General

Angelicbuster

Angelic Buster Changes Suggestions

Wrote this for KMS, but decided to write here as well. (I mean, why not)

Goal : Keep Soul Seeker but make Trinity as the main skill

Affinity
- Remove damage cap increase
- Status Resistance decrease to 30%

Trinity
- 1 line per hit
- First and second hit 1600% with 400m cap
- Last hit 2400% with 600m cap
- Hyper Split Attack -> Boss Killer with 10% Boss Damage

Soul Seeker
- 280% with 50m cap
- Recreation chance 95%
- Recreation limit 10
- Remove hyper for Soul Seeker
- Soul Seeker Expert turned ON by default

Soul Resonance
- Damage 50m cap
- Bring back the hypers (Persist/Cooldown Reduce/Reinforce)

Supernova
- 1 line per hit
- 1800% with 50m cap
- Set up right above the character (rather than the center of the screen)
- Cooldown 90 seconds

Finale Ribbon
- Debuff lasts 20 seconds
- Damage increase by 30% (Party members 15%)
- Damage cap increase by 10m (Party members 5m)
- Hyper Overwhelmed -> Persist with debuff duration + 10 seconds

Soul Exaltation
- Remove Soul Seeker Expert proc chance increase
- Crit chance +30%
- Increase damage cap by 10m

Final Contract
- Remove crit chance
- Super stance
- Cooldown 90 seconds

Term and Conditions
- Reduce the delay by a bit

Others
- Melody Cross remove HP increase
- Pink Pummel reduce delay by a bit

MOST IMPORTANT
- REMOVE RESTRICTIONS ON NX

September 18, 2015

23 Comments • Newest first

asunaangelic

@fradddd: What is? Expect almost all changes to AB to be buffs from its current state if you are capping. We hit our limit really early compared to others.

Reply January 2, 2016
fradddd

Uh, isn't this a huge nerf?

Reply January 2, 2016
asunaangelic

After reading a couple of your suggestions I miss the days when we broke the damage cap by a SIGNIFICANT amount when the damage cap was 1m. I agree that the damage cap needs to be increased and the lines lowered because that was the main idea of the class in the first place. Personally I'd rather hit 210m right now instead of my dull 70m 3 line trinity however i want to see synergy with SS as well, maybe something triggering the stacked soul seekers to do a large amount of damage and consume the stack soul seekers maybe somewhere in between 100~300m explosion type deal.

Reply January 2, 2016
matheusltp

People do care about levelling, and the fact that we have fewer lines than others (while our speed att is not as faster to compensate) explains why AB's usually stop training at 210. Most of them stop until get the 3rd link skill lvl because our mobbling skills its just not too good to keep lvlling... In fact, we only have one AB 240 which is DevaBuster... To get a sense, I'm currently at top 10 AB from El Nido and I'm only at lvl 203, I know nowadays AB r getting extinct but pll just don't seem to be motivated enough to lvl an AB due to the mobbling skills.

Reply September 28, 2015 - edited
cheesemochi

@chompromp:

AB is one of the fastest, if not the fastest when it comes to levelling right now with the mobility and wide ranged skills. I understand that there is a penalty, but we don't need an improvement. It's more of a trade; if we were to remove that penalty, we need to nerf something else.

EDIT: The real problem I see is when they release mobs with more than 140m hp.....

Reply September 26, 2015 - edited
ChompRomp

[quote=cheesemochi]@chompromp:
I know we have a greater penalty from having fewer lines when we miss. But how much do people care about it. In the end, it's all about end gamr bosses. I wouldn't care too much about the panelty of missing hits.[/quote]
If you're proposing an update to class in general, then both bossing and mobbing should be considered. People do care about leveling - you get way more hyper stat points after Reboot if you keep leveling, and if making a simple change like this would allow us to level faster at places like Scrapyard than SDH (which imo, should be the new training place), then it should be a priority.

And, quite honestly, a line increase from 2 to 5 on Celestial Roar while also lowering the damage of each hit appropriately is way more likely to happen than anything anyone here has written.
It's the lazy Nexon approach to doing things.

Reply September 26, 2015 - edited
cheesemochi

@chompromp:

I know we have a greater penalty from having fewer lines when we miss. But how much do people care about it. In the end, it's all about end gamr bosses. I wouldn't care too much about the panelty of missing hits.

Reply September 26, 2015 - edited
ChompRomp

[quote=cheesemochi]
For usefulness of resistance, for Magnus, web is the reason why you get killed by the meteors or gas. If you have that mobility, you wouldn't die with proper control.
[/quote]
I have died because of web + meteors + gas, but it's mostly lag or assuming balls fall slightly faster or slower than they actually do.
Web actually helps sometimes because we're a bit too mobile, and predicting where our double hops land is latency and input dependent.

[quote=cheesemochi]
One other reason I removed SSE proc increase is that it seemed too awkawrd to be in the skill. If I were to keep that +15% somehow, I'd rather increase the recration chance by 5% (15% x 30/90) in SSE. I think this is actually a better idea, so I'll definitely put this if I were to make a revised version of this.
[/quote]
15% on Pretty Exaltation helps our burst damage, though. Supernova + Resonance + SSE is meant for burst damage output.
+5% passive, increasing SSE from 35 to 40%, does the same thing in the end, but it hurts burst DPS.

[quote=cheesemochi]
I will change supernova too, but probably higher cap rather than more lines
[/quote]
More lines is probably better, even though the damage is the same. I'll explain below.

[quote=cheesemochi]
And AB is at the top tier when it comes to mobbing... why would we need an improve on it...?
[/quote]
More lines on our mobbing skill would allow us to train at higher level maps more efficently. If you have 2 lines, you have (miss rate)^2 chance of missing both hits.
If you have 5 lines, you have (miss rate)^5 chance of missing all 5 hits. Many ABs can mob really well at places at Scrapyard if at least 1 hit lands.
(miss rate)^2 -> (miss rate)^5 is a big deal if we're talking about 30-40% miss rate. That's from 9-16% of hits completely missing to .243-1%.

Reply September 26, 2015 - edited
cheesemochi

@chompromp :

I understand that it's not relatively overpowered, so what you said makes sense. It's just I'm more interested in absolute balancing

For usefulness of resistance, for Magnus, web is the reason why you get killed by the meteors or gas. If you have that mobility, you wouldn't die with proper control. For CQueen, blind imo is the worst of all abnormal status you can get. For seduce, you can just focus fire the mirror, so it's not too much of a concern. I am aware that it's not useful on the three bosses already, so I didn't mention.

I talked about it in the above reply again but for the sake of completeness: Trinity+SSE, HPS is indeed 1:1, but DPM is 1:5

One other reason I removed SSE proc increase is that it seemed too awkawrd to be in the skill. If I were to keep that +15% somehow, I'd rather increase the recration chance by 5% (15% x 30/90) in SSE. I think this is actually a better idea, so I'll definitely put this if I were to make a revised version of this.

I will change supernova too, but probably higher cap rather than more lines

@matheusltp :

I simply cannot understand what you mean. 1 500m hit is exactly the same as 10 50m hits. For Melody Cross, I wrote this for KMS, so there is some difference here. I do think it is more appropriate to have +2 in GMS. And AB is at the top tier when it comes to mobbing... why would we need an improve on it...?

Reply September 26, 2015 - edited
matheusltp

I disagree with the concept of 1 high hit because again, not all of AB can actually hit cap... That means only legit players would benefit from it. I think it would be pretty usefull if Melody gets 2 att speed, thats somethig I'd like to see. And of course, our mobbling skills should be improved, since Celestial Roar gets only 2 hit per mob which I consider really low.

Reply September 25, 2015 - edited
cheesemochi

@chompromp

I'm outside so I can't write long, but the number 1/5 comes from when you dont hit cap. As you start hitting cap with Trinity (which is not that easy with 3 lines Trinity), the number gets close to half.

Reply September 19, 2015 - edited
ChompRomp

[quote=cheesemochi]
1. Just because everyone has it doesn't mean it's not over powered. They are all over powered. and If you are saying 100% status resistance is not a thing, then you've clearly not done end game bosses. Or Magnus, Empress, Cqueen are not end game bosses.
[/quote]
If everyone has it, then until Nexon actually nerfs everyone's status resistance then I would say we are not [b]relatively[/b] overpowered.
Maybe we should have the 40% nerfed to 30% to improve overall game balance.
But considering how little Nexon seems to care about ABs, call me selfish, but I'd rather not Nexon make the change until 40% is uncommonly high among most classes.
And it does not matter, because new bosses like Lotus do not even consider status resistance at all.

100% status resistance is useful, but it is not as useful as you think.
When status resistance was working, Empress was one of the better examples of why status resistance was good. It reduced the chances of pot lock, tornado, and being turned into a pig.
For Magnus, it would reduce the amount of zombify and slows you get from his web. Useful, but both of those don't generally kill you like his gas or meteors.
For cQueen, it reduces the amount of blinds + times you get set on fire. It does not reduce the chances of her zombify, or the seduce you get at mirror phase.
For cPierre, it reduces the amount of key reverse, stuns from super KB, and seals that you get when you get hit by blue Pierre. The first is useful, the second is not because you're still KB'd, and the last is alleviated with an auto pet All Cure. And you still get hit by the falling hats regardless.
For cVB, it reduces the amount of stuns you get if you happen to stand next to his wand whack. That's generally not an issue, so it's completely useless here.
For cVellum, well, it does nothing. Spikes will still stun you.

[quote=cheesemochi]
2. Then they are not fully utilizing SSE. SSE portion of DPM when using Trinity is 1/5 of Trinity's. Ofc it helps a lot so there is no reason to actually turn if OFF, but it's not huge. If you haven't seen some of the videos that use Resonance + Supernova, I'd suggest you to do so. It's pretty OP. https://www.youtube.com/watch?v=2VjYnjAnAYg and http://tvpot.daum.net/clip/ClipView.do?clipid=69498735
[/quote]
I know Supernova hits around 14 times for its duration, but even at 3 hits/attack, that's 42 hits in 12 seconds, or 3.5 hits/second. Multi-line skills only trigger SSE per attack, not per line of attacks, so that's 1.17 real attacks/s. Assuming keydown Resonance is Rapid-fire speed, that's still only 8.33 hits/second and 8.33 real attacks/second. Then we can consider the number of Soul Seeker Expert orbs proc'd. With Exaltation, you have a 50% chance of proc'ing another orb.
Each Soul Seeker Expert (or Soul Seeker) orb when proc'd has a true hits/second at around 6.73 hits/second with a maximum of 7 recreations. With 9.5 real attacks/s, you proc 4.75 orbs.
That's around 32 hits/second from Soul Seeker Expert orbs. 32 + 3.5 + 8.33 = 43.83 hits/second o.o

Each Resonance hit can hit 2.4x cap, so that's 55.492 hits/second, assuming 1 hit = 50m lines. Hmm, I can see why you want to lower the cap of Resonance now.
If you're going to remove the cap increase ability from Affinity, I think you should leave the 3 lines per hit from Supernova. It is not a large contributor to hits/s, and more lines don't proc more SSE.

You underestimated the SSE portion of Trinity when using Trinity though. Taking Reboot into account and KMS standards of Attack Speed (2), Trinity hits 6.38 hits/second, or a third of that in real attacks/second as each hit does 3 lines = ~2.13 attacks/s. Without Exaltation, you have a 35% chance to proc orbs. That's .7455 Soul Seeker expert orbs proc'd * 6.73 = 5.017215 hits/s.
5.017215 / (5.017215 + 6.38) = 0.44, or 44% of total DPM is from SSE.

If you have Exaltation on, you have a 50% chance to proc orbs. That's 1.065 Soul Seeker Expert orbs proc'd * 6.73 = 7.16745 hits/s. 7.16745 / (7.16745 + 6.38) = 52.9% of total DPM is from SSE.

It's not surprising to see why Trinity + SSE is a more commonly used combination, considering SSE still makes up nearly half of total DPM on it. Even in the cPierre video you can see how after the Supernova + Exaltation combination, SSE was doing way more than 1/5 of Trinity DPM as the AB was spamming Trinity.

[quote=cheesemochi]
Why did you talk about math here. That's exactly the reason why I increased cap for Trinity. I want Trinity to have better hits per minute.
(+ If you didn't know, they patched so Resonance now have super stance and HP reduction feature while activated. The cpierre video is before this patch)
[/quote]
Yeah, I knew that.

[quote=cheesemochi]
3. Yes you exactly understood my point, thanks; I am trying to let people to use SSE and get away from SS. But the main skill is Trinity. Don't forget that the Trinity cap is ~466m in this change rather than 210m. So SSE only has 1/10 of Trinity's DPM (less in fact because I reduced the dmg to 280% x 75%). SS itself is not a good skill for DPS for the reason you mentioned, namely i-frame.

It seems you like SS. I then have to say 'sorry' because I don't like SS, and I want Trinity to be AB's main bossing skill. If there are two choices, and one is better, they will choose the better one.
[/quote]
Well, I like SS because it's situationally useful. You would cut pure Soul Seeker DPS by about 10% if you lowered the cap from 70m -> 50m and increased the recreation limit to 10.
The additional hits/s from the 10 recreation limit would help the burst SSE + Resonance + Supernova combo, so I guess I'm not too concerned about it
Exaltation should still give the increased SSE proc rate though, and Crit rate should still go on Final Contract because Resonance gives you 100% super stance.
Supernova having its CD cut to 65s shouldn't bother you, because it's a very small contributor to the combo.

As we get 5 hyper points, I think the ideal combo is Soul Resonance - Persist, Soul Resonance - CD Reduce, Finale Ribbon - Persist, Finale Ribbon - CD Reduce, Trinity - Reinforce, then.

I guess the only change I'd make to what you put is to not remove the increased SSE proc rate of Exaltation then, and set the CD of Supernova back to 65s + 3 lines instead of 1.
You already made it more difficult to cap on SSE with the nerf of SS from 320 to 280, so it shouldn't be that much of a concern.

Reply September 19, 2015 - edited
cheesemochi

@chompromp
1. Just because everyone has it doesn't mean it's not over powered. They are all over powered. and If you are saying 100% status resistance is not a thing, then you've clearly not done end game bosses. Or Magnus, Empress, Cqueen are not end game bosses.

2. Then they are not fully utilizing SSE. SSE portion of DPM when using Trinity is 1/5 of Trinity's. Ofc it helps a lot so there is no reason to actually turn if OFF, but it's not huge. If you haven't seen some of the videos that use Resonance + Supernova, I'd suggest you to do so. It's pretty OP. https://www.youtube.com/watch?v=2VjYnjAnAYg and http://tvpot.daum.net/clip/ClipView.do?clipid=69498735

Why did you talk about math here. That's exactly the reason why I increased cap for Trinity. I want Trinity to have better hits per minute.

(+ If you didn't know, they patched so Resonance now have super stance and HP reduction feature while activated. The cpierre video is before this patch)

3. Yes you exactly understood my point, thanks; I am trying to let people to use SSE and get away from SS. But the main skill is Trinity. Don't forget that the Trinity cap is ~466m in this change rather than 210m. So SSE only has 1/10 of Trinity's DPM (less in fact because I reduced the dmg to 280% x 75%). SS itself is not a good skill for DPS for the reason you mentioned, namely i-frame.

It seems you like SS. I then have to say 'sorry' because I don't like SS, and I want Trinity to be AB's main bossing skill. If there are two choices, and one is better, they will choose the better one.

Note :
SS only : ~1200 HPM
Trinity + SSE : ~1100 HPM at attack speed 2
Resonance + Supernova + SSE : 41 HPS give or take 5 (which is the same as theoretical HPS of Ryude Kaiser)

Reply September 19, 2015 - edited
ChompRomp

[quote=cheesemochi]-snip-[/quote]

I disagree that leaving Affinity at 40% would make us overpowered. There are multiple reasons for this (one of which you've already stated in your reply).
1. 40% is not overpowered. It would make us have one of the higher status resistance classes, but it's not overpowered.
Phantoms have 40% from Bad Luck Ward, and another 5% from a hyper point = 45%.
Mercedes have 25% from Water Shield, and another 10% from a hyper point = 35%.
NW have 30% from a 3rd job passive, and their link on themselves gives them another 10% = 40%.
WA has 10% from a 3rd job skill, 15% from a 4th job skill, and their self link skill gives them another 10% = 35%.
Shade has a 40% passive in 3rd job = 40%.
Arans have 10% + 50% if they can keep up a 100 combo count = 60%.
BaMs have 30% passive + 20% if they keep Blue Aura up for bosses that are affected by Status Resistance = 50%.
Both Demon classes have 60% either from a 60% passive or a 50% + 10% hyper = 60%.
Even Kaiser has 60%, and he's our Nova counterpart lol.
I could keep going, but I got bored

2. Because Resistance potions survive after death, last 2 hrs, and cost about nothing as you can use 1 Resistance potion each week to do all of the endgame bosses once, I don't see why having 100% status resistance before the potion is even viewed as overpowered. You save the cost of 1 Resistance potion per week for being 'blessed' with the opportunity to get 100% Status Resistance from your skills and passives.

3. Many endgame bosses' skills ignore Status Resistance completely when the stat was actually working.

Maybe you don't trigger Soul Seeker Expert with Trinity, but most people who fund their ABs heavily do mainly use Trinity to trigger SSE.
And I think it is meant to be triggered with Trinity, or else you would still spam Soul Seeker on most bosses.
I've done the math - Soul Seeker with a max of 7 recreations at 70m lines has ~1.1b DPS, assuming no i-frame issues or anything like that.
Pure Trinity with 3x70m lines at attack speed 0, which is not achievable in KMS and not consistently possible in GMS is ~538m DPS. SSE provides a maximum of 423m bonus.
The total is still less than optimal Soul Seeker spams. Consistently possible means with Decent SI, Melody Cross, +1 Attack Speed IA, and MPE potion we're still at 1 attack speed. Only something like Crimson Queen buff or any other unreliable source of Attack Speed would get us to 0.

1.1b DPS means it would technically be possible to solo a 20% HP reduced Dorothy (1.2T -> 960B HP) in 15 minutes of nonstop, no i-frame attacking.
But of course, actual DPS on Dorothy is at best, ~only from Trinity because SSE activates Seeker orbs, which are constantly i-framed away.
That's a 50% DPS drop, and 30 minutes of nonstop, no i-frame attacking is unfeasible in Dorothy, especially after her revamp that allows her to keep using meteors throughout the fight.

In KMS, you can only hit Attack Speed 2. Even with your suggestion, you would be doing 400m x 2 + 600m damage per 1.41s, which is less than 1b DPS.
In GMS, you "can" hit Attack Speed 0, which would be 400m x 2 + 600m damage per 1.17s, which is right under 1.2b DPS. Realistically you would be around (1), which is a bit more than 1b DPS.
(The delays go from 1.41 -> 1.32 -> 1.17 for 2, 1, and 0 attack speed). Therefore, GMS should add at least 1 more attack speed to Melody Cross. +1 Attack Speed IA would still be a pain to hit.

SSE is very, very weak, so it should not be a priority to change up your attacks just to trigger more SSE orbs.
Before the Soul Resonance change, using it in Magnus will almost certainly kill you unless you time it so no blue/green orb is falling as Magnus is using his purple beam attack.
Supernova requires a static target, and most endgame bosses are not static at all. Both VB and Vellum will teleport/duck out of the way from it and any additional SSE orbs that are created will evaporate. Pierre will move out of the way, his umbrella will still super KB you even in Resonance until the latest change, and you turn off SSE after the split anyway.
Even after the change, Resonance is definitely not recommended after Pierre splits because it can't target.

Pretty much what I'm trying to say is that you're trying to push people to proc more Soul Seeker Expert orbs, which are really not reliable as nearly half of our max DPS (423/538+423) = 44%.
Meanwhile, you're also nerfing Soul Seeker itself, when it's actually a great skill to use for DPS when it actually works correctly. Keep Soul Seeker as is, keep the Affinity damage cap increase, and the Trinity change you suggested is fine. If you're worried about ABs killing Pierre before split, I think Soul Seeker would be still be optimal for maximum DPS unless your Trinity changes go through.
Soul Resonance doesn't proc enough SSE orbs, and even with a 120m cap, still is slower than capping Seekers. Trinity + Exaltation + SSE would still have less hits/second than Seeker spam too.

Reply September 19, 2015 - edited
cheesemochi

@chompromp

Yes I want hitting hard with a single line. And it's different from Marksman, who has to be careful about distances as well and we have Resonance + Supernova. Also We don't see how this gives you pain in end game bosses. The problem with MM is that it has too low hits per minute rather than it's hitting hard with a single line.

Affinity : You exactly have the reason why I made it 30%: so you cannot have 100% status resistance. That's too OP. (WITHOUT the potion. It's easy with the potion for any job)

@reneton too :
Soul Seeker : My goal is to throw away the 3rd job skill Soul Seeker, but keep the 4th job skill Soul Seeker Expert. These changes are purely for SSE. I want Trinity to be used for bossing.

Trinity : This comes down to the difference in what we want to see from the class. The Angelic Buster you are talking about is not what I want too see and vice versa. I won't go and try to persuade you. I will only talk about the reasons why I decide to make the changes.

So, what's the difference between 10 lines of 50m and 1 line of 500m? What you said about Vellum is not true. 1 line skill will still be "registered". Or did I misunderstand the meaning of "register"?

For the hyper, we already have Reinforce.

For the DPS, again I'm not sure what you mean by "consistantly". With 400m x 2 + 600m cap, we get around 1.2K hits per minute just from Trinity which is more than enough to kill Dorothy in 30 minutes.

Soul Resonance : The point of this skill is to proc more SSE. I didn't want the skill combination to be too OP, so I had to reduce the cap.

Supernova : Same as Resonance. Except I agree that the %dmg and cap balance is broken, and it maybe okay for this to be 100m cap since it only hits 14 times. Someone else also pointed me out this.

Exaltation : Again, I don't want to make Resonance + Supernova too OP. And I agreed about how I made mistakes on those two skill so I will think about making them better. I made 70m dmg cap for a short period of time so you can only use them during the combination.

Final Contract : Same as above

Others
- Again, trying to balance things out, not making AB an OP class.
The important point you are missing is that Soul Seeker Expert is not a skill that you use with Trinity. It's the skill amde for Soul Resonance (+ Supernova).

I talked about it above, but before you write reply to this reply, please be aware that what I think is an ideal Angelic Buster is different from what you think is.

@reneton :
About Melody Cross giving you 2 attack speed, I thought about it too, but then you will only need 1 more speed boost to reach attack speed 2. I wrote this for KMS, and 2 is the fastest you can have, so I left it out. For keeping skills single line is just a matter of preference. I just don't think AB is a class that hits multiple lines. I have no logical reason for it, so I won't go debate about this.

Reply September 19, 2015 - edited
ChompRomp

[quote=laurico]Seems good, though IMO it would be better if Soul Seeker is turned into a completely FA skill or a non-spammable "burst" (DA) which supports Trinity.

I think that with 100% recharge, having both Soul Seeker and Trinity as main attacks is kind of useless, especially as currently this two skills have pretty much zero synergy. Id rather have just either Soul Seeker or Trinity as the main bossing skill and the other one getting reworked/replaced.[/quote]
They can't be used together, but I wouldn't say that they have zero synergy.
Soul Seeker Expert (SSE) is an attempt to create some sort of obvious synergy between the two, because without it, Soul Seeker spam on an ideal target is substantially better than pure Trinity.
Even with SSE, over half of the potential DPS of AB comes from the FA-style (but not FA, because FA has no problems with iframes) and very weak SSE, which is fairly restrictive.

The best way I can put it is the choice of Soul Seeker vs Trinity is situational. A black and white case would be when Magnus jumps into the air for either his sword plunge or his purple beams.
In most cases Soul Seeker is used if you prefer mobility, as Trinity essentially locks you in place anywhere besides Pierre. Soul Seeker is also used if the boss is more ideal and doesn't teleport or have iframes every few seconds, or is otherwise unable to be hit. Trinity is used for its lengthy range and its ability to lock-on and target one enemy provided you keep attacking, like most skills.
It also has a %Damage and %PDR stack that Soul Seeker does not have. Pretty Exaltation improves Trinity by allowing to trigger more SSE orbs.

The choice of picking either Soul Seeker or Trinity to use in a situation creates synergy between the two attacks, as there's quite a bit of overlap in the above.

Reply September 19, 2015 - edited
laurico

Seems good, though IMO it would be better if Soul Seeker is turned into a completely FA skill or a non-spammable "burst" (DA) which supports Trinity.

I think that with 100% recharge, having both Soul Seeker and Trinity as main attacks is kind of useless, especially as currently this two skills have pretty much zero synergy. Id rather have just either Soul Seeker or Trinity as the main bossing skill and the other one getting reworked/replaced.

Reply September 18, 2015 - edited
Reneton

I think it'd be nice if Melody Cross gave 2 levels of attack speed instead of one
And I think 4 line Trinity (500% per hit) would be pretty good, too
That or keep it at the 3 lines we're going to be getting, but raise the damage cap to 100m? ^^;;

Reply September 18, 2015 - edited
ChompRomp

Not a fan of most of these changes. Basically you just want to make AB back to a slow, high damage cap class.
We already have a class like that - MM, and we've all seen how much of a pain endgame bossing with them is.

Affinity
- Status Resistance decrease to 30%
Why? Assuming I get all 5 CK links (25%), DS card (3%), Willpower (20%), Affinity (40%), I will still need to nearly max out the Status Resist Hyper stat (12%) to get 100%.
Status resistance is also broken right now, as it doesn't even proc correctly on many bosses. Basically you'd make it impossible for us to hit 100% without our hyper.
A lot of classes have no issues hitting 100% without going through all that trouble.

Soul Seeker
- 280% with 50m cap
Why would you nerf the damage from 320->280 if you're also removing all the Seeker hypers. Also, no to the cap being at 50m.
- Recreation limit at 10
I'd much rather KMS come up with a solution to iframes and Soul Seeker type skills, but I guess this could work as a band-aid solution.
- Soul Seeker Expert turned ON by default
Well, this is actually a good change, but me and nearly everyone else suggested this before too.

Trinity
- 1 line per hit
Just no. We're already super clunky in that we can't cancel our attack animations until our skill finishes, unlike nearly every class with a Backstep or the ability to instantly cancel their attack/move around while using their hurricane-like skill. Soul Seeker is much more mobile than Trinity in that regard.

Also, multi-line classes do a lot better at Vellum because they can attack right before Vellum dives underground and all of the hits will register, while a class with just 1 line will miss that hit.

- Hyper Split Attack -> Boss Killer with 10% Boss Damage
I'd much rather them give us something small like a 10% final damage buff like they did to BaMs.

Also, 400m x 2 + 600m would give us around 1.2b DPS at attack speed (0) with pure Trinity, which as far as I know, is still impossible for us to hit consistently.

Soul Resonance
- Damage 50m cap
Damage cap is set way too low. A lot of ABs can cap 120m on this skill without a problem on regular bosses, and capping 120m on physical resistant + high PDR isn't that much harder.
- Bring back the hypers (Persist/Cooldown Reduce/Reinforce)
I guess you could bring them back to give other ABs a choice. 50m cap means it's pretty pointless to use when you have 1 hit of Trinity at 400 or 600m cap.
It being at 120m before and having the -%HP damage effect would at least give some utility for people to use it more at bosses when Trinity/Soul Seeker caps at 70m.

Supernova
- 1 line per hit
- 1800% with 50m cap
Same as above with Resonance. 1800% with a 50m cap is ridiculously easy to hit.
- Set up right above the character (rather than the center of the screen)
This could be useful. I do find it annoying to predict where it will be placed on the map, though it being at the center of screen is pretty useful sometimes.
- Cooldown 90 seconds
Why would you raise the CD from 60 to 90 seconds after it was just lowered to 60 seconds with more 2 more lines?

Finale Ribbon
- Damage increase by 30% (Party members 15%)
If this is a %Total Damage increase, it's a nerf as it's currently 40% (you can test this by using Finale Ribbon on a boss and testing damage).
- Damage cap increase by 10m (Party members 5m)
Should just give us back the 70m damage cap from before to be honest.
- Debuff lasts 20 seconds
- Hyper Overwhelmed -> Persist with debuff duration + 10 seconds
So you pretty much just moved the original 30 second debuff onto a hyper point that we would need to use >.<

Soul Exaltation
- Remove Soul Seeker Expert proc chance increase
It's really useful. I'm not sure why you want to remove it.
- Crit chance +30%
Giving more reasons to use Soul Exaltation is not the right way to go. They need to revise Final Contract so that it's more useful (currently the Status Resistance effect is bugged for most bosses, the Stance effect will be much less useful when we can have 90% Stance after Reboot, and 100% Elemental Resistance is useless at %HP bosses).
- Increase damage cap by 10m
Should just give us back the 70m damage cap from before to be honest instead of moving it onto skills that aren't on 24/7.

Final Contract
- Remove crit chance
See above with Soul Exaltation
- Super stance
Never going to happen. Most classes that can avoid super KB moves use another move that doesn't directly give them stance, like Rush or something.
- Cooldown 90 seconds
Okay, this is a buff from what it is right now.

Term and Conditions
- Reduce the delay by a bit
Yeah, it takes quite a bit of time to use.

Others
- Melody Cross remove HP increase
This is useful at %HP bosses.
- Pink Pummel reduce delay by a bit
They should increase the utility of the skill a bit more. They added the ability to use it without a mob being present, which is a start.
Lowering the delay just seems like a lazy way out.

Reply September 18, 2015 - edited
cheesemochi

[quote=reneton]I agree with most of the suggestions you've made except for:

Soul Resonance
- Damage 50m cap

I don't see any reason for the damage cap on Soul Resonance to be reduced. With the current cap of 120m, it can sometimes be useful, especially in conjunction with Pretty Exaltation. If the cap were to be lowered this much, I don't think it'd be a viable skill to use anymore ._. Thus, logically, I also disagree with this suggestion:

Soul Exaltation
- Remove Soul Seeker Expert proc chance increase

I feel like the Soul Seeker Expert proc chance is too low already. The 30 seconds of increased proc rate that this buff gives is very handy ^^
Removing the 30% crit chance from Final Contract and moving it over to Pretty Exaltation seems kinda useless, too. There'd basically be no point to use Final Contract anymore.[/quote]

The intentiom here is not to proc SSE with Trinity but with Resonance and Supernova, but not making it too OP. If you use those two with 50% proc, you can even skip the split at cpierre in theory (and definitely can with a shade).
I think you are right about Final Contract. What I tried here was to make exaltation an offensive skill and final contract a defensive skill, but I forgot that defensive skills in ms are not really valued.

Reply September 18, 2015 - edited
Reneton

I agree with some of the suggestions you've made except for:

Soul Resonance
- Damage 50m cap

I don't see any reason for the damage cap on Soul Resonance to be reduced. With the current cap of 120m, it can sometimes be useful, especially in conjunction with Pretty Exaltation. If the cap were to be lowered this much, I don't think it'd be a viable skill to use anymore ._. Thus, logically, I also disagree with this suggestion:

Soul Exaltation
- Remove Soul Seeker Expert proc chance increase

I feel like the Soul Seeker Expert proc chance is too low already. The 30 seconds of increased proc rate that this buff gives is very handy ^^
Removing the 30% crit chance from Final Contract and moving it over to Pretty Exaltation seems kinda useless, too. There'd basically be no point to use Final Contract anymore.

I'd prefer if Soul Seeker's damage cap and % were left unchanged. 280% is too low, considering you'd also like to remove the passive hypers for it as well.
Ultimately, I do agree that Trinity needs a buff of some sort (increased # of hits or damage cap), but I don't feel like Soul Seeker needs to suffer in the process. They're different skills used in different situations, and as it is, Soul Seeker, even with the maximum amount of orbs stacked, is pretty weak.

Reply September 18, 2015 - edited
carlyxox

People play Angelic Busters?

Reply September 18, 2015 - edited