I'll translate the whole thing.
As requested by the author, this information comes from Yu桑, translated to chinese by 橘子. All comments added by Sieg.
Splash Level 13
Old: -30% Critical Resist
New: -15% Critical Resist
Damage reduction of 30%. This makes Mine Thrower EX very competitive with Splash EX, where MT EX has higher potential damage per bullet, but Splash can be unloaded faster for burst windows, especially with action speed boosts and higher Reload EX buff efficiency.
(Someone pointed out to me MT EX has higher efficiency than Splash from action speed buffs. While that is undoubtedly true, that isn't the point I am trying to make. Given that Splash is in-your-face spam and MT has to be adjusted more in the same span of time for boss movement, it's not always a definite that action speed increase means the same thing to both skills. Given a % boost to Action Speed, the skill with a larger absolute value will get a larger absolute decrease of course ^^)
GDB Level 13
Damage increase of 30%. Since my dancer is a BD, I can kind of understand how BD players feel but hey, a dual tree BD has always been great, and our GDB gets a boost too...
Praetor Level 11
Damage increase of 30%
Dance 3 (Mino) Level 6
Right click: Elemental attack +40%, PDMG +40%, lasts for 20s (What a great definition of the word "useless")
Bullseye Level 8
Damage increase debuff +40%
14% Critical Resist Reduction, lasts for 60s
Given 80 cap's 40% Critical Resistance in VN/VCN and 60% in RDN, BE alone would reduce it to 34.4% and 51.6% respectively. Actual increase in damage depends on Critical Damage, impossible to calculate without given parameters, ignoring Fatal Guided Missiles, Critical Break etc.
Aerial Chain Shot
Old: 18s CD
New: 15s CD
CD reduction of 16.7%. Actual DPS increase ~20%.
Charge Shot Level 19
Old: 471%+11736, 13s CD
New: 613%+15270, 10s CD
Damage increase of 30%, CD reduction of 23%. Actual DPS increase ~70%
Siege Stance Level 16
Old: 581%+16028. 45s CD
New: 755%+20837, 30s CD
Damage increase of ~30%, CD reduction of 33%. (I don't recall seeing CD reduction in patch notes). Actual DPS increase impossible to calculate, due to action speed buffs affecting number of arrows fired.
Arrow Shower Level 13
Old: 58%+232, 40s
New: 75%+302, 30s
Damage increase of 29.3%. CD reduction of 25%. Actual DPS increase impossible to calculate due to action speed buffs affecting number of arrows fired.
(Also for those interested, I am highly doubtful this will make MB Shower that much more effective than it is currently. The current incarnation of MB Shower still scales at 100% MDMG per arrow, meaning we do ~4k% on a 40s CD, 30s after the update. Given that it doesn't build Fatal Guided Missile counters, and is barely equivalent to 1 FGM per cast...)
Arrow Barrage Level 2
Damage increase of ~20%. Actual DPS increase after revamp too random to calculate, as the 65 passive adds 50% FD to Arrow Barrage. Your own FD, plate (though most likely you won't be using it), and use of Cheating Point will all affect the damage increase. Unlikely to catch up to Revolution Ballista though, in both DPS and DPA.
Cheating Point EX
- Explosion Damage increase. Party members in radius of CP gets action speed increase buff
- When CP is summoned, if the player moves backward (S), the provoke effect will not be triggered
- 50% Explosion Damage, 15% Action Speed
That circle is the radius the action speed buff is given in. Buff lasts for 3s, refreshes with flower releases pollen.
- PDMG +10% (unchanged)
- Upon Wind Shot Critical Hit, obtains Wind Shot counter
- When using Arrow Barrage, FD increase of 50%
Charge Shot EX -> (Wind Arrow/Wind Shot)
When the Sniper EXs and Wind Shot itself deals a critical hit, gain one Wind Shot counter, up to a maximum of 50.
Consumes 30 Wind Shot counters per usage, CD 10s. Hold left click on Charge Shot to activate.
When you have more than 30 Wind Shot counters, the next cast of Charge Shot will cause the skill to glow yellow. Hold left click to charge, upon fully charging it will be released automatically. If left click is released without full charge, Charge Shot EX will be used instead.
Regardless of if Wind Shot is used, 30 Wind Shot counters will be consumed.
After activation, the yellow frame will be removed (therefore it can only be cast once per activation)
Without action speed boost, the initial casting motion + charging takes ~4s, the backroll 1.5s. The direction of the backroll CANNOT be adjusted by the player. The backroll can be cancelled with Fake Shot and Triangle Shot.
The board damage of every hit on Wind Shot is equivalent to 100% of Charge Shot (excluding EX)
Being too close will result in a loss of hits, being further away can result in more hits.
The picture below is the highest number of hits that has been achieved on a Dragon
Half Sugar thinks that although many people might just use Charge Shot's board damage multiplied by 27 hits for damage calculation, it is actually very hard to achieve this constantly in practice.
Additional Ref: http://www.thisisgame.com/dragonnest/tboard/?board=58&n=98739
Additional Ref 2: http://forum.gamer.com.tw/C.php?bsn=13211&snA=148627&tnum=30
(Take note that I can't read hangul, I will be using a... pretty archaic style of determining meaning to update the translation)