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hugemelll

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  • Best Thread of 2018

    hugemelll wrote: »
    Arix wrote: »
    cF6gU42.png

    alJtASA.png

    PH60GLi.png

    We all know its basically impossible for NA to clear hell mode until lvl 100 weapons arrive, please report this guy and get him banned for obvious cheating/hacks.


    For those who still argue that this is accusation to Evistix, Here is the official damage formula of Vindictus.


    Part. 1
    formula.png
    Source: Orimad, (2017), http://www.inven.co.kr/board/heroes/2028/37452?name=subjcont&keyword=데미지 공식.

    This is the official formula after the rise patch. According to this formula, there are 6 major stats that affect the damage you can do to a character.
    1. Character's ATK
    2. Boss's Def
    3. Additional Dmg
    4. Attack Limit Removal
    5. Balance
    6. Minimum dmg 900 (this is fixed minimum dmg that you'll do no matter what.
    also, ①-② cannot exceed 10000, according to what I found during the investigation.)

    and:
    Character's Average dmg = [{(①-②)+⑥+④)}+{(①-②+④)/10900}*6.25*③]*⑤*Skills's Stat to dmg ratio.

    - Evistix's char has 30,571 for the atk, which will be our ① for this formula.
    - Both Hell mode Balor and Neam has 29000 for their def, which will be our ②.
    - Evistix's 300 attack limit removal will be our ④ for this formula.
    - Evistix has 2630 add dmg, which will be our ③ for this formula.
    - Evistix has 86 bal, which also means he does 86%~ 100% dmg at the most. so the value of 0.86 will be our ⑤.

    in this case, with Evistix's stats, the equation goes as follow

    Evistix's Average dmg (before applying stats to smash ratio):
    = [{(30571-29000) + (900 + 300)} + {(30571-29000 + 300)/10900} x 6.25 x 2630] x 0.86 x smash ratio

    and if we solve this,
    = [{(1571 + 1200) + {(1871)/10900} x 6.25 x 2630] x 0.86 x smash ratio
    = [{(2771) + (0.171651 x 6.25 x 2630)}] x 0.86 x smash ratio
    = (2771 + (0.171651 x 16437.5)) x 0.86 x smash ratio
    = 19208.5 (this is the 100% dmg on average for Evistix's Stats, without applying balance or smash ratios or crits or atk speed) x 0.86 x smash ratio
    = 16519.31 (average dmg applied with only balance) x smash ratio

    so in this case, Evistix's average dmg will be (19208.5+16519.31)/2, which is 17863.91.
    this value is still missing the actual smash ratio's which is essential to get the actual dmg.

    but with this, this is definitely not enough dmg to solo clear off Hell mode Balor.
    and Hell mode Balor has 480M HP, and even if he does 17863.91 at every second, it will be at 64,310,058 dmg for 1 full hour, which is 3600 seconds.
    Which means, he can barely deal maybe 12% at the most during the full 1 hour.



    Part 2. Smash Ratio
    and here's Xgun Kai's Stat to smash ratio:
    ratio.png
    Source: Everafter, (2013), http://www.inven.co.kr/board/heroes/2074/38433

    The maximum ratios of Xgun Kai's atk
    normal hit: 0.019
    Insight: 0.039
    Hand bomb: 0.172
    Spin Smash: 0.197
    Hallow Shot: 0.659
    Perforate: 0.329
    Six Shooter: 1.574
    Bolt Storm: 3.856
    Atomic: 3.667

    and during part 1, we discovered the value 17863.91 needs to be applied with the ratios listed above.
    after applying to ratios the damages are below:

    normal hit: 339
    Insight: 696.6923
    Hand bomb: 3072
    Spin Smash: 3519
    Hallow Shot: 11772
    Perforate: 5877
    Six Shooter: 28117
    Bolt Storm: 68883
    Atomic: 65506

    and if we say he can use all of these skills every seconds, the damage he can deal to hell mode balor is..

    normal hit: 1,221,891, if he can do 10 hits per second, this will be 12,218,911 for 1 full hour with just normal hit.

    Insight: 2,508,092

    Hand bomb: 11,061,329

    Spin Smash: 12,669,081

    Hallow Shot: 42,380,328

    Perforate: 21,158,009

    Six Shooter: 101,224,031, but realistically, the dmg for 1 full hour will be like 6,748,268, since six shooter has 15 seconds cooldown.

    Bolt Storm: 247,979,583 (but this is impossible output, since Blot Storm is fixed to 30 rounds and has 1 min cooldown to reuse, so the actual dmg
    for full 1 hour will be much lower, the actual dmg will be more like 68883 x 30 x 60, which will be 123,989,791 at the most).

    Atomic: 235,824,982 abviously, atomic has 3 min cooldown, so actual dmg for full hour of atomic will be 1,310,138. if that is he uses it every cooldown.

    so from this case, you can tell that his dmg output is not enough for solo clear any hell mode.


    Part. 3
    and here's explanation on how ASPD affects the dmg.
    aspd.png
    Source: Reinvert, (2015), http://www.inven.co.kr/board/heroes/2028/32937

    key points on this explanation:
    a. 1 asp is equal to 0.5% increase of character's Dmg.
    b. depends on the character (characters with least recoils or big recoils), it may vary from 0.09% to 0.5% (and 0.5% was confirmed as the maximum value according to investigation).

    and Evistix has 58 aspd, which will be 29% dmg increase at the max. if we apply this bonus to his dmg per second
    (again, the dmg per second i calculated are only available only if all his skills had 0 cooldown at all)

    normal hit: 437 per second | 1,576,239 for full 1 hour

    Insight: 898 per second | 3,235,439 for full 1 hour

    Hand bomb: 3963 per second | 14,269,115 for full 1 hour

    Spin Smash: 4539 per second | 16,343,115 for full 1 hour

    Hallow Shot: 15186 per second | 54,670,623 for full 1 hour

    Perforate: 7581 per second | 27,293,831 for full 1 hour

    Six Shooter: 36271 per second | 130,579,000 for full 1hour (if this skill has 0 cooldown)
    | 8,705,266 for full hour ( this is the actual dmg he can put out after considering cooldown of the skill).

    Bolt Storm: 88859 per second | 319,893,662 for full 1hour (but only available if you remove full 1 min cooldown
    from the skill or the 30 rounds limit from the skill). | 159,946,831 this will be the more close to the actual dmg output for 1 hour for his stats, plus this dmg theoretical so will be much lower in the battle).

    Atomic: 84503.95213 per second | 304,214,227.7 for full 1hour (but only available if you remove full 3 min cooldown
    from the skill). | 1,690,079for full hour, if you apply the cool down itself.

    so you can see that Evistix cannot solo clear Hell Mode, cuz he cannot actually deal 480m or 360m hp dmg to either of the bosses within 1 full hour, mostly he can do at the 159m dmg at the most with bolt storm, but even this is available he does nothing else but just shooting for full 1 hour.

    Even every hit's become crit, the most dmg output he can do is 235,921,576 for full 1 hour. but even this will be much lower in the actual battle.

    So therefore, you can conclude that this Evistix has no stats high enough to solo clear any of the Hell Mode, and Yes, he is definitely using game hacks.


    oops, I forgot for got to apply his gap on a part of the formula. so my bad on that (30571-29000 + 300)/10900 this wasn't applied
    [{(30571-29000) + (900 + 300)} + {(30571-29000 + 300)/10900} x 6.25 x 2630] x 0.86 x smash ratio

    so when applied, it gives the value of 5592.5133, instead of 19208.5.
    and if we apply the balance, the average dmg will be 5201.037381, which is 3.17 times lower than the original value from the part 1.

    so his dmgs are much weaker, that even highest dmg skills won't exceed 90m dmg at the most for full 1 hour.

    Lion86
  • Best Thread of 2018

    Arix wrote: »
    cF6gU42.png

    alJtASA.png

    PH60GLi.png

    We all know its basically impossible for NA to clear hell mode until lvl 100 weapons arrive, please report this guy and get him banned for obvious cheating/hacks.


    For those who still argue that this is accusation to Evistix, Here is the official damage formula of Vindictus.


    Part. 1
    formula.png
    Source: Orimad, (2017), http://www.inven.co.kr/board/heroes/2028/37452?name=subjcont&keyword=데미지 공식.

    This is the official formula after the rise patch. According to this formula, there are 6 major stats that affect the damage you can do to a character.
    1. Character's ATK
    2. Boss's Def
    3. Additional Dmg
    4. Attack Limit Removal
    5. Balance
    6. Minimum dmg 900 (this is fixed minimum dmg that you'll do no matter what.
    also, ①-② cannot exceed 10000, according to what I found during the investigation.)

    and:
    Character's Average dmg = [{(①-②)+⑥+④)}+{(①-②+④)/10900}*6.25*③]*⑤*Skills's Stat to dmg ratio.

    - Evistix's char has 30,571 for the atk, which will be our ① for this formula.
    - Both Hell mode Balor and Neam has 29000 for their def, which will be our ②.
    - Evistix's 300 attack limit removal will be our ④ for this formula.
    - Evistix has 2630 add dmg, which will be our ③ for this formula.
    - Evistix has 86 bal, which also means he does 86%~ 100% dmg at the most. so the value of 0.86 will be our ⑤.

    in this case, with Evistix's stats, the equation goes as follow

    Evistix's Average dmg (before applying stats to smash ratio):
    = [{(30571-29000) + (900 + 300)} + {(30571-29000 + 300)/10900} x 6.25 x 2630] x 0.86 x smash ratio

    and if we solve this,
    = [{(1571 + 1200) + {(1871)/10900} x 6.25 x 2630] x 0.86 x smash ratio
    = [{(2771) + (0.171651 x 6.25 x 2630)}] x 0.86 x smash ratio
    = (2771 + 16437.5) x 0.86 x smash ratio
    = 19208.5 (this is the 100% dmg on average for Evistix's Stats, without applying balance or smash ratios or crits or atk speed) x 0.86 x smash ratio
    = 16519.31 (average dmg applied with only balance) x smash ratio

    so in this case, Evistix's average dmg will be (19208.5+16519.31)/2, which is 17863.91.
    this value is still missing the actual smash ratio's which is essential to get the actual dmg.

    but with this, this is definitely not enough dmg to solo clear off Hell mode Balor.
    and Hell mode Balor has 480M HP, and even if he does 17863.91 at every second, it will be at 64,310,058 dmg for 1 full hour, which is 3600 seconds.
    Which means, he can barely deal maybe 12% at the most during the full 1 hour.



    Part 2. Smash Ratio
    and here's Xgun Kai's Stat to smash ratio:
    ratio.png
    Source: Everafter, (2013), http://www.inven.co.kr/board/heroes/2074/38433

    The maximum ratios of Xgun Kai's atk
    normal hit: 0.019
    Insight: 0.039
    Hand bomb: 0.172
    Spin Smash: 0.197
    Hallow Shot: 0.659
    Perforate: 0.329
    Six Shooter: 1.574
    Bolt Storm: 3.856
    Atomic: 3.667

    and during part 1, we discovered the value 17863.91 needs to be applied with the ratios listed above.
    after applying to ratios the damages are below:

    normal hit: 339
    Insight: 696.6923
    Hand bomb: 3072
    Spin Smash: 3519
    Hallow Shot: 11772
    Perforate: 5877
    Six Shooter: 28117
    Bolt Storm: 68883
    Atomic: 65506

    and if we say he can use all of these skills every seconds, the damage he can deal to hell mode balor is..

    normal hit: 1,221,891, if he can do 10 hits per second, this will be 12,218,911 for 1 full hour with just normal hit.

    Insight: 2,508,092

    Hand bomb: 11,061,329

    Spin Smash: 12,669,081

    Hallow Shot: 42,380,328

    Perforate: 21,158,009

    Six Shooter: 101,224,031, but realistically, the dmg for 1 full hour will be like 6,748,268, since six shooter has 15 seconds cooldown.

    Bolt Storm: 247,979,583 (but this is impossible output, since Blot Storm is fixed to 30 rounds and has 1 min cooldown to reuse, so the actual dmg
    for full 1 hour will be much lower, the actual dmg will be more like 68883 x 30 x 60, which will be 123,989,791 at the most).

    Atomic: 235,824,982 abviously, atomic has 3 min cooldown, so actual dmg for full hour of atomic will be 1,310,138. if that is he uses it every cooldown.

    so from this case, you can tell that his dmg output is not enough for solo clear any hell mode.


    Part. 3
    and here's explanation on how ASPD affects the dmg.
    aspd.png
    Source: Reinvert, (2015), http://www.inven.co.kr/board/heroes/2028/32937

    key points on this explanation:
    a. 1 asp is equal to 0.5% increase of character's Dmg.
    b. depends on the character (characters with least recoils or big recoils), it may vary from 0.09% to 0.5% (and 0.5% was confirmed as the maximum value according to investigation).

    and Evistix has 58 aspd, which will be 29% dmg increase at the max. if we apply this bonus to his dmg per second
    (again, the dmg per second i calculated are only available only if all his skills had 0 cooldown at all)

    normal hit: 437 per second | 1,576,239 for full 1 hour

    Insight: 898 per second | 3,235,439 for full 1 hour

    Hand bomb: 3963 per second | 14,269,115 for full 1 hour

    Spin Smash: 4539 per second | 16,343,115 for full 1 hour

    Hallow Shot: 15186 per second | 54,670,623 for full 1 hour

    Perforate: 7581 per second | 27,293,831 for full 1 hour

    Six Shooter: 36271 per second | 130,579,000 for full 1hour (if this skill has 0 cooldown)
    | 8,705,266 for full hour ( this is the actual dmg he can put out after considering cooldown of the skill).

    Bolt Storm: 88859 per second | 319,893,662 for full 1hour (but only available if you remove full 1 min cooldown
    from the skill or the 30 rounds limit from the skill). | 159,946,831 this will be the more close to the actual dmg output for 1 hour for his stats, plus this dmg theoretical so will be much lower in the battle).

    Atomic: 84503.95213 per second | 304,214,227.7 for full 1hour (but only available if you remove full 3 min cooldown
    from the skill). | 1,690,079for full hour, if you apply the cool down itself.

    so you can see that Evistix cannot solo clear Hell Mode, cuz he cannot actually deal 480m or 360m hp dmg to either of the bosses within 1 full hour, mostly he can do at the 159m dmg at the most with bolt storm, but even this is available he does nothing else but just shooting for full 1 hour.

    Even every hit's become crit, the most dmg output he can do is 235,921,576 for full 1 hour. but even this will be much lower in the actual battle.

    So therefore, you can conclude that this Evistix has no stats high enough to solo clear any of the Hell Mode, and Yes, he is definitely using game hacks.


    AeropueCloakshireLillieVirideFaaustFlexinYaDiggKenshinXBladehawkSaphree
  • Finally soloed neam..

    2018_06_26_0000.jpg

    2018_06_26_0003.jpg


    finally done it..

    After a month of training...


    probably will be able to shred off 2~3 min from the clear time if I get more experience.


    -Verdius-
    ZentrixxShizukaaLoyalCasher
  • Lann Changes from KR

    Here's what I've translated. It is actually a lot worse than you think ikevi.

    안녕하세요. GM포비슈입니다.
    Hello, this is GM Fovish.

    2017년 10월 19일 목요일
    정식 서버 업데이트 후 적용되는 변경 점은 다음과 같습니다.
    Followings will be implemented to the main server after the update on 19th of October, 2017.
    ________________________________________

    ■ 캐릭터 조정
    Character Balancing

    [리시타]
    Lann

    - '글라이딩 퓨리' 스킬을 9랭크 이상 수련하면 '앱솔루트 퓨리'를 사용할 수 있습니다.
    - You can use ‘Absolute Fury’ if you trained ‘Gliding Fury’ to rank 9 or higher.

    : 빨리 달리기 도중 스매시 버튼을 2회 누르면 발동합니다.
    : the input command is 2 x Smash Button while you sprint.

    : SP를 250 소모하며, 기본적으로 '글라이딩 퓨리'와 같지만 크리티컬 조건 없이 더 빠르게 공격합니다.
    : It costs 250 SP, basically same as ‘Gliding Fury’ but it is faster, will be activated regardless of your critical rate.

    : 이후 크리티컬이 발생하면 '라이트닝 퓨리'로 연결할 수 있습니다.
    : if it becomes critical, you can link it to ‘Lightning Fury.’

    - '퓨리' 계열 스킬 사용 후 빨리 달리기 및 ‘슬립대시’ 스킬을 기존보다 빨리 사용할 수 있도록 변경합니다.
    - A change will be applied so that you can either sprint or use ‘Slip Dash’ faster than current.

    - '퓨리' 계열 스킬 사용 후 '스피어대시'를 사용할 수 있도록 개선합니다.
    - A change will be applied so that you can use ‘Spear Dash’ immediately after ‘Fury’ Skills.

    - '스피어대시' 이후 대시 스매시를 빨리 사용할 수 있도록 변경합니다.
    - A change will be applied so that you can use sprint smash immediately after using ‘Spear Dash.’


    And the reaction from KR Lann Players? Absolutely outrageous.
    Following screens shots are reactions from one of the largest forum in Kr.
    Link: http://www.inven.co.kr/board/powerbbs.php?come_idx=2033


    1.jpg

    2.jpg


    The comments are like these ‘Why do we even have test servers?’ ‘This is absolutely Bs.’ ‘does the director even know how lann works? Or does he understand what the character is having right now?’ etc.

    And this link is the Video from Junyoop about the patch.


    starting from 0:43:50 (For English, 3:17:52) of the clip, he shows the changes made to both sword and spear lann, His comment on overall was, ‘this is annoying, SP gets depleted too fast. unless you have a really delicate control, it will mass up your control. This is more of a nerf, I hope they fix it soon.’ Also he said ‘Omg, director, wth did you do..’

    Following images are the comments from Binsam, one of the top tier Lann player in Kr about the patch.

    3.jpg


    4.jpg


    Translation
    “I am not playing Lann anymore, not like this. I played Lann only a while ago, so I wouldn’t care about it during back then. But now also play Arisha as a sub, this patch leaves me no more for Lann. Absolute Fury is completely a garbage, and I’m not even allowed to use sprint smash as a follow up when Gliding fury does not crit. On top of that, I am not allowed to fury infusion immediately after I role either. Seriously, what’s the point of the giving sprint after fury, while you can just set it to dodge skills. I really should say everything else is ok to put through, but anything they did on Lann from this patch really should be rolled back.”

    Translation: “Seriously, I say you should leave every content of the patch as it is, but you really should role back what you’ve done to Lann. Seriously, the entire control mechanism got massed up and became completely futile, yet you call this is the improvement? The new skill you added is completely a wastage, on top of that it completely ruins the control. What is the point of this? If you were going to ‘improve’ like this, this is completely worse than before. Or is this same as ‘let’s kill Lann since it barely has few players,’ is that it? How about you guys stop mocking us, the Lann players? Seriously, you better fkin role back the patches you did for both sword and spear for Lann."


    A comment from one of the top tier spear lann player KR (he asked me to keep his name anonymous.

    5.jpg


    Translation: seems like the director wanted us to make use of the Absolute Fury, perhaps that’s why he made sprint smash to go off when you press smash button after you Spear dash. But this is really torturing and turned out a complete nightmare.



    A comment from Hellpat, one of the known top tier Lann Player in KR.

    6.jpg

    Translation: the command for Absolute fury seemed to be glitched. It gets triggered even if you just hold the smash button, instead of pressing it twice. This is ridiculous, this Abolute **** goes of when I try to use Fury infusion. Lol

    Other comments from two subscribers I’ve interviewed with.

    7.jpg



    Translation:
    Subscriber 1: Well.. this is just same as you do random **** while you’re blind folded.. The situation is completely nightmare. I wish things would have been better if they just left us alone like they did to Kai and Vella.

    Subscriber 2: Actually, there was a case in Maplestory. It is the case that overseas servers refused a large scale update from KR server, after the overseas players learned the patch was a complete nonsense. Overseas Servers can discover such things ahead, so they should do whatever they can to avoid such bs like this. In KR server, this new so called director didn’t even put this update through the test server, didn’t even give us a notice ahead. The overseas servers should not make the same mistakes that’s already eating us.

    I did went through KR Karok forums as well, and situations for karoks in KR is very devastating as well. Even Fiona players recently discovered some of the contents that has been applied to Fiona are turned out to be chock holds as well.

    So long story short.
    - Absolute fury costs 250 SP. On top of that, Lann’s stamina issue which was dressed since 2010 hasn’t been solved, nor SP gain.
    - Lann’s crit based Gliding fury/lightning fury problem remains unsolved
    - Lann’s damage issue remains unsolved.
    - Because of Absolute Fury, Lann can be lack on both stamina and SP gauge through any battle. It literally prevents Lanns from using Slashing high or Fury No 7.
    - Absolute fury can also be triggered by holding smash button, which can really bother for spear Lanns when they try to use Fury Infusion.
    - Sprint smash patch applied to spear Lann is very inconvenient. If you hold the smash button after you role, sprint smash will take priority and will be triggered, not the fury infusion.
    - If you want to use Fury Infusion after Spear Dash, you must wait for a moment involuntarily then use it, while risking it will trigger Absolute Fury.


    The rest of the Translations for the patch as below. Just be warned, I only translated the ones that are matter to what’s out in NA server.


    [피오나] Fiona
    1. 공통
    1. Common
    - 구르기 이후 대시 스매시로 빠르게 연결할 수 있습니다.
    - you can now immediately link to sprint smash after you roll.

    - 대시 스매시의 스태미나 소모량을 하향합니다.
    - Sprint smash will cost lesser amount of Stamina.

    - 대시 스매시 이후 추가 공격을 이어갈 수 있습니다.
    - you can now link 2nd hit after sprint smash.
    : 롱소드는 '액티브: 스프링클 카멜리아'의 추가 공격을 사용합니다.
    : for longswords, it will be the additional hit of the Active: Focal Point.

    : 롱해머는 '그랜드 슬램 칼라'의 추가 공격을 사용합니다.
    : for long hammers, it will be the additional hit of ‘Crushing Swing.’

    - '액티브: 방패 질주'의 최고 랭크 기준 재사용시간이 3초로 감소합니다.
    - Cooldown of ‘Active: Shield Charge’ will be reduced to 3 seconds at the max rank.

    : 발차기 버튼을 통한 사용에는 적용되지 않습니다.
    : it will not be applied to the activation through the kick button.

    - '액티브: 방패 질주'를 발차기 버튼으로 사용할 때 SP를 사용하지 않고 스태미나를 소모하도록 변경합니다.
    - If you use ‘Active: Shield Charge’ through the kick button, it will cost stamina instead of SP.

    - '액티브: 스프링클 카멜리아'를 다음과 같이 변경합니다.
    - following changes will be applied to ‘Active: Focal Point.’

    : 공격 판정을 개선합니다.
    : hit count will be improved.

    : 발동 시 필요한 SP가 25만큼 감소하고, 추가 공격은 필요한 SP가 25만큼 증가합니다.
    : SP cost will be reduced upon both the activation and the additional attack.

    2. 롱소드 Longsword
    - '아이비 스위퍼'의 추가 공격인 발차기를 '아마란스 킥' 이후에 이어서 사용할 수 있도록 변경합니다.
    - the additional attack of ‘Ivy Sweep’ can be used as a follow up from Amaranth Kick.

    3. 롱해머 Long Hammer
    - '그랜드 슬램 칼라'의 공격 판정을 개선하고, 추가 공격 이후 일반 공격으로 빠르게 이어갈 수 있도록 변경합니다.
    - hit count of ‘Crushing Swing’ will be improved, and delays will be adjusted so you can link to normal attack quicker after the additional hit.

    - '버터플라이 스윙' 도중 '슬래싱 하이' 또는 '피해 감쇄' 효과 없이도 '스티그마 해머'로 이어갈 수 있도록 변경합니다.
    - you can now link to ‘Stigma Hammer’ while using ‘Butterfly Swing’ without ‘Slashing High’ or ‘Active: Iron Defense.’

    - 롱해머 전용 스킬 '액티브: 짓누르기'를 추가합니다.
    - New skill ‘Active: Pounding’ will be added for Long Hammers.

    : SP 150을 사용합니다.
    : costs 150 SP

    : 사용 시 2분간 모든 공격의 역 경직이 50% 감소합니다.
    : While active, recoils of every attacks from Fiona will be reduced by 50%.

    : 스매시 공격 및 퍼펙트 가드 등에 성공하면 스킬 효과의 지속시간을 연장할 수 있습니다.
    : If you successfully land smash attacks or perfect guard, the duration will last longer.

    [이비] Evie
    1. 배틀사이드 Scythe
    - '배틀사이드'의 일부 공격 판정을 보다 넓고 길게 개선합니다.
    - following skills will have wider hit boxes.

    : '데몬 스플리터' Demon Splitter
    : '헬 퀘이크' Hell Quake
    : '소울 스큐어' Soul Secure
    : '인비지블 룸' Invisible Loom
    - '배틀사이드' 0타 스매시 및 차징 공격 중 시작 시점부터 블링크로 중단할 수 있도록 변경합니다.
    - You can now cancel into Blink while using a charging skill or while using 0 normal hit smash.

    - '릴리즈'의 스태미나 소모량을 하향합니다.
    - Stamina comsumption on ‘Release’ is reduced.

    [카록] Karok
    1. 공통 Common

    - 힘겨루기 사용 후 적용되는 근육 경련 상태효과의 내용을 수정합니다.
    - Cooldown on clash will be adjusted

    : 지속시간이 스킬 랭크와 무관하게 20분으로 통일됩니다. (제압 스킬과 동일)
    : Cooldown will be fixed to 20minutes regardless of the skill rank.

    : 근육 경련 상태에서 추가 공격 속도가 붙게 됩니다.
    : you’ll be given attack speed buff while your clash is on cooldown.

    : 근육 경련 상태효과가 행동불능이 되어도 남아있게 됩니다.
    : the cooldown will remain even if you are incapacitated.

    2. 배틀필러 Battle Pillar
    - 바이슨 폼으로 획득한 상태효과의 내용을 수정합니다.
    - Effect gained from Bison Form will be changed.

    : 증가한 공격 속도가 공격 이외에는 적용되지 않도록 변경합니다.
    : the attack speed buff will not be applied other than attack, it won’t be applied to movement speed.

    : 바이슨 폼으로 증가하는 공격 속도를 10으로 고정합니다.
    : attack speed gathered from Bison Form will be fixed to 10.

    - 데들리 스톰프 상태효과의 내용을 수정합니다.
    - Effect gained from Bison Form will be changed.

    : 증가한 공격 속도가 공격 이외에는 적용되지 않도록 변경합니다.
    : the attack speed buff will not be applied other than attack, it won’t be applied to movement speed.

    : 데들리 스톰프로 증가하는 공격 속도를 40으로 고정합니다.
    : attack speed gathered from Bison Form will be fixed to 40.

    3. 블래스터 Cestus
    4.
    - ‘버스트: 돌격’의 상태효과 내용을 수정합니다.
    - ‘Blast: Terror Rush’s effect will be changed.

    : 증가한 공격 속도가 공격 이외에는 적용되지 않도록 변경합니다.
    : the attack speed buff will not be applied other than attack, it won’t be applied to movement speed.

    : 공격 속도 증가 폭이 기본 공격 속도에 의해 영향 받지 않도록 합니다.
    : the attack speed buff will not be affected by the base attack speed.

    - 2타 스매시가 PVP에서는 스매시 적용을 받지 않도록 변경합니다.
    - ‘Straight Shot’ will be no longer counted as a Smash attack while in PVP.


    [허크] Hurk.
    1. 그레이트 소드 Great Sword

    - '신월'의 대미지를 상향합니다. The Damage from ‘Crescent’ will be increased.
    - '만월'의 대미지를 상향합니다. The Damage from ‘Full Moon’ will be increased.
    - '붕괴'의 대미지를 상향합니다. . The Damage from ‘Decimate’ will be increased.
    - '한계초월' 스킬이 다음과 같이 변경됩니다. Following changes will be applied to ‘Transcend.’

    : '한계초월'이 발동된 상태에서는 지친 모션이 나오지 않도록 수정합니다.
    : You’ll no longer see the fatigue motion while ‘Transcend’ is active.

    : 최대 체력에 비례하여 소모되던 스태미나 당 수치를 절대값으로 변경하여 최대 체력이 증가하여도 소모되는 수치는 변하지
    않도록 수정합니다.
    : The Cost/second on stamina will be changed, so it will stay at the fixed cost, even the max HP is increased.

    : 스킬의 최대 랭크가 6랭크로 변경됩니다.
    : The max rank is now Rank

    7. - '철벽'의 밸런스를 수정합니다. Impenetrable, aka Stone Wall will be changed as below.

    : A랭크 기준 적에게 받는 최대 대미지 수치를 '700 → 600'으로 수정합니다.
    : at Rank A, the maximum damage you get from a foe will be reduced from 700 to 600.

    : 철벽 시 연속적으로 피해를 받을 경우, 첫 피해를 기준으로 다음 피해가 순차적으로 50%씩 감소하도록 수정합니다.
    : If you get multiple hits while ‘Impenetrable’ is active, the hits you receive will be reduced by 50% gradually. Ex. 1st hit you lose 500
    hp, then 2nd hit you lose 250, 3rd hit you lose 125.. so on.

    - '복수' 스킬의 생명력 회복 수치를 소폭 하향합니다. Life steal on Revenge will be reduced by small amount.

    : A랭크 기준으로 적에게 가한 대미지의 20% 회복, 최대 800만큼 생명력을 회복합니다.
    : at Rank A, it will recover 20% of the damage given to the foe, maximum 800 hp. (sound like the initial amount only, from what
    I discovered from KR community.)

    : 추가 회복 수치는 기존과 동일합니다.
    : additional recovery amounts will remain the same.

    - '액티브: 광폭화' 스킬을 상향합니다. ‘Active: Berserk’ will be improved

    : 스킬의 최대 랭크가 8랭크로 변경됩니다.
    : maximum skill rank will be 8.

    : 8랭크 기준으로 광폭화 시간 17초, 철벽 시 4초 증가, 최대 유지 시간 32초로 상향됩니다.
    : at Rank 8, the initial duration will be 17 seconds. If Impenetrable is active, it will give 4 seconds extra duration,
    maximum 32 seconds duration for Berserk.

    : 발동 시 공격력 증가 수치가 대미지 % 증가로 변경됩니다.
    : On activation, the Attack boost will be changed to percentile buff.

    : 8랭크 기준 대미지 10% 증가.
    : at Rank 8, it will gain 10% damage boost.


    - '액티브: 심판' 스킬을 상향합니다. ‘Active: judgment’ will be improved.

    : 스킬의 최대 랭크가 8랭크로 변경됩니다. Maximum rank will be now Rank 8.
    : 8랭크 기준으로 대미지와, 공격 중 피해를 받지 않는 시간이 증가합니다. At rank 8, both the damage and invulnerability frame
    during Judgment will be increased.

    : 심판으로 공격에 성공 시 각 공격당 15의 SP가 증가되도록 변경합니다.
    : If you successfully use ‘Active: Judgment’, every follow up attacks will give you 15 SP.


    - '액티브: 필살의 일격' 스킬을 상향합니다. ‘Active: Execution will be improved.

    : 대미지를 상향합니다. The Damage will be improved.
    : 공격 판정을 상향합니다. Hit count will be improved.
    : 발동 속도를 소폭 상향합니다. The activation speed will be improved.


    - '학살'의 각성 상태효과 증가 수치를 상향합니다.
    - Awaken Effect gained from ‘Massacre’ will be improved

    - '소용돌이'의 각성 상태효과 증가 수치를 상향합니다.
    - Awaken Effect gained from ‘Vortex’ will be improved.

    - 각성 상태효과 시 스매시 및 액티브 스킬에서 공격 궤적이 변경되도록 수정합니다.
    - While ‘Awaken Effect’ is on, the directions of Smash and Active skills’ can be controlled.

    - '액티브: 심판' 스킬 사용 시 간헐적으로 대미지가 두 번 적용되던 현상을 수정합니다.
    - Double count on ‘Active: Judgement’ is fixed.

    2. 테이드 Teide
    - '리로드 스탠스'를 이용한 제자리 장전이 3발로 상향됩니다.
    - Reload stance now charges 3 shots.


    - '리로드 스탠스’에서 가능한 추가 장전 동작이 2회에서 1회(3발)로 변경됩니다.
    Additional charges from Reload Stance is now reduce to once, but gives 3 charges.

    : 세 번의 동작에서 두 번의 동작으로 전체 탄환을 장전할 수 있습니다.
    Instead of three, you can now charge entire cartridge with 2 motions.

    - '롤링 로드' 이용한 회피 장전이 2발로 상향됩니다.
    - ‘Barrel Role’ will reload two shots.

    - '롤링 로드'에서 이어지는 강화탄 장전도 2발로 상향됩니다.
    - ‘Bullet Upgrade’ now loads two shots.

    - '액티브: 퍼펙트 리로드' 스킬에 '총열 과열' 상태를 즉시 해제할 수 있는 기능이 추가됩니다.
    - An ability to remove overheat effect of ‘Active: Deft Reload’ will be added.

    - '가벼운 상처'의 지속시간이 '20→25초'로 상향됩니다.
    - ‘Flesh Wound’s duration will be increased from 20 seconds -> 25 seconds.

    - '벌어진 상처'의 지속시간이 '15→20초'로 상향됩니다.
    - ‘Open Wound’s duration will be increased from 15 seconds -> 20 seconds.

    - '찢겨진 상처'의 지속시간이 '10→15초'로 상향됩니다.
    - ‘Gaping Wound’s duration will be increased from 10 seconds -> 15 seconds.

    [아리샤] Arisha
    - 전투 입장 시 MP를 250 보유한 상태로 시작하도록 변경합니다.
    - Arisha now starts with 250 MP when battle starts.

    - '액티브: 루인 블레이드'의 강화 공격이 아닌 기본 공격 시에도 충격파가 1회 발생하도록 변경합니다.
    - While ‘Active: Ruin Blade’ is on, the shockwave triggered by the enhanced attack, will be triggered once during normal attack as well.

    - '액티브: 캐스트 마나'를 '잡기'키로 근접한 대상에게 사용할 때의 사정거리를 상향합니다.
    - The range of ‘Active: Mana Tracer’ will be increased, if it was used to a target with a grab key.

    - '액티브: 마나 리전'을 사용하여 깔린 바닥의 마나 지역으로 적에게 대미지를 입히면, 대미지 1회당 스태미나를 13씩 회복하도록 변경합니다. If you damage a target with ‘Active: Ether Zone,’ it will restore 13 stamina per hit.

    [델리아] Delia
    - '스타 스크래퍼' 의 스태미나 회복 량이 70으로 변경됩니다.
    - Starbloom/Star Scrapper will restore 70 stamina.

    - '스타 디바이더' 의 스태미나 회복 량이 120으로 변경됩니다.
    - Lunar Assault/Star Divider will restore 120 Stamina.

    - '액티브: 화이트 로즈' 의 마무리 공격 스태미나 회복 량이 70으로 변경됩니다.
    - Stamina recovery from the Finishing attack of ‘Active: Full Moon/White Rose’ will be changed to 70.

    - '액티브: 엘레강트 피겨' 이후 연결되는 '위스퍼링 로즈' 와 '라스트 슈팅스타' 스킬의 SP 소모량이 50으로 변경됩니다.
    - SP Cost of both ‘Whispering Rose’ and ‘Last Shooting star’, followed up from Elegant Figure will be reduced to 50 SP.

    - '예리함' 상태효과에 공격속도 상승 효과가 추가됩니다.
    - Attack speed buff will be added to the Keen effect.

    - '와일드 스타' 사용 시 얻게 되는 '기력소진' 상태효과를 삭제합니다.
    - Exhaustion from ‘Wild Star’ will be removed.

    - '액티브: 로즈 크러시' 스킬의 지속시간이 120초로 변경됩니다.
    - Duration of ‘Active: Zenith/Rose Crush’ will be set to 120 seconds.

    - '라스트 슈팅스타' 의 전방 공격 범위가 소폭 상승됩니다.
    - ‘Last Shooting Star/Falling Comet’s hit box will be increased.

    - '기백' 상태효과의 피격 시 페널티가 다음과 같이 변경됩니다.
    - Penalties from hits while Vigor effect is on will be changed as bellow.

    : 3단계에서는 3회 피격 시 기백 효과가 1단계 감소합니다.
    At stage 3, if you get hit three times, it will lower the stage by 1.

    : 2단계에서는 5회 피격 시 기백 효과가 1단계 감소합니다.
    At stage 2, if you get hit five times, it will lower the stage by 1.

    : 1단계에서는 7회 피격 시 기백 효과가 사라집니다.
    At Stage 1, you’ll lose the effect if you get hit 7 times.
    .
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