In my opinion i think they should lower the cool down of the jp skill to its original cd and just keep the no. Of monters linked based from my experience in L2 , jp @ lvl 10 links 8 monsters. Or they can link 10 monsters and retaining the current cd… or they can keep the same cd and amount of monsters but add the aoe multiplier
In terms of the jp bug i dont know if there is one in (lvl 100 missions) since i havent tried it but in dungeons and regular grinding it dpesnt seem to have a hit cap.
*the link ends by some chance if monsters are knocked up or if a monster tends run away too far from the linked monsters.
*in terms of jp dmg distribution based on my observation. It distributes the skill and then makes it dmg. To be more exact. ( it doesnt distribute the damage that pops out of your screen)
If 1 monster is recieving 1k damage due to magic bonus and the other monster is resistant to fire/magic it receives just 500 dmg instead of 1k.
For hangmans knot i think they should add more root time to it cause after gathering a mob with JP,. Cast animation is included to the timer i think. Because after it getting pulled its enough tome to be able to cast 1 fireball and panics just to evade the mob.
Sorry but i forgot the name of the skill that makes you link your party members for disperse damage. But i would agree there is a bug because it doesnt get divided the last i checked. ( but ill check it out again and make a video out of it).
The damage gets distributed with the same amount of damage the tank receives and its not divided.
*IMC needs to check this out because these are the linkers most essential skills in leveling and if not sought off consider this class destroyed
Hope this helps