General

Demon Avenger revamp yesssssssssssssss

"it is quite easy to reach the maximum HP cap so now if you would theoretically go past it, it will still affect your damage range. "
Now the HP cap is no longer the cap for DA's damage. <3

6 lines on execution.
Buffing animation delays are lower.
The 170 hyper skill seems to be changed so it has a longer CD and gives 5 on exceed. Interesting. I guess we won't be needing this anymore with 6 line execution.

LF> @playthatmelody to solo dorthy.

Edit: wrong section... sorry.
http://orangemushroom.net/2015/06/04/kmst-ver-1-2-010-character-balancing/

June 5, 2015

18 Comments • Newest first

hangwithhung

@singsangsong: yeahh I figured. Most FP mains don't seem to be too concerned; they'd rather use Paralyze anyhow for damage. It's faster, allows for more dodge, and the decrease in Meteor Shower's cast delay only increases DPS. I think you're right, for most heavy FP users their DPS only increases, albeit very little.

I really hope this was a mistake. I mean it's the only class I've been able to tackle on most bosses in the game without much problem and I'm hoping this is some sort of screwup

Reply June 7, 2015
JVIaplevoyager

Seems more like a nerf to me. Major reason I loved playing DA was because of execution's mobbing ability (and awesomeness), but only hitting 2 mobs?

Reply June 7, 2015
singsangsong

[quote=hangwithhung]@singsangsong: yeah as far as I remember the buff wasn't enough to warrant a 10s cool down. On other hand fire poison over there... 5s cool down.
There's some changes to a damage formula for DAs and so I'm a little concerned for what's happening with yay... Not cool.[/quote]
F/P mages was just a nerf to light users, not the heave users. Paralyze spam alone was still at the higher parts of the dpm charts. It's just that they're patterns are going to change:

Now it'll be something like: Haze > Eruption > Haze > Paralyze > Paralyze > Eruption.
Instead of the old: Haze > Eruption.

All these changes to DAs are really confusing and I believe (and the KMS DA players) that this is some mistake or a glitch that Nexon is at fault here. We'll have to see at the next patch notes and hope that there are good news.

Reply June 7, 2015
hangwithhung

@singsangsong: yeah as far as I remember the buff wasn't enough to warrant a 10s cool down. On other hand fire poison over there... 5s cool down.
There's some changes to a damage formula for DAs and so I'm a little concerned for what's happening with yay... Not cool.

Reply June 7, 2015
singsangsong

[quote=hangwithhung]@singsangsong well there's nothing to say that Paladin's blast nerf wasn't a mistake. As the patch notes said, they were concerned with the fact that Paladins apparently had way too much utility or something and needed to alter the combat pattern.

I think I'll take back what I said earlier about confidently playing on my DA.
I was happy doing 10x my range for 4 lines. The fact that a player's damage dropped by more than half from 50m to 20m... that really just isn't a good sign.

If anything, I'm hoping it's a [i]glitch[/i] like when F/Ps couldn't mob properly back when the RED patch was still in KMST and every mob that got poisoned couldn't take damage or something.
But I mean, hey, it's Nexon. Anything to force players to spend more money to up their damage, eh?[/quote]
Putting a COOLDOWN on a 1v1 main bossing skill is ridiculous.

Reply June 7, 2015
hangwithhung

@singsangsong well there's nothing to say that Paladin's blast nerf wasn't a mistake. As the patch notes said, they were concerned with the fact that Paladins apparently had way too much utility or something and needed to alter the combat pattern.

I think I'll take back what I said earlier about confidently playing on my DA.
I was happy doing 10x my range for 4 lines. The fact that a player's damage dropped by more than half from 50m to 20m... that really just isn't a good sign.

If anything, I'm hoping it's a [i]glitch[/i] like when F/Ps couldn't mob properly back when the RED patch was still in KMST and every mob that got poisoned couldn't take damage or something.
But I mean, hey, it's Nexon. Anything to force players to spend more money to up their damage, eh?

Reply June 6, 2015
iEvanMaster

[quote=singsangsong]This was definitely a nerf. I've been reading KMS DA users who hit cap on normal mobs before the patch now hitting 20m. This balance patch is either a step before 5th job coming out or an unexplained mistake in Nexon's part just like Paladin's blast cooldown situation.[/quote]

Don't worry, I'm sure that one DA who can now put to use all of his 10mil HP is now overjoyed that he's able to cap on CVel with a down-poke normal attack now.

Reply June 6, 2015
singsangsong

[quote=CherryTigers]@singsangsong How is the damage output after the revamp though?
Ranges are nothing but a number. I'm more interested in the actual damage output. Any information from you would be lovely. Thank you in advance! <3

@Kazzooey Yes, my fire poison mage also got "nerfed" but it's actually benefiting me since it increases my DPS in the sense that I have less skill delays for meteor shower. Similarly, my demon avenger is no longer limited to hitting only 4 lines. We now hit 6 lines on execution. As for the 15% pdr drop, it's not really going to do much considering how high DAs hit anyways and considering how reasonable it is to reach over 90% pdr on any character, this is not even going to hurt many people. The 15% pdr that's left on execution will actually be a nice addition. The 30% pdr added onto the already high 90%+ pdr that most funded people have will have negligible effects.
In short: Many jobs get +0% pdr for their main bossing skill anyways so any + in PDR that DA gets is a nice bonus already.

Execution hitting only 2 mobs now. I've never ever used Execution to hit 6 mobs anyways so I can't see why I'd care for it to be reduced. DA has neither slice which hits 12 mobs and their 3rd job lunar slash which hits enough jobs as well. 3rd job lunar slash should have been the main mobbing skill of DA to begin with anyways. I'm sure all other DA mains will agree with me on this aspect. [b]Jump + lunar slash is just such a natural feeling movement.[/b] Other jobs that I play such as night walker have a main attack skill that hits 1 monster. We get a main attack skill that hits 2 still. That's quite good in my standards.
Things like rapid fire naturally don't mob anyways. Execution is used for bossing and as such, is still going to be used as a boss attack. I wouldn't mind if execution were reduced to hitting only 1, but 2 is just really nice still. In real bossing situations, I will use neither slash to clear the mobs that bosses summon so it not only kills all the mobs, but also adds a defense reduction to the boss that I hit.

For all intents and purposes, I am still considering this a revamp.[/quote]
This was definitely a nerf. I've been reading KMS DA users who hit cap on normal mobs before the patch now hitting 20m. This balance patch is either a step before 5th job coming out or an unexplained mistake in Nexon's part just like Paladin's blast cooldown situation.

Reply June 6, 2015
CherryTigers

@singsangsong How is the damage output after the revamp though?
Ranges are nothing but a number. I'm more interested in the actual damage output. Any information from you would be lovely. Thank you in advance! <3

@Kazzooey Yes, my fire poison mage also got "nerfed" but it's actually benefiting me since it increases my DPS in the sense that I have less skill delays for meteor shower. Similarly, my demon avenger is no longer limited to hitting only 4 lines. We now hit 6 lines on execution. As for the 15% pdr drop, it's not really going to do much considering how high DAs hit anyways and considering how reasonable it is to reach over 90% pdr on any character, this is not even going to hurt many people. The 15% pdr that's left on execution will actually be a nice addition. The 30% pdr added onto the already high 90%+ pdr that most funded people have will have negligible effects.
In short: Many jobs get +0% pdr for their main bossing skill anyways so any + in PDR that DA gets is a nice bonus already.

Execution hitting only 2 mobs now. I've never ever used Execution to hit 6 mobs anyways so I can't see why I'd care for it to be reduced. DA has neither slice which hits 12 mobs and their 3rd job lunar slash which hits enough jobs as well. 3rd job lunar slash should have been the main mobbing skill of DA to begin with anyways. I'm sure all other DA mains will agree with me on this aspect. [b]Jump + lunar slash is just such a natural feeling movement.[/b] Other jobs that I play such as night walker have a main attack skill that hits 1 monster. We get a main attack skill that hits 2 still. That's quite good in my standards.
Things like rapid fire naturally don't mob anyways. Execution is used for bossing and as such, is still going to be used as a boss attack. I wouldn't mind if execution were reduced to hitting only 1, but 2 is just really nice still. In real bossing situations, I will use neither slash to clear the mobs that bosses summon so it not only kills all the mobs, but also adds a defense reduction to the boss that I hit.

For all intents and purposes, I am still considering this a revamp.

Reply June 5, 2015 - edited
ConfusedSoul

@CherryTigers:
I prefer Execution because it's a lot stronger than Nether Slice. It's also a lot more useful at bosses like Horntail.

Reply June 5, 2015 - edited
Kazzooey

[quote=KnuckleBrown]1. Yes the % was decreased because you get 2 extra lines which means after a certain damage threshhold your dps increases dramatically. In a capping situation you're adding another 100m damage over pre-buff DA.

2. Execution is not your main mobbing skill anymore from what I can tell. Lunar Slash is. Oh and I guess at very high funding so is shield spam according to the video cherrytigers linked.

3. If I read the patch correctly, any hp over the cap is converted into attack which sounds pretty good to me.

edit: it seems that going past the hp cap just scales your damage not add attack my bad.[/quote]

Shield spam, from my experience, doesn't mob for crap. It's cool every now and then but there is no way you can turn that into a good mobbing skill. Pretty decent damage but the stupid shields usually disappear after one or two monsters, even with the range boost on (largely because you kill most of the monsters before they even finish off their targets). The hp cap dilemma only counts for the DA population with capped HP, which whether you like it or not, is only a fraction of the population so for most nobody gives a hoot. The HP drain gets nerfed, and it looks like it has gotten much worse so if you do lose too much HP then your damage can plummet depending on the situation. The [i]stronger[/i] Execution has reduced Defense Ignore while having 15% higher 1v1 damage. Is it worth the drop in targets hit form 6 to 2? This whole thing looks and reeks of nerf dressed up all nice and pretty as a buff. Looks like DA got nerfed just like the rest of us

Reply June 5, 2015 - edited
KnuckleBrown

[quote=Kazzooey]You do realize the revamp was a nerf right? Execution does less damage now thanks to the Defense Ignore reduction and only hits two monsters. And on top of that the HP absorption is reduced as well so now you can't last at full nearly as long.

Just like 90% of the other classes, you just got kicked in the balls. Only difference is you haven't realized it yet.[/quote]

1. Yes the % was decreased because you get 2 extra lines which means after a certain damage threshhold your dps increases dramatically. In a capping situation you're adding another 100m damage over pre-buff DA.

2. Execution is not your main mobbing skill anymore from what I can tell. Lunar Slash is. Oh and I guess at very high funding so is shield spam according to the video cherrytigers linked.

3. If I read the patch correctly, any hp over the cap is converted into attack which sounds pretty good to me.

edit: it seems that going past the hp cap just scales your damage not add attack my bad.

Reply June 5, 2015 - edited
Kazzooey

You do realize the revamp was a nerf right? Execution does less damage now thanks to the Defense Ignore reduction and only hits two monsters. And on top of that the HP absorption is reduced as well so now you can't last at full nearly as long.

Just like 90% of the other classes, you just got kicked in the balls. Only difference is you haven't realized it yet.

Reply June 5, 2015 - edited
singsangsong

There's been posts on Insoya about 2m-2m range DA having 810k range after the so called 'revamp'.

Reply June 5, 2015 - edited
CherryTigers

[quote=ConfusedSoul]Execution only hits 2 mobs now though.[/quote]

Oh I've never ever used execution to mob, ever.
I use Neither Slice: http://www.basilmarket.com/MapleStory-Demon-Avenger-4_Nether-Slice_Skill-1341.html
It reaches WAY farther than execution and hits 12 mobs as opposed to execution hitting 6 or less.

Or you can do this instead as a DA:
https://www.youtube.com/watch?v=0KO0nlhCasc

Reply June 5, 2015 - edited
hangwithhung

Now I can confidently play my Demon Avenger again...
I just gotta figure out how to take on Gollux lol.

I'm still waiting to figure out exactly how switching between skills affects Exceed, though. A video I watched of a KMST player training made it seem that Exceed was somehow shortened or that with every new skill, the Overload count reset and the player had to charge up all over again.

Reply June 5, 2015 - edited
Singaporean

Yep. DA got the best out of the batch. The nerfs they got is absorb life nerf which is only 2% less lol (Not even an issue) and diabolic recovery in which the hp% buff was decreased from 40% to 25% which doesn't matter much anyway when you consider how big the hp gain will be later on anyway.

6 hit execution trumps everything AND lunar slash gets to be the main mob skill as it should be. Training will be stupidly easier now lol. It doesn't matter what direction you face, lunar slash is just super convenient.

Reply June 5, 2015 - edited
ConfusedSoul

Execution only hits 2 mobs now though.

Reply June 5, 2015 - edited