, cooldown will now apply as soon as the skill is used
- Level 1: Consumes 15 Psychic Points. For 20 seconds, create a tornado that deals 520% damage 4 times on up to 15 enemies around you continuously. The tornado will become larger over time, and after it has ended or you press the skill key again, throw the objects forward for a final attack, dealing 203% damage 2 times on up to 10 enemies continuously before they explode, dealing 360% damage 10 times on up to 10 enemies. Based on the size of the objects, their final damage will be increased by up to 3x. Cooldown: 120 seconds.
- Level 50: Consumes 15 Psychic Points. For 20 seconds, create a tornado that deals 1500% damage 4 times on up to 15 enemies around you continuously. The tornado will become larger over time, and after it has ended or you press the skill key again, throw the objects forward for a final attack, dealing 350% damage 2 times on up to 10 enemies continuously before they explode, dealing 850% damage 10 times on up to 10 enemies. Based on the size of the objects, their final damage will be increased by up to 3x. Cooldown: 120 seconds.
Archers
Guided Arrow: cooldown, damage, and number of hits have been adjusted
- Level 1: Consumes 350 MP. For 20 seconds, create a spirit arrow near you. While fighting, the arrow will attack 1 nearby enemy, dealing 260% damage 30 times. Cooldown: 20 seconds.
- Level 50: Consumes 350 MP. For 20 seconds, create a spirit arrow near you. While fighting, the arrow will attack 1 nearby enemy, dealing 750% damage 30 times. Cooldown: 20 seconds.
Bowmaster
Arrow Rain: duration, cooldown, damage, and damage boost have been adjusted
- Level 1: Consumes 1000 MP. For 41 seconds, your damage is increased by 15% and when attacking, every 5 seconds, arrows will rain from the sky for 2 seconds dealing 260% damage 5 times continuously on up to 15 enemies. Cooldown: 120 seconds.
- Level 50: Consumes 1000 MP. For 90 seconds, your damage is increased by 40% and when attacking, every 5 seconds, arrows will rain from the sky for 2.5 seconds dealing 750% damage 5 times continuously on up to 15 enemies. Cooldown: 120 seconds.
Marksman
True Sniping: duration, cooldown, damage, and number of arrows have been adjusted, now receives the effects of Additional Bolt and has additional critical rate and defense ignore
- Level 1: Consumes 1000 MP. Fire up to 4 arrows dealing 830% damage 6 times on up to 5 enemies with an additional 100% critical rate and 100% defense ignore. Enemies closer to the centre of the scope will take increased damage, from 20% up to 100% based on the distance. You can aim for up to 7 seconds, during which you are invincible. Cooldown: 180 seconds.
- Level 50: Consumes 1000 MP. Fire up to 9 arrows dealing 2300% damage 6 times on up to 5 enemies with an additional 100% critical rate and 100% defense ignore. Enemies closer to the centre of the scope will take increased damage, from 20% up to 100% based on the distance. You can aim for up to 12 seconds, during which you are invincible. Cooldown: 180 seconds.
Wind Breaker
Howling Gale: gust duration and damage have been adjusted
- Level 1: Consumes 500 MP. Every 20 seconds, acquire a Wind Aura, you can hold up to 2 at a time. 1 Aura – summon a gust for 10 seconds, dealing 260% damage 3 times on up to 10 enemies continuously. 2 Auras – summon a gust for 10 seconds, dealing 624% damage 3 times on up to 15 enemies.
- Level 50: Consumes 500 MP. Every 20 seconds, acquire a Wind Aura, you can hold up to 2 at a time. 1 Aura – summon a gust for 10 seconds, dealing 750% damage 3 times continuously on up to 10 enemies. 2 Auras – summon a gust for 10 seconds, dealing 1800% damage 3 times continuously on up to 15 enemies.
Mercedes
Elemental Ghost: duration, cooldown, and afterimage’s final damage have been adjusted, now applies to Ishtar’s Ring at a halved rate, now while attacking creates an additional attack every few seconds
- Level 1: Consumes 1000 MP. For 41 seconds, when you use skills, there is a 90% chance each skill will be used up to 3 extra times (the activation rate decreases by 20% for each additional attack), Ishtar’s Ring has a 45% chance of activating this effect. The afterimage attacks will deal 31% final damage. While attacking, every 10 seconds, a spirit aura will automatically attack, dealing 465% damage 8 times on up to 10 enemies, and every time you use a linked skill, the reactivation cooldown will be decreased by 1 second. Cooldown: 150 seconds.
- Level 50: Consumes 1000 MP. For 90 seconds, when you use skills, there is a 90% chance each skill will be used up to 3 extra times (the activation rate decreases by 20% for each additional attack), Ishtar’s Ring has a 45% chance of activating this effect. The afterimage attacks will deal 80% final damage. While attacking, every 10 seconds, a spirit aura will automatically attack, dealing 1200% damage 8 times on up to 10 enemies, and every time you use a linked skill, the reactivation cooldown will be decreased by 1 second. Cooldown: 150 seconds.
Wild Hunter
Jaguar Storm: duration, cooldown, and summoned Jaguars’ final damage have been adjusted, Jaguars will not be summoned on platforms that are below a certain size, when Jaguar skills are used the summoned Jaguars will now attack in the same direction as your attacks, if you are not attacking they will attack in the direction your character is facing
- Level 1: Consumes 1000 MP. For 30 seconds, summon up to 6 of your captured Jaguars (except the currently selected one). The summoned Jaguars’ Jaguar skills will deal 51% final damage. Cooldown: 149 seconds.
- Level 50: Consumes 1000 MP. For 30 seconds, summon up to 8 of your captured Jaguars (except the currently selected one). The summoned Jaguars’ Jaguar skills will deal 100% final damage. Cooldown: 100 seconds.
Thieves
Venom Burst: damage and damage amplification have been adjusted
- Level 1: Consumes 300 MP. For up to 12 enemies in range that are taking damage over time, cause them to instantly take the remaining damage over time at once and an additional 465% damage 3 times. The additional attack’s final damage is increased by 15% for every second the enemy was taking damage over time. Aferwards, the explosion causes up to 10 nearby enemies to receive the damage over time that the initial enemies were inflicted with. Cooldown: 8 seconds. Passive effect: when attacking, there is a 50% chance to inflict enemies with a DoT, dealing 166% damage every second for 8 seconds.
- Level 50: Consumes 300 MP. For up to 12 enemies in range that are taking damage over time, cause them to instantly take the remaining damage over time at once and an additional 1200% damage 3 times. The additional attack’s final damage is increased by 15% for every second the enemy was taking damage over time. Aferwards, the explosion causes up to 10 nearby enemies to receive the damage over time that the initial enemies were inflicted with. Cooldown: 8 seconds. Passive effect: when attacking, there is a 50% chance to inflict enemies with a DoT, dealing 460% damage every second for 8 seconds.
Night Lord
Spread Throw: duration and cooldown have been adjusted
- Level 1: Consumes 1000 MP. For 41 seconds, when using Throw skills, they will throw stars in various directions all at once. Lucky Seven/Triple Throw: 4 extra directions. Quadruple Throw: 3 extra directions. Cooldown: 180 seconds.
- Level 50: Consumes 1000 MP. For 90 seconds, when using Throw skills, they will throw stars in various directions all at once. Lucky Seven/Triple Throw: 4 extra directions. Quadruple Throw: 3 extra directions. Cooldown: 180 seconds.
Shadower
Shadow Assault: cooldown and damage have been adjusted, cooldown will now apply as soon as the first attack has been used, now has additional critical rate
- Level 1: Consumes 300 MP. Instantly rush to an enemy and deal 620% damage 6 times on up to 10 nearby enemies with an additional 100% critical rate. You can use this skill with the arrow keys to choose the direction of your first attack, you can use this skill up to 4 times. Cooldown after 1st attack has been used: 60 seconds (during which you can use the 2nd~4th attacks).
- Level 50: Consumes 300 MP. Instantly rush to an enemy and deal 1600% damage 6 times on up to 10 nearby enemies with an additional 100% critical rate. You can use this skill with the arrow keys to choose the direction of your first attack, you can use this skill up to 4 times. Cooldown after 1st attack has been used: 60 seconds (during which you can use the 2nd~4th attacks).
Dual Blade
Blade Storm: duation, cooldown, and damage have been adjusted, cooldown now applies as soon as the skill is used, now has additional defense ignore
- Level 1: Consumes 80 MP per second. Deal 520% damage 8 times on up to 10 enemies then cut enemies in front of you for up to 8 seconds, dealing 360% damage 5 times on up to 10 enemies continuously with an additional 100% defense ignore. Cooldown: 150 seconds.
- Level 50: Consumes 80 MP per second. Deal 1500% damage 8 times on up to 10 enemies then cut enemies in front of you for up to 8 seconds, dealing 850% damage 5 times on up to 10 enemies continuously with an additional 100% defense ignore. Cooldown: 150 seconds.
Night Walker
Shadow Spear: duration, cooldown, and damage have been adjusted
- Level 1: Consumes 1000 MP. For 51 seconds, whenever you attack with a dark property skill (except Shadow Spear), there is a 100% chance of creating a shadow carving in the ground. After a short period of time, the shadow carving will turn into a shadow spear and deal 156% damage 4 times on up to 8 enemies. When a shadow spear activates, if there are a certain number of shadow carvings near it, it will change into a giant shadow spear, dealing 620% damage 6 times on up to 12 enemies. The giant shadow spear can activate every 3 seconds. Cooldown: 180 seconds.
- Level 50: Consumes 1000 MP. For 100 seconds, whenever you attack with a dark property skill (except Shadow Spear), there is a 100% chance of creating a shadow carving in the ground. After a short period of time, the shadow carving will turn into a shadow spear and deal 450% damage 4 times on up to 8 enemies. When a shadow spear activates, if there are a certain number of shadow carvings near it, it will change into a giant shadow spear, dealing 1600% damage 6 times on up to 12 enemies. The giant shadow spear can activate every 3 seconds. Cooldown: 180 seconds.
Phantom
Joker: duration, cooldown, damage, number of hits, damage reduction while attacking, and buff numbers have been adjusted, cooldown will now apply as soon as the skill is used
- Level 1: Consumes 1000 MP per second. For up to 6 seconds, throw cards in front of you continuously, dealing 187% damage each, during which damage from % HP attacks will be reduced by 15%. After ending the attack, pick a card that buffs you and your allies (you will be invincible while picking a card) for 30 seconds. Cooldown: 180 seconds.
- Red Cross: increase your maximum HP by 10%, and heal 1% of your maximum HP every few seconds.
- Tree of Life: reduce damage taken from all attacks (including % HP attacks) by 5%, and increase your resistance to statuses and elements by 10.
- Hourglass: skill cooldowns will decrease 5% faster.
- Sharp Sword: increase your final damage by 1%.
- Joker: receive all of the other effects at once.
- Level 50: Consumes 1000 MP per second. For up to 6 seconds, throw cards in front of you continuously, dealing 530% damage each, during which damage from % HP attacks will be reduced by 15%. After ending the attack, pick a card that buffs you and your allies (you will be invincible while picking a card) for 30 seconds. Cooldown: 180 seconds.
- Red Cross: increase your maximum HP by 20%, and heal 3% of your maximum HP every few seconds.
- Tree of Life: reduce damage taken from all attacks (including % HP attacks) by 10%, and increase your resistance to statuses and elements by 35.
- Hourglass: skill cooldowns will decrease 30% faster.
- Sharp Sword: increase your final damage by 10%.
- Joker: receive all of the other effects at once.
- Level 1: Consumes 1000 MP per second. For up to 6 seconds, throw cards in front of you continuously, dealing 187% damage each, during which damage from % HP attacks will be reduced by 15%. After ending the attack, pick a card that buffs you and your allies (you will be invincible while picking a card) for 30 seconds. Cooldown: 180 seconds.
Xenon
Mega Smasher: duration, cooldown, damage, and attack interval have been adjusted,
- Level 1: Consumes 1000 MP. Deals 310% damage 6 times on up to 15 enemies for up to 5 seconds, during which you are invincible. You can hold the key down to charge it, for every 5 seconds you charge the skill, the attack’s duration will be extended by 1 second (up to a maximum of 5 seconds). While attacking, you can use the skill again to instantly cancel it. Cooldown: 150 seconds.
- Level 50: Consumes 1000 MP. Deals 800% damage 6 times on up to 15 enemies for up to 5 seconds, during which you are invincible. You can hold the key down to charge it, for every 5 seconds you charge the skill, the attack’s duration will be extended by 1 second (up to a maximum of 5 seconds). While attacking, you can use the skill again to instantly cancel it. Cooldown: 150 seconds.
Pirates
Loaded Dice: attack boost has been adjusted
- Level 1: Consumes 1000 MP. Choose one die roll that you want. Cooldown: 10 seconds. Passive effect: 11 attack.
- Level 50: Consumes 1000 MP. Choose one die roll that you want. Cooldown: 10 seconds. Passive effect: 60 attack.
Viper
Transform: duration, cooldown, final damage boost, instant teleport range, energy ball’s damage and energy ball’s attack interval have been adjusted, cooldown will now apply as soon as the skill is used, now you can use the energy balls manually and they have additional critical rate and defense ignore
- Level 1: Consumes 1000 MP. For 51 seconds, transform and increase your final damage by 10%. You can use up to 2 energy balls, each dealing 415% damage 3 times on up to 10 enemies continuously with an additional 50% critical rate and 50% defense ignore. Cooldown: 180 seconds.
- Level 50: Consumes 1000 MP. For 100 seconds, transform and increase your final damage by 20%. You can use up to 4 energy balls, each dealing 1150% damage 3 times on up to 10 enemies continuously with an additional 50% critical rate and 50% defense ignore. Cooldown: 180 seconds
Captain
Bullet Party: duration, cooldown, and damage have been adjusted
- Level 1: Consumes 500 MP per second. For 6 seconds, attack up to 15 nearby enemies dealing 187% damage 4 times continuously. While using this skill, you can continously press the attack key to extend the duration by 6 seconds. Cooldown: 75 seconds.
- Level 50: Consumes 500 MP per second. For 6 seconds, attack up to 15 nearby enemies dealing 530% damage 4 times continuously. While using this skill, you can continously press the attack key to extend the duration by 6 seconds. Cooldown: 75 seconds.
Cannon Shooter
Big Huge Gigantic Cannonball: name has been changed from BF Cannonball to Big Huge Gigantic Cannonball, damage and attack interval have been adjusted, the effects of Buckshot now apply to this skill
- Level 1: Consumes 500 MP. Shoot a giant cannon ball that deals 465% damage 4 times on up to 15 enemies continuously. You prepare 1 cannonball every 20 seconds and can hold up to 3 at a time. Cooldown: 0.5 seconds.
- Level 50: Consumes 500 MP. Shoot a giant cannon ball that deals 1200% damage 4 times on up to 15 enemies continuously. You prepare 1 cannonball every 20 seconds and can hold up to 3 at a time. Cooldown: 0.5 seconds.
Striker
Lightning Union: duration, cooldown, damage, and activation interval have been adjusted, now activates an additional lightning strike based on how many enemies are hit
- Level 1: Consumes 1000 MP. For 30 seconds, when you attack, a lightning bold will travel through up to 5 nearby enemies dealing 360% damage 6 times. If there are 4 enemies or less, a giant lightning bolt will activate instead, dealing 360% damage 8 times. The damage will decrease each time it hits another enemy. The lightning can activate every 2 seconds. Cooldown: 120 seconds.
- Level 50: Consumes 1000 MP. For 55 seconds, when you attack, a lightning bold will travel through up to 5 nearby enemies dealing 850% damage 6 times. If there are 4 enemies or less, a giant lightning bolt will activate instead, dealing 850% damage 8 times. The damage will decrease each time it hits another enemy. The lightning can activate every 2 seconds. Cooldown: 95 seconds.
EunWol
Spirit Focus: duration and cooldown have been adjusted, chance of activating higher job advancement skills has been greatly increased, monsters that are currently resisting a skill will no longer be affected by that skill if it was activated by Spirit Focus
- Level 1: Consumes 1000 MP. Reset all of your cooldowns and for 30 seconds, whenever you attack, automatically activate another spirit attack (keydown skills will have a 3 second duration). The spirit attacks can activate every 2 seconds. Cooldown: 120 seconds.
- Level 50: Consumes 1000 MP. Reset all of your cooldowns and for 55 seconds, whenever you attack, automatically activate another spirit attack (keydown skills will have a 3 second duration). The spirit attacks can activate every 2 seconds. Cooldown: 95 seconds.
Mechanic
Multiple Option: M-FL: duration, cooldown, damage, attack interval, and damage absorption have been adjusted, now shoots 3 missiles at once, now applies Robot Mastery
- Level 1: Consumes 750 MP. For 30 seconds, summon an attacking robot that uses gatling guns, missiles, and absorbs damage. Gatling gun: deals 208% damage 6 times on up to 8 enemies in range, reactivation cooldown of 1.5 seconds. Missile: fires 3 missiles that deal 360% damage 8 times each on up to 12 enemies in range, reactivation cooldown of 8 seconds. If an attack was to do more than 90% of your maximum HP, the damage will be completely absorbed by the robot and it will disappear. Cooldown: 80 seconds.
- Level 50: Consumes 750 MP. For 55 seconds, summon an attacking robot that uses gatling guns, missiles, and absorbs damage. Gatling gun: deals 600% damage 6 times on up to 8 enemies in range, reactivation cooldown of 1.5 seconds. Missile: fires 3 missiles that deal 850% damage 8 times each on up to 12 enemies in range, reactivation cooldown of 8 seconds. If an attack was to do more than 90% of your maximum HP, the damage will be completely absorbed by the robot and it will disappear. Cooldown: 80 seconds.
Angelic Burster
Energy Burst: cooldown, damage, and number of hits have been adjusted
- Level 1: For up to 30 seconds, summon a burst of energy that explodes when you press the skill key again, dealing 620% damage 12 times on up to 15 enemies while giving you 10 seconds of invincibility. While the skill has not exploded, all attacks other than Successor will charge unknown power into the energy burst, increasing its power by up to 2 stages. Each stage will increase the burst’s final damage by 100%. Cooldown: 90 seconds.
- Level 50: For up to 30 seconds, summon a burst of energy that explodes when you press the skill key again, dealing 1600% damage 12 times on up to 15 enemies while giving you 10 seconds of invincibility. While the skill has not exploded, all attacks other than Successor will charge unknown power into the energy burst, increasing its power by up to 2 stages. Each stage will increase the burst’s final damage by 100%. Cooldown: 90 seconds.
All Jobs
Rope Connect: passive stat boost has been adjusted, cooldown has been added
- Level 1: While moving upwards, you can press the skill key again to cancel it. Cooldown: 5 seconds. Passive effect: 1 all stats.
- Level 50: While moving upwards, you can press the skill key again to cancel it. Cooldown: 5 seconds. Passive effect: 50 all stats.
Blink: passive stat boost and cooldown have been adjusted
- Level 1: Consumes 5% HP, instantly teleport to a random location on the map. Cooldown: 64 seconds. Passive effect: 1 all stats.
Level 50: Consumes 5% HP, instantly teleport to a random location on the map. Cooldown: 15 seconds. Passive effect: 10 all stats.
- Level 1: Consumes 5% HP, instantly teleport to a random location on the map. Cooldown: 64 seconds. Passive effect: 1 all stats.
Elda Nova: skill effect has been changed, cooldown, damage, and number of hits have been adjusted
- Level 1: Consumes 15% HP, deals 156% damage 5 times and binds an enemy for 10 seconds. Enemies affected by Elda Nova can have their bind duration extended by up to 100% if they continue to take damage. Cooldown: 397 seconds.
- Level 50: Consumes 10% HP, deals 450% damage 5 times and binds an enemy for 10 seconds. Enemies affected by Elda Nova can have their bind duration extended by up to 100% if they continue to take damage. Cooldown: 250 seconds.
- NEW!
Elda’s Will: By focusing your mind, you can ignore some abnormal status effects. However, this will not work on all abnormal status effects. [max level: 50]
- Level 1: Consumes 5% HP. Cooldown: 475 seconds.
- Level 50: Consumes 5% HP. Cooldown: 230 seconds.
Decent Mystic Door: passive stat boost has been adjusted, cooldown has been added
- Level 1: Consumes 5% HP and 2 Magic Rocks. Create a portal to the nearest town for 32 seconds. Cooldown: 130 seconds. Passive effect: 1 all stats.
- Level 50: Consumes 5% HP and 2 Magic Rocks. Create a portal to the nearest town for 130 seconds. Cooldown: 130 seconds. Passive effect: 10 all stats.
Decent Sharp Eyes: passive stat boost has been adjusted, cooldown has been added
- Level 1: Consumes 5% HP. For 183 seconds, increase your critical rate by 10% and your critical damage by 8%. Cooldown: 180 seconds. Passive effect: 1 all stats.
- Level 50: Consumes 5% HP. For 330 seconds, increase your critical rate by 10% and your critical damage by 8%. Cooldown: 180 seconds. Passive effect: 10 all stats.
Decent Hyper Body: passive stat boost has been adjusted, cooldown has been added
- Level 1: Consumes 5% HP. For 183 seconds, increase your maximum HP and MP by 40%. Cooldown: 180 seconds. Passive effect: 1 all stats.
- Level 50: Consumes 5% HP. For 330 seconds, increase your maximum HP and MP by 40%. Cooldown: 180 seconds. Passive effect: 10 all stats.
Decent Combat Orders: passive status resistance boost has been adjusted, cooldown has been added
- Level 1: Consumes 5% HP. For 183 seconds, increase the level of all of your skills by 1. Cooldown: 180 seconds. Passive effect: 1 status resistance.
- Level 50: Consumes 5% HP. For 330 seconds, increase the level of all of your skills by 1. Cooldown: 180 seconds. Passive effect: 10 status resistance.
Decent Advanced Bless: attack/magic attack boost has been adjusted, cooldown has been added
- Level 1: Consumes 5% HP. For 183 seconds, increase your attack and magic attack by 20, defense by 425, maximum HP and MP by 475, and decrease MP consumption by 12%. Cooldown: 180 seconds.
- Level 50: Consumes 5% HP. For 330 seconds, increase your attack and magic attack by 20, defense by 425, maximum HP and MP by 475, and decrease MP consumption by 12%. Cooldown: 180 seconds.
Decent Wind Booster: passive stat boost has been adjusted, cooldown has been added
- Level 1: Consumes 5% HP. For 183 seconds, increase your attack speed by 1 stage. Cooldown: 180 seconds. Passive: 1 all stats.
- Level 50: Consumes 5% HP. For 330 seconds, increase your attack speed by 1 stage. Cooldown: 180 seconds. Passive: 10 all stats.
Quick Growth
Battle related formulas have been adjusted.
- The status resistance formula has been adjusted.
- The maximum status resistance has been decreased to 500.
- The formula to reduce status effect duration has been adjusted to give more reduction.
- In the detailed stats UI, you can hover over the Status Resistance stat to see how much status effect duration reduction you currently have.
- Hero’s Will can now clear additional status effects.
- Monsters’ skills that inflict deadly statuses have had their durations decreased and their cooldowns greatly increased.
- Monsters will no longer cast buff cancel.
- The Stance system has been reverted to its original details.
- Like before, bosses will apply 100% of your Stance and certain attacks will ignore Stance.
- An error where certain critical damage increasing skills were not being applied has been fixed.
- An error where the difference between you and a monster’s level was not affecting drop rate has been fixed.
- An error where certain items with potential stats of stats that have been deleted did not have them replaced with others has been fixed.
UI Reorganization
The main UI has been improved.
- The character status window’s gauge and displayed numbers have been adjusted to be more visible.
- The quickslot expansion button’s image and size have been changed to be more easily distinguished as an Expand button.
- The current experience amount will now be shown out of the center of the experience bar and the tooltip will now show the total amount of experience required to level up.
The Options UI has been improved.
- Battle message related options have been added to the Setup menu.
- In these options, you can now choose if you want the battle related messages to appear on the right side of your screen (in addition to the Battle tab in the chatting window).
The Maple Tutorial related features have been adjusted.
- The Maple Tutorial button that is always shown on the screen has been removed.
- When you login, the Tutorial window will automatically appear. If you close it, it will display a confirmation message.
- A keyboard shortcut for turning the Maple Tutorial on/off has been added.
The Dimensional Mirror UI has been improved.
- The contents’ names will now be shown all the time, allowing you to move to the desired content more easily.
- Information such as the level and rewards will be displayed.
- Some content can no longer be accessed through the Dimensional Mirror but can be accessed through other methods.
- Golden Temple can be accessed through the Maple Tutorial or a map in Mu Lung.
- Ghost Park can be accessed through the Maple Tutorial or a map in Korean Folk Town.
- Cygnus (Easy Mode) can be accessed through the Boss Queue.
The World Map UI has been adjusted.
- The View Another World and View Another Area buttons have been removed.
- By choosing specific worlds/areas, you can see each area’s World Maps.
Arcane River: Road of Vanishing
Daily quests’ completion requirements have been changed and new daily quests have been added.
You can now hunt monsters in the Road of Vanishing area to get Arcane Symbol: Road of Vanishing drops.
A tab for Road of Vanishing has been added to the Maple Tutorial and Contents Map.
Spring Project!
The Auction House can now be accessed from all channels through the Quick Move and the menu button.
Link Skill transferring has been improved. You can now see all available Link Skills on the UI and can choose to link them to your current character.
You will no longer lose experience in certain boss battles.
- Easy/Normal Von Leon
The following items’ maximum number of items per slot have been increased by 10x.
- Elixir
- Power Elixir
- All Cure
- Strage Cube
- Pet Food
- Tasty Food
- Scroll Trace
- Lion King’s Royal Medal
- Cross Coin
- Conquerer’s Coin
- Emperor’s Coin
- Magnus Coin
- Shadow Merchant Coin
- Evolving Coin
- Monster Life Coin
- Enheim Coin
- Kritias Coin
- Absolabs Coin
- Stigma Coin
- Boss pieces
- Extreme potions
- Cube pieces
- Soul pieces
The NPC list will now be shown along with the minimap.
The generation rate of monsters in certain hunting grounds have been increased.
- Transformed Tino’s Forest
- Transformed Tiru’s Forest
- Transformed Tiguru’s Forest
- Destroyed Henesys Marketplace
- Destroyed Henesys Park
- Destroyed Henesys North Hill
- Strange Hill
- Dreaming Road
- Murky Spore Hill
- Sullen Humming Road
Reboot World
The new Reboot 2 world has been opened.
In Reboot World, certain monsters’ health, experience, and armor have been adjusted.
- Level 30~69 monsters’ armor have been decreased.
- Level 30~34/50~59 monsters’ health and experience have been decreased.
In Reboot World, you can now purchase certain items for mesos in the Cash Shop.
- Buff Freezer
- Wheel of Destiny
Game Related
The SEED rings can no longer be equipped together and when they are unequipped, their effects will be turned off. This applies to the following rings:
- Restraint Ring
- Ultimatum Ring
- Limit Ring
- Health Cut Ring
- Mana Cut Ring
- Durability Ring
- Critical Damage Ring
- Critical Defense Ring
- Critical Shift Ring
- Stance Shift Ring
- Ring of Sum
- Level Puff (S, D, I, L) Ring
- Weapon Puff (S, D, I, L) Ring
- Swift Ring
- Overpass Ring
- Shield Swap Ring
- Reflective Ring
- Burden Lift Ring
- Risk Taker Ring
- Crisis (H, M, HM) Ring
- Recover Stance Ring
- Recover Defense Ring
- Tower Enhance Ring
Mikhail’s character card has been changed from + physical defense to + % defense.
Drops from monsters around your level will now stay on the map for 30 seconds.
Skill Related
Summon skills’ duration will now be shown in the buff window as an icon which you can right click to cancel the summon. The following skills are affected:
- Archmage (F/P)’s Ifrit
- Archmage (I/L)’s Elquines
- Bishop’s Bahamut
- Bowmaster’s Phoenix
- Marksman’s Freezer/Arrow Illusion
- Captain’s Octo Quarterdeck
- Cannon Shooter’s Magnetic Anchor/Support Monkey Twins/Rolling Cannon Rainbow
- Wind Breaker’s Emerald Dust
- Evan’s Summon Onyx Dragon
- Mercedes’ Elemental Knight
- Xenon’s Hologram Graffitti
- Mechanic’s Robo Launcher: RM7/Support Waver: H-EX/Magnetic Field/Robot Factory: RM1
- Kaiser’s Petrified
Certain pirate jobs’ Lucky Dice will now have its cooldown decreased by 50% when you roll a 1.
Demon Slayer’s Dark Bind no longer does damage over time.
An error where Demon Slayer’s Blue Blood’s passive effect did not apply to all skills that consumed Force.
Drops stay on map for 30 secs…,
RIP reboot meso farming
I think it’s suppose to be an ‘additional’ 30 secs.
Patch notes say that it was ‘increased TO 30 seconds’
Wait that doesn’t add up. That wording means the drops’ existence time was shorter before this.
What was the time before and when did this happen?
I have no idea, in KMS the drops do stay on the ground for more than 30 seconds already so it confuses me too lol.
ITYM RIP collecting any loot anywhere. Especially without a pet with all the skills.
there’s one line untranslated.
I made a rough translation…\/ down below.
Whoops, added it
Still no link skill limit increase, i hope it’s coming.
if they increased the limit, then there would be no point in a limit existing in the first place.
The limit exists makes you pick and choose.
Sure there aren’t a lot of actual choices, but there are a few.
Here’s a list of viable link skills:
Aran’s Combo Kill Blessing: 4x-6.5x EXP from Combo orbs
Mercedes’s Elven Bless: 10%-15% exp + free Victoria teleport
Phantom’s Phantom Instinct: 10-15% critical damage
Luminous’s Light Wash: 10-15% Defense ignore
Shade’s Second Chance: 5-10% chance to res automatically upon death
Demon Slayer’s Fury Unleashed: 10%-15% boss damage
Demon Avenger’s Wild Rage: 5%-10% Total Damage
Xenon’s Hybrid Logic: 5%-10% all stats/Kaiser’s Iron Will 10-15% HP (if you’re a DA)
Cygnus Knights’ Cygnus Blessing: 2%/5%/7%/10%/12%/15%/17%/20%/22%/25% Status resist
Resistance’s Will of Liberty: 1/2/3/4/5/6/7/8 seconds of invincibility upon revival
Zero’s Rhinne Blessing: 2%/4%/6%/8%/10% defense ignore and 3%/6%/9%/12%/15% Damage Reduction
Kinesis’s Judgement: 4%/8% Critical Damage
That’s the stuff in KMS.
In GMS/JMS, one could also include
Kanna’s Elementalism: 5%/10% total damage
Beast Tamer’s Spirit Surge: 3%/4% HP and MP, 4%/7% critical rate and boss damage
The fact that people want the limit raised is proof of its purpose.
If people had enough room for everything they wanted, they wouldn’t be asking for the limit to be raised.
In fact, there’s almost enough room to not have to make any real decisions/sacrifice as it is. anything you can’t fit in the build is almost a no-brainer to cut from the build..
Cannon Master’s Pirate Blessing is 25 all 10% hp and mp, and apart from DA’s, who wants that?
Hayato’s Link is a paltry 15 all stat and 5 attack/magic attack, if you’re not a DA, Kaiser’s link is worthless.
Angelic Buster’s Terms and Conditions is unstable (although that’s less important now that the cap is gone)
Raising it any more would remove the element of choice and sacrifice.
As it is, there’s only 12-14 that you’d actually need, so we’re almost to the point where we got an actual dilemma.
1. Kaiser’s is good for classes that have skills that heal based on maximum hp, which during mobbing could be really nice. Especially when farming for those new cores.
2. Limit is being increased because of the new ‘limitless damage,’ that Matrix V is promoting. (Don’t go arguing about ‘New Damage cap is…’ because that may be to make sure the test server doesn’t crash by having both practically a whole gigabyte of new content AND unlimited damage)
3. Why aren’t you mentioning lvl 3 link skills? Discrimination! 😀 (I know, getting them is hard, voice of experience!)
4. Cannoner- see what I said about Kaiser.
5. You forgot Evan, but remembered to mention non-KMS characters on a KMS-based blog. With the same guy who was… Don’t worry, I’m just teasing 🙂
6. Having a new limit could also mean the possibility of more link skills coming, regardless of whether it’s more Grandis, Friendstory, or giving Explorers something.
Evan’s link skill that enhances runes duration? Pretty sure he left it out on purpose…
Why? It’s a really good link skill for exp- making certain runes last 5 minutes or so. There are some people who would snatch a Rune from certain rooms close to bosses(Temple of time- Arkham and Pink bean, Nihile desert- Hilla, El nath mines- Chaos Zakum, etc.) and could really help against them, even if you spend one minute of it buffing, it’s enough to get you a head start. Heck, in Reboot GMS, it’s a requirement if you want to do a Hellux run- Runes are plentiful there. It has some really good uses- especially over Link skills like Angelic busters, and Jms(GMS version) Hayato.(In Jms itself, both Kanna and Hayato have up to lvl 3 for their Link skills, but in GMS, Hayato only has access to lvl 1, and Kanna to lvl 2.)
I left it out because a lot of people seem to be against link skills that offer niche support rather than raw dps.
Shade’s Close Call and the Resistance’s Spirit of Liberty are Useless?
Those are some of my fave Links!
By that logic, that extra %hp is useful thanks to my elixirs, but then, it also increases the risk of going over 100k hp/mp.
That’s good for farming, but for bossing, It’s quite dangerous to go over 100k, unless your a DA post-High Five, in which case it’ll be safe up till 300k? (Unless the potion mastery is something other than 300%), and farming cores isn’t truly relevant until post 200, when breaking 100k becomes a real issue for STR Pirates, Mages, and Warriors
The difficulty of aquiring Level 3 links is a part of the reason I excluded them, but also because KMS doesn’t have them, and I regarded non-KMS stuff in a different section, I did not know much about JMS’s link skills, as I am not as familiar with JMS content because I do not follow its updates closely as KMS and I play GMS.
The other issue I’d point out is that in KMS, I’d only even consider 12 of the Links “necessary”, so extending the limit seems unimportant until we actually have to make ANY real sacrifice!
I did consider the applications of my own Link Skill (and only level 3 link skill atm [currently I am level 216]) in bossing, but I also thought that it’s a bit too reliant on finding a good Rune near enough to a boss room.
Although, I guess apart from Might and Thunder, there aren’t really a whole lot of those useless ones anymore. (Skill lets you spam Hyper Skills every 5 seconds, Recovery lets you bypass potion cooldowns, Swiftness gives +1 attack speed, I guess even Destruction is good for its +100 attack)
You are maybe correct about new Nova, but they said Friendstory is a low priority for expansion, as much as I want to see the Wind Girl from Kinesis’ story be the first Wind Mage in Maplestory!
PS: does anyone else see how much they buffed Elemental Blast? level 50 damage went from 600%x6x4 to 1500%x6x4, and the cooldown was lowered from 150 seconds to 60 seconds. (Cd went from 15 to 6, damage went from 6 to 15)
I really want someone to post a vid giving me a better look at its animation already! I wanna see those pretty colors!
What kind of conditions are there for the V-Matrix?
I don’t know if I’m being dumb or something but I can’t find them at all, nothing even happens when I hover over the locked slots or anything…
Hm…and you can’t select them or anything?
I mean, they are testing the waters with everything in this patch, I wouldn’t be surprised if they hadn’t finalized it.
If you do find out, let us know! ^_^
Inb4 it’s levels 200+
Why another reboot?
Because it’s packed, this is a god send if it comes to GMS.
They will probably make 1 more because of the merge with ems.
“The SEED rings can no longer be equipped together and when they are unequipped, their effects will be turned off. This applies to the following rings:”
If this hits KMS then rip, there goes the rings I have saved up for a while
remember you can eqp and un-eqp rings while in combat now in KMS f3
No you can only drop items in combat, you can’t change equipment
wait, so now we cant change equipment to buff decent skills anymore during bossing?
When did they actually change it that you can’t change your gear during battle? Guess this means you can’t switch to drop gear during a boss fight anymore.
They didn’t? I’ve never been able to switch equipment while out of breath :S If you don’t get hit long enough in a boss battle to get out of the ‘out of breath’ state then yeah you can switch equipment.
Hey Max, do you know what the core fragments we’re getting from this event on KMS does? Will we use them and get cores or something?
Yes, 5 Core Gemstone Fragments = 1 Core Gemstone!
Great post again, Max, kudos to you!
Thx Max, as always.
For anyone who wants to know what those untranslated lines mean, a literal translation would be: “The final damage increases when mounted enhanced core skill is broken down into chasubyeol .” So, I take it that if we break down a old Matrix V core, We can somehow get increased final damage on the new core? So, Core crafting for those new skills?
Monsters’ skills that inflict deadly statuses have had their durations decreased and their cooldowns greatly increased.
I am very curious to what the “deadly statuses” are… I hope those transform status-es are considered 1 of them as it effectively puts u out as a DPS/support (this being unable to be dispelled makes things worse) until your transformation wears off…
Please let that line “only for 30 seconds” actually be AN ADDITIONAL 30 seconds
Just the link skill change makes me want to get this patch. Who cares about fifth job lol the link skill transfer thing is much more impt 😀
Link skill change is awesome!
Thanks for keeping us updated Max!
The spell trace limit is already 5000
Why multiply that by 10x?
I certainly won’t complain. Spell Traces are very common. They take up a lot of slots in non-reboot worlds. I’ve got well over ten stacks.
becouse i got 12 freaking stacks of those
Hey Max, Thunkder Breaker skill, “lightning bold.”
why nerf Zero again, again and again….
you got a free 20 sec bind and the reduction on the tag+2att speed for 15~~25 seconds
after using a skill every 20 seconds….
What does that mean?
So basically it has a 20 second cooldown, and it will activate the first time you use a skill after that cooldown is finished.
When using attacking skills, every 5 seconds, create an additional attack based on the current Stance that deals (Rising Sun – 3200% damage 3 times/Falling Moon – 6% 1600 times) on up to 10 enemies with an additional 100% critical rate.
I believe you meant that Falling Moon deals 1600% damage 6 times and not the opposite, although that would’ve been funny 😉
In addition, I believe that you forgot to edit Evan’s Elemental Blast’s Level 50 information. All of this is of course understandable since you worked so hard on this long post and on the previous one, and I thank you very much for this, I just want to help 🙂
Oh thanks, added it 🙂
Hmm, looks like a buff for evan’s skill (reduce in CD and increase of damage), thanks for the update Max 🙂
Nope that’s what the skill description says! LF> VIDEO
YAY PRAY ISNT A KEYDOWN SKILL WOOTS I CAN BE USEFUL
Good god Mercedes, calm down.
what kind of Captain skill is that? Why is Nexon making captains so much low in damage output !
they lowered the cool down thought
Nexon is being Nexon & out of ideas as usual. After a grand hype, comes the lowdown nerf on V matrix.
This “5th Job” is disappointing to say the least. This isn’t a Job Advancement; it’s a Job Enhancement, just like Hyper Skills were. I mean we’ve been waiting for like 3 years for 5th Job and THIS is what they came up with? I think it’s safe to say that Nexon dropped the ball on this one.
There are over 30 classes, if every one of em get like 3 skills is already 90 new, they are still balancing 30, imagine with 90, not to say the 4job was 6months of test before comming
there are more skills getting added in the future. It’s already stated 5th jon is a work in progress, but i guess you are just too busy QQing over “No full list of skills, man Fuq U Nexon”
This isn’t a problem where % of certain skills not satisfactory (where if this is the case they can fix it later), but rather the general direction of this so called 5th job, they already stated they are not going to change the job drastically, which means they are just enhancement to the current 4th job skills, and to cope with that they just add a bunch of cooldowns as well as making it hard to level up these skills.
the reason why 4th job was so great compared to 3rd job was because it’s radically different, yes some 4th job skills are just a evolution of the 3rd, but it can replace the 3rd job main attacking skill. and that’s the whole point.
The statement “this is just the beginning, there is more to come” isn’t really helping when they already decided they are not gonna give us what we hoped for.
Wth? Cooldowns on decent skills and beginner skills? Why nexon? That is so not fair. I was looking forward to using decent skills but they have cooldowns added… I hope this changes.
you get free decent skills and you complain? you needed to use money or a lot of time to get those
I was excited when they were finally adding them in with NO CD, but now it’s just stupid that they added cooldowns to decent skills while the ones you get from potentials have no cooldown. I hope they revert it.
Also I don’t care if they are free. They shouldn’t be putting penalties like this on free to play players while pay to win players gain more advantages.
It’s an INCREDIBLY minor penalty as compensation for having them be much more easy to acquire. The lowest duration on them is already higher than the cooldown is, buff cancel is being removed from monsters who have it, so what’s the issue here?
This! The duration of the skills exceed the cooldowns, so what’s the point of complaining?
The cooldown wears off before the buffs!
All this really means is having to pay closer attention to buff durations than the paying players, and that’s already true because of Pets having auto buff!
Besides, these were already better than normal decents because of passive stat gains, and longer durations, so I think it’s fair to have some kind of tradeoff!
Give us axe animations god damnit.
If avoid is removed, what is Crossbowmaster’s Extreme Archery side effect now? If the skill has no side effect at all then it would be unfair for Bowmasters since Bowmaster’s version reduces defense.
meh, unless there’s a 5th job skill that removes mech summon cd, I’m disappointed so far.
If you are going to change status resist nexon, at least get rid of the super knock back skills that knock you back even if you have 100%. This will make bosses less annoying. Reverting the change back to it’s original just makes stance still useless as most bosses ignore it.
The night lords special skill lasts 90 seconds at lvl 50. The cool down is 180 seconds long. If I have the -50% cool down inner ability, will I be able to use it without cool down? Or does the cool down start after the 90 seconds duration of the skill?
Sooooo? Everyone class will have a rope climb and blink after using those V cores?
Max,I played in the kmst,but I find my critical damage is strange.Do you know the new formula for the critical damage?
Hey Max, I know you don’t normally do event stuff before they hit official servers, but I was curious if you could tell me if the diary event that’s happening has explicitly mentioned the adventurer medals? I can see that they’re listed as part of the diary, achieving the “adventurer ____” medals, but I wonder if getting the resistance ones would work. Do you happen to know anything about this?
The Diary quests require you to get the “XXX Adventurer” medals which are the ones where you gotta go to a specific set of maps in each continent, they’re available to everyone.
Oooooooooh! Thanks, sorry, i’m not too bright, hah.