DemoDango

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DemoDango #Kanna Talk

General Kanna

Reiterating our problems I put together a checklist of the things that need to be fixed about Kanna; figured I might as well post it here for posterity or whatever. MASSIVE EDIT: The Tynerium patch fixed many of our bugs. The ones I've confirmed to be fixed have been struck from the list. Bugs: -Bellflower Barrier doesn't work [b]Acknowleged by Nexon[/b] -Certain potentials do not work when active on Haku, including critical rate modifiers. Unsure whether this is intended or not, given that they all DO work on Kataras. -Nebulites also do not work on Haku [b]Acknowledged by Nexon[/b] -Haku's priority for buffing when his transform buff is cast is seemingly random. -Graphically, hit registers for Soul Shear's active effect are bugged. Specifi

General Kanna

Kanna/Hayato hypers in JMS--names So the link from uni-wz we saw before had Japanese names for the hyper skills in TMS, except those weren't the official names. I'll post the names for both the Kanna and Hayato hyper skills: [b]By the way, BasilMarket is le dumb and won't let me post Japanese text for some stupid reason.[/b] Hayato: 150 (buff) - Musou juttou-kei - Not surprisingly, this one's pretty odd in translation, given the unusual combination of terms. Literally "Peerless ten blades form," as "form" would refer to a standard set of moves in any recognizable martial arts style. 170 (attack) - Akatsuki no Oodachi - "Blade of Daybreak" (an Oodachi is a very large war sword) 200 (same buff all classes have, b

General Kanna

Ways to improve the class As most of us Kanna players know, the class's offensive abilities need a bit of work. Our "rapid-fire" (keydown) 1v1 skill is a joke that nobody cares about because even it you max it, your shikigami skill at level one will basically match the damage--not to mention the latter can hit 3 targets, jump cast, and proc the mobbing final attack/40% chance to drop a bomb orb thingy on Soul Shear at a faster rate given the aforementioned ability to hit triple the targets at once. In terms of utility, damage, and how it feels to use it, Shikigami is just [b]better.[/b] 4th job mobbing [i]could[/i] use some work, perhaps. It often takes too many steps to be effective one way or another; Shikigami only hits 3 mobs

General Kanna

Jms Kanna changes in Seed part 1 I did the same thing for Hayato, so let's see what changes have been made to my OTHER favorite class, according to [url=http://uni-wz.com/blog-entry-2364.html]Silver Bullet.[/url] I'm going to somewhat simplify the stuff at lower levels. SB put a decent amount of effort into the details. By the way, all % changes mentioned are flat values taken from the original amount, e.g. "10% decrease" = x%damage - 10% FIRST JOB: -Haku now gives +5 movement speed. [b]Yes, that's it.[/b] SECOND JOB: Flaming Shikigami Haunting: Master level increased to 20. -Base duration increased. Duration per level decreased. Nimbus Curse: Master level reduced to 15. -Mana cost reduced to 50. -Hit damage increased by 10% at al