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[KR] Melee Updates

Posted: Fri Nov 07, 2014 3:28 pm
by Soluna
Melee Balance Buff AOE Update:
Smash: receive bonus effect base on weapon equipped.
Chance of bonus effect: Human 50%, Elf 40%, Giant 60%.
Swords -> 5 Sec duration Bleeding Effect, 20% Dmg on target.
Axe -> 16 sec duration Piercing Effect, -9 def -3 pro on target.
Blunt -> 12 sec duration Daze Effect, target cannot use magic or alchemy.

Assualt Slash: receive AOE effect.
AOE Dmg 80%, 5M radius

Charge: recieve damage increase and AOE effect.
Human/Elf -> 150% Dmg (Bare Hand) -> 120% Dmg (Including Weapon), 80% AOE Dmg, 5M radius
Giant -> 300% Dmg (Bare Hand) -> 240% Dmg (Including Weapon), 80% AOE Dmg, 5M radius

Final Hit : Damage/Attack Speed increase.
Dmg 200%, Attack Speed.

Stomp: Dmg Increase.
80 Dmg -> 100% Dmg

Giant Full Swing : Cooldown reduction.
10sec cooldown -> 5 sec cooldown.

*5M = 500 Distance, every square in Homestead is 100

Re: [KR] Melee Updates

Posted: Thu Nov 13, 2014 12:26 pm
by Soluna
Final Hit no Longer use Weapon Dura
Knuckle with Final Hit Duration Reduced
Assault Slash/Charge AOE damage reduce to 70%
Assault Slash/Charge AOE no longer cause multi-aggro
Assault Slash/Charge AOE will not cause knock back
Assault Slash/Charge AOE area range become dependant on skill ranks

Re: [KR] Melee Updates

Posted: Thu Nov 13, 2014 11:49 pm
by Kapra
All of the latest changes sound good, especially the Final Hit durability thing. Is the Final Hit knuckle duration post this update less than the final hit duration before any of these melee updates? Does final hit with a knuckle still have the boosted speed from the first melee update?

Re: [KR] Melee Updates

Posted: Fri Nov 14, 2014 6:32 am
by Soluna
Kapra wrote:All of the latest changes sound good, especially the Final Hit durability thing. Is the Final Hit knuckle duration post this update less than the final hit duration before any of these melee updates? Does final hit with a knuckle still have the boosted speed from the first melee update?
Time is Less and Final Hit buff should be all weapon, Assault Slash/Charge AOE buff are restricted to when equipping the 3 type of weapons only.

While the update looks good in reality it does very little, the recent skill update trends have all shown that, from puppetry -> guns (shooting rush) -> ninja (kunai storm) you see AOE getting larger and larger and this does not bode well with the idea of rock paper and scissor ideal.

When the game still centric on the damage alone, I doubt adding these change will do much if anything at all. Giants are not going to put their lance down, and humans will not use 1 hand weapon with shield to lose out on potential damage, the only shield consider even useful is not even because of their defense power but the ability to support damage outputs. Armor update boosted everyone's base defense made all that easier to go for more damage eccentric gears.

To be honest, they are probably better off making new specific skills for the specific weapons rather than making these minor updates and while they are at it... actually make more axe and blunt so people will be bother to use them.

What players really care about are the rewards, whether it be gold, rare drop, exp, and efficiency. Without really add on to different combat situation and styles, the changes will have little to no effects.

Re: [KR] Melee Updates

Posted: Fri Dec 05, 2014 5:34 am
by Soluna
-Ability to Run with Defense when Shield Equipped
-Ability to Move with Counter Attack when Melee Weapon Equipped
-Light/Heavy Armor Mastery Increase Magic Defense/Defense
-Final Hit Changed to Status skill (Continue drain stamina, knockdown will not cancel skill)

And couple new skills (Dual Wield Mastery etc...), but I am not gonna bother with it... because I cant stop laughing











P.S. New melee weapons added (new blunt weapon that is dual-wield able will be also wield-able (but still not dual-wielded) by human/elf). Elf will not be able to learn Dual Wield Mastery.