So, Vipers still suck donkey sh*t? WHOO! AT LEAST WE HAVE THAT IN COMMON WITH WHAT WE USED TO!
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So, Vipers still suck donkey sh*t? WHOO! AT LEAST WE HAVE THAT IN COMMON WITH WHAT WE USED TO!
Hmm interesting numbers for Corsairs. Good to see they aren't totally dependent on Octopus for high DPS anymore.
Judging from videos, it looks like Octopus Quarterdeck attacks a lot faster than the old Octopi. I can't imagine Head Shot being useful for DPS at 1710 mps, except maybe at high def monsters.
It would be nice to have more ignore PDR. We only get 10% while most other classes get 20% at least.
Yeah it's -20% damage taken. Captains only have 10% defense ignore...which is more than they used to have. Headshot would have 50% defense ignore.
Headshot and Fusillade Raid will probably have their delays reduced because all new pirate 4th job skills are 1710ms right now, which makes it obvious that they're just testing it.
Vipers have the most defense ignore, if you consider a 40% chance of ignoring 100% defense as the most.
Oh, I read that terribly wrong then. Enjoy your nerf.
Corsair:
Weapon Speed: Faster (3)Weapon Speed: Fastest (2)
Can you do the tables for buccs up to 8 targets?
Energy Charge charges on each individual monster, correct? So hitting two monsters at once charges twice as fast, etc?
That's the assumption I added here. I'll also need to update the original table if this is true as well, since I did not include it.
Buccaneer
Yes that is true. Just doesn't charge more energy if the attack hits multiple times.
I like the mobbing numbers for such an early stage. I hope they buff laser a lot and nerf dragon strike to make it worth using.
Cocks I just realised it shouldn't be using Energy Blast. Had it tacked in to make sure the code was working. Pure Dragon Strike.
Buccaneer
Updating main chart as well in a minute. Dragon Strike is a bullpomegranate bandaid. hurrdurr let's just make it hit twice without adjusting anything else.
anyone else find it interesting that fastest 2 has less dps than faster 3?
I'm curious about testing my mech's damage to find out some weirdness behind siege mode's actual %. That hidden 4th job % damage (not the 30% boost) is really bugging me.
What's a good mob to test on?
1st tower ani maybe? if so, what's his PDR?
Just did some testing for curiosity's sake. Maybe you'll find it useful, though you probably wont, but hey who knows...
1) the 20% ignore PDR from atomic hammer does affect all skills (we already knew that, feels nice to confirm that for myself though.)
-Range: 8499-9999 on 10% PDR mob. Theoretical max of 8999, hit for 9050ish quite a few times. Used a non cubed gun, no worries about ignore def on the gun.
2) Even in 4th job, max siege mode is still 100% damage. When not in tank form of course.
-Same range on 10% PDR mob. Theoretical max of 9999*.92*1.5= 13798 and theoretical avg of 9250*.92*1.35= 11488.5 with 100% damage siege mode from 3rd job. My damage matched this almost exactly.
3) In tank mode, siege mode gets the 1.3x multiplier. (nothing new here either)
4) Siege mode 2 (hidden) 4th job skill does not fit in anywhere. It's not a usable skill in 4th job as far as I'm aware. And the damage it's supposed to output... well... It's neither my prototype siege mode damage nor my tank form siege mode damage.
5) Tank mode's basic attack fires 6 shots per push. It has a delay of well... I don't really know. This is my main 1 v 1 skill against single mobs.
-After trying to time it using my ipod's stopwatch function (lol, 1 hand holding down the fire key, 1 hand clicking the stop button every new set of 6 I see...) It looks like the delay between each group of 6 hits is around 450ms at faster 3. Obviously this needs more detailed experimentation.
---Going to zero PDR mobs from this point---
(1000/450)*100*6*(1+.35*.25)=1450%/sec lol. (obviously this is with JUST tank mode's basic attack, no other factors.... no one uses only this)
((the .35 * .25 is the average crit rate time the natural crit rate of tank mode's basic attack.))
I'm curious if this 1450%/sec is close to what you'd get, Joe... if you were to test your model of just tank mode's basic attack.
I want to make sure we're working on the same page here.
Edit:
Alternatively, I calculated laser blast at (1000/1470)*360*3*(1+.35*.05)= 747.5%/sec Per mob.
Note that I'm using the chaos %s. I should really look up the new ones to see the changes... uh brb...
edit2:
Tank form boosted to 120% :O
So...
(1000/450)*120*6*(1+.35*.25)=1740%/sec just using basic tank mode.
Laser blast bumped up to 500% :O
(1000/1470)*500*3*(1+.35*.05)= 1038%/sec per mob.
Care to tell me if we match up numbers or am I way off on something?