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
Battoujutsu [Master level: 1]
Assumes a quick-draw stance to maximize attack speed. Highly effective against lone enemies. Deactivating this returns you to a multi-attack stance.
[This skill gives different bonuses and skill behavior based on which mode you're in. You gain bonuses to your stats based on your "touki" (lit. "sword energy'), which you earn by killing or attacking mobs. We're basically Tryndamere now.]

Multi-attack stance (for mobbing):
-gain 5 "touki" upon killing a monster
WATT/MATT increase
HP/MP increase
Increased defense ignore
Stance chance increases
Battoujutsu stance (for bossing):
-Gain 2 "touki" per attack on any monster.
Increased boss damage
+1 attack speed
Set chance to stun monsters on hit
Increased critical rate
Advances toward targets in range (activates after 3rd job advancement)

Summer Rain
Identical in basic function. Did not bother to translate fully. Identical in damage (and in use limitation) to skill below. No longer cooldown-bound.

Hundred-man-slash [master level: 1] A skill from the Akitsuki [sword style name, not TLing] style which only Hayato can use. Strikes with the strength to cut down 100 enemies at once. Becomes stronger with each job advancement. Only usable when the Kenki gauge is full.

First job skills

Sanrenzan stage 1
First stage delay reduced from 360 to 300.
Second stage delay reduced from 330 to 240, hits +1
Third stage delay INCREASED from 420 to 510, hits +1
Damage unchanged.

Battoujutsu stage one (shares "shi/fuu/shin/rai" names with sanrenzan counterparts)[master level: 20]
Draws the blade at high speed to attack, dealing high damage to one enemy. Usable only in Battoujutsu stance. You can also use the Attack button to activate this skill.
90 + 2*x damage on one enemy, 3 times. Delay 540

Akitsuki Signature Arts
You perform the gale-like signature arts of the Akitsuki style. Upon using this skill, you can use the 8 attack skills in succession. [Almost literal translation.]
First attack: Renhazan [lit. successive blade slash]
Second attack: Shouryuusen
Third Attack: Swallow's Flight [or: flying swallow]
Fourth Attack: Falcon Dive
Fifth Attack: Dankuusen
Sixth Attack: Sweeping Sword [Raven's Flight/Flying Raven in Japanese. Wtf Nexon translators]
Seventh Attack: Steel Tempest
Final Attack: Sudden Death
While active, attack power of each attack increases based on rank. Attacks continue up to the highest level skill currently learned.
Lasts 20 seconds, can perform all listed skills, 1% increase in attack power for each skill rank, 10 second cooldown

[Basically Hayato Flash Jump]
Self-explanatory. Master level 10.

Akitsuki Style Flash Step [Master level: 10]
Uses the Akitsuki Style's signature speed to instantly dash a certain distance.
Dashes to the left or right.

Shouryuusen
[Damage changed, moved to 1st job, master level 15 -> 10. No change otherwise.]

Battoujutsu (as an active skill) has been removed and made into a beginner skill.

2nd Job Skills

Sanrenzan stage 2
Changes are identical to those of rank 1.

Battoujutsu stage 2
Identical to stage 1, damage is 140 + 2*x.

Soaring Dragon Slash [master level: 15]
Jumps into the air and slashes enemies. Struck enemies are lifted into the air. The third of the Akitsuki Style signature attacks.
155 +x% damage on up to 6 enemies, 3 times. Knocks enemies airborne.

Falcon Dive
Changed to 2nd job skill, master level reduced to 15, master level damage reduced to 170% from 210%. No changes otherwise.

3rd Job Skills

Sanrenzan stage 3
Same delay changes, same damage at master level. Lower damage at level 1.

Sweeping Sword
Damage increased to 210% at master level.

Willow Dodge
Master level increased to 15 from 10.
Base dodge change increased to 35% from 25%.
Buff activation rate on successful dodge increased to 90% from 60%.

Merciless Blade
Master level increased to 15.
Bleed proc rate increased to 30% at master level
Duration increased to 6 at master level
Damage over time increased to 190% per second at master level

Warrior's Heart
Master level increased to 15 from 10.
When scoring a critical hit:
Proc chance increased to 40% from 30%
HP recovery increased to 4% from 3%
[Basic function issue evidently still unresolved]
Battoujutsu stage 3
Same as above. Damage 190 + x%

Dankuusen
Changed to 3rd job skill. Damage increased to 210% from 170%. Otherwise unchanged.

4th job skills

Sanrenzan stage 4
Functionally identical, same hit/delay changes as above. Master level is now 20. Damage changed:
Now attacks 7 enemies instead of 6.
First attack: 160+2*x% -> 140+4*x% (220%)
Second attack: 190+2*x% -> 170+4*x% (250%)
Third attack: 240+2*x% -> 220+4*x% (300%)
Extra attack proc chance: x% (30% -> 20%)
Extra damage: 200+7*x% -> 300+7*x% (410% -> 440%)

Shinsoku
Now a keydown skill. Usable only in Battoujutsu stance.
Damage 132+x% -> 100+2*x% (162% -> 160%)
Attack Count reduced to 2 from 10
Delay 570ms [hopefully this was a typo.]
[WTF Nexon Japan.] [b]EDIT: this is the STARTUP delay. Actual attack rate is significantly higher.[/b]

Jinsoku
Functionally identical.
Proc chance: 45% -> 72%
Damage mitigation: 35% -> 45%
Additional dodge chance: 40% -> 50% [yes, we now have 85% raw dodge chance]

Counterattack
Master level reduced to 10. [functionality probably changed to prioritize dodging over countering]
Proc chance 5+x% -> 10+x% (still 20%)
Counter damage 120+5*x% -> 145+5*x% (still 195%)

Battoujutsu stage 4
Same as above.
420% *3 on one enemy at level 20

Steel Tempest
Changed to 4th job skill.
Functionally identical.
Damage 180+x% -> 180+5*x% (200% -> 280%)
Stun chance 20+4*x% (100%)
Stun duration 5+(x/4) seconds (10)
Cooldown 14-2*(x/4)seconds (4)

Instant Wingbeat Flash [Master level: 20]
Leaps into the air, slashing enemies with otherworldly speed. The final and greatest of the Akitsuki signature attacks.
405 damage on up to 10 enemies, 6 times. Applies a debuff increasing all allies' subsequent damage to the target. Debuff can be applied to boss

June 5, 2015

35 Comments • Newest first

DemoDango

@quasars: added note--Shinsoku still has the +1 hit modifier hyper at level 143, literally multiplying overall damage at all funding levels by 1.5.
Edit: Also, since Hayato can attack in midair, it's not a problem when you're knocked back. No actual DPS loss.
Edit2: The forward stepping mechanic would work the same way that Sanrenzan currently does--get close enough to the nearest target and you'll stop moving forward.

Reply June 29, 2015 - edited
quasars

Regarding Sanrenzan, oh I see, the high damage output was the thing which made me a bit confused.

I personally like standing still during boss battles, especially at PB and Gollux. Might need to try bossing with Sanrenzan to get a feel if adding movement is actually generally better/easier.

Reply June 29, 2015 - edited
DemoDango

@quasars: Possibly, or maybe not. There's a single-target counterpart to Sanrenzan now, which is much faster and deals 680% 4 times per cast (that's more total % than NLs currently do per quad star with a clone up, FYI). Shinsoku is now a key-down skill that slows your movement while casting, but attacks one enemy at a time, 330%x2 per attack instance. The question is really how quickly the attacks come in.

The new skill is a typical one-cast-per-instance-spamming ability (not a keydown, that is) and is likely intended to be used when Shinsoku is unavailable. Its delay is 540ms. After the 570ms windup, I believe Shinsoku deals damage as quickly as a Hurricane-type skill or the like. I need to double check this though. EDIT: It deals damage about as quickly as Phantom's keydown skill. Kinda expected that.

EDIT2: Forgot to answer your other question. Functionally, this makes sense; getting knocked back by damage while mobbing is annoying, but during boss fights it's actually more expedient and fitting to have a way to automatically reposition yourself while attacking. Thus, the 1v1 attacking mode works best with the forward-crawl mechanic (in theory) while having stance for mobbing helps to deal with the large amount of incoming damage sources you'd be dealing with.

Reply June 28, 2015 - edited
quasars

I'm a bit slow in this matter, but is Shinsoku still our main attack? And why would they add movement during boss stance mode?

Reply June 27, 2015 - edited
hangwithhung

@DemoDango: o. oopsies.
yeah I don't quite understand how Shinsuko's going to work... I mean I get that it's fast and all but that whole five second thing is a little irksome.

Reply June 10, 2015 - edited
DemoDango

@hangwithhung: Read above: being in non-battoujutsu mode gives you an increasing Stance rate as you rack up kills.
Yeah, you seem to be right about Shinsoku. I don't understand the design philosophy behind that.

Reply June 10, 2015 - edited
hangwithhung

@demodango I think the changes made in the original post seemed to describe the Sanrenzan skills, not Shinsoku, unless I'm missing something.

I also watched a [url=https://www.youtube.com/watch?v=WTmpT1xa21Y]gameplay video[/url] and our showed how Shinsoku was used. Looks like there's some 5 second limit to the skill so I think it'll work something like Lamancha or Backup Best Down, just without a final attack bonus.

Also I don't know if it's just me but [url=https://youtu.be/WTmpT1xa21Y?t=552] I thought I saw a skill which seems to give stance?[/url] :O I want stance!
I'm not too sure what it is but... like he'll take damage from Drakes (which SHOULD cause knockback) and he doesn't move except for once at 9:36 ish.

Reply June 8, 2015 - edited
DemoDango

Aha, after watching the videos I see that McEgg is right. That's heartening. Editing to note this.

Reply June 8, 2015 - edited
hangwithhung

@McEgg: ah my bad. ok then... 3200%/sec? not bad... I'd still prefer +1 attack speed on my other mob skills but I suppose the drop in delay for those moves are enough to compensate :o

Reply June 7, 2015 - edited
McEgg

[quote=hangwithhung]@McEgg: You have restored my faith in Hayatos, sort of. 570ms start up delay isn't bad but 160 x 3 at 360ms (that's the current delay on Mille) WITH the 20% damage bonus hyper is going to only yield 1600%/sec... which, while not bad, isn't that great. So.... eh. :[[/quote]

The sub time delay on Mille is 180ms.

Reply June 7, 2015 - edited
hangwithhung

@McEgg: You have restored my faith in Hayatos, sort of. 570ms start up delay isn't bad but 160 x 3 at 360ms (that's the current delay on Mille) WITH the 20% damage bonus hyper is going to only yield 1600%/sec... which, while not bad, isn't that great. So.... eh. :[

Reply June 7, 2015 - edited
McEgg

[quote=hangwithhung]I just want something to be done about Hayato's 1v1. Seriously that 160% x 2 is disgusting.[/quote]
It's worth mentioning that the 570 ms on Shinsoku is it's startup delay, and not the actual delay in between attacks on the keydown. It's more similar to mille.
After you get the +1 line hyper for it, the damage becomes identical to current phantom's mille+carte, with the added bonus of all three lines getting the 20% damage hyper.
Sure, no one actually bosses using mille, but it's not completely godawful.

Reply June 7, 2015 - edited
hangwithhung

@DeeeMon: yeah, it's supposed to work something like Enrage but that's kind of interesting... I just want something to be done about Hayato's 1v1. Seriously that 160% x 2 is disgusting.

Reply June 6, 2015 - edited
DeeeMon

@hangwithhung Well, I saw this video: https://www.youtube.com/watch?v=fFq_lYChO58 She uses Hitokiri Strike and it hits 5 arms while Battoujutsu is active. I assume it's the same for all the Signature Arts. You're talking about having Battoujutsu active and still being able to mob, right? o.o

Reply June 6, 2015 - edited
hangwithhung

@deeemon Oh whatttt... that sounds interesting though. Is there a video or something I can see of how it works?

Reply June 6, 2015 - edited
DeeeMon

It's so weird, dood. Is there any reason to use Shinsoku if Sword attack Lightning(or I guess it's called Battoujutsu stage 4) is better? It's also weird that they actually have stance(80%?) while Battoujutsu isn't active. I thought having stance was suppose to be something useful for bossing, not mobbing(although it's still useful for mobbing at certain places). It's suppose to be the other way around. I also saw that it's still possible to mob with the other skills even when Battoujutsu is active, it's just that Sanrenzan turns into Sword attack Lightning. What the frig, I'm so confused, dood. Well, I want that crit rate, so I'll be having Battoujutsu active all the time I guess. What about you guys?
And is there a maximum amount of stacks for Akitsuki Signature Arts? I think it's 8, right?

Reply June 6, 2015 - edited
hangwithhung

Wait so a few days ago I thought I saw something about there being some newly implemented 1v1 skill but now looking at what's written, what I see is that
1. There is no new 1v1 skill
2. Shinsoku is being reduced to something like a super fast beginner skill.

I think I'll keep my Hayato as a bind mule for my guildies... other than that I have absolutely no idea how the hell I'm supposed to take on even Normal Gollux like this.

Reply June 6, 2015 - edited
DemoDango

Edited to mention hypers (not much to talk about on that topic) and reiterate what's been mentioned already in this thread/the other one on this topic.

Reply June 6, 2015 - edited
hangwithhung

@chaiitea: haha no problem. i was on my phone writing so... no editing/revision, you know, all the stuff i learn in 1st grade that never brought to college with me lol. but yeah i really wish we had more than just 60% mastery and all. i'm having difficulty bossing with the 1v1 and it's making me wonder whether or not we're worse than buccaneers, cos they're notorious for being awful bossers.

-cries with u-

Reply June 6, 2015 - edited
DjRevy

Time to get 250 before dis revamp.

Reply June 6, 2015 - edited
chaiitea

@hangwithhung: OH okay mb mb. But yeah a rushing skill and back step would definitely be fun to play with. Its just too bad 1v1 isn't as refined as our mobbing and mobility. Makes me cri everytiem qq.

Reply June 6, 2015 - edited
hangwithhung

@chaiitea: no no I know that. I wish it were that way though. Someone's chaining the skills can be a little... Eh. Could be more useful. I'd like something like CSB where I could actually rush a mob

Reply June 5, 2015 - edited
chaiitea

@hangwithhung: Oh, no I don't think they did. o: That was just my wish list of changes I'd want for Hayato haha.

Reply June 5, 2015 - edited
hangwithhung

@chaiitea: ughhhh Mastery... -dies-
Yeah, that actually would make a lot of sense. I'd like some better chaining skills. Not sure what I'll do with flash jump. Probably won't put any points into it, I'm too used to moving around with skills and not FJ. However, it might help with control...

Reply June 5, 2015 - edited
Aeynx

this shinsoku change is gunna destroy us. i seriously hope it is a typo, i mean it's really just absolute garbage now

Reply June 5, 2015 - edited
chaiitea

[quote=RealestTaboo]In a perfect world we'll get more mastery lol

EDIT: What happened to hitokiri?[/quote]

IIRC, @Repentant mentioned that the cooldown hyper is still there. He posted a video in the other thread I think.

Reply June 5, 2015 - edited
RealestTaboo

In a perfect world we'll get more mastery lol

EDIT: What happened to hitokiri?

Reply June 5, 2015 - edited
chaiitea

@hangwithhung: Mm, if the stun doesn't work like that then I'd want some other more useful utility. ._.

But eh, along with fixed mastery, Shinsoku buff or better 1v1 and a refresh to our animations, I kinda wanted a backstep skill or an attack akin to pre-Mutiny Bucc's Backspin blow just for fun. Although unnecessary, it'd add another layer of fun to our already extensive skillset. I'd be willing to trade the flash jump for a backstep skill/attack. Oh well.

Reply June 5, 2015 - edited
hangwithhung

@chaiitea oh oops. can't read
well, I'm hoping that the "stun" works like Beta's "stun" and can semi-bind bosses... not that we really need it as we can already force stagger animation :]

Reply June 5, 2015 - edited
chaiitea

@hangwithhung It is like Enrage, yes. It's been explained above.

[quote=DemoDango]
Beginner skills
Battoujutsu [Master level: 1]
Assumes a quick-draw stance to maximize attack speed. Highly effective against lone enemies. Deactivating this returns you to a multi-attack stance.
[This skill gives different bonuses and skill behavior based on which mode you're in. You gain bonuses to your stats based on your "touki" (lit. "sword energy'), which you earn by killing or attacking mobs. We're basically Tryndamere now.]
[/quote]

Reply June 5, 2015 - edited
hangwithhung

@fighterdoken Well there is a new 1v1 to play with, right? I'm not one for the damage output now but at least there might be something else to use. IMO our old 1v1 was too slow and it didn't do enough damage. Then again it's not like 340 x 3 does much, either. Man, it's like they think we're too powerful or something. On the character creation screen, Hayato's rating for damage was like 5/5 lol. Wat.

By the way how does battoujutsu work now? It seems like Engage or something which, to me, seems a little excessive as we'll have two 1v1s and... Yeah... I don't get it's purpose.

Reply June 5, 2015 - edited
Fighterdoken

[quote=hangwithhung]I would have preferred something other than a stun because stun is near useless now.
I'm also very uncertain about why current 1v1 was nerfed so hard... But it seems there's a new 1v1 attack? Why do we have two... However it would make dodging easier I suppose with the delay decrease.
Im actually kind of looking forward to these changes. Then again everyone seems really disappointed so I'll need someone to explain to be why that's the case. There's gotta be something I'm missing.[/quote]

All of us hayatos are mainly disappointed in the stance we no longer have since it gives us new skills, and basically hoped that shinsoku was actually going to be better... not worse
@DemoDango: Can you do the hypers too?

Reply June 5, 2015 - edited
hangwithhung

I would have preferred something other than a stun because stun is near useless now.
I'm also very uncertain about why current 1v1 was nerfed so hard... But it seems there's a new 1v1 attack? Why do we have two... However it would make dodging easier I suppose with the delay decrease.
Im actually kind of looking forward to these changes. Then again everyone seems really disappointed so I'll need someone to explain to be why that's the case. There's gotta be something I'm missing.

Reply June 5, 2015 - edited
Fighterdoken

ayyyyy! you translated finally, good job man

Reply June 5, 2015 - edited
Saucykip

Not sure how I feel about this but we will just have to wait and see.

Reply June 5, 2015 - edited