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hey guys! KMS is getting Hayato! (Dawn Warrior revamp)

#11PhainopeplaPosted 4/10/2013 6:45:59 PM
What an incredibly mediocre hyper attack. That's probably one of the worst in the game, as far as hyper attacks go.
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#12TwilightRaverPosted 4/10/2013 8:49:38 PM
I would have thought the Bowmaster's Hyper attack would have been the least powerful, I don't remember it being too remarkable. This one is 6000% after a charge, 90 second cooldown. Does that really pale in comparison to the other skills?

Anyways, from the looks of things... this seems like Hayato + Luminous, at least with the whole sun and moon thing.
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Oh, youth... guided by the servant of the goddess...
Unite earth and sky, and bring light to the land.
#13PhainopeplaPosted 4/10/2013 9:25:30 PM
Wind of Frey (Gritty Gust in GMS I think) got a huge buff between KMSt and KMS. But yeah, it used to suck.

Other 90 second cooldown hypers deal around 8,000% on average (not including Megido Flame, which is 1v1 but can do 25,200% and potentially even more), and generally nuke the map without needing to charge.


The DW attack has a smaller range, is slower, and is much weaker than the average. I dunno what Nexon was thinking with this one. Maybe the rest of DWs are overpowered...? But none of their skills really stand out to me. They seem to be somewhat flashy and have decent utility. Jack of all trades, master of none.
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#14TwilightRaverPosted 4/10/2013 9:44:10 PM
Is there a list of comparisons for the Hyper Skills that includes total damage percentage and cooldown times? There are a lot, I was wondering if there was a compiled list or anything.

But, yeah... Dawn Warrior seems interesting, but at the same time, nothing too great. This is still KMST however, so I'm sure it'll be subject to change, which could possibly mean that their Hyper attack could still be improved upon.
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Oh, youth... guided by the servant of the goddess...
Unite earth and sky, and bring light to the land.
#15PhainopeplaPosted 4/10/2013 10:26:14 PM
http://orangemushroom.wordpress.com/2012/08/22/kms-ver-1-2-171-beginning-of-evolution-hyper-skills/

Every other set of hypers is available as a link on the right.

Class: (total % damage) / (cooldown)

Aran: 3,780% to 8 guys / no real cooldown since it's an addition to their combo and spans across 9 hits
Evan: 1000% x (?, depends on how many times it hits in the 30 seconds it's up) to 8 guys / 90 seconds
Merc: 3,000% to 8 guys / 8 seconds
Phantom: 7,000% to 15 guys / 90 seconds
Lumi: 3,000% to 15 guys with 20 second bind / 120 seconds

Kaiser: 8,000% to 15 guys / 90 seconds
AB: 9,600% (DoT) to 15 guys / 90 seconds

Hero: 4,000% to 8 guys / 30 seconds
Pally: 3,000% to 15 guys with 20 second bind / 120 seconds
DrK: 3,000% to 8 guys / 8 seconds

F/P: 4,200% + 21,000% (DoT) to 1 guy (if the thing survives for 30 seconds, 20% chance of another 4,200%) / 90 seconds
I/L: 700% x (?, I think it hits about twice per second but I don't know) for 8 seconds + 1000% to 15 guys / 90 seconds
Bish: 8000% to 15 guys with auto-revive buff for the party that lasts until death / 180 seconds

BM: 4,000% + 2,000% (DoT) to 8 guys / 15 seconds
MM: 4,000% to 12 guys / 30 seconds

NL: 2,500% to 8 guys / 8 seconds
Shad: 9,600% (DoT) to 15 guys / 90 seconds
DB: 500% x 3 x (3 I think? Depends on how many times it hits per second) for 10 seconds to 1 guy / 90 seconds

Bucc: 4,000% to 8 guys / 8 seconds || no clue how a Bucc's energy works though
Sair: 4,800% to 15 guys / 15 seconds
Cannon: 400% x 2 x (however many times it hits per second) for 12 seconds to 10 guys / 90 seconds

BaM: 2,800% to 8 guys / no cooldown, similar to Aran and the % spans across 7 hits
WH: 3,000% + 3,000% (DoT) to 10 guys / 15 seconds
Mech: 420% x 2 x (however many times it hits per second) for 4 seconds to 8 guys / 8 seconds
DS: 2,700% (or 3,000% to bosses) / 5 seconds

Mihile: 8,000% & 10% damage dealt debuff to 1 guy for 30 seconds / 90 seconds

Avenger: 6,000% to 14 guys / 8 seconds

Xenon: 5,400% to 15 guys & 30% defense reduction for 15 seconds / 90 seconds
~+~ a contender for the worst, but it reduces defense, and Xenons have a somewhat better version of shadow partner which more than makes up for the lower total %. Not to mention, Xenons have a second hyper attack (that binds!) ~+~

Revamped TB: 6,000% to 15 guys / 90 seconds || better in that it doesn't need to charge and nukes the map
Revamped WA: 5,160% + 6,000% (DoT) to 15 guys / 90 seconds


Wow that took forever. Anyways yeah, almost every hyper attack is better in some way. There are a number of multiple-hit and keydown skills that hit at least a couple times per second, but I wouldn't know since I don't play the classes.
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#16ZeekfoxPosted 4/11/2013 8:00:48 AM(edited)
Hmm, I think 1000% six times looks weak on the surface, but I think Dawn Warriors pretty much always do 2x hits once capped. The moon buff cuts damage almost in half but makes them hit twice, the sun ability adds damage and attack speed. But in 4th job, you get to combine both into one buff, then use a passive to strengthen them to the point where Moon is 60% damage, 2x hits, and sun is +40% damage, +2 attack speed. So now you're doing 2x hits at 100% damage on everything with a 50% crit rate.

Okay, granted, other classes have +% damage on them too (Cannoneers get +40% damage from Overload, then -40% damage, 3x hits in Buckshot, albeit without an advanced mastery), but hey.

Also, 1000% times 12 with a 15m cap raise. I believe the purpose of this hyper is just to unload a 780m hit to multiple targets.
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I'm a red fox furry ^_^
#17TwilightRaverPosted 4/11/2013 1:16:15 PM
Cannon Masters now have an Adv. Mastery from Cannon Overload, and I... am glad.

Battle Mages are still missing an Adv. Mastery, as are the Adventurer Mages and Warriors...
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Oh, youth... guided by the servant of the goddess...
Unite earth and sky, and bring light to the land.
#18ZeekfoxPosted 4/11/2013 8:08:58 PM
TwilightRaver posted...
Cannon Masters now have an Adv. Mastery from Cannon Overload, and I... am glad.


Oh, sweet. I didn't see that in the official update notes, but I do see the change in the Maple Archive. I know I sure don't have 70% mastery on v131, so lol.

Only Heroes are stuck with 50% mastery out of warrior classes. DrK's get theirs from Beholder, Paladins get it in Advanced Charge (they actually get 74% thanks to inherent Combat Orders).

Explorer Arch Mages...yeah. I mean, Bishops have theirs in 3rd job (70% mastery, +70% Crit Rate, +25% Min Crit Dmg before advancing from Priest, lol), but Mages get Elemental Amplification instead of Holy Focus.
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*swishes his tail*
I'm a red fox furry ^_^
#19TwilightRaverPosted 4/13/2013 4:52:24 PM
Okay... how exactly does this new Dawn Warrior work? Do they have one skill that has two different effects dependent on the sun and moon? Are the sun and moon automatic or can you set them?
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Oh, youth... guided by the servant of the goddess...
Unite earth and sky, and bring light to the land.
#20ZeekfoxPosted 4/14/2013 9:21:42 AM
You have moon attacks and sun attacks. You can choose either moon mode or sun mode. In moon mode, you can only use moon attacks, but they do 55% damage twice with extra crit rate. In sun mode, you can only use sun attacks, but they now do 120% damage with extra attack speed.

In 4th job, you get a "sun and moon together" version that lets you use all attacks with both buffs. There's something about alternating written in there, but I've seen one video that spams moon attacks and one where they use 1 sun, 1 moon, 1 sun, 1 moon, etc. Can't really tell the difference just from watching, though I assume there is actually a purpose in doing the alternating.
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*swishes his tail*
I'm a red fox furry ^_^