Will this apply only to skill gems or to everything? take durandal for example, with it all sword skills gain 2 levels. If i use Gung Ho and change to my main weapon, the buff will go back to level 5?
As far as I understood, you will lose the +2 bonus on your buff once you unequip Durandal.
I assume Outrage is unaffected and the gem gives what it currently gives. Chaplain also has a Visible Talent gem for a 1-pointer Visible Talent skill and all it does is give 1s reduced cooldown as it always has before this update.
All I needed to know from that real-time skill update thing is that, my Monk mace and buffs are safe from it, and I can still weapon swap and buff up since none of my buffs are affected
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I heard it gives 10 attack speed, which is basically nothing.
men i wont be able 2 use my paladin mace for that exta +1 on resist elements and stone skins oh wait something is wrong here oh ya theres no paladin mace :v
Btw since Hasisas update real time, can you still equip skia knife to cast Hasisas and then swap to your real weapon and still get the bonus crit dm % from the knife?
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This suxx because many items that buff skills (Durandal, Ice Rod…) are low level items which sole purpose is to buff skills. With this change they’re pretty much useless now…
Oh, so durandal is completely useless then? Since the buff wont have its 2 extra levels during its runtime?
You guys get it that this is the exact idea behind it right? XD There is no other reason to do this. They don’t want that few low level items to have a purpose anymore. It’s most likely also because the no-swap automatches.
I was thinking about this new element-table change too… and I’m not sure about it at all… I feel like they are pretty much dumbing down the whole game day by day.
It rly seems like they are aiming at this direction now… making everything more simple…like the wizard builds…
But if they do things like this they could have start with the weird enchanter shop imo for example. From balance views I rly find it an unnecesary extra factor.
Hi guys. I made a few videos elaborating the latest balance patch to Archers. For those who are interested, please take a look~
Well, if the duration decrease changes with skill level, then it is better not to max it btw.
Calculations (please correct me if anything is wrong):
Suppose original damage dealt by a poison skill is X
No-Crescendo Bane (“CB”): X
CB1: X * 0.9 (duration decreased by 10%) * 1.2 (final damage increased by 20%) = 1.08 X
CB2: X * 0.8 * 1.4 = 1.12 X
CB3: X * 0.7 * 1.6 = 1.12 X
CB4: X * 0.6 * 1.8 = 1.08 X
CB5: X * 0.5 * 2 = X
CB6 (DM or gem): X * 0.4 * 2.2 = 0.88 X
CB7 (DM and gem): X * 0.3 * 2.4 = 0.72 X
Am I missing something? Is the duration decrease capped at 50% max?
If all these calculations are right, then it is better to leave crescendo bane at lv2, (total 12% final increase), since divine might in parties will maintain it at 12% final increase. For soloing, lv3 would be better to deal same damage with a lower duration (but in parties, DM would decrease damage…).
One thing to consider is that Jincan gu lasts for 60 seconds, but only has a cooldown of 35 seconds (lower with diev), which could put a wrench in the “raw” calculations

Yeah I did thought about that, but even considering this I do not think it is worth it maxing, for this case lv4 would be enough (still 8% final damage boost), because if we pick lv5, then in parties the final damage will be down by 12%…
Raw calculations for this skill only (60s dur 35s CD), considering only damage dealt within the cooldown (so exceeding duration is lost), and I will write the damage in terms of “seconds of damage”:
Soloing:
No CB: duration 60s CD 35s and no final damage gain, so 35 seconds of damage (I’ll write it as “sod”) in the end, since the other 25s of duration is wasted when you recast the skill
Lv2: duration 48s CD 35s, so 35 (13s wasted) * 1.4 = 49 sod
Lv3: duration 42s CD 35s, so 35 (7s wasted) * 1.6 = 56 sod
Lv4: duration 36s CD 35s, so 35 (1s wasted) * 1.8 = 63 sod (yeah definitely better lv4 than lv2~3 for this skill, but lv3 is still better than lv4 for other skills…)
Lv5: duration 30s CD 35s = 30 (no waste) * 2 = 60 sod (damage down, compared to lv4)
Considering DM and diev (parties):
~removed low lv since shown above that, for this skill and solo, lv4 is optimal~
Lv5 (lv4 with DM) and 26% CDR: duration 30s CD 25.9s, then scale to the original cooldown to have a fair comparison with the above = 25.9 (4.1s waste) * 2 * 35/25.9 (scaling) = 70 sod
Lv6 (lv5 with DM) and 26% CDR: duration 24s CD 25.9s, then scale = 24 (no waste) * 2.2 * 35/25.9 (scaling) = 71.35 sod (sod increased slightly compared to lv5, but if you miss the timing of re-casting it right after cooldown finishes, DPS might drop to below lv5, since lv5 has a 4.1s window in which you can re-cast it without any DPS loss)
Lv7 (lv5 with DM and gem) and 26% CDR: duration 18s CD 25.9s, then scale = 18 * 2.4 * 35/25.9 = 58.38 sod (much weaker than lv6)
The calculations are gross, this skill says it ticks every 2s but the poison deals 29 hits in 60s (not 30 hits IIRC), so there should be a deviation within the hit rate, so I prefer not to consider the exact number of hits each duration will deal, and instead calculated with this “sod”. I also think that the arts hits are not factored into the final damage of CB, so I did not take those hits into consideration. If they do, then the optimal point is even harder to choose…
In the end, I still think that between lv3 and lv4 is the optimal point, lv4 is better for Jincan Gu but lv3 is better for all other skills…
Keep in mind poison debuffs are dispelled when moving 200 units away from the target. Lv3 CB seems to be the best option when staying stationary; however, that is not the case for many contents which are imperative to move constantly. Moreover, being a class with high skill cooldowns really puts the player in a spot of using the skills extremely wisely so it would not go waste. Maybe Lv4 would be the safest optimal point, for both solo and party even if there is only a slight difference.
I didn’t know there was a skill gem for CB.
Just guessing based on the fact that a lot of gems were introduced to the game. CB didn’t show up in the files of new gems but this might be because there is a gem for CB in the files already (tos.neet shows it as “deleted gem”), so it could have been added but not shown in that list because no new file was created. But again, just guessing 
Yes I agree with all of that distance info, but I wonder why the hell increasing the skill level decreases the DPS (e.g. lv5 to 6 there is a significant DPS loss…), so lv4 is the optimal point IMO for now. I just think IMC should set the duration fixed for all skill levels (e.g. 50% of original duration), so max level would be the best approach, and DM and gem (if it exists) would be important options to improve DPS
I guess this is the time when logic is important rather than just maxing out final skills just because of the sweet final damage increase
On paper, the 100% final damage increase does seems pretty enthralling, however, in reality it is just cutting the duration of the poisons in half while dealing the same original damage. Perhaps that is the actual purpose of the buff.
Divine retribution ark
So Giltine Raid, aka the worst raid ever, after three months of relentless bug fixes and difficulty changes, is eventually scheduled to be reformed/reworked on March in the aspect of “monster settings” and composition of mechanics. Also, a new item which allows players to level up Relic Gems without consuming Blessed Gems and silver will be added as a new reward of Giltine Raid.
…Why couldn’t IMC just make things right in the first place?



