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Changes in Throw Kunai after rebalance?


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#1 dre4Me

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Posted 12 September 2012 - 05:05 PM

Wow, I was screwing around with my Ninja at Siromas and just realized Kunai are doing INSANE damage! Back then, I hit Siromas for 7-8k damage, and now, with the same equips, I'm doing like 17k! :p_omg:

So I suppose elements are playing a big part now? Also, HF cards are working with Throw Kunai?

Please tell me more about it.

EDIT: Also, are Rideword Hat and Deleter cards working too?

Edited by dre4Me, 12 September 2012 - 05:06 PM.

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#2 Tetsamaru

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Posted 12 September 2012 - 05:17 PM

Throw Kunai ninja's are TERRIBLY BROKEN now.

They are pretty much the fastest to get to level 99 in the game with regular grinding. Faster than even using turn-ins.

Timing myself from a newborn ninja, i was able to get a level 1 novice to level 99 Ninja in 7 hours. I did some dicking around So i could probably cut that down to 5~6 hours if i wasn't talking to my guildmates and stuff.
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#3 DrAzzy

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Posted 12 September 2012 - 05:23 PM

Throw Kunai is really good.

The magic of Throw Kunai really is that the WHOLE damage is elemental, instead of only the weapon part (back pre-renewal, EVERYTHING benefited from element like that, which was a little degenerate because it meant everything was balanced for that). It's amazing how much crappier the damage is when you don't have elemental advantage. I think it also gets hit harder than usual by vit defense (maybe vit reduction applied to each hit instead of total damage?).

Does anyone know if this is getting nerfed when we get Kageru / Oboro update?

See this thread for more recent discussion of throw kunai: http://forums.warppo...ow-kunai-ninja/

Edited by DrAzzy, 12 September 2012 - 05:24 PM.

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#4 Smolderbil

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Posted 12 September 2012 - 06:27 PM

I believe Clogon tested it before. The mechanics are pretty much the same, except Dex would play a bigger role. Not sure if they reverted it back, though.
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#5 Tetsamaru

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Posted 12 September 2012 - 06:32 PM

Ya, i always found Throw Kunai pretty craptastic in pre-renewal. So i changed my Ninja to a magic ninja.

Then renewal made magic crap, but on the flipside, made throw kunai godly.

Feels like my ninja keeps being remade.
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#6 Viri

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Posted 12 September 2012 - 06:35 PM

Throw Kunai ninja's are TERRIBLY BROKEN now.

They are pretty much the fastest to get to level 99 in the game with regular grinding. Faster than even using turn-ins.

Timing myself from a newborn ninja, i was able to get a level 1 novice to level 99 Ninja in 7 hours. I did some dicking around So i could probably cut that down to 5~6 hours if i wasn't talking to my guildmates and stuff.



Did it a few months ago in 2 hours excluding jobchange time 4 HE manuals and 2 x3 manuals and did a hillwind turnin at high levels while also leveling. It was funnnnnn. 1 shot every mob from level like 12 up comfortably. Used like a dollar's worth of light blues. That was no exp event too. Just VIP
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#7 Facekiller

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Posted 14 September 2012 - 03:19 AM

kunai are THE best... the huge elemental damage the fact you can use hunter fly cards to gain life with kunai and that you can pass status ailments of base weapons with kunai make this skill one of the best and most versatile skills available...
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#8 AhinaReyoh

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Posted 14 September 2012 - 04:39 AM

I believe Clogon tested it before. The mechanics are pretty much the same, except Dex would play a bigger role. Not sure if they reverted it back, though.

The last I remember, they concluded that it was thoroughly nerfed and Dex didn't really help it much. I haven't kept up with anything recent, but there haven't been any changes to it in the kRO patches that I've seen since.
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#9 Smolderbil

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Posted 14 September 2012 - 05:12 AM

Oh well. We'll soon see for ourselves, along with the K/O skills. Lots of things to find out! :ic:
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#10 Leanart

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Posted 12 November 2012 - 11:14 AM

What is up with throw Kunai in Classic we finally got expanded classes and my lvl 45 ninja doesnt even hit 1k consistantly only does base 270 damage with fire kunai on Mi Gaos which is 200% damage havnt done even 1k yet over 50 str and 24 int ( i did waste some points unfortunately on other things but still) should be doing way more then this please PM me iff you know what has changed
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#11 Viri

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Posted 12 November 2012 - 11:17 AM

It was never good prerenewal
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#12 DrAzzy

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Posted 12 November 2012 - 12:10 PM

It was never good prerenewal

This.

It was just awful pre-renewal. Did it even ignore flee, or did it do weak damage (like, oh, 270 damage?) on a miss?

In any case it's only good in renewal. The developers realized TK sucked, and tried to make it better, and went overboard, giving us the crazy renewal TK damage that we have now (and which gets nerfed when they next looked at ninja classes in the Kag/Obo update).

As stated above, pre-renewal, magic ninjas were good, and physical ninjas sucked. Post renewal, it's the opposite.

Edited by DrAzzy, 12 November 2012 - 12:12 PM.

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#13 Leanart

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Posted 12 November 2012 - 12:38 PM

stuill always hits but does 270's and its crappy it needs to be tuned up i thinkl because regardless its become a weak class aside from casting and casting is a slow gainer. otherwise it was useless to impliment without some base strength
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#14 Viri

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Posted 12 November 2012 - 12:43 PM

Magic ninja is a very fast leveling class whatcha talking about(in pre renewal at least)
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#15 Leanart

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Posted 12 November 2012 - 02:17 PM

im Kunai and it shouldnt have all these items and skills and npcs for builds that are garbage on classic...
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#16 Facekiller

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Posted 12 November 2012 - 08:59 PM

ninja kinda sucked in prerenewal... im amazed when i think about the fact the i actually 99ed my throw build ninja in prerenewal... css doesnt stop TK... or magic... humma has single target but does splash damage that then splits all the damage up among targets... they were pretty much mages with added defensive skills....
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#17 DrAzzy

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Posted 13 November 2012 - 12:54 PM

stuill always hits but does 270's and its crappy it needs to be tuned up i thinkl because regardless its become a weak class aside from casting and casting is a slow gainer. otherwise it was useless to impliment without some base strength

As I just said, I think it will do more damage if you actually hit your target - i think it's one of those skills that has a "never miss" component to the damage (this was common in classic; it's one of the things they they axed with renewal)... I remember that 270 number coming up alot, and IIRC it meant you were missing.

Also, the developers RECOGNIZED that it was crappy and needed to be turned up. In fact, they DID tune it up - in renewal.
Putting renewal-like balance changes on classic is a non-starter. The whole point of classic was to cater to the (large number) of players who don't like renewal mechanics - and really, all of the renewal mechanics changes follow pretty logically from the game balance issues pre-renewal, so it's likely that making balance changes on classic would start down the same road, and we all know it didn't end well (otherwise we wouldn't need a classic server, because everyone would love renewal).
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