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Balance patch info

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Balance patch info Empty Balance patch info

Post  pSune Sat Mar 20, 2010 11:17 pm

Copy and pasted from sleepywood Cool

The order they come out looks sloppy cut and pasted heres the link if your interested
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Class Balances

- Fire/Poison Wizard, Mage & Archmage
* Fire Arrow can now hit up to 3 monsters & skill animation will change at lvl 40 and 50.
* Explosion base attack increased by 10 when mastered up to 130 base attack.
* Element Amplification's damage increased by 10% up to 150%.
* Meteor's mana consumption reduced from 3500 to 2900.
* Fire Demon's base attack has been increased from 120 to 140.
* Paralyze's base attack has been increased. 210 to 240
* Meteor's base attack has been increased. 570 to 620

- Ice/Lightning Wizard, Mage & Archmage
* Element Amplification's base attack increased by 10% up to 150%.
* Blizzard's mana consumption reduced from 3500 to 2900.
* Thunderbolt's range was increased.
* Ice Demon's attack has been increased from 100 to 120.
* Chain Lightning's base attack has been increased. 180->210
* Blizzard's base attack has been increased. 570->600

- Gunslinger, Outlaw & Corsair
* Minimum range needed to attack was completely eliminated so a Gunslinger can shoot a monster even when standing in it. Just like a mage's magic attack.
* Double Shot's range has been increased and 30% more improved damange when mastered
* Recoil Shot cool time is decreased
* Flamethrower, Ice Splitter and Rapid Fire damanges are increased by 30% when mastered
* Battleship's armor(?) is increased
* Elemental Boost's effect damange increased by 5%, freeze time is 4 sec now.
* Flamethrower and Ice splitter's problem with applying no skill damage has been fixed.

- Brawler, Marauder & Buccaneer
* Energy Charge's stance(?) effect has been improved.
* Barrage range is improved
* Energy Buster's attack range has been increased. And there is a certain possibility that enemies can be stunned and can be used with Stun Mastery.
* Dragon Strike's delay has been decreased.

- Bandit, Chief Bandit & Shadower
* Endure heals HP 40, MP 20 more when mastered
* Band of Thieves damange improved by 40% when mastered
* Dark Sight's cool time(?) is decreased
* Venom's lasting time and chance are increased by 4 sec and 20%
* Assassinate's accumulative damage is reduced by 4 sec
* Boomerang Step's cool time is decreased and now can be used regardless platform shape.
* Assaulter's damange improved by 50% when mastered
* Meso Guard's lasting time increased by 60 sec and use mesos to guard % are reduced by 17%
* Steal can now attack multiple enemies and damage has increased to 130%. Stun for 4 seconds has been added.

- Page, White Knight & Paladin
* Threaten now reduces with a % instead of a set number, and adds a blind effect (reduces monster accuracy). Works on bosses.
* Flame and Fire charge damage has been increased from 120% to 140%.
* Thunder and lightning charge can now be used together with other charges (Fire, Ice, Holy).
* Charged Blow's attack range has been increased and stun lasts longer, range was changed from 150 pixels to 180 pixels horizontally and stun from 4 to 6 seconds.
* Blast's damage has been increased from 550% to 580%.
* Holy and Divine charge has been increased from 140% to 150%.
* Rush's range and damage was increased. Damage increased from 130% to 140% . Attack range increased by 20 pixels horizontally.

- Spearman, Dragon Knight & Dark Knight
* Beholder’s Buff can now determine if other buffs are better than its own. If another player’s buff is better than its own currently applied buff, then the player’s buff will replace the Beholder’s Buff. However, if the Beholder’s Buff is better than the other buff effects, it will cancel the other buffs and change back to Beholder’s Buff.
* Rush's range and damage was increased. Damage increased from 130% to 140% . Attack range increased by 20 pixels horizontally.

-Bowman, Ranger, Bowmaster
* Arrow Bomb's damage has been increased.
* Inferno's damage increased from 150% → 160%. Burn(?) Damage lasts for 6 seconds.

-Crossbowman, Sniper, Marksman
* Iron Arrow's damage has been increased.
* Strafe can kill enemies instantly with a certain percentage, when enemies are frozen with Blizzard.
* Pierce's charging time has been reduced
* Sniping's re-use time has been reduced.

- Monster modifications
* Priest of Regret was made weak to Fire and Lightning
* Pupil of Regret was made weak to Fire and Lightning
* Guardian Soldier of Regret was made weak to Fire, Lightning and Poison
* Guardian Captain of Regret was made weak to Fire, Lightning and Poison
* Priest of Oblivion was made weak to Ice, Lightning and Poison
* Pupil of Oblivion was made weak to Ice, Lightning and Poison
* Guardian Soldier of Oblivion was made weak to Ice, Lightning and Poison
* Guardian Captain of Oblivion was made weak to Ice, Lightning and Poison

Adventurer Rings

Adventurer’s Cruel Ring
REQ LV: 30
Weapon Attack: +3
Magic Attack: +1
HP: +180
MP: +100
Has a 1% chance to instant kill 1 enemy
5% chance of dealing Critical Damage (20% Damage)


Adventurer’s Critical Ring
REQ LV: 30
Weapon Attack: +2
Magic Attack: +1
HP: +180
MP: +100
Has a 1% chance to instant kill 1 enemy
10% chance of dealing Critical Damage (10% Damage)


Adventurer’s Magical Ring
REQ LV: 30
Weapon Attack: +1
Magic Attack: +5
HP: +100
MP: +180
Has an 8% chance to stun an enemy for 6 seconds
5% chance of dealing Critical Damage (20% Damage)

And something new in this patch is that you can NOT wear Lilin’s Ring () and a Adventurer Ring (,,) at the same time. And you can only wear ONE Adventurer Ring.

Not much for Bowmen. . .which sucks since xbows get so much. A better strafe, wtf? Id like a % rate on my strafe for an instant kill. The burn effect on Inferno sounds interesting but theres lotsa things that could be better. Potting during hurricane, Inferno should be doing alot more damage than arrow bomb, Concentrate giving more wep. att, Dragons Breathe should work like Rush (works on bosses), and giving us back our Fast attacking speed T_T. I get how they're trying close the damage gap out but xbows in their own way are already good without all this. Bows = Damage, Xbows = Great Mobbers. They already got a bunch of time reductions on their 4th job skills, now more? And all i get is a powered up arrow bomb and a inferno with a burn effect from TWO balances? At the very least its better than what sins get scratch
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Post  Ambrosia Sun Mar 21, 2010 1:22 am

nothing for sin T_T

at least make avenger strongerr xDDD

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Post  Seraph Sun Mar 21, 2010 6:12 am

Wing and Spaz will be having kittens ¬_¬

Heroes better get that Rush balance as well or I'm going to have a fit ¬_¬
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Post  WingZeroX16 Sun Mar 21, 2010 12:47 pm

oh i knew abou this patch a long time ago... i SOOO cant wait until i can break stuff at time temple xD
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Post  Spaztaztic Sun Mar 21, 2010 4:49 pm

Many many kittens being had here.
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Post  Seraph Mon Mar 22, 2010 3:53 pm

pSune wrote:
Bandit, Chief Bandit & Shadower
* Endure heals HP 40, MP 20 more when mastered
* Band of Thieves damange improved by 40% when mastered
* Dark Sight's cool time(?) is decreased
* Venom's lasting time and chance are increased by 4 sec and 20%
* Assassinate's accumulative damage is reduced by 4 sec
* Boomerang Step's cool time is decreased and now can be used regardless platform shape.
* Assaulter's damange improved by 50% when mastered
* Meso Guard's lasting time increased by 60 sec and use mesos to guard % are reduced by 17%
* Steal can now attack multiple enemies and damage has increased to 130%. Stun for 4 seconds has been added.

BoT now does 250% on 6, 40% increase means increase of 240% total damage output... Himes is gonna get torn apart....

Venom now last for 8 seconds and activates 50% of the time... Basically max poison anything you Savage Blow O.o The time has been doubled so it in theory does double the amount of hits (monsters take poison damage hits when poisoned right, not just when they first get poisoned?)

Sulter will do 500% on 1 at max level O.o

BS maybe spammable now? They already reduced the cooldown previously, be interesting to see in any case.

I think the two most interesting points are that MG now only uses 61% mesos (significant savings) and Assassinate cooldown is down by 1/3 at max level... This leads to some interesting questions:

1) Are CDits cheaper to train now, to the point its sensible?
2) Does charging up Assassinate produce better DPM over spamming Assassinate + BS?!?

Kittens all over the place.

But on a serious Hero note, I've been levelling Rush cause its underrated imho. If Heroes don't get the Rush balance too I might very well cry Sad
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Post  Spaztaztic Wed Mar 24, 2010 10:22 am

1. CDits are cheaper to train yeah, although unless you are using honsters or % pots CDits are cheaper than other classes anyway
2. I dobut it, time is reduced from 12s to 8s, but thats still pretty long
i'd go for Assassinate/BS spammage anyday
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Post  iArrJeff Wed Mar 24, 2010 7:12 pm

that delay cut on ds makes me want to get to bucc soo bad Sad
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