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Sionne

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Sionne
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  • Suggestion on v.201 (KMS 1.2.302) on Kinesis

    Previous

    It was a good idea to bring KMS 1.2.302 as v.201
    because that was before Kinesis perfect buff and then unnecessary nerf right after it.

    I believe KMST ver. 1.2.070 and how this skill works at this point was the best way for Kinesis and maybe bug fixes if necessary. (such as 'unaffected by enemy damage reflection skills', etc.)

    In KMST ver. 1.2.070,
    damage has been adjusted, Level 25: Consumes 3 Psychic Points. The bullet deals 800% → 1500% damage 6 times on up to 8 enemies, as well as the enemy being held. Micro Black Hole: The black hole deals 200% → 600% damage 4 → 3 times on up to 8 enemies, activating 5 times. When this skill hits an enemy, charge 1 Psychic Point.

    this will fundamentally fix (previously mentioned) Kinesis' contradictory skill system and give a choice for not only end game players with end game item sets but also new players who just became 200 with limited option of choosing their 5th skill to advance.

    of course this skill in KMST ver. 1.2.070 looks very promising, out of all the new 5th skills that have been introduced so far, which actually worth calling a "5th Job Skill". This skill has all the feature that can possibly make this a new main skill for Kinesis: high damage percentage, decent boss damage, broad range, fewer Psychic Point cost, shorter skill delay, and with no skill. However, all this does not mean Kinesis is superior class in training.

    To be honest, wouldn't it be logical if a class requires high level of difficulty to play, shouldn't their dps at the top of the list, at least theoretically? For example Blaster and Cadena are arguably two of the most difficult class to use. Therefore, in definite experimental condition, Blaster and Cadena deals relatively higher damage than other classes in the same amount of time. If Blaster and Cadena are difficult in "finger" manner, Kinesis is one of the class that kills players with "headache". There are so many things you have to manage during a boss fight:
    For example, for other jobs, imagine you are unable to use Elixirs AND you have to charge your MP with your own skill, BUT your main damage skill with no cooldown costs you one sixth of your max MP.
    1. (Psychic Force) Apply Damage increase debuff every 10sec with cooldown of 1 sec
    2. (Psychic Drain) Install fixed zone for recovering Psychic Points every 10 sec with cooldown of 5 sec (if the boss has mobility, this is useless)
    3. (Mind Tremor) Install fixed zone debuff for damage increase and defense reduction depends on the number of monster in the zone every 20 second with cooldown of 20 sec
    4. (Ultimate - Psychic Shot) damage reduction every 10 Sec, costs ONE SIXTH of your Psychic Point (not sure if this is a bug or intended, but Mind Tremor and Psychic Shot's debuffs don't stack)
    5. (Mind Break) final damage increase buff every 30sec with cooldown of 30 sec
    (Personlly, I want Mind break and other debuffs to be passive skills if possible)
    6. (Ultimate - B.P.M) Have to stay close to get int the range of B.P.M (rapid firing skill)
    +
    MINDING ALL PATTERN OF THE BOSS (with a truple jump that has very short x-axis distance)
    AND STILL HAVE TO DEAL DAMAGE TO THE BOSS
    All this with only maximum of 30 Psychic Points.

    also with penalty of almost unable to use "Mana Overload" in higher bosses (because of Psychic Point which is not even better than MP) must cost 1% of HP every time when skill is used.

    with numerous bugs and ping dependent skills.
    and Kinesis ONE LESS 5th magician skill "Unstable Memorize"
    with all this penalties, there should be at least some good benefit that can offset those.

    Ultimately, Ultimate - Psychic Shockwave (no pun intended) with this adjust:
    Level 25: Consumes 3 Psychic Points. The bullet deals 800% → 1500% damage 6 times on up to 8 enemies, as well as the enemy being held. Micro Black Hole: The black hole deals 200% → 600% damage 4 → 3 times on up to 8 enemies, activating 5 times. When this skill hits an enemy, charge 1 Psychic Point..
    is not too much after all for what Kinesis had so far.

    without this buff, this skill won't even be an option for Kinesis but will be an abandon skill and a by-product of failure of fundamentally understanding a class .

    ++
    Please let Kinesis and Zero have friends.
    Let them share cash inventory with explorer class or at least explorer magicians
    Look at Demon class and Xenon. They are included in Registance.

    +++ Why Demon Slayer and Zero has an option to increase their TF and DF in hyper stat and Kinesis doesn't?

    Adjustment suggestion for Kinesis

    -For Psychic ShockWave:
    * Create Micro Blackhole where monster is hit (boss monster prioritize)
    Using this skill in boss forces player to give up on skill of (Psychic Shot and B.P.M) because of it's broad range. Furthermore micro black hole is hard to hit if the enemy
    has high mobility (which are for the most of the bosses in Maplestory).
    OR
    Prioritize enemy with highest total (or remaining) HP
    * Max enemies hit 8->12 for initial hit (This skill has small max enemies hit number compare to its range. )

    -In General
    * Passivize debuff skills and installation-type debuff skills
    * Delete or Reduce cooldown on B.P.M and let it cost 1 Psychic Point for B.P.M only when enemy is hit, not every second
    * Make Psychic Tornado unable to throw for the first few seconds. Accidentally throwing before the skill even fully forming happens several time and it is totally useless ability, wasting your Psychic Point.
    * Psychic Point increase option in Hyper Stat like Demon Slayer and Zero.
    * fix bugs where skill doesn't work correctly or doesn't do anything at all.

    -Overall buff/fix for class system (High-Risk, Low-Return -> High-Risk, High-Return)
    *Even though for all game, if a character/class has high risk it is common sense to return high as well. so those applying some of the adjustment above will give developer a choice to make Kinesis' lower with right return or keep it high with passivizing only few skills such as Mind Break so it will be proper high return with high risk.

    Hoping this skill will be a new main skill better at bossing than psychic shot, fixing fundamental problem of Kinesis with P.P charge
    goodcow
  • Regarding new 5th Job Skills

    Previous

    Kinesis' new 5th skill has damage increase rate of -17.24% on level 1 and 2.25%(according to fix) on level 30? Anyone can tell that this is wrong. There is no use to use this skill in boss. Possibly in training but kinesis already have great skill for mobbing.

    Again it is highly doubtful that this skill is nerf based on korean maplestory communities complain on this skill, just because it was one of the few skills with no cooldown with decent performance. This means they do not understand Kinesis. Even if it does not have cooldown, Kinesis can't use all of their skill freely because Kinesis has its unique source Psychic Point and using main skills drains them rapidly. Nerfing this bydestroying skill mechanism of Psychic Bullet or Psychic Shockwave, this skill is almost completely useless. (This shows how destroying the mechanism of the skill is crucial even without nerfing damage).

    Non-Kinesis player argues that it is both strong in boss and training so it got nerf and it still has decent damage and skill range. But they are throwing this questions because they don't fully understand Kinesis' characteristic. This nerf has three main problems: first, under the name of 'nerf' it destroyed the skill's fundamental structure, second, Psychic Shochwave which actually was acting as the solution for Kinesis' weakness is now unable to do it's job because of this structural flaw, lastly, this is problem occured on the 5th job skill which burns lots of meso. Psychic Shockwave to Kinesis was very important. The value of Psychich Shockwave comes from not it's damage and range but from its P.P charging ability on the blackhole. Like Zero and Demon Slayer, Kinesis has its unique energy source, and managing that source during battle is way more difficult than Zero and Demon Slayer. Therefore, Kinesis has a critical flaw, not able to fire main damage skill blindly that has no cooldown.

    For example, for other jobs, imagine you are unable to use Elixirs AND you have to charge your MP with your own skill, BUT your main damage skill with no cooldown costs you one sixth of your max MP.

    After that nerf in KMS on September 6th, at level 1 (Psychic Shockwave cycle: Psychic Shockwave + B.P.M+ Metal Press while Mental Overdrive), Psychic Shockwave's dps decrease -17.24% compare to Psychic Shot Cycle with 80% hit rate, at level 30 Psychic Shockwave cycle will increase 2.29% compare to the Psychic Shot Cycle.
    However on fixed Bosses where Psychic Shot hit rate could be always 100% like Lotus's first Phase or Lucid's first phase, dps increase is about -20% on level 1 and dps increase is still negative number on level 30.

    Please buff this skill or don't nerf and leave it as it is on the test server just before Sept 6th, right after the first fix with P.P charging ability and damage increase.

    This is the data a user collected for all new 5th skill, showing how much dps increased with adding new 5th skill in the skill cycle.
    https://blog.naver.com/oe135/221355960264
    cdgEohZ.png

    This is a fix on few errors
    https://blog.naver.com/oe135/221350186753
    CrjXWT3.png
    Argent