Just give it 99 aoe defense ratio
Why am I hearing so much about aiming getting killed? Didn’t they already nerf it before
I’m under the impression the main concerns about Shinobi won’t be addressed, even when there’s lots of room for improvement without insta-breaking the class.
I guess I’ll be holding both my breath and my wallet until I see Shinobi getting to be any viable in PvE and/or PvP. I’m tired of being told useless because the devs failed at delivering their promise of making every build/class usable in Re:Build.
Hopefully, your fav classes will get a well deserved improvement guys
Understood. Have the developers expressed their reasoning for changing it?
I don’t mind them nerfing or changing it, but doing so comes with huge nerfs to pve if mob hit boxes or skill hit boxes aren’t changed as well. It’s honestly pretty egregious how awful mobs, especially boss’, hit boxes are in relation to their model size.
The pvp implications I do agree with, doesn’t make sense to basically lump everyone into 1 big hit box. If changing aiming to just affect pve might be the right change from a pvp perspective.
How would you change it so it feels balanced?
They haven’t given reasons yet, those should be happening soon. They did give their reasons for Pass being nerfed so I would expect they will do the same for the other big 4 (pass, JP, aiming, circling)
As far as how I would change it? Having it affect only missile attacks would be reasonable and perhaps limiting the targets in pvp.
The key thing to look for here is “minimum critical chance.” Skills that provide this bonus are a separate critical roll and will ignore any normal critical chance cap. Sneak Hit doesn’t have this property, while the legendary Marnox card does.
KTEST Server Patch Notes 9/17
Trade Grade
1. The daily trade limit for each trade grade for the market has been changed.
Grade 1: 15,000,000 -> 1,000,000
Grade 2: 50,000,000 -> 5,000,000
Grade 3: 500,000,000 -> 10,000,000
2. The amount of ★ provided for using Steam Guard has been increased from 2 to 5.
Monster Hit Box Range Change
The range of monster hitboxes have been increased by 2 times.
Sound
Some skill sounds have been changed.
PVP Damage Formula Balance
The PVP damage formula has been changed to reduce damage by approximately 38%.
Skill Balance
With this balance patch, most of the changes to damage dealing skills has been finished. However, there are three major categories of classes that were not included in this patch.
1. Classes with complicated skill mechanics that are difficult to rebalance properly by simply changing skill factors.
-Necromancer, Bokor, Sorcerer, Hunter, Dievdirbys, Sadhu
2. Support classes where simply raising skill factors would not help.
-The one or two classes in the game with no damage dealing skills.
-Templar, Alchemist, Pied Piper, Appraiser, Priest, Oracle, Pardoner, Chaplain, Kabbalist, Miko, Squire, Thaumaturge, Enchanter
3. Base classes.
-Swordsman, Wizard, Archer, Cleric, Scout
After this balance patch, classes in category 1 will be changed first, and there may be heavy changes akin to a remake.
Meanwhile, the development team will continue to monitor damage dealing skills that have already been buffed. If the changes we have made are not enough, we will make further changes while going through the above classes.
Peltasta
Umbo Blow
[Before Change] 241% + [Level - 1] * 12.1%
[After Change] 527% + [Level - 1] * 136.8%
[Max Level] 349% → 1758%
Rim Blow
[Before Change] 266% + [Level - 1] * 7.5%
[After Change] 446% + [Level - 1] * 74.5%
[Max Level] 371% → 1489%
Shield Lob
[Before Change] 522% + [Level - 1] * 17.3%
[After Change] 1620% + [Level - 1] * 270.1%
[Max Level] 764% → 5401%
Hoplite
Pierce
[Before Change] 208% + [Level - 1] * 6.9%
[After Change] 262% + [Level - 1] * 43.7%
[Max Level] 304% → 873%
Throw Spear
[Before Change] 285% + [Level - 1] * 9.5%
[After Change] 244% + [Level - 1] * 40.9%
[Max Level] 418% → 816%
Spear Lunge
[Before Change] 277% + [Level - 1] * 11.4%
[After Change] 309% + [Level - 1] * 80.1%
[Max Level] 379% → 1029%
Rodelero
Shield Charge
[Before Change] 294% + [Level - 1] * 9.8%
[After Change] 739% + [Level - 1] * 123.2%
[Max Level] 431% → 2463%
Montano
[Before Change] 540% + [Level - 1] * 17.9%
[After Change] 1434% + [Level - 1] * 239.1%
[Max Level] 790% → 4781%
Targe Smash
[Before Change] 236% + [Level - 1] * 7.8%
[After Change] 490% + [Level - 1] * 81.9%
[Max Level] 345% → 1636%
Shield Push
[Before Change] 405% + [Level - 1] * 13.4%
[After Change] 51% + [Level - 1] * 86%
[Max Level] 592% → 1720%
Shield Shoving
[Before Change] 237% + [Level - 1] * 11.9%
[After Change] 591% + [Level - 1] * 153.4%
[Max Level] 344% → 1971%
Shooting Star
[Before Change] 170% + [Level - 1] * 52.5%
[After Change] 207% + [Level - 1] * 207.8%
[Max Level] 380% → 1038%
Shield Bash
[Before Change] 704% + [Level - 1] * 70.4%
[After Change] 1724% + [Level - 1] * 1724%
[Max Level] 985% → 8620%
Cataphract
Steed Charge has a short cooldown, has a long travel distance, and has two overheats, making the penalties of being a melee class irrelevant. We want Cataphracts to make use of movement skills from other riding classes to help them close the distance, and be more rewarded with damage when they do.
Earth Wave
[Before Change] 72% + [Level - 1] * 17.8%
[After Change] 106% + [Level - 1] * 17.7%
[Max Level] 321% → 353%
Doom Spike
[Before Change] 254% + [Level - 1] * 29.2%
[After Change] 170% + [Level - 1] * 44.3%
[Max Level] 516% → 568%
Rush
[Before Change] 205% + [Level - 1] * 86.5%
[After Change] 141% + [Level - 1] * 142%
[Max Level] 551% → 709%
Steed Charge
[Change] Overheat 2 → 1
Murmillo
Frenzied Slash
[Before Change] 852% + [Level - 1] * 28.2%
[After Change] 2145% + [Level - 1] * 357.6%
[Max Level] 1246% → 7151%
Evade Thrust
[Before Change] 372% + [Level - 1] * 12.3%
[After Change] 472% + [Level - 1] * 78.9%
[Max Level] 544% → 1576%
Headbutt
[Before Change] 414% + [Level - 1] * 13.7%
[After Change] 334% + [Level - 1] * 55.7%
[Max Level] 605% → 1113%
Scutum Hit
[Before Change] 541% + [Level - 1] * 27.1%
[After Change] 992% + [Level - 1] * 257.2%
[Max Level] 784% → 3306%
Shield Train
[Before Change] 245% + [Level - 1] * 12.3%
[After Change] 964% + [Level - 1] * 250.1%
[Max Level] 355% → 3214%
Emperor’s Bane
[Before Change] 334% + [Level - 1] * 33.4%
[After Change] 322% + [Level - 1] * 323%
[Max Level] 467% → 1614%
Lancer
Since the previous changes, we have identified skills that are in need of more buffs. However, in the case of Quintain, we believe the current amount of damage it deals is appropriate given the synergy it has with Crush.
Crush
[Before Change] 567% + [Level - 1] * 18.8%
[After Change] 580% + [Level - 1] * 96.7%
[Max Level] 830% → 1933%
Joust
[Before Change] 357% + [Level - 1] * 11.8%
[After Change] 863% + [Level - 1] * 143.9%
[Max Level] 522% → 2877%
Gigante Marcha
[Before Change] 118% + [Level - 1] * 18%
[After Change] 176 + [Level - 1] * 176.8%
[Max Level] 190% → 883%
Nak Muay
Nak Muay is a damage dealing class with very high burst damage, but has potential to convert this into more sustained damage with proper equipment. However, even after the previous buffs, we believe their damage potential is still a bit below our baseline and needs to be adjusted.
Te Kha
[Before Change] 236% + [Level - 1] * 11.7%
[After Change] 131% + [Level - 1] * 21.9%
[Max Level] 399% → 437%
Sok Chiang
[Before Change] 240% + [Level - 1] * 16%
[After Change] 158% + [Level - 1] * 26.4%
[Max Level] 464% → 527%
Te Trong
[Before Change] 379% + [Level - 1] * 80%
[After Change] 408% + [Level - 1] * 105.8%
[Max Level] 1099% → 1360%
Khao Loi
[Before Change] 590% + [Level - 1] * 73.75%
[After Change] 468% + [Level - 1] * 121.6%
[Max Level] 1253% → 1562%
Hackapell
Most of Hackapell’s damage skills require the use of a debuff before being used. Even when you meet these requirements, the development team believes the damage dealt was not high enough (despite the fact that their equipment is very specific).
We would like to change the damage on skills that required debuffs to have their debuffed damage be the default damage, while making their own debuffs more reliable.
Skarphuggning
[Before Change] 87% + [Level - 1] * 4.5%
[After Change] 148% + [Level - 1] * 24.7%
[Max Level] 150% → 493%
[Removal] No longer deals more damage with the [Shock] debuff
[Change] Skill Use Time 0.7 seconds → 0.5 seconds
[Change] Skill Cancelable Time 0.7 sec → 0 sec
[Change] Hit range increased by 30%
Storm Bolt
[Before Change] 126% + [Level - 1] * 4.2%
[After Change] 142% + [Level - 1] * 23.9%
[Max Level] 184% → 476%
[Removal] No longer deals 100% more damage to Frozen enemies and Ice-property enemies
Grind Cutter
[Before Change] 78% + [Level - 1] * 7%
[After Change] 132% + [Level - 1] * 34.4%
[Max Level] 141% → 441%
[Removal] No longer deals more damage with the [Shock] and [Bleeding] debuffs
[Change] Skill Use Time 0.55 seconds → 0.5 seconds
[Change] Hit range increased by 30%
Cavalry Charge
[Change] Buff Duration 5 seconds → 10 seconds
[Change] Overheat 2 → 1
[Change] Charge range increased by 100%
Hakka Palle
[Change] Skill Max Level 15 → 1
Helm Chopper
[Before Change] 216% + [Level - 1] * 30%
[After Change] 363% + [Level - 1] * 60.6%
[Max Level] 636% → 1211%
[Change] Now always inflicts [Stun].
[Removal] No longer inflicts [Slow].
Infinite Assault
[Before Change] 285% + [Level - 1] * 134%
[After Change] 923% + [Level - 1] * 154%
[Max Level] 821% → 2189%
[Change] Attack Type: Strike → Slash
[Removal] No longer deals more damage with the [Warcry] debuff.
Rune Caster
Rune of Destruction
[Before Change] 703% + [Level - 1] * 70.3%
[After Change] 467% + [Level - 1] * 121.1%
[Max Level] 1335% → 1556%
Rune of Ice
[Before Change] 442% + [Level - 1] * 14.6%
[After Change] 450% + [Level - 1] * 75.2%
[Max Level] 646% → 1502%
Rune of Justice
[Before Change] 178% + [Level - 1] * 5.9%
[After Change] 473% + [Level - 1] * 78.9%
[Max Level] 260% → 1577%
Rune of Rock
[Before Change] 360% + [Level - 1] * 84.5%
[After Change] 712% + [Level - 1] * 712%
[Max Level] 698% → 3560%
Pyromancer
As Pyromancer’s skill factors have been increased, the usability of Fireball has changed over time.
The “ball” aspect of Fireball has been a defining aspect of the skill for a long time, however, the development team has determined that this is no longer a meaningful synergy for it to have.
Pyromancer already has multiple large area of effect skills to burn enemies, so it was decided that Fireball should target one specific enemy as a projectile.
Although these usability improvements will completely remove the synergy it has with Storm Dust and Psychic Pressure, the development team has decided that usability is more important, along with removing dependency on specific classes.
Fireball
[Before Change] 279% + [Level - 1] * 9.3%
[After Change] 923% + [Level - 1] * 154%
[Max Level] 409% → 3079%
[Change] Installation → Projectile (Targeted)
[Change] Overheat 5 → 3
[New Addition] Now has a casting time of 0.5 seconds
Attribute [Fireball: Residual Heat] removed, as the skill is no longer an installation.
Fire Pillar
[Before Change] 161% + [Level - 1] * 8.1%
[After Change] 127% + [Level - 1] * 33%
[Max Level] 233% → 424%
Flame Ground
[Before Change] 120% + [Level - 1] * 4%
[After Change] 248% + [Level - 1] * 41.5%
[Max Level] 176% → 829%
Hell Breath
[Before Change] 163% + [Level - 1] * 8.2%
[After Change] 119% + [Level - 1] * 30.9%
[Max Level] 236% → 397%
Psychokino
Psychic Pressure
[Before Change] 159% + [Level - 1] * 5.3%
[After Change] 236% + [Level - 1] * 39.5%
[Max Level] 233% → 789%
Magnetic Force
[Before Change] 421% + [Level - 1] * 13.9%
[After Change] 1541% + [Level - 1] * 257%
[Max Level] 615% → 5139%
Heavy Gravity
[Before Change] 111% + [Level - 1] * 5.6%
[After Change] 330% + [Level - 1] * 85.7%
[Max Level] 161% → 1101%
Gravity Pole
[Before Change] 163% + [Level - 1] * 30%
[After Change] 184% + [Level - 1] * 184.8%
[Max Level] 283% → 923%
Sage
Micro Dimension
[Before Change] 302% + [Level - 1] * 20%
[After Change] 395% + [Level - 1] * 66%
[Max Level] 582% → 1319%
Ultimate Dimension
[Before Change] 67% + [Level - 1] * 7%
[After Change] 209% + [Level - 1] * 34.9%
[Max Level] 165% → 697%
Dimension Compression
[Before Change] 188% + [Level - 1] * 13%
[After Change] 250% + [Level - 1] * 64.9%
[Max Level] 305% → 834%
Hole of Darkness
[Before Change] 1377% + [Level - 1] * 137.7%
[After Change] 2403% + [Level - 1] * 2403%
[Max Level] 1927% → 12015%
Warlock
We fixed an unintentional addition to the damage formula for [Mastema: Phantom Pain] that caused it to deal more damage than desired.
While this bug fix will cause a significant decrease in damage, we balanced Warlock around the bug not existing and feel the buffs we have already made to Warlock are enough.
Mastema: Phantom Pain
[Before Change] Mastema Skill Factor x ( Magic Attack x ([ Attribute Level ] x 15%))
[After Change] 100% Skill Factor x ( Magic Attack x ([ Attribute Level ] x 15%))
Onmyoji
We’ve adjusted the hitstun that occurs in PVP situations when hit with Yin Yang Harmony to prevent enemies from being locked in place.
Yin Yang Harmony
-Reduced hitstun that occurs in PVP when hitting enemies with Yin Yang Harmony.
Cryomancer
Ice Bolt
[Before Change] 146% + [Level - 1] * 4.9%
[After Change] 257% + [Level - 1] * 42.9%
[Max Level] 214% → 397%
Ice Pike
[Before Change] 244% + [Level - 1] * 8.1%
[After Change] 1097% + [Level - 1] * 182.9%
[Max Level] 357% → 3657%
Ice Blast
[Before Change] 297% + [Level - 1] * 14.9%
[After Change] 308% + [Level - 1] * 80%
[Max Level] 431% → 1028%
Snow Rolling
[Before Change] 186% + [Level - 1] * 9.3%
[After Change] 490% + [Level - 1] * 127.1%
[Max Level] 269% → 1633%
Frost Pillar
[Before Change] 110% + [Level - 1] * 11%
[After Change] 356% + [Level - 1] * 356.5%
[Max Level] 154% → 1782%
Ranger
Rangers provide Steady Aim, Critical Shot, and other buffs that greatly boost DPS for all bow classes. Our goal with these changes is not to adjust these synergies, but only that of High Anchoring, as we believe the skill cooldown reduction the attribute provides is too drastic.
The development team believes that [High Anchoring: Continuous Fire] makes Ranger more enjoyable, so instead of deleting it, we are simply going to adjust the attribute and raise other damage dealing skills to compensate.
Barrage
[Before Change] 148% + [Level - 1] * 4.9%
[After Change] 86% + [Level - 1] * 14.4%
[Max Level] 216% → 287%
Critical Shot
[Before Change] 226% + [Level - 1] * 11.3%
[After Change] 202% + [Level - 1] * 52.7%
[Max Level] 327% → 676%
High Anchoring: Continuous Fire
-Maximum cooldown decrease has been limited to 5 seconds.
Spiral Arrow
[Before Change] 110% + [Level - 1] * 5.5%
[After Change] 89% + [Level - 1] * 23.3%
[Max Level] 159% → 298%
Bounce Shot
[Before Change] 320% + [Level - 1] * 32%
[After Change] 236% + [Level - 1] * 236.8%
[Max Level] 448% → 1183%
Musketeer
Our goal with Musketeer changes is to buff the class, but currently Musketeer is equipped with many attractive features in PVP situations (guaranteed stuns, guaranteed accuracy, guaranteed block penetration, and easy preemptive strikes). We believe the effects of these are too great and we are going to change some skills as a result.
However, as mentioned earlier with all the other classes, we will continue to monitor the impact this has in PVE situations (and make changes if needed).
Covering Fire
[Before Change] 137% + [Level - 1] * 23%
[After Change] 118% + [Level - 1] * 19.9%
[Max Level] 459% → 396%
Headshot
[Before Change] 2263% + [Level - 1] * 377.3%
[After Change] 2097% + [Level - 1] * 349.6%
[Max Level] 7545% → 6991%
Snipe
[Before Change] 1693% + [Level - 1] * 1693.5%
[After Change] 1417% + [Level - 1] * 1417.3%
[Max Level] 8467% → 7086%
[Change] Overheat 2 → 1
[Change] Cooldown 35 seconds → 15 seconds
[Removal] Removed the stun effect, the guaranteed accuracy effect, and the guaranteed block penetration effect.
Penetration Shot
[Before Change] 366% + [Level - 1] * 61.1%
[After Change] 305% + [Level - 1] * 50.9%
[Max Level] 1221% → 1017%
Volleyfire
[Before Change] 290% + [Level - 1] * 75.3%
[After Change] 261% + [Level - 1] * 67.7%
[Max Level] 967% → 870%
Prime and Load
-Added a 1 second charging time to the skill in PVP areas.
Sniper’s Serenity: Exploit Weakness
-Changed the guaranteed accuracy effect. It now provides 100% increased accuracy instead.
Crevox Note: This means it doubles your chance to hit, but it no longer completely ignores evasion.
Falconer
As we mentioned in an update notice previously, we want to reduce the party synergy Falconer has and buff Falconer’s own combat capability.
Pheasant
[Before Change] 479% + [Level - 1] * 15.9%
[After Change] 1929% + [Level - 1] * 321.5%
[Max Level] 701% → 6430%
Sonic Strike
[Before Change] 144% + [Level - 1] * 7.2%
[After Change] 528% + [Level - 1] * 137.1%
[Max Level] 208% → 1761%
Tomahawk
[Before Change] 775% + [Level - 1] * 75.5%
[After Change] 1644% + [Level - 1] * 1644.5%
[Max Level] 1077% → 8222%
Aiming
[Change] The range of the circle has been changed.
- Small: 20 + 1.5 * [ Skill Level ] → 10 + 1.05 * Skill Level;
- Medium: 25 + 1.5 * [ Skill Level ] → 15 + 1.05 * Skill Level;
- Large: 30 + 1.5 * [ Skill Level ] → 20 + 1.05 * Skill Level;
- Bosses: 45 + 1.5 * [ Skill Level ] → 25 + 1.05 * Skill Level;
Circling
[Change] Max Level 15 → 5
[Change] The effect of Circling has been changed.
Reduces AoE Defense Ratio to 1 → Increases your AoE Attack Ratio by [ Skill Level ]
Reveals nearby cloaked enemies for 5 seconds upon use.
[Change] Now a toggle skill.
-Activates the buff for infinite duration upon use, draining 30 SP every 5 seconds.
-Using the skill again removes the buff and SP drain, but activates the skill’s cooldown.
Preemptive Strike
[New Addition] Pheasant will now be used during Preemptive Strike.
-If you did not learn the skill, level 1 Pheasant will be used.
Cannoneer
Cannon Shot
[Before Change] 348% + [Level - 1] * 58%
[After Change] 603% + [Level - 1] * 100.6%
[Max Level] 1160% → 2011%
[Change] Cooldown 15 seconds → 5 seconds
[Change] Overheat 3 → 1
Siege Burst
[Before Change] 762% + [Level - 1] * 127.6%
[After Change] 2321% + [Level - 1] * 386.9%
[Max Level] 2548% → 7737%
Cannon Blast
[Before Change] 918% + [Level - 1] * 153.2%
[After Change] 1535% + [Level - 1] * 255.9%
[Max Level] 3062% → 5117%
Cannon Barrage
[Before Change] 180% + [Level - 1] * 46.8%
[After Change] 533% + [Level - 1] * 138.3%
[Max Level] 601% → 1777%
Sweeping Cannon
[Before Change] 1875% + [Level - 1] * 1875.5%
[After Change] 2147% + [Level - 1] * 2147%
[Max Level] 9377% → 10735%
[Change] Overheat 1 → 2
Quarrel Shooter
Scatter Caltrops
[Before Change] 200% + [Level - 1] * 6.6%
[After Change] 387% + [Level - 1] * 64.6%
[Max Level] 292% → 1291%
Stone Shot
[Before Change] 215% + [Level - 1] * 20.5%
[After Change] 383% + [Level - 1] * 64%
[Max Level] 502% → 1279%
Rapid Fire
[Before Change] 90% + [Level - 1] * 5%
[After Change] 106% + [Level - 1] * 17.9%
[Max Level] 160% → 356%
Exorcist
Rubric
[Before Change] 551% + [Level - 1] * 24.5%
[After Change] 348% + [Level - 1] * 58.1%
[Max Level] 894% → 1161%
Gregorate
[Before Change] 2585% + [Level - 1] * 670.4%
[After Change] 744% + [Level - 1] * 193.2%
[Max Level] 8619% → 2482%
Aqua Benedicta
[Change] Now hits Flying-type enemies.
Katadikazo
[Before Change] 130% + [Level - 1] * 130.3%
[After Change] 169% + [Level - 1] * 169.3%
[Max Level] 651% → 846%
Paladin
Conviction
[Before Change] 169% + [Level - 1] * 5.6%
[After Change] 512% + [Level - 1] * 85.5%
[Max Level] 247% → 1709%
Demolition
[Before Change] 97% + [Level - 1] * 4.9%
[After Change] 550% + [Level - 1] * 142.9%
[Max Level] 141% → 1836%
Plague Doctor
Incineration
[Before Change] 92% + [Level - 1] * 6%
[After Change] 72% + [Level - 1] * 12.2%
[Max Level] 176% → 242%
Black Death Steam
[Before Change] 56% + [Level - 1] * 2.8%
[After Change] 149% + [Level - 1] * 38.8%
[Max Level] 81% → 498%
Linker
The synergy of Joint Penalty will be adjusted so that it is no longer beyond everything else for balancing. We also have improved the utility of linker (utility other than dealing damage) and made skills easier to use.
Joint Penalty
[Change] The damage application method has been changed: [Damage] / [Number of Targets Affected by Joint Penalty]
Damage now splits between targets affected.
[Change] Skill Duration: 10 + [ Skill Level ] * 5 → Fixed to 7 seconds
[Change] Cooldown: 20 seconds → 10 seconds
[Change] Number of targets affected:
[Before Change] 3.5 + 0.5 * [ Skill Level ]
[After Change] 2.5 + 0.5 * [ Skill Level ]
[Max Level] 14 → 10
[Change] Hit Count Limit: 6.5 + 0.5 * [ Skill Level ] → 3
[Bug Fix]
Fixed an issue where attacks could sometimes exceed the hit count limit.
Joint Penalty: Chain Heart
[Change] Healing Amount: 5% → 1.5%
[Change] Skill Duration: 10 + [ Skill Level ] * 5 → Fixed to 20 seconds
[Change] Cooldown Increase: 10 seconds → 40 seconds
Electric Shock
[Before Change] 138% + [Level - 1] * 6.9%
[After Change] 159% + [Level - 1] * 41.2%
[Max Level] 200% → 529%
[Change] The chain now breaks if it extends past a range of 200.
Hangman’s Knot
[Change] Cooldown: 15 seconds → 8 seconds
Lifeline
[Change] Now increases the stats of allies you connect to by 50% of your own stats.
[Change] Skill Duration: 40 seconds → 10 seconds
Schwarzer Reiter
Retreat Shot
[Before Change] 87% + [Level - 1] * 20%
[After Change] 163% + [Level - 1] * 42.6%
[Max Level] 267% → 546%
Shinobi
Mijin no Jutsu
[Before Change] 1178% + [Level - 1] * 58.9%
[After Change] 2549% + [Level - 1] * 661%
[Max Level] 1708% → 8498%
Katon no Jutsu
[Before Change] 332% + [Level - 1] * 11%
[After Change] 362% + [Level - 1] * 60.4%
[Max Level] 486% → 1207%
Kunai
[Before Change] 93% + [Level - 1] * 3.1%
[After Change] 143% + [Level - 1] * 24%
[Max Level] 136% → 479%
Raiton no Jutsu
[Before Change] 743% + [Level - 1] * 74.3%
[After Change] 566% + [Level - 1] * 566.3%
[Max Level] 1040% → 2831%
nice, no monk buff.
now people will complain how OP is PD
Props to your dedication Crevox!
I thought Falconer would get nerfed quite hard, but surprisingly, the nerf Falconer received is absolutely NOTHING compared to those shinny buffs. Auto Pheasant cast by Preemptive Strike every 6 seconds, 100% uptime Circling that gives 8 AoE Attack Ratio, and Aiming with the hitbox change looks almost the same as the one before patch.
I am glad Falconer will still be a great class with decent dealing ability and supporting utility. I am still pissed at Musketeer nerfs though.
They Didn’t change Dragoon Skill, hhhmm
and they not buff Monk and Specially I REALLY NOT SEE MONK AT THE LIST CLASS WILL BE BUFF OF NEXT PATCH. OMEGALUL IMCuntul, i cant believe.
im still cant understand with aiming skill mechanic
they nerf falconer and the sametimes i see the buff falcon to, with the circling new skill all Falconer class build will get 5+3(attribute) AOE/AAR/SPR, this will no big problem after players be adaptation (maybe).
Paladin will be good combine with Inqui-Zealot with new buff.
PD and Exorcist look likes OP
I dont know with Quarrel Shooter, Linker and Shinobi.
cmiiw
Dragoon and Monk have already been buffed few weeks ago, bro.
Its just me or Snow Rolling will become a broken skill?
Monk forever Inqusitor slave, RIP Monk Arts System, same old same old (JK). Energy Blast and Double Punch probably won’t get touched until Chaplain gets its rework since both skills have quite the synergy with Chaplain, so its just a longer wait.
Anyways, there are no Sadhu/Hunter changes, I assume they are going to release changes on the promised September 19th? I’m honestly feeling pity for Chaplains, having been promised a buff since way back in February, and still got nothing yet. Plot twist IMC pulls the same thing and doesn’t do anything after mentioning Chaplain.
The summon classes getting the similar tier of reworks as Sadhu/Hunter is an interesting bit, but reworking Dievdirbys? Wonder how that will go (sounds interesting though, floating Owl Statues?) …
These changes I listed are planned to go onto the KR Live server on September 19th. The classes listed in category 1 (including Sadhu and Hunter) were delayed due to the reasons stated and will come at a later time.
Still waiting for Templar’s Forge getting any attention haha… and the horse of course.
RIP delayed Sadhu/Hunter changes, IMC prioritized bloated skill factor changes over actual needed reworks as predicted.
Finally Sadhu changes are coming next (unless they decide to delay it another time lol). Hope it’s coming next week.
People were afraid of Aiming changes, but it is turns out to be good, at least reading it.
I hope they still look at QS, since the SFR is not their actual problem. Sure need increasing since everything is getting it, but the overall class is somewhat forgotten.
Paladin and QS buffs are a ■■■■■■■ joke