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Bowman

VerrKol plays Kms?

Yes apparently I do- sorta

I thought I would let you guys and gals know that I've started playing KMS to test out the new and improved BM (and eventually MM). I'm sure you've all seen the videos by now, but if you're like me, they left you with more questions than answers.

Lucky for you, I'm prepared to do the work (fun) and test it all myself! So if you have any questions about the new RED skills please post them below and I'll answer them as best I can. Keep in mind that I'm doing this in my free time and still have to keep up with events in GMS and IRL obligations as well. [b]Please do NOT ask how to get a KMS account. i did not make this account myself nor do I have any idea how to obtain one.[/b]

I am now a Bowmaster! Feel free to ask any questions at all, but keep in mind I don't have a lot of SP for 4th job skills yet.

[b]My Impressions:[/b]
I don't speak a word of Korean so this is an adventure! It's also really interesting to play the game again starting with zero funding, because I started somewhere in 2005 and can't remember what it was like to be such a noob. Additional Options and the new drop system (more likely to drop equips for your level) have been a god send so I rarely have to worry about hunting/buying my items specifically.

I really love the animations for the reworked skills, especially the red DJ and Retreat Shot. They look much sleeker than the old ones and really give BMs a more unified theme.

[b]Discoveries:[/b]
I have my own questions to answer and I'm sure to find out answers to questions I didn't even know I had along the way so I'll use the section to share any information others might be interested in.

1. You can jump while using all skills now (except keydowns like Hurricane obviously)!

[b]Questions and Answers![/b]
[b]1. DJ up seems easy in videos. Determine whether you rather DJ or retreat shot vertically on flat ground. I know retreat shot is a floater and is good there platformwise, but what about sheer travel mobility. DJ-Up+Retreat Shot; What is its effectiveness?[/b]

I may be the defective one here, but I have some slight difficulties using DJ upwards. I find it a bit easier since I started using jump + up + up, but platforms placed very close together can interfere with reaching maximum height. I've also noticed some inconsistencies about how high I will go upwards.

I discovered today that you can effective spam Retreat Shot as a mobility skill. Just tapping it works almost like the Corsair/CS mobility skills except there's no need to jump first which makes it incredibly fast (see the very end of the video). I think it might actually be better for horizontal movement than DJ, but this will require further investigation. You cannot chain DJ+Retreat Shot in any direction. You must touch the ground after DJ before using another skill.

[b]2. Can you switch arrows while attacking?[/b]
You cannot switch arrows types while attacking. I attempted to switch while using Retreat Shot and was only able to switch after releasing the attack.

[b]3. Have you seen any English words saying "Critical" when you are attacking?[/b]
I haven't, but I only have the Critical Shot (1st job skill) for now.

[b]4. Does Arrow Blaster (turret) trigger damage reflect?[/b]
[url=http://www.youtube.com/watch?feature=player_embedded&v=7Pd19P5_a-o]Phantom using AB to test DR[/url]
Yes.

[b]5. How does the +30% def/mdef from Phoenix stack with the -40% def/mdef from Extreme Archery?[/b]
They stack multiplicatively. You defense is calculated as follows: 1.3*def-(1.3*0.4*def)
[url=http://puu(dot)sh/48Bj9.jpg]30% defense from Phoenix only (replace dot with .)[/url]
[url=http://puu(dot)sh/48Bi1.jpg]Previous defense -40% as shown in blue (replace dot with .)[/url]

822*0.4=328.8->329 as shown in blue.

[b]6. How do arrow types work with mobbing skills?[/b]
I should have a video response to this once I get the Advanced Quiver buff, but I can post some preliminary findings now.

Quiver Final Attack triggers on individual mobs. This means that multiple QFA arrows can be triggered by mobbing attacks, up to 1 for every mob hit.
All mobs hit are poisoned (100% rate).
Drain Arrows require more testing, but I suspect that drain can also be triggered by multiple mobs during a multihit skill.

[b]7. What arrow types function with Arrow Blaster (turret)?[/b]
Both poison and drain arrows can activate from Blaster (turret) attacks.
QFA arrows do NOT activate from Blaster (turret) attacks.

[b]8. Does Arrow Blaster (turret) activate Concentrate stacks?[/b]
Yes.

[b]9. Does Arrow Blaster (turret) accumulate Armor Piercing stacks and proc the bonus damage?[/b]
This need further testing, but I believe the turret can proc Armor Piercing bonus damage but NOT accumulate additional stacks. In other words, turret alone can proc armor pierce 1 time only until the BM uses another skill which allow AP to proc again.

[b]Videos:[/b]

[i]Episodes:[/i]
[url=http://youtu.be/QuUVCqRKmWk]Preview (lvl20-30)[/url]
[url=http://youtu.be/3V3KUmk-TCo]Hunter Training: Chryse[/url]
[url=http://youtu.be/9ieyyjobhMs]Ranger Training: Monster Park[/url]
[url=http://www.youtube.com/watch?v=x7-AobAsIK0&feature=youtu.be]Ranger Training: MPE lv98-100[/url]

[i]Tests:[/i]
[url=http://youtu.be/SE7RhhtHR_w]Arrow Switching Speed Test[/url]
[url=http://youtu.be/fYyrAuDRUQk]2nd Job Advance and Retreat Shot Testing[/url]

Please ask questions and make requests! I'll do the best I can to find satisfying answers.

July 19, 2013

164 Comments • Newest first

bluebomber24

[quote=ryuushinou] I wish I did.[/quote]

Elemental Shift and WW are about the same -_- time-wise. WW does not travel as far as Shift, which is good for pacing a boss. DJ for WA is ultimately only good for the vertical horizontal benefit and the ability to fly up. Pure horizontalwise its somewhat irrelevant.

The mobilty data compared to reality makes no damn sense. I have no clue what mystery variable is being overlooked. To date, killing efficiency aka 'map training using all factors', has been the number 1 thing I hate analyzing. Mobility is really making a case to be put on that hate list.

Reply September 21, 2013
ryuushinou

@bluebomber24: [quote=ryuushinou]My tests are inconclusive.[/quote] so... I hope you weren't expecting complete accuracy. I was just trying to divide the jumping types, which wasn't related to skill classification (which you have explained later).

Also, excessive NX <3. Born to make life harder for others .

It could be just my preference but I do not use WW, unless I really need to. i.e. Bossing.

Reply September 20, 2013
bluebomber24

@ryuushinou: SPs thread still doesn't make sense. I am pretty positive Wind Walk =/= Elemental Shift, I am really curious about those numbers, as wind walk definitely has a higher delay. Not enough to stop watch test myself though.

I don't know wheter DJs are affected by speed.

I classify things how the extraction uses them. I.E. if the variable gets broken the probability of other skills with that variable getting broken is high. Similar to the Warrior's Final Attack. Classification does not mean equal performance for the job, thus, its unimportant, which is why I think I referred to it as a interesting tibit. A dolphin and a whale share the same order but aren't the same animal. A cygnus and demon may share the same delay but thier distance covered defintley can be different.

Demons and Cygnus share the same delay time assuming Elemental Shift was not changed in KMST. I haven't seen the data for KMS. Your video doesn't tell me much other than the skills traveled about similar distances [b]from 1 jump[/b] and under your specific distances.

If you are testing the skill themselves then you should actually time on an entire map from beginning to end. Preferably at equal speeds. I presume JT did something similar with w/e the distance and time he got going on. He has Phanatom performing better then Elemental Shift, which would mean Phantoms delay is most likely shorter.

X and Y are horizontal and vertical. What the numbers are referencing to, idk. I would need much more videos and double jump extractions or someone to ask an extractor. If I saw an explorer Archers DJ on the ludi map, I might be able to come up with a theory. Alas....

You should seriously not wear excessive nx when video testing... Based on the current videos, the novan traveled about 600pixels, the WA/Phantom is about 425 to 430 it could be as low as 400; not sure because of obnoxious wings and pet and Phantom [i]appearing[/i] to stand farther than the others, which might be why he fell. Still that Shift is no where near the 320pixels that WW goes. I seriously don't get that SP table has them with equal %s and time when the delays and pixels are different. In terms of regular map traveling, not trainig, do you prefer shift or walk?

Demon Slayers are about 250pix which is why they have glide and are warriors.

Reply September 20, 2013 - edited
ryuushinou

@bluebomber24: p is me being lazy to name the video. Ignore the video title on youtube. The jump as shown on the stat UI is as what I have mentioned(edited the original post to make it clear). Also, ignore the SP thread, that's just ranking who's fastest to clear a certain distance. What I'm showing is one execution to show distance covered(with the ping I have, I don't think I can test accurately the px/s).

I guess I have several questions:

- Does speed affect double jump distance? (Mercedes has the fastest speed out of each of the mentioned classes: 165%)
- What does Jump classification mean? (You mentioned that WA's normal DJ is classified as DS... but it's more like Phantoms)
- What does the X and Y value mean from the extractions(horizontal,vertical)?

Reply September 19, 2013 - edited
bluebomber24

[quote=TripleBladez]@ryuushinou: What X and Y? You mean the horizontal and vertical numbers?

Check page 3 of the thread. You'll notice a gap in the dates he posted (roughly 7 months), which means he didn't do the new Double Jump for Bowman, Retreat Shot for BM's, the new FJ for NL/Shad/DB's, the new Jag Jump for WH's, etc.[/quote]

So he just did Cannon Shooters

And yea, she means those numbers.

Reply September 19, 2013 - edited
TripleBladez

@ryuushinou: What X and Y? You mean the horizontal and vertical numbers?

@bluebomber24: Check page 3 of the thread. You'll notice a gap in the dates he posted (roughly 7 months), which means he didn't do the new Double Jump for Bowman, Retreat Shot for BM's, the new FJ for NL/Shad/DB's, the new Jag Jump for WH's, etc.

Reply September 19, 2013 - edited
bluebomber24

[quote=ryuushinou]@bluebomber24: I have to agree with you, until I have a feel of what it is myself(for RED BMs).

and thanks everyone. I shall slowly work with what I have.

[edit] The lazy person I am..I got tired of diggin up SP threads and I youtubed the double jumps of concern(for GMS released characters).. I unfortunately do not have access to a Adventurer Thief. They're all done at their natural boostered speed with the noted % jumps.

[*][url=http://youtu.be/1qVwqjjUPTU] Angelic Buster 121% Jump[/url]
[*][url=http://youtu.be/UFx9dVXRtIQ] Xenon 118% Jump[/url] - Shows that Xenon and Novans have the same type.
[*][url=http://youtu.be/DuI4PXg43ks] Phantom 123% Jump[/url]
[*][url=http://youtu.be/ft_C6tsOZF4] WA 123% Jump[/url]
[*][url=http://youtu.be/OC9lmxvD4mg] Demon Slayer 120% Jump[/url] - Looks the worst.. but could be to do with the way its executed.. causing imperfect jumping distances.
[*][url=http://youtu.be/lCP6kBXjVYM] Mercedes 123% Jump[/url]
Also there's this: http://www.southperry.net/showthread.php?t=44106

No idea what those X and Ys mean in the extraction...

I'm rather confused now with the jump classification. Obviously my tests are inconclusive but.......it can't be that different can it. I also feel the jump skill delays are redundant for classes who can not triple jump or execute something in mid-air.

L>similar video in Ludi FM map from @airforce1. (I started roughly where the SP range template avatar is standing, for future measuring purposes if required).[/quote]

I don't understand the SP thread. I don't see Archer Jump or retreat shot. Unless hes lazyly labeling them as other skills or did not bother to check the changes of the new double jump. I also don't get your % after the videos. Is this vertical%? Horizonal% or the power of speed boosts? Do WA have faster speed than a Merc because the Phantom/WA defintely go farther than the Merc so I am not sure why they share the same numbers. AB and Xenon also go farther. The numbers also conflict with the SP thread.

Or does your % equal the jump stat? if so why are you using p as that implies distance. tbh your post confuses me, you just gave me videos and numbers and used Jump and P together. I lliterally don't know what your showing me or how to read w/e SP is doing. Is SP implying DJ got worse after RED? That's not right?

Triple Jump should not be redundent, again, you have to be more specifc as I don't know what your talking about.

In Summary: I don't know what the hell you just showed me other than a [i]potential[/i] visual ranking of who is faster.

Reply September 19, 2013 - edited
ryuushinou

@bluebomber24: I have to agree with you, until I have a feel of what it is myself(for RED BMs).

and thanks everyone. I shall slowly work with what I have.

[edit] The lazy person I am..I got tired of diggin up SP threads and I youtubed the double jumps of concern(for GMS released characters).. I unfortunately do not have access to a Adventurer Thief. They're all done at their natural boostered speed with the noted % jumps.

[*][url=http://youtu.be/1qVwqjjUPTU] Angelic Buster w/ 121% Jump[/url]
[*][url=http://youtu.be/UFx9dVXRtIQ] Xenon w/ 118% Jump[/url] - Shows that Xenon and Novans have the same type.
[*][url=http://youtu.be/DuI4PXg43ks] Phantom w/ 123% Jump[/url]
[*][url=http://youtu.be/ft_C6tsOZF4] WA w/ 123% Jump[/url] - Similar to Phantom?
[*][url=http://youtu.be/OC9lmxvD4mg] Demon Slayer w/ 120% Jump[/url] - Looks the worst.. but could be to do with the way its executed.. causing imperfect jumping distances.
[*][url=http://youtu.be/lCP6kBXjVYM] Mercedes w/ 123% Jump[/url]
Also there's this: http://www.southperry.net/showthread.php?t=44106

No idea what those X and Ys mean in the extraction...

I'm rather confused now with the jump classification. Obviously my tests are inconclusive but.......it can't be that different can it. I also feel the jump skill delays are redundant for classes who can not triple jump or execute something in mid-air.

L>similar video in Ludi FM map from @airforce1. (I started roughly where the SP range template avatar is standing, for future measuring purposes if required).

Reply September 18, 2013 - edited
bluebomber24

[quote=airforce1]@ryuushinou As Rujin said, BM DJ is exactly like DS/DA jumps. I think the distances are exactly the same, but I have to say that WA up jump is much much easier to do since you can hold down up before the second jump. Maybe it was the lag, but I definitely had problems jumping upwards since I had to tap up+jump at the exact same time, preferably instantly after holding right or left to get maximum height.[/quote]

Key wise BMs combo should be easy. o.o I find WAs horrid

Reply September 17, 2013 - edited
airforce1

@ryuushinou As Rujin said, BM DJ is exactly like DS/DA jumps. I think the distances are exactly the same, but I have to say that WA up jump is much much easier to do since you can hold down up before the second jump. Maybe it was the lag, but I definitely had problems jumping upwards since I had to tap up+jump at the exact same time, preferably instantly after holding right or left to get maximum height.

Reply September 17, 2013 - edited
TripleBladez

@bluebomber24: It just uses the same delay as a variable tag, but I guess you could say it's like a reverse Demon Jump with more vertical since Demon Jump can't go downward (until now for post-RED Bowman, kind of).

WH's in their revamp is probably similar to WA. Their delay on Jag Jump goes from 720 ms to 200 ms.

Merc's Glide Blast is like the original NL/Shad/NW/DB FJ pre-RED with a 240 ms delay, although I don't know either's horizontal or vertical distances.

Reply September 17, 2013 - edited
bluebomber24

[quote=TripleBladez]@ryuushinou: Bowman's Double Jump is very similar to Phantom's Swift Phantom. Both have the same delay, and distance covered I believe. Upward works like Demon Jump, and I'm pretty sure downward is a new and unique one.[/quote]

Down is classified as Demon jump. ATM WH may still have jag jump, not sure. Otherwise Ithink Mercs are the only one with a unique one; Spirit Jump.

Reply September 17, 2013 - edited
TripleBladez

@ryuushinou: Bowman's Double Jump is very similar to Phantom's Swift Phantom. Both have the same delay, and distance covered I believe. Upward works like Demon Jump, and I'm pretty sure downward is a new and unique one.

Reply September 17, 2013 - edited
iVege

[quote=TripleBladez]@airforce1, @bluebomber24: Lolol.

http://www.youtube.com/watch?v=7dOsXvdskws[/quote]

THAT IS TOO AWESOME.

What are the properties of Xenon's ball and Blaster's arrows? Are they just normal balls or...?

Or is it because of the angle?

I'm guessing it's because both of these skills have projectiles that aren't pre-calculated, or "homing".

dat physics though. seems like an intentional feature.

Reply September 17, 2013 - edited
ryuushinou

@bluebomber24: Ah! That'll do for my thread.

But yeah it might be better if it's showcased in a video.. I can compare Merc and WA... I need a BM(KMS) and WH(KMS) collaborator :c.

Reply September 17, 2013 - edited
bluebomber24

[quote=ryuushinou]In terms of distance covered, is the RED BM's DJ similar to that of WA. I know you have some videos but would like your personal opinion/feel on it.

Unless there is a parameter in the extraction that tells me distances of jumping skills...[/quote]

I have no clue if Cygnus Double Jump was changed after the first kmst as they don't keep good extracts on beginner skills. Contrary to below, WA DJ seems better than BM to my eyes. Kinda why I asked for a better mobility showcase *cough*@airforce1*cough*.

[b]WA Double Jump[/b]
Normal Jump Delay: 200ms
Normal Jump Distance: x = 600, y = 400
Up Jump Delay: 450ms
Up Jump Distance: y = 1200

[b]BM Double Jump[/b]
Normal Jump Delay: 120ms much faster than our current 720ms -_-
Normal Jump Distance: x = 650, y = 400
Up/Down Jump Delay: 450ms
Up Jump Distance: y = 1250
Down Jump Distance: y = -800

Interesting tidbits:
WA normal DJ is classified in the same category as a Demon's DJ
BM normal DJ is classified in the same category as a Phatom's DJ
Both directional DJs of BM/WA is classified as a Demons's DJ

Sources:
http://www.southperry.net/showthread.php?t=67622&title=[KMS][RED]%20Adventurer%20Bowman
http://www.southperry.net/showthread.php?t=63322&title=KMST%201.2.467%20-%20Cygnus%20Revamp

Reply September 17, 2013 - edited
ryuushinou

@airforce1: In terms of distance covered, is the RED BM's DJ similar to that of WA. I know you have some videos but would like your personal opinion/feel on it.

Unless there is a parameter in the extraction that tells me distances of jumping skills...

Reply September 17, 2013 - edited
Tecko777

There needs more red bowmaster videos because I'd like to see them using 4th job & all on HoH or something

Reply September 15, 2013 - edited
bluebomber24

@TripleBladez: .....if that is not a glitch that can be pretty damn broken

[b]Party:[/b]
2 BMs
2 Xenon
1 Bishop
1 Kanna

[b]Setup[/b]
1Turret (facing right)-1Hologram-Both Blasters(facing opposite directions)-2Hologram-2Turret(faced left)

Bowmasters are facing the opposite of each other bouncning off the two holograms. Everyone else is mobbing whereever they want inside the setup. If a party can do this back to back on a flat map that is a LARGE map coverage and can actually cover an entire map in damage horizontally.

Reply September 10, 2013 - edited
Tecko777

[quote=TripleBladez]@airforce1, @bluebomber24: Lolol.

http://www.youtube.com/watch?v=7dOsXvdskws[/quote]

One step for physics in maple

Reply September 9, 2013 - edited
Tenka

@TripleBladez That is awesome! Making 2 different chars team together to make a new attack! Probably that wasn't intented but it is still awesome!

Reply September 9, 2013 - edited
airforce1

@bluebomber24: Oh. Unleashed coins. No. The RED shop is much more expensive, but there are also more ways to acquire coins.

Reply August 31, 2013 - edited
bluebomber24

@airforce1: So almost equivalent to Sun Coin event? but maybe slightly harder?

Reply August 31, 2013 - edited
airforce1

@bluebomber24: I ended up with ~130 of them. Items are VERY expensive in the coin shop. A 10% cs is 100 coins. They were not very easy to get IMO. You could get a fair amount through ice cube (random use item), meso ranger dancing, attendance events, etc, but not enough to really stock up on any items. TBF, I didn't try to farm them much because looting+opening ~100 ice cubes takes forever with the latency and I couldn't beat the meso ranger dance above easy because of random lag spikes.

Reply August 31, 2013 - edited
bluebomber24

@airforce1 Through your training, have you gotten an idea how easy it is to farm RED coins. I suspect upgrading our revamped classes will be an activity as well, so curious.

Reply August 31, 2013 - edited
xkillo32

@TripleBladez: a phantom
iirc he was killing the first boss for the neo quests

Reply August 29, 2013 - edited
TripleBladez

@xkillo32: Was it a Phantom recording the other video, or someone else?

Reply August 29, 2013 - edited
xkillo32

@TripleBladez: i saw a phantom using the exact same skill shooting wayy faster in another video

Reply August 29, 2013 - edited
bluebomber24

@airforce1: I seen it occur in multiple videos though. Same with blaster.

Edit: Also, our current version goes off and we have to go through the delay again.

Reply August 29, 2013 - edited
airforce1

@bluebomber24: Lemme check the videos...

EDIT: I think it's a frame rate lag problem. You can see multiple damage numbers appearing for each arrow animation.

Reply August 29, 2013 - edited
TripleBladez

@airforce1: Does Easy Zak have those fire pillars that stun when you're hit like regular Zak? If so, you could test there although Max already confirmed Illusion Step could resist attacks with status effects. If not, you can do the moles in Leafre since they hit you for a bit of damage before stunning. @bluebomber24 likes to confirm things a lot.

Reply August 29, 2013 - edited
bluebomber24

[quote=airforce1] That video is from a Phatom. AB always shoot that slowly, but usually a BM has Quiver Arrows and AFA to boost the attack count.
What do you mean by semi-stance? I don't know that I'll be leveling high enough to put a reasonable number of points into IS...[/quote]

AB does not always shoot that slowly. As seen in the current dojo video on the front page. There could be a reason for its behavior though who knows. But the one in that video does not appear to shoot 11 arrows a second.

Currently, when we get hit Hurricane deactivates and we get pushed back. In your videos, we only get pushed back.

Reply August 29, 2013 - edited
airforce1

@xkill32: That video is from a Phatom. AB always shoot that slowly, but usually a BM has Quiver Arrows and AFA to boost the attack count.
@bluebomber24: What do you mean by semi-stance? I don't know that I'll be leveling high enough to put a reasonable number of points into IS...

Reply August 29, 2013 - edited
TripleBladez

@xkillo32: I'm guessing it's because they don't have AFA or Quiver Cartridge, but I could be wrong.

Reply August 29, 2013 - edited
xkillo32

@airforce1
im just wondering in that DR test video why did AB shoot out arrows so slow?

Reply August 29, 2013 - edited
TripleBladez

[quote=bluebomber24][b]edit: Please check and see if Illusion Step Blocks Status Effects that are linked to attacks. Like at MPE.[/b][/quote]

There's no reason why it shouldn't. DB's have been blessed to resist status effects with their own naturally huge supply of Evasion Rate (particularly at Empress). Classes with only Dodge Rate, and classes with mixed Evasion and Dodge shouldn't suffer any longer. >.<

Reply August 28, 2013 - edited
bluebomber24

So Hurricane confirmed to have Semi-Stance cool
Magic Arrows color icon was changed to Gold cool
Thank goodness Turret activates Concentrate. Non-Rapid Fire aka Mobbing leaves some holes. Not huge ones, but still there.
Concentrate does indeed reups itself cool

@airforce1 [b]edit: Please check and see if Illusion Step Blocks Status Effects that are linked to attacks. Like at MPE.[/b]

Reply August 28, 2013 - edited
airforce1

Okay, I'm not officially caught up on training videos. Thursday/Friday should see 1 or 2 short videos testing new skills out.

@bluebomber24: [url=http://www.youtube.com/watch?v=x7-AobAsIK0&feature=youtu.be#]See Concentrate for yourself[/url] Skip to 8:39 and beyond to see how it works against mobs that cast Slow.

Reply August 28, 2013 - edited
TripleBladez

@airforce1: Lmao. We can always wait until December/January-ish because that's when I think RED should arrive at the earliest.

Reply August 28, 2013 - edited
TripleBladez

@bluebomber24: I'm pretty sure Magnus's attack is in a different tier altogether. Max did say Dark Sight could evade the bombs and sleeping gas for post-RED Thieves. I don't think Concentration, post-RED Corsair's All Aboard, or post-RED Bishop's Dispel can even resist it.

Reply August 28, 2013 - edited
bluebomber24

@TripleBladez: Nope. Verkol has already confirmed that translation of what I posted occurs in another convo http://www.basilmarket.com/forum/2690165/5#comments_list. And what I posted was from KMST patch notes, not Max translations of skills. Look at Corsair tables, they do similar things, however, my convos with corsair has concluded that the summons only negate Fatal Status contrary to what the skill table states.

Zombify is fatal. Reverse Control (its game name), I never tested even though I actually get inflicted with it alot.

On stun, interesting. This means we probaly have to get our passive stat resist to a high point still then. Because Stun occurs alot on some bosses.

Edit:

I think anything that isn't under the below is Fatal or is classified as something else. By something else I mean, I am not sure what Magnus sleeping gas and spider webs are.

Blind
Poison
Seal
Slow
Weakness
Curse

Reply August 27, 2013 - edited
TripleBladez

@bluebomber24: I'm pretty sure those are just Max's translations, and not direct patch note translations. Google translating (even if it's crummy) doesn't describe any fatal status effects. SP tables don't mention it either, so we really have to wait for VerrKol again.

Potential Lock is a status effect. Potion Lock is a bit trickier since there aren't many bosses with it. There are others like Zombify, Reverse Keys, that black DoT spell if you don't move in Pink Zak (also in Chaos Zak I think, but haven't done it in a while), but I don't know if I could call them "fatal".

Stun may be a fatal status effect I suppose. I just checked the moles at Leafre on my DS, and could indeed resist it (64% Status Resistance).

Reply August 27, 2013 - edited
bluebomber24

@TripleBladez: It works exactly like the patch notes indicated. I assume you will see this in Verrkol's video's soon.

[i]Concentration: When you successfully hit an enemy, increase your status effect resistance. When you successfully resist a fatal status effect, this skill will enter a cooldown. For non-fatal status effects, the increased status effect resistance will reset instead without entering a cooldown. Use rapid fire skills to increase your resistance quickly.[/i]

Per Verrkol, the stacks just reset for non-fatal.

Potential Lock is considered a Status resist? As for Potion Lock? I never heard of this as a status effect. Honestly, I don't know a lot about Status Resist at all, especially Fatal, and esepcially Special Boss Status Resists. I assume anything that All-Cure can't cure is Fatal. The only ones I know for sure is Seduce and Zombify. Stun potentially is also fatal, its an odd status effect and honestly, @airforce1 would have to go to leafre (background moles) or somewhere to test what exactly it is. If Stun can be resisted then its highly likely to be Fatal.

Reply August 27, 2013 - edited
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