General

Demonavenger

Kmst Changes to the Da Class

So if you haven't already seen on the General forum, KMST released some [url=http://maplestoryt.nexon.com/MapleStory/Page/GnxPopup.aspx?URL=News%2fUpdateBoard]updates and changes to DA[/url]. Gotta sift through it a bit but that's the original.

Courtesy of @sillybats is a translation of the patch notes:

"Demon Avengers
Although they level up fast, they are difficult to reach top with. Even if you possess more than Max Hp, it will now still convert to your WA. Execution lines have been increased to make it more useful against bosses. Overall this buff is Holy crap
Demon Jump- Command has been changed
Exceed- Now if you use another spell while having Exceed stacks, it will stack on.
Blood Contract- Your attack and range will now scale off your Max HP, instead of current HP. However, it will now grant less attack per HP than before.
Absorb Life- Max HP recovery has been reduced
Demon booster- The skill animation has been reduced
Exceed Demon Strike- The exceed stacks from before will not reset to 1 when you use Exceed Demon Strike.
Diabolic Recovery- Max HP recovery has been lowered
Reflect Evil- The skill animation has been reduced
Advanced Absorb Life- Max HP recovery ratio has been lowered
Exceed: Execution Increase in lines. However, damage, defense ignore and the number of monsters hit will be reduced.
Shield Chasing Exceed- Moonlight slash's damage has been increased
Overwhelming Power- Skill animation has been reduced
Thousand Sword- Now consumes MaxHP, now uses overload"

[b]Commentary:[/b]

As @CroneJ mentioned, there seems to be some changes with the Damage formula: [(Pure HP /8.8) + (Additional HP / 22) + (HP raised an additional amount of HP% / 22) + power stats] x weapon constant (1.65) x ATK / 100.

The previous formula used a denominator of 7 in the HP, but had a weapon multiplier of 1.3.
Now with far, [i]far[/i] less weight being placed on the amount of HP we have, our damage will be more consistent (given that there's no longer any need to maintain HP above 50%) but our overall damage will decrease greatly. In fact, strictly from the amount of HP we have, the weight of the additional HP we get will be decreased by over a third of its original weight and then the pure HP we have all goes to hell...

I have little to no problem with the whole deal with Exceed and I'm happy I can constantly go between Lunar Slash and Execution but the change to our damage formula will be a pain to deal with. Ranges will go down and damage output will decrease. Despite the fact that our weapon multiplier has increased somewhat, I'm hearing some horror stories about the huge hits that DA's ranges have taken. Yes, range can be deceptive, but because skills scale linearly with range and our skills aren't changing in overall damage output (not from what I've seen, at least) then it looks like this is a nerf.

ON THE BRIGHT SIDE (and this is the only thing I can think of): weapon attack will have a very large boost and will be a greater contributor to damage than ever.

Thoughts?

June 4, 2015

45 Comments • Newest first

Randomcity2

I'd say keep going. The formula change is pretty much setting us back to what we had as the original formula was divisor of 9 while we currently have divisor of 7 as of v150 i think or somewhere near that patch. The "nerf" part is mostly applying to unfunded people such as yourself, but its not that bad really, you just lost the bonus damage you'd have for being demon avenger compared to normal classes with the formula change so its now giving the around the same damage you have for the skill % and such that you would have had without the unfair bonus damage from set effects, link skills, etc. giving you a lot more of your main stat for free / cheap compared to everyone else.

Buffs normalized to 990ms each besides abyssal connectoin that was already 1020ms before the update.
30ms delay removed from overload release
500k hp cap turned soft so you gain range past 500k. Damage is now based on MaxHP instead of current HP
Damage formula changed so that extra hp from set effects, link skills , etc aren't an unfair advantage:
Previous Damage formula 1.3 * (CurrentHP / 7 + STR) / 100 * ATT = Damage >>>>>>>>> My guess at new damage formula is either 1.3 * (MaxHP / 9 + STR) / 100 * ATT = DAmage OR 1.3 * (BaseHP / 7 + Bonus HP{from %hp} / 7 * 0.8 + STR) / 100 * ATT = Damage
Diabolical Recovery buff changed from 40% MaxHP >>> 25% MaxHP
The exceed skill stage and count is now shared for all exceed skills so no more resetting stage when switching skills.
Thousand Sword now has a cost of 15% Max HP and gives a 5 exceed skill use count
Demon Strike changed from 145%(fifth stage) >>> 300% (145% + 155% bonus damage from nether slice passive)
Lunar slash changed from ~ 390% (300 % + bonus 30% multiplicative damage from nether shield passive) >> 630% (300% + 330% bonus damage from nether shield passive)
Execution changed from mob count: 6, number of hits in stage 1 - 4: 3, number of hits in stage 5+: 4, 620% damage per hit in all stages >>>>>>>>> mob count: 2, number of hits in stage 1 - 4: 4, number of hits in stage 5+: 6, 475% damage per hit in each stage

This typed from memory so forgive any mistakes. Anyways, that's about everything. So when this hits GMS, remember that you can now use thousand sword immediately after overload release to get back to fifth stage immediately for maintaining dps instead of the current drop in dps momentarily when in stage 1 - 4 before getting back to fifth.
The "nerf" to execution isn't a nerf to funded demon avengers as its actually 370% more damage than before overall and at cap its 50% more damage since its 50% more hits. As for the mob count change, I don't use execution mobbing anyways, so now all the unfunded people will start using lunar slash for training just like I currently do since its a much better mobbing skill that hits more than execution currently does, is faster than execution and has a farther reach with 300% that is effectively 600% since it is in front and behind you compared to 350% in front only with execution or 450% with nether slice in front. The people complaining that this is a nerf are all unfunded people that don't wanna use any skill lower than 4th job to attack. The only nerf overall was loss of 15% on diabolical recovery and changes in the damage formula being a drop in range for those under 500k by I guess 20 - 23%. You'll need to get about 30% extra range after getting back to your current range to one shot on lunar slash mobs that you just barely one shot currently on execution in these patches before reboot. This is a lot better than it is now just so ya know >>>>>>>>>> takes like 70% extra range to one shot on lunar slash on what you currently just barely one shot on execution. It is a nerf to the unfunded, but our maximum potential went way up to what it should have been from the start. Our maximum range was like 11m range with 500k hp as hard cap. With these changes we can now match up to regular classes in aiming for 20m+ range.

Reply July 20, 2015 - edited
trapt6rr

Hello, can someone list the final changes up to this point please? That would be very helpful since it's pretty hard to follow everything that has been talked about haha. I'm new to the DA I'm currently level 85 and I would love to know if I should stop at 120 due to these possible nerfs being too drastic or if they're just minor because so far I am in love with my DA, coming from playing a NW. Also I am very unfunded so me hitting this 500k HP cap may never come lol. Thanks for your time!

Reply July 17, 2015 - edited
motionblurr

[quote=CroneJ]From what i can see DAs become quite OP after the rebalance.

There's a screenie of a 340k ranged (unbuffed) DA soloing empress![/quote]

Yeah as far I know the only nerf in the final changes were the 15% hp boost from diabolic recovery and the mob count of execution.

Reply June 29, 2015 - edited
CroneJ

From what i can see DAs become quite OP after the rebalance.

There's a screenie of a 340k ranged (unbuffed) DA soloing empress!

Reply June 28, 2015 - edited
Randomcity2

Hmm, looks like they let you keep track of hp past 500k without having to guess.[url=http://www.insoya.com/bbs/zboard.php?id=talkmaple_job&category=142&divpage=76&no=375921]click here[/url]

Reply June 28, 2015 - edited
Faultfinder

How are they gonna do this to DA.
It is time to quit. Time to move on to MS2.

Reply June 22, 2015 - edited
motionblurr

@Kontossis: The point is to make us mob with lunar slash and boss with execution hence execution mob count being lowered to 2

Reply June 19, 2015 - edited
Kontossis

[quote=motionblurr]are you talking about total dmg between all hits? because it's an additive boost[/quote]

Ah is it? That would make a lot more sense. It still lacks the damage that Execution has currently for mobs, but I think it's at a decent spot with this buff.

Reply June 19, 2015 - edited
motionblurr

[quote=Kontossis]Wait, Lunar slash damage boost has to be a typo. If it got increased up to 330%, then it would get to 3870% per lunar slash.[/quote]

are you talking about total dmg between all hits? because it's an additive boost

Reply June 19, 2015 - edited
Kontossis

Wait, Lunar slash damage boost has to be a typo. If it got increased up to 330%, then it would get to 3870% per lunar slash.

Reply June 19, 2015 - edited
DeeeMon

I wish they did something for Double Slash, like make it as fast as the Crissaegrim from Symphony of the Night. This is what I want: https://youtu.be/yXKSZEbJj2U
Bat and Mist form would be cool too, dood.

Reply June 19, 2015 - edited
motionblurr

[quote=Randomcity2]After looking at [url=http://www.insoya.com/bbs/zboard.php?id=talkmaple_job&page=2&category=142&divpage=76&no=371181]this[/url] it seems like they fixed %hp and equips not counting and made the divisor go from 7 >> 9, which is going back to the original divisor while making 500k hp a soft cap. Once you pass 642857 worth of base hp and %hp you'll be getting a long needed buff to your range. The revert was so that you won't have a huge advantage for having free %hp from set effects, link skills, character cards, etc. Other than the slight nerf for under 500k DA's i'm loving the changes to the class as we finally get a freaking huge buff. For the unfunded Demon Avengers, nerfing the mob count on execution sucks, but funded demon avengers only use it for bossing as its not meant for mobbing anyways once you have range to use your other skills in place of it. Can't wait to have this update hit GMS.[/quote]

At first I was disappointed that the mob count was being nerfed but they are buffing lunar slash by 80% (nether shield? passive buff going from 30% -> 110%) so mobbing will be better anyways

6/18/2015 update: Shield Chasing: Exceed: Moonlight Slash's damage boost has been increased from 110% to 330%
lol well guess mobbing won't be too bad XDDD

Reply June 16, 2015 - edited
Randomcity2

After looking at [url=http://www.insoya.com/bbs/zboard.php?id=talkmaple_job&page=2&category=142&divpage=76&no=371181]this[/url] it seems like they fixed %hp and equips not counting and made the divisor go from 7 >> 9, which is going back to the original divisor while making 500k hp a soft cap. Once you pass 642857 worth of base hp and %hp you'll be getting a long needed buff to your range. The revert was so that you won't have a huge advantage for having free %hp from set effects, link skills, character cards, etc. Other than the slight nerf for under 500k DA's i'm loving the changes to the class as we finally get a freaking huge buff. For the unfunded Demon Avengers, nerfing the mob count on execution sucks, but funded demon avengers only use it for bossing as its not meant for mobbing anyways once you have range to use your other skills in place of it. Can't wait to have this update hit GMS.

Reply June 16, 2015 - edited
GraffitiSkyez

Just when i was beginning to like nexon...they pull this BS.

If it ain't broken, don't fix it.

Reply June 15, 2015 - edited
hangwithhung

@motionblurr: ohhhh yeah. Sigh... oh well. I think I've had as much fun with DAs as I could It was fun while it lasted :]

Reply June 13, 2015 - edited
motionblurr

[quote=hangwithhung]wait sooooo basically overall DPS remains the same, but potential increases?[/quote]

I think that's the idea
and they reverted the pdr nerfs on execution

Reply June 13, 2015 - edited
hangwithhung

wait sooooo basically overall DPS remains the same, but potential increases?

Reply June 13, 2015 - edited
CroneJ

Yeah it's a visual cap and we will get range past 500k HP.
The error was to do with how much range we got from HP meaning our damage was very nerfed.

Reply June 12, 2015 - edited
motionblurr

[quote=CroneJ]Just been confirmed that the range nerf from HP was an error [/quote]

So is 500k still a visual cap and we'll still get damage passed 500k?
Or was the whole thing an error?

Reply June 12, 2015 - edited
CroneJ

Just been confirmed that the range nerf from HP was an error

Reply June 12, 2015 - edited
Aerlithia

this is so depressing i dont know why they want to "fix" these issues.

Basically from what i see, these changes only implements benefits for those who are already funded to the point where they can surpass the current HP cap.

If you are unfunded, and have not reached the HP cap, your damage will be severely cut. Most of us will be severely weakened, both in attack ability and survivability. What to do now....

Reply June 11, 2015 - edited
hangwithhung

@croneJ thank GOD that would kill me... no, idek where you'd find that information to begin with lol

Reply June 10, 2015 - edited
CroneJ

haha i don't think its the actual formula.

Anyone been able to get any more information?

Reply June 9, 2015 - edited
CroneJ

We need someone who understands Korean haha. I found this:

(Pure HP /8.8) + (Additional HP / 22) + (HP raised an additional amount of HP% / 22) + power stats] x weapon constant (1.65) x ATK / 100

On Insoya, but there's lots of discussion about it but do not know what they are saying.

Reply June 5, 2015 - edited
motionblurr

[quote=CroneJ]Anyone seen how much the HP to WA at cap conversion is yet?[/quote]
Not that I know of which is what I wanted to know the most about

Reply June 5, 2015 - edited
CroneJ

Anyone seen how much the HP to WA at cap conversion is yet?

Reply June 5, 2015 - edited
Eufloric

Wow that Chaos Horntail nerf rip.
Other than that i love these changes especially the buff cast time nerfs because im too stubborn to buy the pet buff skills.

Reply June 5, 2015 - edited
motionblurr

Number changes :
Absorb Life: max HP recovery has been decreased from 5% to 3%

Demon Booster Demon Booster: cast delay has been decreased from 1500ms to 990ms

Demon Strike Exceed: Demon Strike: your Exceed stacks will no longer reset to 1 if you use this skill after another Exceed skill

Diabolic Recovery Diabolic Recovery: maximum HP boost has been decreased from 40% to 25%, cast delay has been decreased from 1500ms to 990ms

Refract Evil Refract Evil: cast delay has been decreased from 1500ms to 990ms

Advanced Absorb Life Advanced Absorb Life: maximum HP recovery has been decreased 10% to 8%

Execution Exceed: Execution: damage has been decreased from 620% to 475%, number of hits has been increased from 3 to 4 (4 to 6 for Exceed state), defense ignore has been decreased from 30% to 15%, number of monsters hit has been decreased from 6 to 2

Shield Chasing Shield Chasing: Exceed: Moonlight Slash's damage boost has been increased from 30% to 110%

Overwhelming Power Overwhelming Power: cast delay has been decreased from 1500ms to 990ms

Thousand Sword Thousand Sword: now increases your Overload by 5 stacks when used

Reply June 5, 2015 - edited
hangwithhung

It seems a lot of the new skills will reset overload from the videos I've seen. Either way, we seem to stay in purple less and revert to blue more often than I'd like. That means lower speed and less lines... Bleh. I personally would be fine with exceed being where it's at now. Because I can't cap, the damage output remains roughly the same. However it is useful in place like Cvel where DPS actually counts. So there is that to consider, too. However for the average player who can only solo stationary bosses, it seems that it's not too much of a boost.

From what I understand, boosts from other skills are addative and not multiplicative but if the damage is as high as you say it is for Lunar Slash, that wouldn't be a bad way to go... I might actually enjoy this change.

Reply June 4, 2015 - edited
DeeeMon

I think the Execution change is good, also something about being too monotonous, I agree and that's what everyone used to complain about. I didn't really use Execution to train with, mostly to boss with, I probably used Lunar Slash most of the time on the way to 210. It also looks like Nether Shield passively gives 110% instead of 30% for Lunar Slash now. Does that mean it's like 630%?
And I don't know if I read it correctly, we can stay in the purple Exceeded state when using another Exceed skill? Like I know we already have that change to Demon Strike, but it still starts in the blue unExceeded state when using it with another skill. I just hope they all stay in the purple Exceeded state.

Reply June 4, 2015 - edited
dr4g0ns1ay3r

soo with the new da changes, the durability ring will be useful for that job

Reply June 4, 2015 - edited
hangwithhung

@CroneJ: haha I hope it'll be good. Idk, from what I'm seeing, DAs are getting hit pretty hard. Most of the changes seem to be to %HP recovery but there's a lot of mention to "MaxHP" and "no longer based on current HP" and I'm really wondering if that means my buffs won't do as much as they did. Honestly I don't care if they nerf Overload Release but they seriously need to up the duration of that thing. 60 seconds is just horrible. This revamp was mostly about fixing buff durations and increasing increasing overall DPM/APM and it seems that they've pretty much axed all our buffs and then some :[ -sobs in the corner-

Reply June 4, 2015 - edited
CroneJ

@hangwithhung yeah that's why i eagerly await to find out.

But even at several hundred HP = 1 WA that is still going to be very good depending on what your HP%. If you have 500k hp You are obviously going to be relatively funded and now there is even more incentive to go beyond the cap. Been waiting for sometime for this having 30% traces/hp scrolled all my gear ^.^.

Reply June 4, 2015 - edited
hangwithhung

@croneJ that still requires me to hit 500k range tho haha. I don't know how I'll be achieving that. In any case, we still have no idea about how many HP = 1 WA. It could be as much as several hundred which would be pretty pointless given that each %HP gives a far lower return because from what I see, everything is additive

Reply June 4, 2015 - edited
CroneJ

Fingers crossed the 500k hp cap becomes either a visual cap only or is increased for DAs

Just re read it and saw:

Even if you possess more than Max Hp, it will now still convert to your WA.

This could be a really really good buff.

Reply June 4, 2015 - edited
hangwithhung

Pot use is the least of my worries... Or, it has been. Idk what's going to happen now. I guess I'll just potion pot every Power Elixer I have but I'm not sure if that will be remotely useful given the apparent massive HP consumption.

The patch notes said something about avengers being "hard to reach max" or something. I thought it meant that Demon avengers took forever to reach max HP but by the description of some of the comments, it doesn't seem that Nexon is going to help DAs out at all. I'll have to look into the KMS players comments about what happened in KMST though because it is an entirely different server after all.

I'm just looking for a direction to take my DA in. Unless lunar slash receives a serious boost I'm not looking forward to using it as a mobbing attack. It's got good range, but Execution felt far faster. I'm scared my range will drop now and I'm upset I can only hit 2 mobs with Execution now... Chaos Horntail is going to be a stupid boss to deal with now. In any case, I know Execution currently does 4 lines for ~600%. Losing 1/3 damage and gaining 1/3 lines doesn't seem to be much of a boost but we are losing mob count though... I'm nowhere near hitting cap so in all reality this seems one it'll be a nerf :'(

Reply June 4, 2015 - edited
PlayThatMelody

That's alot of healing nerfs listed... The only ones who really benefit from the lines are going to be those who cap on damage. The mob count is a drastic drop and I guess Nexon really wants Lunar Slash to be the main mobbing move to still be buffing it. This is going to force a lot of players to be more careful about their HP since you can't recover health fast enough with only a 6-second Nether Shield.

Reply June 4, 2015 - edited
singsangsong

Posts in Insoya comments on a guy having 1.2m range on his DA in KMS while in KMST having 400k. I'm gonna guess this is a nerf. A pretty hard nerf.

Reply June 4, 2015 - edited
SillyBats

Alright cheers!

Demon Avenger

Exceed Execution: Cost Max HP 4%, Maximum of two monsters, 475% damage 4 times, with 15% pdr.

Diabolic Recovery: 900 HP (Not max), For 180 secs, Max HP 25% increase, Every 4 seconds, MaxHP 5% recovery

Exceed: Exceed Overload max stacks 20. As Overload rises by 2, absorb life's drain is reduced by 1%. If you switch to another exceed move while using a different exceed skill, two overload stacks are added.

That's about it! Seems as though Nexon wants this class to be a boss orientated class Don't really play Demon avengers, so I'll let you guys decide Peace

Reply June 4, 2015 - edited
okaythen

[quote=SillyBats]I'll try translating Mind giving me the link to the video?[/quote]

http://www.insoya.com/bbs/zboard.php?id=talkmaple_job&category=142&divpage=75&no=368822

Reply June 4, 2015 - edited
SillyBats

[quote=okaythen]Execution now deals 475% damage and hits 2 mobs.
When in exceed, hits 6 lines.

From an image of the skill on insoya. There's also screenshots of more skills, but my bad korean can't translate it.[/quote]

I'll try translating Mind giving me the link to the video?

Reply June 4, 2015 - edited
okaythen

Execution now deals 475% damage and hits 2 mobs.
When in exceed, hits 6 lines.

From an image of the skill on insoya. There's also screenshots of more skills, but my bad korean can't translate it.

Reply June 4, 2015 - edited
Jack

Can funded DA's explain to me how the funding process works for end game gear?

Reply June 4, 2015 - edited
nahpets

I don't want this....DA is perfect right now

Reply June 4, 2015 - edited