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DKnukunu

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DKnukunu
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  • Kanna Failure of a Rework

    Stacona wrote: »
    psuobucit wrote: »
    Stacona wrote: »
    You are bad at math.

    100% boss damage with the decrease to the final damage is:
    400% damage total = small buff to solo damage
    500% damage total = about neutral
    600% damage total = less damage (small nerf) to solo damage

    This ignores the vanquisher charm buff, which is 10% final damage to the spell itself.

    If you go like "Well as long as you have less than 539% damage in total it's still a buff", then that's not a buff; it's setting a limit to Kanna's progression.
    And 10% increase, sure. 10% to the skill that takes about 10% of whole BA measurement (given that you can use this skill fully) is a buff to compensate the nerf, right?

    400% damage total should be treated like 95% ied and you want to avoid going higher than this as best as you can, if you are hitting this number then stat and attack option for more damage will be better. (outside of crit damage which is a completely separate system)

    Let me break it down:
    ---basic gear
    130% from equipment sets & base
    110% from links (excluding AB link)
    70~95% from hyper stats
    50% from legion
    10% from title
    3% from familiar badges
    ---kanna specific
    20% from ninetails
    30% from mastery
    45% from barrier
    ---buffs/pots
    60% guild skills
    20% boss rush/sparkling red

    We're already at min. at 548%
    And this are just the very basic things, i excluded mentioning stuff like:
    Familiars themself could be an additional 90-120% boss in a party setting where ied usually isn't required due to party debuffs
    Housing buff (+15%)
    Events (+30%~55%),

    And still haven't included:
    Pitched Items (+10~30%)
    Weapon Flames (+6~21%)

    Last, this is very limiting in what weapon potentials that can be used, usually people want 9 lines of att/matt% but a lot settle with 1 line of boss, especially if the potential has 2 prime lines. That would be another 30% boss.
    Even with the lowest values of everything i mentioned and only 1 familiar, no boss on weapon, secondary, emblem, we're at 669% during an event.

    Issue is the developer comment was that this was gonna buff Kanna's solo damage, but it resulted in most getting weaker, the exception being newly unfunded Kanna. Losing both damage and party utility, when the class (together with Hayato and Beast Tamer) haven't been properly balanced since before Destiny. Also blatantly ignoring all the other issues the skill Spirit's Domain had, mismatched cooldown (196sec), skill disappearing upon dying, to name a few.

    Also, in the first place, you don't want to avoid going higher than 95% or 94% ied, you never say no to more as long it's not at the cost of something else (boss/att%). There's plenty of end game players with 97~98% at the cost of nothing else. At least of the classes with innate ied.
    Rods
  • Patch v244 Kanna Balance Feedback

    Agree with all the points here - it's disheartening to see Nexon pushing Kanna in a solo content direction while giving no buffs to damage numbers, resulting in Kannas doing around the same damage of a Blaze Wizard and not even having party buffs to make up for it.

    Editing so it doesn't look like a bot. This post is real and true.
    halfofmy
  • I want to say thank you to GM Chaaays!

    rave
    adjective [ before noun ] ​
    admiring and giving a lot of praise:
    "The show has received rave reviews/notices in all the papers."

    everything doesn't have to be a rant xd
    YinYangXFuhreak
  • Lower attack speed cap to the same as KMS has

    Everything in this thread is people talking with bias. Seen several comments different places and chat on how, if this came, hurricane classes should be nerfed too.
    —(Mercedes main speaking, biased opinion)
    I don't care that much about attack speed being lowered or not, so I've seen no need to join the discussion, but I will due to all the negative bias against lowering and how that's just hurricane jobs crying.

    I believe that the main argument holds true :
    KMS is the one doing the balancing for the different jobs, so fact is that most jobs are able to increase their hits above what they balanced the game around, like say (purely an example, without any testing) a hurricane skill hitting 20 times in a second, and hero's Raging Blow doing 10 to 18, depending on enrage. Suppose that with an attack speed of 0, a hero is able to squeeze in another hit/skill raising the hit count to 15 to 27. While these numbers might not be accurate, and it might take more time before the extra hit is able to be squeezed in. This does improve overall damage quite significant, and that where the issue lays, hurricane skills got their damage % because that they normally do x amount of hits compared to other skills, intended to be used with attack speed 2. Which is where, as far as I have heard, kms got their hard speed cap, whereas we only have a soft cap.

    I will ignore the other argument about balancing around kms boss difficulty because as I see it that's just an excuse. Likewise, will I ignore the counter-argument "ffs, don't make us weaker", "it affect the startup and ending delays being shorter too", since that's just excuses as well, also "hurricane jobs are already plenty strong just look at xxx", since any job in this game can become strong enough with dedication. Therefore I believe everyone should just play what they like.
    The other argument that the mechanic has existed for this long is why I believe that attack speed should not be lowered. Some people have played their job several years and have already gotten way too accustomed now, changing the attack speed now would require many to unlearn their job, before being able to properly play it again. I feel unsettled every time I change a mere secondary key (like where I got my soul, where I party chat, etc.) for several weeks, before I get used to it again. And I believe a change in attack speed would've a bigger effect, and as Snizze wrote new ways to play have been created that people also have gotten accustomed to.

    Well if they want to do something about the first argument I wouldn't mind more final damage on hurricane skills, maybe one that scales with attack speed, so it's not just a buff without effort, but either way, I won't stop playing Mercedes.
    Viruses