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Post by Undyne on Mar 11, 2018 16:27:09 GMT
I believe what they meant by increasing the attack to be same as throwing is getting at the fact that int adds a passive +2 atk with throwing, so what I'm betting most likely is they're upping the 1 int=x Attack to equal throwing with chakra, which would be +2 atk per int. That's +800 atk at 400 int with claws, ignoring the fact that chakra takes weapon refinement into account (correct me if I'm wrong) which is a massive attack boost on top of what chakra currently does, putting it on similar terms with the atk of full geo builds.
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Post by Ryukengan on Mar 11, 2018 16:31:47 GMT
NightBreeze added 11th adjustment post I'm a bit sad about the Lentus change because it removes the skill expression of being able to KO yourself just before you take lethal damage to avoid death and boost your damage output but I guess it's easier to use now. The rest of the changes seem pretty good.
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Post by pingrek on Mar 11, 2018 16:35:33 GMT
What's the use of purple lines for nemesis since I'm pretty sure the ailments aren't affected by autoskill or crit rate but rather having punish at 100% gives you a good boost to ailment rate, and sweep can still get to some pretty decent damage if using a throwing weapon or maybe even the staff petal scream since those will help boost atk and matk and then depending on xtals used can be a pretty good regular mob farmer since it's range at skill lvl2 is said to be close to hw earthquake Not many ailment skills are the same. Im sure that punish not affect it, I got it long time ago and saw nothing different. But when I got page 2 I decided to make water counter, build max purple instead cyan I usually stun enemies at 2nd hit, sometimes need 3 or 4 hits, rarely need more than 6 hits for stun. That’s really annoy for counter set, seems my enemies always get stun. But it made me wonder if autoskill affect it or not, I changed back to page 1 with cyan lines and same as I guessed, like before, hard to see enemies get stun. Of course I changed pages many times to make it sure. I already tried it on my monk too but autoskill not affect on bash skill. I have a bishop and punish does boost the ailment rate since before I had a slight chance of doing an ailment and now at 100% punish it almost feels like a 50% chance for an ailment on a regular mob and the increase chance on bosses and rare mobs is very noticeable since before punish it took like 10 hits to do one ailment on a boss while now it's only like 4 or 5 since I once almost stun locked a mikmafy while grinding Baum warriors and this is with the same equipment set and no al xtal changes either
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Serena
Member
~Nhà nghèo character đông~
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Post by Serena on Mar 11, 2018 16:36:46 GMT
What's the use of purple lines for nemesis since I'm pretty sure the ailments aren't affected by autoskill or crit rate but rather having punish at 100% gives you a good boost to ailment rate, and sweep can still get to some pretty decent damage if using a throwing weapon or maybe even the staff petal scream since those will help boost atk and matk and then depending on xtals used can be a pretty good regular mob farmer since it's range at skill lvl2 is said to be close to hw earthquake its bigger then earth quake and has a 360 range pretty dope and its is not effected by crt as far as i know unless u have hide atk Yeah feel like bigger than eq. When the skill first time released in jp, I saw a vid that physic part can have orange crit dmg. But at test sv I didn't see orange from physic part, never saw. Then I tried put point in crt, dmg of physic increase pretty much, after that I used equip has crit dmg% and put imseti in, the dmg increased more but still no orange dmg appeared. Maybe it like doc.
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Post by pingrek on Mar 11, 2018 16:39:31 GMT
What's the use of purple lines for nemesis since I'm pretty sure the ailments aren't affected by autoskill or crit rate but rather having punish at 100% gives you a good boost to ailment rate, and sweep can still get to some pretty decent damage if using a throwing weapon or maybe even the staff petal scream since those will help boost atk and matk and then depending on xtals used can be a pretty good regular mob farmer since it's range at skill lvl2 is said to be close to hw earthquake its bigger then earth quake and has a 360 range pretty dope and its is not effected by crt as far as i know unless u have hide atk Yeah kinda figured crt wouldn't affect unless hide atk but still with tea party skills you can increase atk and matk a little more and if using a staff you can even add in the hp recover tea party since staff gets to use three tea party while other weapons only get to use two if translations were correct
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Blerfy
Member
I am your mother, accept my love
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Post by Blerfy on Mar 11, 2018 16:42:30 GMT
*Sips tea* Hm, seems this will be an excellent change for us Tanks. (True Tank Master Race *cough*)
Im actually quite happy to see these changes coming. 60 sec debuff from resu will make things a bit harder, however it will give give more reason for the classic RPG party set up (Tank, Mage, Support, Rouge.. ah never change) instead of the current meta of Fake DPS "Tank", Pure DPS, DPS, Healer/Fake DPS "Tank", Pure DPS, Healer, Buff Support. Im glad to see nemesis getting it's boss nerf removed, since my second main is a bish, but I'm Im also a bit afraid this will make bishop a little too op. Nemesis was already a bit of an unfair aoe due to not having its dmg divided when hitting multiple targets. A dmg nerf on bosses was fair, most bosses are stand-alone and leaves no reason to hit multiple targets. To me its a bit more fair to have kept that -80% dmg on bosses until you get judgement.
Ninja changes are kinda exciting to me, but that may just be my sadistic Pally grudge against them talking (I dont hate all of you I promise <3). But lets be real, ninja has been too op for far too long. I am well aware about the situation with clones and SK, but is sacrificing your entire survival really necessary just so you can do more damage? You can continue to do quite a bit of dmg even when you havent drained your self of clones.
Dont have much to say about the Monk change, it'll be nice for the chakra monk im working on I suppose.
Now Mins change, Im a little disappointed they changed songs from spells to melee attacks. To me it would have made more sense for the songs to be spells and for dragnewt to remain melee. Would have been fair to every mins build out there, dragnewt will stay the highest dmg minstrel has I guarantee. While disappointed, its not gonna effect me much, I built my minstrel as an magic autoskill minstrel using throws (dont knock it until you try it) so I suppose it'll practically be the same-old same-old for me
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Post by Done~with~forums on Mar 11, 2018 16:47:13 GMT
its bigger then earth quake and has a 360 range pretty dope and its is not effected by crt as far as i know unless u have hide atk Yeah feel like bigger than eq. When the skill first time released in jp, I saw a vid that physic part can have orange crit dmg. But at test sv I didn't see orange from physic part, never saw. Then I tried put point in crt, dmg of physic increase pretty much, after that I used equip has crit dmg% and put imseti in, the dmg increased more but still no orange dmg appeared. Maybe it like doc. on jap iruna test servers u automatically get hide atk thats why
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Post by Done~with~forums on Mar 11, 2018 16:49:31 GMT
Yeah feel like bigger than eq. When the skill first time released in jp, I saw a vid that physic part can have orange crit dmg. But at test sv I didn't see orange from physic part, never saw. Then I tried put point in crt, dmg of physic increase pretty much, after that I used equip has crit dmg% and put imseti in, the dmg increased more but still no orange dmg appeared. Maybe it like doc. on jap iruna test servers u automatically get hide atk thats why servant aoe is effected by Spell burst Shell break Hide atk Matk Atk Alot more on the matk side and to fully use servant u have to use a staff a dps set can be used but it will lower the amount of teas at 1 x to 1 and a STAFF has the highest matk
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Post by NightBreeze on Mar 11, 2018 16:50:55 GMT
I have a bishop and punish does boost the ailment rate since before I had a slight chance of doing an ailment and now at 100% punish it almost feels like a 50% chance for an ailment on a regular mob When punish is 100%, nemesis does an ailment 100% on every hit. Don't think I ever noticed it not proccing ailments. Maybe you thought it only works sometimes because sometimes it adds the same ailment that's currently in effect.
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Post by Nobody (Retired for now) on Mar 11, 2018 16:53:53 GMT
Sweep Broom physical part can crt only if your pet have Hide Attack. About Monk I'm so happy about the future boost on Chakra and Claw Mastery ^_^ If we'll have same attack (Or damage) as Str Monks, plus all benefits of Int, I wouldn't worry too much about Lentus nerf, because it's rare to be stunned and killed twice anyways.
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Post by Undyne on Mar 11, 2018 17:02:03 GMT
Now I just wait and hope hw don't get nerfed massively qwq. I heard an idea awhile ago that honestly sounds perfect. Make spellbursted spells have a greatly reduced aggro rate or none at all so we can't keep hate. As is I don't even farm on my hw because bosses are just too annoying and I end up tanking. I already die to simple bosses when that 20% chance of bander disappointing me makes itself clear (20% e.e when it happens its like 6 fails in a row, my record is 11)why should I be expected to tank when I'm clearly a Dmg class
That or make spellbursted spells +100% aggro rate, I'd prefer the first idea though xD
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Post by pingrek on Mar 11, 2018 17:07:05 GMT
I have a bishop and punish does boost the ailment rate since before I had a slight chance of doing an ailment and now at 100% punish it almost feels like a 50% chance for an ailment on a regular mob When punish is 100%, nemesis does an ailment 100% on every hit. Don't think I ever noticed it not proccing ailments. Maybe you thought it only works sometimes because sometimes it adds the same ailment that's currently in effect. I don't think it's 100% chance of inflicting because I can think of a few times where a mob didn't get an ailment even when they didn't have one to begin with but I was just kinda throwing a guess out there since I have no clue as to the exact increase
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Post by Zycron on Mar 11, 2018 18:13:23 GMT
For anyone who has tested SK is the gear going to change from the standard
Wick 3 Eventail ulti s.shield imseti? Or is that going to stay about the same? I got on the test server but at the fourth try to find my class and items I gave up just wondering if I need to start saving spina for gear change ?
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Dragsbro
Community Contributor
I'm kind of a necromancer, as in playing with SK is just toying with dead stuff at this point
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Post by Dragsbro on Mar 11, 2018 19:22:37 GMT
For anyone who has tested SK is the gear going to change from the standard Wick 3 Eventail ulti s.shield imseti? Or is that going to stay about the same? I got on the test server but at the fourth try to find my class and items I gave up just wondering if I need to start saving spina for gear change ? Nothing is decided yet but if sk stays the way it is in test servers, then matk xtals>imseti. Struggler best armor, spin should still be kinda the best i think
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Post by sandimailana on Mar 12, 2018 5:24:58 GMT
Damage nemesis now 64k to obligaus Damage holy spike 75k to obligaus
I think after update balance skill at test server,damage nemesis can 130k & holy spike 100k without spell burst
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