DemoDango

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DemoDango #Hayato Talk

General Hayato

Full translation of Hayato changes [b]EDIT: Shoulda added Hyper notes and mentioned that no skills have been outright removed and all hypers remain intact. Hitokiri Strike remains exactly as it always did. Mastery also remains at 60%.[/b] [b]EDIT2: Mastery actually has been increased to parity with other classes, 95% total via the beginner skill that grants mastery.[/b] Hypers are also unchanged, though there is now a trio for the new 4th job skill (modifying damage by 20%, hits by 1, and enemies hit by 2). This information was taken from [url=http://uni-wz.com/blog-entry-2608.html]Silver Bullet's blog.[/url] All delay numbers are in milliseconds. "x" is skill level. Master level damage values are shown. Beginner skills Battoujuts

General Hayato

Interesting Inner Ability (bug?) Getting to the point: the Inner Ability that adds 1 mob to multi target attacks also adds 1 mob to Shinsoku (I've tested it myself, it really does), allowing you to essentially 2v1 with it. This is super awesome to me, considering how useful that is at Gollux and on bosses like Horntail. My question: would this actually be more useful than the +1 attack speed Inner Ability since Shinsoku is typically our go-to bossing skill? The difference between it and Rai spam isn't very big, and two of the three SI/DSI/Green pot options would let us hit the hard speed cap for that purpose anyway.

General Hayato

For crying out loud Nexon Okay, so I just looked at Eunwol's stats on Orange Mushroom Blog. His bossing skill is (apparently) the one that hits 380% 8 times on 3 enemies. I'm posting this in the Hayato section because ARE YOU KIDDING ME NEXON? Let's take a look. Eunwol's skill has delay roughly equivalent to that of Shinsoku. However, it does more than twice the damage and DOES benefit from a final attack-type skill--and the class has more innate damage multipliers, a higher WEAPON multiplier, and so forth. I don't need to say that the power creep in this game is appalling as it is, but this disparity is only highlighting the company's complete disregard for balance before releasing something. That and the fact that JMS's design team has cl

General Hayato

Reading Japanese did this to me In [url=http://uni-wz.com/blog-entry-2364.html]his post about the first part of the SEED patch in Japan[/url], Silver Bullet doesn't mention Hayato at all (though it does mention an item which allows the user to switch sexes, which is unusable by sex-locked characters (Hayato, AB, Kanna, Zero, etc). However, commenters mention Hayato getting ready for a considerable buff (maybe). I'm not sure where the hype came from, but suddenly I find myself hopeful. Will it make me a regular player of the game again? Probably not, but at least I won't hate my thematically-favorite character anymore if it happens. And so we come back to this topic: what is the #1 change you want to see made to Hayato (aside from bugfixes/p

General Hayato

Optimal potentials? Ohaithargaiz I just rolled 16% max crit damage on my gloves (SE nebulite) and it got me wondering--with 106% max crit damage and 51% minimum (thanks to the Hayato card and passive skill), would it actually be worth it to try rolling bonus potentials to increase my minimum crit damage? I'm just getting as much Boss/PDR/ATT/STR as I can everywhere else since my crit rate is 100% and I need as much of the bossing stats as possible. Are there other ways to increase my minimum crit as well? I haven't seen any literature on the topic, so to speak.

General Hayato

So I wrote a feedback ticket Below is a large feedback ticket to Nexon with regard to their half-ass job on the Sengoku classes (Hayato in particular). Did I forget anything? I'd like to hear fellow Hayatos' thoughts. [b]Title: Large number of fundamental problems with Hayato[/b] Kanna has a significant number of problems as well, but I'll stick to talking mostly about Hayato for now. Hayato is a unique class with an extremely fun play style, and it is greatly disappointing to see that both design teams for Nexon Japan and Nexon America have failed to make the Sengoku classes properly functional. Kanna has a number of crippling problems making even the most well-equipped Kannas deal paltry damage and die extremely easily. Similarly, Hayato'

General Hayato

New bug with dodging Before the most recent maintenance, I would dodge using the beginner-level skill that gives no buff somewhere around 20% of the time as designed; this is a long invince window much like the old MISS invincibility frames before BB. While I don't really mind it TOO much, I [i]am[/i] rather irked that it prevents the player from gaining one of the buffs that come from actual dodging with the GUARD word popping up (Willow Dodge and Jinsoku). I'm also irked that activating Jinsoku prevents activation of Willow Dodge (which also fails to note in the description that it gives 25% increased dodge chance). They really need to figure out what they wanted to do with Hayato's dodge mechanic. I do like it, and not just because it gi

General Hayato

What needs to happen to us I made a list of things that need to be fixed for Kanna before. It is long. Hayatos aren't bug-ridden and don't have a bunch of differently-behaving skills to work around, so this one won't be as long in the list part. It'll certainly be long-winded in the bit preceding that though. Hope you guys like reading. See, JMS did a good job of releasing these classes according to hype--they're cool and fun to play. In fact, Hayato in particular has some pretty solid prospects--we don't really get hit often, we have decent defense and deal more damage when we have more of it, and have stellar mobbing abilities on top of passable 1v1 damage--to say nothing of our high mobility despite a lack of FJ. The problem is that they

General Hayato

Translating Hayato changes I posted a quick thread a couple of hours ago before I realized that I was missing the collapsed portion of Silver Bullet's [url=http://uni-wz.com/blog-entry-2364.html]post[/url], so I've gone back and read/translated it. I'm going to make a similar thread for kanna's changes. All-in-all, actually quite disappointing. Given the amount of detail, I'm going to simplify what he said in part because I can't highlight -> copy-paste things from his site. Talk about possessive website design. FIRST JOB Sanrenzan: damage reduced at all levels by 10%. MP cost reduced by 2 at all levels. That one movement-ish skill with iframes: Damage reduced at all levels by 25%. SECOND JOB Sanrenzan: damage increased by 10% at all lev