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Darkboy132 wrote on 2015-04-29 19:23
So, what's KR's take on Ninja right now?
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Twin wrote on 2015-04-29 22:12
[S]I liked Water Cannon before it was cool[/S][/QUOTE]
[S]Exactly how I felt with dual-wielding x__x
[/S]
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Twin wrote on 2015-04-29 22:13
Quote from Tropa;1272953:
[S]I liked Water Cannon before it was cool[/S]
[S]Exactly how I felt with dual-wielding x__x
[/S]
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Kaeporo wrote on 2015-04-29 23:19
Quote from Oberynn;1272937:
Sakura abyss didn't increase damage they just raised the damage multiplier but lowered charge time so it would end up doing the same damage in half the time.
These changes were made like over a week ago on test. The other changes were something like -7 prot debuff to smokescreen and more duration to explosive shuriken iirc.
Also, the shurikens got more changes than just the red stones/dura like I mentioned in a post earlier. Artisan, gem upgrade and reforge are of note.
That thought crossed my mind last night. If the maximum charge count was lowered, I wonder if they also updated the Sakura Abyss range reforge?
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Zeo wrote on 2015-04-29 23:32
Quote from Oberynn;1272937:
Sakura abyss didn't increase damage they just raised the damage multiplier but lowered charge time so it would end up doing the same damage in half the time.
These changes were made like over a week ago on test. The other changes were something like -7 prot debuff to smokescreen and more duration to explosive shuriken iirc.
Also, the shurikens got more changes than just the red stones/dura like I mentioned in a post earlier. Artisan, gem upgrade and reforge are of note.
I'm quite confused... So we only can get 7.5 (or 7... Or 8) charges now?
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Kapra wrote on 2015-04-30 00:35
Here's what we know:
- Damage is doubled.
- Total charge time is reduced by half.
What Oberynn is saying is that Max Charge time was reduced so you only get half as many charges as you previously did, but it's twice as strong so it still equals the same amount of damage as it does in NA and JP, just doesn't take as long to load.
I don't normally test this stuff in game so we're going to have to wait for a video of KR's Sakura Abyss or have another KR tester check it out.
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Zeo wrote on 2015-04-30 01:04
The wording is extremely confusing as of now because when people said that charge time got halved... I thought it mean that each charge take 0.5 second instead of 1 second each, thus... you still get 15 full charges. If the max charging time got reduced... I'm not sure why the count would get reduced as well, unless stated otherwise.
So... From my own perspective, I still believe you get 15 max charges within 7.5 seconds...
But like Kapra have stated before... Some testers will need to test this out.
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Kaeporo wrote on 2015-04-30 01:37
Assuming Sakura Abyss' damage was doubled:
VHM Girgashiy has 400k health, 125% protection (65% reduction after Devil's Dash/Spinning Uppercut), and 96% damage reduction (61% after Judgement Blade; breaking lies can further raise this value?). I'll ignore bone chips, song of fist, performance bonuses, and axe/smoke debuffs.
After debuffing, warding, and binding you could have one player use Judgement Blade and then immediately Rage Impact. While this is happening, everyone else charges up Sakura Abyss. You're looking at over a million burst damage after Girgashiy's defenses assuming all critical hits.
You should still deal over 350,000 damage even if all 76 attacks fail to land a single critical hit.
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[SPOILER=" "]x75 (Sakura Abyss)
x1.5 (Rage Impact)
x1.4 (Battlefield Overture)
x1.6 (Average Critical Contribution)
Total: 250 x Base Damage (rounded down)
White Dragon
Health (effective): 8.3m
Max Damage required to reliably OHKO: 33k (divided between players)
700 AVGD = 41 players
Black Dragon
Health (effective): 14.3m
Max Damage required to reliably OHKO: 57k (divided between players)
700 AVGD = 81 players
Weapon Power knocks them down by 20%
100 extra AVGD knocks those values down by ~14%
Axe/Smoke debuffs knock those values down by ~9%
The number of critical hits also have a huge impact.
At around 27 topped-out players (average), I don't expect people to start decapitating even the White Dragon using Sakura Abyss. The amount of cooperation required, however small, is only realistically achievable against Girgashiy. In all other situations, Final Hit reigns supreme.[/SPOILER]
Edit(1):
Actually, does anyone know how Rage Impact works in tandem with Sakura Abyss? I'm not terribly familiar with the mechanics behind the skill. If it only amplifies 1 hit out of the 75 hit onslaught, then this method becomes significantly less effective. That would raise the base damage required to consistently pull this off from 600 to 700 w/bone chip.
Even still, it's a safer alternative to controlled Judgement Blade usage since you can opt for 13 shield users.
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Kapra wrote on 2015-04-30 01:54
Damage was doubled and charge time was reduced in half for sure.
A 20 was changed to a 40 which we assume means the range multiplier.
Whether max charge limit is reduced by half, we do not have confirmed yet, and there are no KR videos that we could find to confirm it. And I don't think any of us on the team has r1 Sakura in NA yet much less rank it up to 1 in KR Live. Maybe when the update reaches test we can get back to you on that.
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Darkboy132 wrote on 2015-04-30 02:14
Quote from Zeo;1273006:
The wording is extremely confusing as of now because when people said that charge time got halved... I thought it mean that each charge take 0.5 second instead of 1 second each, thus... you still get 15 full charges. If the max charging time got reduced... I'm not sure why the count would get reduced as well, unless stated otherwise.
So... From my own perspective, I still believe you get 15 max charges within 7.5 seconds...
But like Kapra have stated before... Some testers will need to test this out.
Yeah, that's what I thought too. Otherwise if its still 1 sec per charge then what's the point of the .5 seconds at the end?
Quote from Kapra;1273017:
Whether max charge limit is reduced by half, we do not have confirmed yet, and there are no KR videos that we could find to confirm it. And I don't think any of us on the team has r1 Sakura in NA yet much less rank it up to 1 in KR Live. Maybe when the update reaches test we can get back to you on that.
Why do you guys need r1 Sakura in NA?
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Kapra wrote on 2015-04-30 02:18
Quote from Darkboy132;1273019:
Why do you guys need r1 Sakura in NA?
I meant that as in, we don't even have r1 in NA much less in KR.
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Darkboy132 wrote on 2015-04-30 02:34
Quote from Kapra;1273020:
I meant that as in, we don't even have r1 in NA much less in KR.
Hm, either way can't you still check with lower ranks? F would be 2.5 seconds so at least 2 charges at most instead of 5.
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Rydian wrote on 2015-05-02 20:30
Checking out training requirements. Lots of skills are still the same at lower ranks, but Kunai Storm got rank F increased in training points from using it successfully. Still digging stuff up, but it looks like at least some training was changed (thank god).
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Darkboy132 wrote on 2015-05-02 20:52
Still no indication on whether max number of charges was lowered?
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Rydian wrote on 2015-05-02 22:30
I don't have Sakura Abyss in KR due to the difficulty of doing combat like this, I've only gotten the first four skills.
And no, making a new char and choosing Ninja does not give you the skills.
--- Training
- Shuriken Mastery got some slight improvements in training speed for the first few ranks.
- Kunai Storm got the same treatment, the first few ranks are easier.
- Smokescreen got easier training at higher ranks, it gives more points.
Rank 9 goes from 0.15 to 0.40, rank 4 from 0.03 to 0.10 per use, etc.
Unfortunately this is not the training overhaul I was hoping for, those are the only training changes I can spot.
--- Skill Changes
- Smokescreen appears to reduce protection as well now, 3 at rank F and 7 at rank 1. Hard to test though.
- Explosive Kunai's duration was improved. 10 becomes 15 seconds at rank F, 25 becomes 40 seconds at rank 1.
- Sakura Abyss did have what looks like the damage multiplier doubled. However the listed game text still says the same amount of damage, and the time allowed to charge was cut in half. So this is what leads us to believe that the overall damage output is the same and you just charge it up faster.