KMST ver. 1.2047 – Skill Balancing & Combat Changes!
A new test server patch has been released, with a whole bunchload of skill balancing and changes to combat, such as Sudden Missions and Runes.
I tried a new format for changes to 5th job skills so please let me know if it’s clear!
Skill Balancing
All Jobs
- Automatic Healing 1: reactivation cooldown has been increased
- Automatic Healing 2: reactivation cooldown has been increased
- Unending Attack: reactivation cooldown has been increased
- Final Attack: an error where 5th job skills did not activate Final Attack skills has been fixed
Thieves
Venom Burst: DoT damage rate has been increased
- Level 25: Consumes 300 MP. For up to 12 enemies in range that are taking damage over time, cause them to instantly take (25% → 100%) of the remaining damage over time at once and an additional 825% damage 5 times. The additional attack’s final damage is increased by 15% for every second the enemy was taking damage over time (up to 5). Afterwards, 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 310% damage every second for 8 seconds.]
Adventurer Warriors
Blitz Shield: HP consumption and shield amount have been adjusted
- Level 25: Consumes (1875 HP → 5% HP). Create a shield from (15% → 20%) of your maximum HP that absorbs damage for 5 seconds. When the shield’s duration ends or the skill is reused, it will explode dealing 1000% damage 5 times on up to 12 enemies nearby. 2 seconds after the shield has been created, you can reuse the skill to manually explode it. Cooldown: 15 seconds.
Hero
Combo Death Fault: an error where your damage to bosses would be increased after using this skill has been fixed
Paladin
Blessed Hammer: active effect’s damage has been decreased, attack speed boost per hammer has been decreased
- Level 25: Passive effect: Whenever you charge Elemental Charge, automatically create 1 hammer that moves around you. Up to 5 can be created at one time and they share the same duration as your Elemental Charge buff. The hammers will deal 400% damage 2 times on up to 4 nearby enemies, and based on the number of hammers summoned, their attack speed will be increased. Active effect: Consumes 1000 MP. Enhance your hammers for 30 seconds, allowing them to deal (1250% → 1050%) damage 3 times on up to 8 nearby enemies in a bigger range. Cooldown: 60 seconds.
Dark Knight
Beholder Dominant: has been changed to a passive skill (now, after Beholder Dominant is learned, whenever you summon Beholder, it will automatically be in Beholder Dominant state)
Beholder Shock: an error where using this skill and Beholder Impact at the same time would cause Beholder Impact’s cast action to disappear has been fixed
Beholder Impact: MP consumption, cooldown, and damage have been adjusted, an error where using this skill and Sacrifice at the same time would cause it to not activate and skill go on cooldown has been fixed
- Level 25: Consumes (450 MP → 1000 MP). Beholder moves in front of the Dark Knight and deals (450% → 375%) damage 2 times on up to 10 enemies for 3 seconds. Cooldown: (20 → 25) seconds.
Archmage (F/P)
Paralyze: attack range has been increased
Infinity: a limit of 200% has been added to the final damage boost from Infinity
Poison Nova: MP consumption has been decreased
- Level 25: Consumes (1000 → 500) MP. Create poison clouds, which deal 1000% damage 6 times on enemies in range. Enemies hit will be inflicted with DoT for 10 seconds, dealing 600% damage every second. Enemies damaged by one poison cloud will not be damaged if they move in the range of another. Two seconds after the poison clouds have been created, you can use Mist Eruption to explode them, dealing 600% damage 6 times on up to 12 enemies. The explosion damage will stack if an enemy is in range of more than one poison cloud. Cooldown: 30 seconds.
Archmage (I/L)
Infinity: a limit of 200% has been added to the final damage boost from Infinity
Master Magic: magic attack boost has been decreased from 30 to 15
Lightning Sphere: damage has been decreased from 250% to 200%
Ice Age: icy area’s duration has been decreased
- Level 25: Consumes 1000 MP. Create an icy area that deals 1000% damage 10 times on up to 15 enemies then persists for (25 → 20) seconds, dealing 500% damage continuously and increasing Freeze stacks. Cooldown: 60 seconds.
Bishop
Heal: experience gain when healing party members has been removed
Angel Ray: experience gain when healing party members has been removed
Infinity: a limit of 200% has been added to the final damage boost from Infinity
Pray: cooldown, duration, and HP consumption have been adjusted
- Level 25: Consumes 1000 MP. For (55 → 42) seconds, create an area for party members that increases their final damage by (10% → 5%), heals (2% → 1%) 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 70% final damage. HP/MP heal will be increased by 1% per 2000 INT, up to a maximum of (15% → 10%). 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 → 180) seconds.
Angel of Libra: duration has been decreased, maximum damage boost and required INT for damage boost for the non-Vengeance of Angel state’s buff have been adjusted, damage for the Vengeance of Angel state has been decreased
- Level 25: Consumes 1000 MP. For (42 → 30) seconds, summon the angel of balance. The angel will look different based on the current activation status of Bishop’s Vengeance of Angel. Cooldown: 120 seconds.
- Deactivated: every 5 seconds, the angel of benevolence will heal 15% of party members’ max HP and increase their damage by (5% → 5% + 1% per 1250 INT, up to maximum of 100%) for 4 seconds.
- Activated: the angel of revenge will deal (1500% → 1200%) damage 8 times on up to 12 enemies. Enemies hit will receive an Angel’s Mark for 60 seconds, and the next holy attack used on them will consume the mark, increasing that attack’s final damage by 50%.
- Level 25: Consumes 1000 MP. For (42 → 30) seconds, summon the angel of balance. The angel will look different based on the current activation status of Bishop’s Vengeance of Angel. Cooldown: 120 seconds.
Bow Master:
Afterimage Shot: damage and passive effect’s number of required hits to activate have been adjusted
- Level 25: Consumes 800 MP. Create an afterimage that attacks enemies in range, dealing (600% → 750%) damage 3 times continuously for 3 seconds. Cooldown: 20 seconds. [Passive effect: while Afterimage Shot is on cooldown, every (12 → 10) attacks, automatically create an afterimage that attacks enemies in range, dealing (600% → 750%) damage 3 times continuously for 1 second.] The active effect and passive effect cannot be activated at the same time.
Marksman
Piercing: damage has been increased from 350% to 400%, final damage boost when piercing through enemies has been decreased from 20% to 15%, arrow speed has been adjusted
Sniping: arrow speed has been increased
Long Range True Shot: cast delay has been decreased from 1170ms to 960ms
Split Arrow: attack range and cooldown have been adjusted
- Level 25: Consumes 800 MP. For 60 seconds, when Piercing or Sniping hits an enemy, the arrow will split, dealing 1200% damage 5 times on up to 10 enemies. Cooldown: (112 → 120) seconds.
Night Lord
Critical Throw: critical damage boost has been decreased from 8% to 5%
Expert Throwing Star Handling: final damage boost has been decreased from 25% to 20%
Mark of Night Lord: number of stars thrown has been decreased from 4 to 3
Bleeding Toxin: attack boost has been increased from 30 to 40, DoT duration has been decreased from 8 seconds to 3 seconds, cooldown has been increased from 90 seconds to 200 seconds
Shadower
Eviscerate: skill logic has been changed and counterattack mechanic has been removed. This is basically a new skill now.
Eviscerate: Instantly move to enemies wounded by Assassinate and inflict a deadly attack. This skill can be linked with Assassinate and will deal damage through Damage Reflect/Damage Ignore. (max level: 25)
- Level 25: [Passive effect: Assassinate’s final attack will mark enemies with a Wounded debuff that lasts for 10 seconds and stacks up to 3 times. If you hit another enemy with Assassinate while there is another one that is marked, the original enemy’s mark will disappear and you will begin stacking it on the new enemy.] Active effect: Consumes 650 MP. Summon allies from the shadows that deal 1100% damage 5 times on up to 10 enemies. If there is an enemy with 3 Wound debuff stacks in range, you can use this skill with Assassinate to instantly move to that enemy and deal 3800% damage 7 times with an additional 100% critical rate and defense ignore. Cooldown: 10 seconds.
Dual Blade
Blade Fury: damage has been increased from 200% to 250%
Viper
Dragon Strike: final damage boost’s duration has been increased from 10 seconds to 15 seconds
Serpent Screw: Energy consumption has been adjusted, now if the enemy hit is a boss the Energy consumed will be decreased
- Level 25: Consumes 300 MP. Consumes (150 → 120) Energy per attack. Consumes (30 → 60) Energy per attack when your Energy is fully charged. (→ If this skill is attacking a boss monster, the Energy consumption is decreased by 60%). Automatically attack up to 10 nearby enemies, dealing 800% damage 3 times continuously. Cooldown: 3 seconds.
Captain
Deadeye: cooldown, maximum number of monsters hit, and damage have been adjusted
- Level 25: Passive effect: if Deadeye is not on cooldown, it will take aim at up to (15 → 12) enemies in range. If you use Deadeye when it is not correctly aimed, it will reset and begin aiming again. Active effect: Consumes 850 MP. Deals (1600% → 2400%) damage 4 times with an additional 100% critical rate on all enemies that were aimed at. By aiming more accurately, the damage can be increased up to 3x. Cooldown: (15 → 25) seconds.
Cannon Shooter
Hyper Monkey Spell: duration has been decreased from 300 seconds to 180 seconds
Big Huge Gigantic Cannonball: required time to prepare a cannonball has been increased
- Level 25: Consumes 500 MP. Shoot a giant cannon ball that deals 825% damage 4 times on up to 15 enemies continuously. You prepare 1 cannonball every (20 → 25) seconds and can hold up to 3 at a time. Cooldown: 3 seconds.
ICBM: you will now be invincible during the cast animation after firing the skill
Knights of Cygnus
Cygnus Phalanx: an error where you would not be removed from Dark Sight if you hit monsters with this skill has been fixed, an error where Striker’s Electric Charge applied to this skill has been fixed
Mikhail
Soul Blade: cast delay has been decreased from 990ms to 810ms
Royal Guard: attack boost when you successfully guard the 3rd time has been increased from 20 to 25
Advanced Royal Guard: attack boost when you successfully guard the 4th time has been increased from 25 to 40, attack boost when you successfully guard the 5th time has been increased from 35 to 70
Soul Driver: cast delay has been decreased from 840ms to 810ms
Soul Slash: attack range has been increased
Soul Assault: attack range has been increased
Rho Aias: an error where the final damage buff would not be saved by Buff Freezers has been fixed
Claiomh Solais: effect where Royal Guard’s attack buff duration would be reset has been changed to an effect where Royal Guard’s attack buff duration is increased by a certain amount
- Level 25: Consumes 800 MP. Attacks up to 12 enemies 7 times. This skill can only be used while Royal Guard’s attack boost buff is active. Based on the number of stacks of the buff, the damage will be increased. After being used, Royal Guard’s attack buff’s duration (will be refreshed → will be increased by 4 seconds. However, this cannot exceed the maximum duration). All attacks have a 100% chance of inflicting Darkness for 10 seconds, decreasing enemies’ accuracy by 30%. The duration is halved on bosses. Cooldown: 12 seconds.
- [1 stack] 700% damage
- [2 stacks] 820% damage
- [3 stacks] 1010% damage
- [4 stacks] 1200% damage
- [5 stacks] 1400% damage.
- Level 25: Consumes 800 MP. Attacks up to 12 enemies 7 times. This skill can only be used while Royal Guard’s attack boost buff is active. Based on the number of stacks of the buff, the damage will be increased. After being used, Royal Guard’s attack buff’s duration (will be refreshed → will be increased by 4 seconds. However, this cannot exceed the maximum duration). All attacks have a 100% chance of inflicting Darkness for 10 seconds, decreasing enemies’ accuracy by 30%. The duration is halved on bosses. Cooldown: 12 seconds.
Soul Master
True Sight: final damage boost on debuffed enemies has been decreased from 10% to 5%
Cross the Styx: maximum charge’s damage has been decreased from 3750% damage to 2900% damage
Elysion: Cross the Styx’s damage reduction has been increased
- Level 25: Consumes 1000 MP. For 30 seconds, Cross the Styx’ cooldown will not be applied and it will activate with maximum charge without having to charge it but its final damage will be decreased by (40% → 50%). When this skill is used, Cross the Styx’ cooldown will be reset. When Cross the Styx is used, create a crack in space for 10 seconds. If you continue to use Cross the Styx in the area of the crack, it will grow in size and finally explode, dealing 5200% damage 6 times on up to 15 enemies. You cannot create 2 or more cracks at the same time and you must wait 5 seconds after the explosion to create another crack. Cooldown: 240 seconds.
Flame Wizard
Truth of Magic: critical damage boost has been removed
Flame Discharge: an error where this skill could sometimes not be used in Hungry Muto has been fixed
Wind Breaker
Spiral Vortex: cast delay has been decreased from 720ms to 660ms
Night Walker
Shadow Bats: in addition to existing effects, Shadow Bats now deals 10% additional damage to regular monsters
Throwing Mastery: damage boost has been increased from 20% to 30%
Quintuple Throw – Boss Killer: boss damage boost has been increased from 10% to 20%
Striker
Bolt Anchor: cast delay has been decreased from 1350ms to 1170ms
Knuckle Expert: critical damage boost has been decreased from 8% to 5%
Heroes
Freud’s Blessing: if you die while using this skill, the final cooldown will now apply instead of the shorter one
Evan
Imperial Breath: damage has been decreased
- Level 25: Deals (1200% → 1000%) damage 7 times on up to 12 enemies for 4 seconds.
Mercedes
Leap Tornado: damage has been increased from 235% to 260%
Phantom
Moonlight: has been changed into a passive skill
Luminous
Shine Redemption: experience gain when healing party members has been removed
Apocalypse: cast delay has been decreased from 1530ms to 1320ms
Morning Starfall: cast delay has been decreased from 1800ms to 1200ms
Punishing Resonator: duration has been decreased
- Level 25: Consumes 1000 MP. For (8 → 6) seconds, summon a magic circle that attacks up to 10 enemies every few seconds. Cooldown: 30 seconds.
- Sunfire: 700% damage 4 times
- Eclipse: 500% damage 5 times
- Equilibrium: 665% damage 6 times
- Level 25: Consumes 1000 MP. For (8 → 6) seconds, summon a magic circle that attacks up to 10 enemies every few seconds. Cooldown: 30 seconds.
Demon Slayer
Demon Awakening: final damage boost has been removed
Demon Avenger
Demon Frenzy: in addition to existing effects, Demon Frenzy now decreases damage taken from attacks (including % HP attacks) by 15%
Resistance
Resistance Line Infantry: damage has been decreased
- Level 25: Consumes 650 MP. Summon an infantry for 10 seconds, each strike deals (500% → 415%) damage 9 times on up to 12 enemies. Cooldown: 25 seconds.
Battle Mage
Battle Mastery: critical damage boost has been increased from 10% to 20%
Staff Expert: critical damage boost has been increased from 15% to 20%
Union Aura: Blow’s damage has been increased
- Level 25: Consumes 100 MP. For 55 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% → 300%) damage 12 times with an additional 50% critical rate and 50% defense ignore. Cooldown: 150 seconds.
Black Magic Altar: cooldown, altar preparation time, and duration have been adjusted
- Level 25: Consumes 500 MP. Install a black magic altar for (20 → 40) seconds. The curse deals 1600% damage 4 times on up to 10 enemies. The curse takes 0.8 seconds to travel to the next altar, and if more than 2 altars are installed, the travel time is decreased by 15% per altar. Prepare an altar every (12.5 → 25) seconds, you can hold up to 4 altars at one time. Cooldown: (1.5 → 0.5) seconds.
Wild Hunter
Drill Container: in addition to existing effects, while riding a Jaguar, Wild Vulcan’s damage to regular monsters will be increased by 15%
Wild Vulcan – Boss Killer: boss damage boost has been increased from 10% to 20%
Jaguar Maximum: in addition to existing effects, Jaguar Maximum will now apply Another Bite debuffs to enemies hit
- Level 25: Consumes 1000 MP. For 12 seconds, become invincible and deal 2000% damage 6 times on up to 15 enemies up to 3 times then perform a final attack, dealing 3000% damage 12 times with an additional 100% critical rate and 100% defense ignore. While attacking with this skill, you can press the skill again to instantly use the final attack. (→ This attack has a 100% chance of inflicting the maximum number of Another Bite debuffs). If this skill is used while not riding a Jaguar, you will automatically ride it and gain invincibility. Cooldown: 150 seconds.
Xenon
Overload Mode: MP consumption and MP consumption per second have been decreased, now if you enter a map that does not allow the use of Overload Mode it will automatically be removed
- Level 25: Consumes (1000 → 250) MP. Consumes 1% maximum MP + (200 → 175) MP per second. The maximum Energy is increased by 20. The time it takes to charge Energy is halved. For every excess Energy, increase your final damage by 1%. Cooldown will apply when the skill is deactivated, all excess Energy will instantly disappear when it is deactivated. A plasma current will randomly be activated, dealing 1800% damage 6 times on up to 12 nearby enemies. Cooldown: 175 seconds.
Mechanic
Micro Missile Container: damage and cooldown have been adjusted
- Level 25: Consumes 1000 MP. Install a container that fires 25 micro missiles that deal (400% → 850%) damage 5 times on up to 15 enemies each. Cooldown: (15 → 25) seconds.
Kaiser
Guardian of Nova: an error where the previous Kaisers would disappear hsa been fixed
Zero
Advanced Power Stomp: an error where the shockwave activation delay was changed has been fixed
Dynamic Field Battle
Sudden Missions
The number of Multi Kills required to complete the Multi Kill missions have been decreased.
The Defeat an Elite Boss mission has been removed.
New Sudden Missions have been added.
Equipment rewards have been removed from Sudden Mission rewards.
Regular Monster HP, Experience Rate Adjustments
Level 100 and below Elite Bosses’ HP and experience rate have been decreased.
Level 200 and higher Elite Monsters/Elite Bosses’ HP and experience rates have been increased.
In Reboot World, an error where certain regular monsters, Elite Monsters, and Elite Bosses’ HP and experience would not increase past a certain point has been fixed.
Combo Kill
The maximum Combo Kill has been increased to 9999.
Your Combo Kill will now be retained after fighting an Elite Boss, entering Polo & Fritto’s bounty hunter missions or the Flame Wolf content. However, for Elite Bosses, if you change maps it will not be retained. For bounty hunter missions and Flame Wolf, if you stay for more than 20 seconds in the exit map, it will not be retained.
Runes
The Rune of Revival‘s effects have been changed.
- Effect: increases HP and MP regeneration to the maximum, reduces all damage received, and increases resistance to status conditions. In addition, you also cannot be knocked back by enemy attacks.
The Rune of Hordes has been removed.
The Rune of Greed has been added.
- Effect: increases meso rate by 100% for its duration
The cooldown before you can activate another Rune will now be shown in the buff window.
Bait
An error where Bait would receive the effects of the Rune Persistence skill has been fixed.
An error where sometimes the Bait cooldown would be applied incorrectly has been fixed.
The Bait of Hordes has been removed.
The cooldown before you can activate another Bait will now be shown in the buff window.
Bounty Hunters
In Polo’s hunting content, level 210 and higher monsters’ HP and experience have been increased.
In Fritto‘s content, the clear experience for level 200 and higher has been increased.
Flame Wolf
Flame Wolf’s maximum HP has been increased.
The Fatal stage has been added to Flame Wolf’s damage taken. Characters who deal damage to the Flame Wolf while it is in this stage will receive 1 Best Hunter’s Bag.
The experience given to characters level 200 or higher after leaving has been increased.
The number of Best Hunter’s Bags given to characters who are inside the Flame Wolf’s Cave when it is defeated has been decreased from 2 to 1.
Game Related
The amount of attack/magic attack given for 16 Stars and higher when Star Forcing Arcane Shade equipment has been increased. Previously enhanced equipment will automatically have the updated values applied.
After defeating the Garden’s Imps before a Root Abyss boss, the party leader must now enter the portal and all other party members will automatically enter at the same time.
Changes to Boss Lucid have been made.
- In Lucid (Normal/Hard), if you die while fighting her and still have Death Count remaining, you will now automatically revive after 30 seconds.
- In Lucid (Normal/Hard), if you are dead when the boss is defeated, you will be moved to the reward map.
- In Lucid (Hard), in the ‘Crumbling Clocktower’ phase, an error where the damage was abnormally high has been fixed.
Fantastic Theme Park’s BGM has been changed.
Dream Breaker‘s UI has been changed.
The following errors have been fixed.
- An error where the BGM would sometimes not go back to normal after using content that changes the BGM has been fixed.
- An error where the client would sometimes exit if you were matched with a Zero in Boss Queue has been fixed.
- An error where Mechanics could not get on or off their robot on The SEED’s 22nd floor has been fixed.
- An error where the boss Suu’s monster pattern was not applied normally if you entered alone has been fixed.
- An error where rewards you could not receive from certain content would still be shown in the Maple Guide has been fixed.
- You can now search for Arcane Symbols in the pet skill ‘Don’t Loot an Item’.
The God of Control content’s entry has been removed. Entry has been restricted so that this content can return in the future with a new look.
Thanks as always Max!
Btw could you check if BM’s 5th job arrow rain procs afa now?
Yep I can check tomorrow 🙂
another question, does arrow rain proc afterimage as well?
Ok so I tapped Hurricane 4 times (with like 2 seconds in between taps for the Arrow Rain CD) while Arrow Rain was active and AFA only procced 4 times so I’m pretty sure Arrow Rain does not activate it.
Arrow Rain does not proc the passive effect of Afterimage Shot either.
Thank you. Oh well I was excited when I read 5th skills would activate FA. And since arrow rain procs magic arrow, I was hoping it would proc AFA as well. Hopefully it is a bug.
I like the new way !
it’s more clearly when the colors are different
1 skill I would like to ask is that the assassinate for shadower has a debuff that can stack 3 times , what the difference between 1 debuff and 3 stacked debuff?
Oh my bad, you can actually only use it with Assassinate if there is an enemy with 3 stacks on it!
thanks for the reply! i guess 1 wound debuff and 2 wound debuff there is no effect? 😮
this is so crap skill now..
thats depend how the assassinate is “linked” to the skill, if its fast and able connect well, it can be a good skill
3800% damage 7 times with an additional 100% critical rate and defense ignore is quite a high damage
Yeah 1/2 stacks doesn’t do anything
Max what do you mean in marksman change to snipe ”Arrow speed has been increased”, it will go to the monster faster? does this mean it’s a lower delay?
I believe it means the arrow will move faster towards monsters, otherwise they would say the cast delay has been decreased or something.
Also Max, any known reasons about the removal of the hordes rune? 😦 That rune is really fun tbh. ><
Lol there’s no explanation in the patch notes so IDK 😛
Just wanna ask the owner of this comment. I guess piercing is nerfed now? 😦 Overall damage it reduced due to lower multiplier….
Did some shoddy math, on the first 5 it’s an increase of 16.5% damage overall: https://puu.sh/ueNSq.png but on the 7th and onwards we definitely lose out. The range is lowered from min – max but it’s definitely a buff
First 6*, whoops.
So in other words, our damage to monsters become more consistent, but losing out from the 7th monsters onwards (Level 20 Pierce enhancement). But if the arrow move quicker…..that should be able to compensate the nerf. Thanks buddy for the calculations!
The guy pretty much sayed already, in the end you gain a lot more since it’s harder to ko mobs in the front, and the mobs in the end you already do a ton of damage, i think it’s great this for any marksman.
A correction to make. Since the cast delay is still the same, it is still a nerf for us if we actually hit the 7th mob (or more). Still like what you have said, it is easier for us to 1HKO mobs now. I guess this is more towards balancing though. Split arrow range really hurt my eyes though…..Long Range True Shot is not good enough for multi-platform kill. ><
Long range true is actually really good for multi-platform, you can, in certain maps, take more than one platform at once, it’s nice to have less dalay.
Also with these changes, since your snipe/pirecing arrow hit the mobs faster, you can train faster with piercing since it will kill mobs faster.
In bossing the snipe can problably land more hits in the same time, since you can lose a snipe because it was too late, now you can problably hit one more snipe before you need dodge/wait another chance to attack.
The Split arrow seens really OP, look how far the plataforms are from each other, and she can get both at the same time, almost no job can do that besides Luminous who always was a good mober.
Long Range True Shot: Yes; it does work well in some maps. It is basically like a weaker version of multi target Snipe. Some maps require better timing for this skill though.
Snipe and Piercing: I have checked the video below (I think you did too), sniping’s difference is more obvious in the long run, while piercing not so much.
Split Arrow: Nuuuuuuu T.T Maybe they want us to use Long Range True Shot more. And probably like what I have said above, they want us to have precise timing to get the best ends for Split Arrow (Similar to Long Range True Shot, but worse due to shorter vertical range for Split Arrow.) ><
After watching this vid, https://www.youtube.com/watch?v=mAecu0XRm2U
it seems cast delay is still the same, but the arrow moves faster. Also really dislike the new arrow split range :c
Actually how do I know which is which? After revamp is on top, before revamp is bottom. What about split arrow? I cannot read Korean. But I hope you can help me once more. Thank you!
*I am just guessing the left right thingy. Hope you can clarify. Thanks!
I get it now. It sucks! 😦
“Moonlight: has been changed into a passive skill.”
They better not lie this time…
They meant it this time, they even changed the icon.
my poor i/l mage will be weaker. GREAT.
Does this mean that only the party leader can enter the boss rooms in Root Abyss now, while regular party members will be told that the leader has to enter?
I believe so!
God of Control was trash anyway. Novel idea, terrible, terrible implementation. It felt like a couple interns made it with all of the issues, same exact background, awful music, awkward controls, and shitty level design worse than any JQ in the game.
Hi Max. For the ArchMage’s Infinity, does the korean patch note mention about 200% limit or only 20 stacks? Coz i saw a web site translate it only mention 20 stacks. Yes I know 10% each stack. but with Decent Combat Order. each stack become 11%, then it will be different.
Thanks in advance!
The skill description specifically says it goes up to 200%
So, are we keeping the 350/750 blue/purple/red combo orbs, or are they adding new, higher-level orbs?
Someone went up to ~3500 Combo on Insoya and they said that the experience stays the same from 999 Combo to 2000 Combo, then the experience goes up by 1.1x. And then after that it stays the same. So potentially one new Combo Orb colour? Idk why they would make it max out at 9999 but stop the scaling at 2000 though.
im not sure if i should be glad with the eviscerate change from shadower…
only video yet from shadower, 2bad he doesnt show the way the 1v1 works https://www.youtube.com/watch?v=7jGWhzKfdtU
how about this one (at 0:50), https://www.youtube.com/watch?v=PDZvdbIEsQw
oeh thnx alot, tho now i see its quite stupid the way you have to use it now..
omg so useles..whyyyy???!!
Eh, tiny buff to mech’s skill
Ok so why did we have to reduce Soul Master’s Hyper by 850% and make True Sight as a buff almost useless?
Ok, so looking at what has been going on, I/L mages have been nerfed. I’m not surpised, as they kept giving us stuff, they had to balance it out at some point. Then they nerfed Nightlords a bit, increasing Bleeding Toxin cooldown- I suspect because of Phantoms abusing that, though personally I like the Gambler’s strat(Fire Aura, Meso explosion, Pickpocket, Rage, and Venom burst. Its called that because money and cards and stuff flies like a table was flipped for 30 secs. Its not the best, but its hilarious to watch)
Some interesting touch ups with Marksman, Battle Mage gets some nice buffs, Night Walker finally stops getting nerfed, and we lose the Rune of Hordes for the Runes of Mesos, which I am assuming is what one of the GM’s from GMS was talking about when during an event they mentioned the possibility of the removal of that rune. Yes, I was listening in on that conversation, and I know who you are, and I know you will read this message. Because you always do. (:D)
Also, thank goodness they got rid of “god of control.” It should’ve been called “Lets jump with NES classic Dr. Jekyl and Mr. Hyde” as Maplestory’s movement controls are too similar to that old game. If you don’t believe me heres a link to an online version of the game: http://game-oldies.com/play-online/dr-jekyll-and-mr-hyde-nintendo-nes# I dare someone to actually measure out the 100% speed of a maplestory character and compare it.
NL’s Bleeding Toxin was nerfed didn’t affect Phantom, since Phantom has his own seperate cooldown when stealing Hypers.
I believe it was due to NL having high mobbing capabilities with Bleeding Toxin, as Mark of Night Lord CAN spread the DoT, and it flies around the whole map, so basically NL can inflict the whole map with a painful poison.
Aye Max
Any word on Maplestory M for global?
Not that I know of
He’s not a nexon insider, just a player that translates the patch notes.
Hi Max! I appreciate that you translate these patch notes so fast. The new skill format is rlly useful… before I had to change between two tabs to figure out skill changes >.>
Just another regular day for Nexon to nerf Evan …
What’s new? If you haven’t realized most of the changes to evans are nerfs sadly.
What’s new? Evan has been receiving mostly nerfs ever since the major revamp in HoM…
Remember their Illusion skill first got buffed and it was like one of the best skill, and all the other classes’ skills also became faster. Then flamewheel and blaze became faster, so do others’. And just as we thought this revamp was going to set Evan’s spot up there for a while. Nope, losing 30% final damage, and you think that was bad enough ? 2 best skills for bossing turned into worst ones, and we have to use a new rotation which won’t even be good enough for dps if you don’t have the hat to decrease cooldown time. And all those passive and active skills just put Evans around the same spot as they were before all this revamp – with a more complexity to maximize decent dps. That’s just plain stupid. Thank you Nexon ❤
Hi Max, who is on your profile pic on southperry?
It’s Kei Tsukishima from the anime Haikyuu!!
https://www.youtube.com/watch?v=qFEzR3fVdP8, new shadower cvell run
Mercedes imo garbage.
yo wheres my shade buff da fuq bomb punch only hits 3times on mobs all these other fucks have like 8line atks for mobbing.
Cool, DA’s Demonic Frenzy is slowly becoming less of a death trap.
Thks for the Update.. I like the way it depicts the changes made on each of the character. ^^ However I would suggest the use of colours to differentiate the buff or nerf. it will make it even easier for readers to spot the changes conveniently. doubles Thumbs Up to Max.
Oh yeah maybe I can use green for buffs and red for nerfs. I’ll try that out next time!
Hi Max, would you say with the current changes to shadower’s skill, it’s a better version or worse than the previous mechanics? Even with this new test vid, I still dunno what to think of it…. https://www.youtube.com/watch?v=qFEzR3fVdP8
i think its better dpm wise, you lose the counter attack wich was an OP defensive thing, but shadowers need more dpm pretty badly, so for this one i think its a little bit better, besides no other class can dodge/counter an 1 hit KO skill, keeps its kind of fair
IDK about it damage-wise but I think concept-wise it matches Shadower better? The counterattack mechanic was a bit weird and seemed a lot like Mikhail’s Royal Guard but now it’s more of a counter mechanic like Shadower Instinct’s Killing Points/Assassinate’s 3 hits/etc.
For the wounded debuff that Assasinate casted, will it affect the poison stacks? Or both will be casted at the same time? Will the wounded debuff cause DOT damage also? I can see that venom burst is back to its OP state, would be nice if the poison stacks are not affected by wounded debuff.
Sorry I don’t really understand your question? The wounded debuff is completely separate and doesn’t have any poison effect.
Hey Max, did you miss some info for Blessed Hammer? A friend of mine was checking this info beforehand and said they increased it’s delay or something.
So that explains why I don’t see jack happening with those boosters and the Final attack% that much also awww…Another rune going away?
1st Barrage and now Horde…dang it…
Does The assassinate debuff only appear when your fifth job?
The Wounded debuff is part of the 5th job skill so yes, only once you learn that skill will it appear.
I’m glad i quit this game. So tired of unneccessary nerfs.
where is everyone finding dpm charts for 2017?????!!!
wtf, they did nothing with kaiser, except to fix that bug.
So three kinesis buffs doesn’t become passives?
why there’s no shade?