DemoDango

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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

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

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 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

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

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 Pirate

Ayame, new sengoku class Pretty sure she's a pirate. She uses a gun after all. So JMS is currently patching. Or something. Either way, wheeee late-night translation. These are several new skills/skill changes that have been added to JMS as of today. There's also [some of] the skills that the new Sengoku class has, according to [url=http://uni-wz.com/#JMS326_10]Silver Bullet[/url]. [there's also a new boss, antagonist to her as Ranmaru is to Kanna.] All skill %s and durations are evidently at max level. I have no idea where the rest of the skill list is. I think they're going to update that list on the blog post later today, as Max does on his skill lists on his blog--or I hope so, anyway. If they do, I will as well. Nou-Hime's soul weapon s

General Blazewizard

BWs will be awesome in non-elevoid parties Spirit of Flame: Summon the spirit of Flame (you can choose one of two appearances). While summoned, your mana costs will be increased by a certain percentage but attacking Ignition affected enemies will reduce their resistances and you will ignore a certain percentage of their defenses. (max level: 30) Level 1: 120% mana cost increase, Ignition will reduce enemies' resistances by 71%, ignore 1% of enemies' defenses, 300 second duration, cooldown of 600 seconds. Level 30: 120% mana cost increase, Ignition will reduce enemies' resistances by 100%, ignore 30% of enemies' defenses, 300 second duration, cooldown of 600 seconds. Half of the time, your entire party will ignore all elemental resistances.

General Mage

Okay so maybe I need more input first I just put together a class design on the fly last night and I realized today that maybe I should have asked for more opinions and so forth about core character design before setting out. I mean, it's an experiment in futility anyway, but it's fun to put these ideas together. Thread link [url=http://www.basilmarket.com/forum/2792694/2/I_just_came_up_with_a_class_concept_Thoughts.html]here.[/url] Anyway, I was trying to design a class based on damage over time, which is a neat idea by itself since it would focus almost entirely on having incredibly stable damage but the game currently has multiple issues that prevent this from being effective and funding-efficient. My point in posting THIS thread is to a

General Mage

I just came up with a class concept. Thoughts? [b]Warning: I will admit that this is obscenely long. Don't waste your time saying TLDR, please.[/b] I was answering a thread about the difference between F/Ps and I/Ls, and I found myself thinking about what would constitute a TRULY damage-over-time centered class. F/P sort of counts since they can deal a hefty amount of damage per second through it, but they still deal the vast majority of their damage through Mist Eruption and Flame Haze (or Paralyze when mobbing of course). SO...I figured, since I have the time, why not give it a go and design one now? Nexon hasn't really made an effort to create such a class yet. CloudFlare won't let me post the entire thing because of its length, so here'

General Mage

So I read the patch notes ...and as I was scanning the skill names, I tripped on this one. Bro Attack: Level Required: 57: Required Leopard Skill Points: 72: At Master Level: MP Cost: 120, Summon Chance: 15%, Buff Duration: 150 sec, Baby Leopard Damage: 550%, Baby Leopard Duration: 40 sec, Cooldown: 0 sec. Master Level: 15 Brooooooooooooooo. Ima take my baby leopard claws to your mom, broooo. Could there be a more confusingly inappropriate name for a skill involving predatory cats?

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 Mage

Im such an idiot. open advancement SO...I decided to switch from F/P to I/L for kicks today since we got the free coin. I immediately regretted this decision. The play style simply doesn't suit me, and the damage doesn't feel anywhere near as satisfying. It's just not for me. Not to mention having to pay a crazy amount because it reset skill masteries (which hadn't occurred to me). Does anyone have some idea of when there will be another event that hands out the open advancement coins? My mage is 181. I'm not paying over 300 million to reverse my decision.

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