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Warrior %/s (KMS You & I + GMS Unleashed)
Paladin:
 Sword
 Blunt Weapon
 Hyper

Paladins got incredibly shafted. Despite the new Divine Charge being similar in standard DPS to old Blast, there is just simply too much +Total Damage to attain this, resulting in significantly lower +Boss Damage improvement. The previous system favoured Paladins greatly because Charges were a multiplier, and Paladins had by the lowest possible +Total Damage, with +20% from Blast - Reinforce, and 5% from Epic Adventurer
Paladin damage is now focused from bonuses gained by Blast's +Total Damage, Elemental Charge's +Total Damage, and Void Elemental's +Total Damage bonus to Lightning Charge, as well as the cycling bonus. Since Blast removes Elemental Charge's bonuses, there is a small time frame where there is hardly any gain in damage, at the cost of using an extremely slow attack (Blast). Blast's 5 Charge bonus is beneficial to %/s, but its Critical Bonus is not. The Defense Ignore bonus is included, and beneficial for cases with higher defense, but not for lower defense.

Also, since they're either not done rebalancing Hyper Skills, or they feel they're currently fine as it is, Divine Charge gets no benefits from Hypers, unlike the old Blast which got a 7/6x increase from Bonus Attack.

Using every charge is not beneficial in the least, as expected. And while Heaven's Hammer does monstrous amounts of damage now, it's still too slow to be beneficial.


Summary of Issues:
+Total Damage is a trash way to upgrade old skills and overall damage, since it renders +Boss Damage significantly less effective
Blast is slow and its bonuses lasts nowhere near long enough to be too beneficial
The Delays for buffs overall are way too long
Lack of appropriate Hyper Skills hurt Hyper damage severely
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Warrior %/s (KMS You & I + GMS Unleashed) - by JoeTang - 2013-05-30, 06:19 AM

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