New Paladin changes from KMST
So I'm not gonna type it all out because honestly some of the stuff on it doesn't make sense to me. Here's a link instead http://shakar96.wordpress.com/2011/11/10/kmst-v-1-2-408-revamps/
After viewing that I see paladins got an amazing amount of damage increase. Although HH dmg % increased I'm not really sure why since it seems to be fixed damage at 1mil dmg. Fire charge sounds amazing. What do you guys think about this change? Are you happy, not satisfied or were you hoping for more changes? I think it's a good step forward although I would like interchangeable charges and divine shields attack buff to be passive 100% of the time like AFA. Still a very good change to paladins increasing their defensive capabilities even more.
34 Comments • Newest first
[quote=Seanns]The DoT only applies to charged blow, which is 810 ms post-ascension.
Fire / Lightning
130% (fire) + 12.5% (lightning) = 142.5%
740% (ACB + CO) * 142.5% * (810ms / 1000ms) = 854.145%/s
854.145% * 6 + 600% (DoT after 6 seconds) = [b]5724.87%[/b]
Holy / Lightning
152 (New holy + CO) + 12.5% = 164.5%
740% * 164.5% * 0.81 = 986.013%/s
986.013% * 6 = [b]5916.078%[/b]
So basically, holy charge does more damage with charged blow even in the long run, mostly due to ACB's high base damage. Obviously, holy charge will be better for blast too, which doesn't get the DoT bonus from fire charge.[/quote]
Fire, Ice and lighting % increased to 140% with the same patch when holy charge increased to 150%. With that in mind fire charge with DoT damage will win out over holy.
Also it should be divided by 0.81 instead of multiple to calculate per second damage, as its 810ms which is less than 1 second (1000ms). But that got nothing to do with the subject at hand.
Wow I'm laughing so hard. Dark impale range INCREASED? Oh yeah paladins are cool with new buffs too
340% FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF
omagawd
*Envys GMS*
Did the Max Defence cap get raised?
[quote=ShMaiz3R]You guys need to look at the whole Warrior class revamp as a whole, not just Paladins. For example:
- The damage increase Paladins have received is indeed great, but compared to Heroes it's lower, meaning Paladins will still be behind Heroes damage wise so nothing has changed with that update. [/quote]
heroes PWN us noobzors dk's and pally's
[quote=ShMaiz3R]- The new abilities added for charges had to be added sooner or later, let's just hope they will work on bosses, otherwise they will be close to being useless due to LHC mobs being labeled as bosses.[/quote]
not on KMS i believe, but any decently funded person there will 2hko everything anyways, over here, yea useless
[quote=ShMaiz3R]- The 10% chance to guard added into Shield Mastery is alright, but let's just say 10% is kind of low for the best defensive class in-game, and why did it have to be added into Shield Mastery specifically ? Enlarging the gap between 1H Paladins and 2H Paladins defense wise was so uncalled for, 1H Paladins are already incomparable to 2H ones in defense field, so either buff up 2H path with special effects/skills or remove it at once.[/quote]
the best defensive class in the game doesn't need MORE defense f3 10% is more than enough, in the whole meaning of the phrase, stop being greedy f3
[quote=ShMaiz3R]- Increasing Divine Shield's duration is completely useless, it will still disappear after 6 hits and the cooldown time will still be the same, and whenever it runs out you can always tank a few hits and get it back at about 1/4 rate, what Paladins truly need is changing the attack bonus to be passive, and maybe increasing the number of miss's or lowering the duration of cooldown time.[/quote]
yes
[quote=ShMaiz3R]- Buffing Holy Charge was a good idea, ever since BB patch and it has been very close to Fire Charge to the point nobody would bother getting Holy until later levels which seems wrong for a Holy-based class like Paladins, the strongest charge was meant to be the strongest, not semi-close to the rest of charges.[/quote]
doesn't matter really, you'd use fire charge to 200 under normal circumstances (bearwolves)
[quote=ShMaiz3R]- Stance's buff and Soul Rush skill were added to all Warriors, these changes are nice but it would have been better if the defensive Paladins have 100% stance while the rest of Warriors have something close to that like 95%, Guardian+DS combined with the new Stance will do the trick I hope.[/quote]
value is without combat orders, it's gonna be just as you say with it anyways.
[quote=ShMaiz3R]- Finally, there 's absolutely no point in changing Heaven's Hammer multiplier unless it has been proven that HH uses that multiplier instead of the usual constant 999,999-1 value, hopefully HH will be able to work with the new abilities of charges anyway.[/quote]
i know right xD
[quote=ShMaiz3R]Overall, the update is kind of normal, it's basically buffing up almost all attacking skills to make it easier to reach damage cap, meaning Nexon is getting ready to increase the damage cap especially after the new legendary potential rank and such update.[/quote]
and then your plans will be frustrated.
We get soul rush! About bloody time if you ask me.
@shairn: it defeats the purpose of their charges if none of the enemies are weak towards it,since that is the main leveling spot 110-200.
[quote=GodSyde]Not too impressed,we'll still be very far behind hero's.
PS: i'd really love to see LHC monsters be weak to an element again,just sayin.[/quote]
I think pallies are just fine at LHC. Even my weak, unfunded pally outdamages a lot of other players. If they were weak to any element, it'd only make it unbalanced.
Not that I would mind though
@VinnSword:
Yeahhhh
@VinnSword:
It's depressing at times seeing other classes outdps you at lhc without hardly trying,but then you get hit for 1's and laugh at em,so its all good in the end I guess
Not too impressed,we'll still be very far behind hero's.
PS: i'd really love to see LHC monsters be weak to an element again,just sayin.
Hey you guys have u even checked orangemushroom's blog? Look at holy charge. 60% chance of seal wtf lol
And the "60" value is 60% chance of the effect happening
http://orangemushroom.wordpress.com/2011/11/10/kmst-ver-1-2-408-adventurer-and-cygnus-reorganization/#entry
Edit: ninja'd D:
@hsalf: I'm going to assume both effects would apply, but we'll have to see. Stun + DoT would be pretty epic.
You guys need to look at the whole Warrior class revamp as a whole, not just Paladins. For example:
- The damage increase Paladins have received is indeed great, but compared to Heroes it's lower, meaning Paladins will still be behind Heroes damage wise so nothing has changed with that update.
- The new abilities added for charges had to be added sooner or later, let's just hope they will work on bosses, otherwise they will be close to being useless due to LHC mobs being labeled as bosses.
- The 10% chance to guard added into Shield Mastery is alright, but let's just say 10% is kind of low for the best defensive class in-game, and why did it have to be added into Shield Mastery specifically ? Enlarging the gap between 1H Paladins and 2H Paladins defense wise was so uncalled for, 1H Paladins are already incomparable to 2H ones in defense field, so either buff up 2H path with special effects/skills or remove it at once.
- Increasing Divine Shield's duration is completely useless, it will still disappear after 6 hits and the cooldown time will still be the same, and whenever it runs out you can always tank a few hits and get it back at about 1/4 rate, what Paladins truly need is changing the attack bonus to be passive, and maybe increasing the number of miss's or lowering the duration of cooldown time.
- Buffing Holy Charge was a good idea, ever since BB patch and it has been very close to Fire Charge to the point nobody would bother getting Holy until later levels which seems wrong for a Holy-based class like Paladins, the strongest charge was meant to be the strongest, not semi-close to the rest of charges.
- Stance's buff and Soul Rush skill were added to all Warriors, these changes are nice but it would have been better if the defensive Paladins have 100% stance while the rest of Warriors have something close to that like 95%, Guardian+DS combined with the new Stance will do the trick I hope.
- Finally, there 's absolutely no point in changing Heaven's Hammer multiplier unless it has been proven that HH uses that multiplier instead of the usual constant 999,999-1 value, hopefully HH will be able to work with the new abilities of charges anyway.
Overall, the update is kind of normal, it's basically buffing up almost all attacking skills to make it easier to reach damage cap, meaning Nexon is getting ready to increase the damage cap especially after the new legendary potential rank and such update.
[quote=sumyounguy]Fire Charge: New Features! Deals 100% damage over time every 1 second for 6 seconds at max level. Also, a new probability variable was added (value is 60 at max level). Nothing specifies what it means.
I wonder what this probability value is.[/quote]
That new feature is added to charge blow. It now will have an additional effect depending on the charge used:
- Fire: 100% DOT dmg/sec for 6 seconds (probably with a 60% chance)
- Ice: 60% chance to freeze
- Lightning: 60% to stun for 2 seconds
- Holy: 60% to seal for 12 seconds (if you have played a mage before, this means no pesky magic attacks from mobs. Probably won't work on bosses though)
@shairn: So dual-charging stuns without applying the other effect? Or does it apply the other effect without stunning, or both?
Although it seems logical that both should apply, I'm not trusting Nexon.
[quote=Seanns]The DoT only applies to charged blow, which is 810 ms post-ascension.
Fire / Lightning
130% (fire) + 12.5% (lightning) = 142.5%
740% (ACB + CO) * 142.5% * (810ms / 1000ms) = 854.145%/s
854.145% * 6 + 600% (DoT after 6 seconds) = [b]5724.87%[/b]
Holy / Lightning
152 (New holy + CO) + 12.5% = 164.5%
740% * 164.5% * 0.81 = 986.013%/s
986.013% * 6 = [b]5916.078%[/b]
So basically, holy charge does more damage with charged blow even in the long run, mostly due to ACB's high base damage. Obviously, holy charge will be better for blast too, which doesn't get the DoT bonus from fire charge.[/quote]
Thank you kind sir.
[quote=shairn]Well, if you could let's say hit twice per second.
in 6 seconds, fire charge would do 6*100% + 12*130% extra damage or 2160%.
Holy would do 12*150 or 1800.
I'm not sure this is 100% correct but according to this pretty basic math fire charge wins out on neutral mobs over holy.[/quote]
I don't follow. Explain your thinking
[quote=splatbl00d]um... so... would fire charge be better with the dot(100% per sec)? or holy charge be better with the 150% (obviously on neutrals)
Thanks[/quote]
Well, if you could let's say hit twice per second.
in 6 seconds, fire charge would do 6*100% + 12*130% extra damage or 2160%.
Holy would do 12*150 or 1800.
I'm not sure this is 100% correct but according to this pretty basic math fire charge wins out on neutral mobs over holy.
I would think holy charge is better on ele neut monsters only because it would have a gaping dmg % difference against fire charge.
[quote=FressX2]you should remember too that recoil shot has a CD too, just saying, still i like some mobility on the warriors.[/quote]
Recoil can be used with wings and keeps the speed of recoil shot.
[quote=hsalf]So...Charged Blow no longer just stuns, we have to use Lightning?
What happens when we dual charge then?[/quote]
It stuns I guess.
Where's the issue?
you should remember too that recoil shot has a CD too, just saying, still i like some mobility on the warriors.
[quote=ThomasPaine]Ok, aside for the god mode that Holy Charge and blast gives, soul rush? by the time nexon is done every class will have its own version of flash jump.[/quote]
You should remember that soul rush has a CD on each cast. While it's still useful it's not as great as FJ or bowmans version of FJ.
Yay Soul rush! EAT IT DAWN WARRIORS!
So...Charged Blow no longer just stuns, we have to use Lightning?
What happens when we dual charge then?
[quote=shairn]Soul rush?
150% holy charge?
340% blast?
I'mma need a new pair of pants.[/quote]
Don't forget shield mastery has a 10% guard effect
Soul rush?
150% holy charge?
340% blast?
I'mma need a new pair of pants.
Fire Charge: New Features! Deals 100% damage over time every 1 second for 6 seconds at max level. Also, a new probability variable was added (value is 60 at max level). Nothing specifies what it means.
I wonder what this probability value is.
Hothothothothothothothothothothothothothothothothothothothothothothothothothothothothothothothothothothothothothothothothothothothothothot
[url=http://gifninja.com/animatedgifs/238285/fan-girl-scream.gif]My reaction.[/url]
I'd sacrifice HH just because I don't like HH. For most people it would be sacrificing stance for holy charge. Definitely a good boost on holy charge.
Divine Charge is finally going to be worth getting before 17x, from the looks of it. Perhaps between HH and Stance?
You certainly do.