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Aran

How weak Arans became after KMS 1.2.248 patch

Sorry for beating a dead horse, but amongst the continued streams of discontent posts at Insoya.com (Korea's Southperry equivalent) about how weak Arans became, finally someone posted screenshots of a funded Aran's stats and his corresponding damage output.
Take a look: http://www.insoya.com/bbs/zboard.php?id=talkmaple_job&category=131&divpage=83&no=409324

I tested on my Aran and found out you need about ~17K STR with ~600 w.att and 80% max critical damage increase to hit consistent max damage with Final Blow on normal mobs as of right now.
The Aran in the image has 24K STR (and assuming with similar or better gears than mine since it's obvious he has endgame gear), but ALSO 111% MAX CRITICAL DAMAGE INCREASE, yet his Final Blow damage was nowhere near max damage (let alone consistent).

Disregarding hits per second, you'll be hitting 40~50% of your current damage in terms of pure damage numbers when this patch arrives.

No wonder KMS Aran users are still complaining.
L>KMS to bring back the KMST 1.2.023 version of the Aran overhaul

November 20, 2015

23 Comments • Newest first

Bioniclema93

Guess we'll just have to enjoy our buff while it lasts >_>

Reply December 19, 2015
Fumumu

@ackarred: I have, but losing that 1 line on FB still hurts especially since we do half our damage now. So before the patch hits you need to make up for the massive losses in order to be hitting the same damage in dojo.

Well it's hard to say now. The class will def play differently. Maybe once I'm used to it I'll be able to compensate and time things in dojo to maximize dps. We'll see.

Reply December 19, 2015
AckarRed

Have you took into account the latest changes?

Reply December 19, 2015
Fumumu

This is still pissing me off. I think one of the things that annoys me the most is the fact that we actually lost 1 line on FB. So now it's 5 lines then 6 with BB. They took 1 away in the test server. Should have left BB at 7.

Dps potential has hit rock bottem without adren mode. In dojo this is going to be the most evident, especially with the new dojo revamp. Right now we do ok I guess compared to the ridiculously overpowered classes (which mind you Nexon doesn't nerf despite having way higher % and way more lines). Once this revamp hits I think it will lower our dojo times by 1-2 mins at least. Maybe even more. It's just too brutal. I don't know what they were thinking. Why nerf a class that was never overpowered to begin with?! Sigh

I really hope they at least give us 2 extra lines or something for the loss in damage.

Reply December 19, 2015 - edited
KaiserChiefs

Bro, who cares! seriously! if anything, we just get cooler. gaming FOR LIFE!

Reply November 26, 2015 - edited
ImaClubYou

@trumpet205: Lmao, OP AF. probably hitting cap dmg with 1m range doing that.

Reply November 24, 2015 - edited
trumpet205

@hyperfire7: Well on the bright side, I can see people stacking AB's link skill (30/45/60% boost for 10 seconds) on top of Adrenaline Boost.

Reply November 23, 2015 - edited
GarrettsHot

wow good thing damage doesnt matter

Reply November 21, 2015 - edited
Rokani

FBBB while not in adrenaline mode is not the best DPS, that 35% Final damage boost is huge. Also the damage buff from Smash Swing last for 4 seconds, enough time to use FBBB x2 after it. I'll actually believe these damage test when people learn to use the class better, until then I'll just wait to test for myself.

Reply November 21, 2015 - edited
RoyalOnee

Would u consider Hayato > Aran after revamp :o

Reply November 21, 2015 - edited
McEgg

@ackarred: The final attack triggers when you combo from Smash Swing's Final Blow effect into Beyonder, so it helps make up for the loss of lines when you take that option. In any case, you're getting a 15% damage buff along with a 20% damage hyper effect when using Smash Swing, so it's worth using every now and then.
Even though the second and third hits of SS are effectively FB lines, only the third hit triggers the energy wave during Adrenaline, so you're still sticking to FB>BB while that's up.

Reply November 21, 2015 - edited
AckarRed

Is Smash Swing's Final Attack effect actually relevant?

Reply November 21, 2015 - edited
hyperfire7

@imaclubyou: It now does 595% x 3. This makes no sense because:
1) Rolling Spin is a 2nd job skill, yet the 3rd job Final Blow skill is weaker than it in both raw damage and DPS.
2) Rolling Spin is an optional skill to our combat patterns, but Final Blow is a necessity as it's a prerequisite for activating Beyond Blade.

@silverfoxr: This wasn't a balance, this was a baseless nerf to our class.
In addition to @trumpet205 pointing out that the stat bonuses we receive from combo counts stop after 10 increments (100 combos currently, and a whopping 500 after this patch) and about how we lose 120 w.att and 25% damage, we also lost significant damage percentages on our main attack skills as well. Yet Nexon thought it would be offset by the +500% damage and +2 line attack boost from Adrenaline Boost.
But here's the problem with that:
1) It's only 15 seconds even with the Hyper Skill enhancement.
2) They changed the combo system where your combo count goes up only by the number of damage lines of your attacks, before it was the number of damage lines * number of mobs hit. (i.e. Final Blow hits 6 times with Hyper Skill, and using it on 5 mobs would net you 30 combos with the current system, but only 6 with this upcoming patch).
3) We're the only class where most of our DPM relies on a short power boost state that is so intermittent, yet we're still susceptible to all kinds of status ailments during that state.
4) http://www.insoya.com/bbs/zboard.php?id=ucc&divpage=9&no=59187
Near the end of the video, the Aran tests out his DPM on a dummy with infinite HP. He said his DPM was literally cut in half. Such a nerf was only done to extremely overpowered classes at a given time (i.e. Mechanics in 2010, Demon Slayers in 2011, Angelic Busters in 2013), yet Aran wasn't even overpowered to begin with. We were just average.

It would've been much better to keep the damage percentages and w.att gains from our skills at the KMST 1.2.023 state, and rather nerf the damage bonus from Adrenaline Boost from +500% to say +150% or +100% (like Kaiser's Final Transfiguration state).

Reply November 20, 2015 - edited
ImaClubYou

@trumpet205: Apparently it does almost 600% dmg 4 times now, though.. unless they changed that too.

Reply November 20, 2015 - edited
trumpet205

@royalonee: If we look past damage output, some of the changes are good.

* Combo count no longer resets when we die
* Final Toss now acts like a jump
* Final Charge can be used even without enemies in front of you
* Skills like Gathering Catcher and Storm of Fear that pull enemies toward us
* Much less active buffs

The one thing I wish Nexon had done is replace Rolling Spin with something better, because it is a useless skill.

Reply November 20, 2015 - edited
RoyalOnee

@trumpet205: I suppose, still a damn good skill though 500% increase + 2 lines . Although, RIP Arans

Reply November 20, 2015 - edited
trumpet205

@royalonee: For stationary bosses, absolutely. For bosses like Magnus or Chaso Vellum where you will be moving around a lot, it takes much longer time to build up combo.

Reply November 20, 2015 - edited
RoyalOnee

@trumpet205: I'm sure it wont be that hard to get back to 1k combo so more extra dmg! but it's unfortunate the main skills would be FB + BB x3 since Smash Swing looks dope and very mobile. BB Dmg% seems low though.

Reply November 20, 2015 - edited
trumpet205

@silverfoxr: As of right now Aran stops getting buff from combo once the combo count exceeded 100. Meaning getting your combo count to 900 isn't going to further increase your range.

@royalonee: Aero Swing only works for Smash Swing, and Aran isn't like NL/NW where jump attack is needed.

Also after this revamp our main attack pattern will still be FB + BB x3. We are not going to use Smash Swing nor combo command of FB because FB + BB x3 will still be faster. Smash Swing 15% damage boost that comes after ain't going to offset the fact that Smash Swing only hits 2 lines.

Adrenaline Boost only comes on for 15 seconds before it goes off. Assuming the mechanism is still the same, that means combo count will fall back to 500 and you will need to bring it back to 1,000 to trigger another Adrenaline Boost.

We lost 120 W.ATK compare to what we have right now, and that bites.

Reply November 20, 2015 - edited
RoyalOnee

Arans i believe were average, then they introduced the first revamp in KMST or KMS which brought them to the top (one of the strongest warrior class) then they "balanced" it i guess. But idk, i've been reading up on their skills and they seem to still have high skill%, such as Smash Swing & FB; 150%/285% + 60$ (Final Blow & Swing Move) + 250% (Swing Research II) + 100% (Aero Swing in the air) + 500% (Adrenaline Boost) = 1200% (Smash Swing) & 1095% (Final Blow w/ Swift Move) Including 2 more lines each too. I don't know about Beyond Blade but that seems strong af to me or am i wrong?

Please, if i am wrong kindly give me a feed back because i am not 100% positive and would also like to know the truth about Arans

Reply November 20, 2015 - edited
ImaClubYou

@silverfoxr: Except even before the nerf we still aren't strong. Aran was never powerful to begin with.

Also, there was always a cap on their combos what are you talking about?

Reply November 20, 2015 - edited
SilverFoxR

Aran could become extremely powerful over time if they could keep their combos going. Seeing is how the patch before the Aran/Evan revamp was designed to properly balance all the classes, there's no way that they're going to let Aran get away with remaining so powerful. That's why there's a cap on their combos now, for example.

Reply November 20, 2015 - edited