...so tempted..to come back..pineapple
at bosses 1-2 demon slash will get you back at max force
For the most recent KMST ver 1.2.406 Aran
Aran: 10% DEF 40% DEF 70% DEF Single Target: 3406%/s 2844%/s 2283%/s Three Target: 10094%/s 8465%/s 6835%/s Eight Target: 28661%/s 24079%/s 19496%/s Toss: Single Target: 3568%/s 2896%/s 2225%/s Three Target: 11085%/s 9038%/s 6992%/s Eight Target: 32456%/s 26669%/s 20882%/s
Using a slightly altered model from the one before, and also varies from the Evan Model. It includes the cast times of buffs (16* Booster, Max Body Pressure, Snow Charge, Combo Drain, Might, Combo Recharge, Freeze Standing, Combo Barrier). Does not consider weapon attack. Is not adjusted for Weapon Mastery. Includes all castable buffs except Maple Hero, and uses Overswing with Final Blow, adding Combo Judgement whenever 100+ Combo is achieved, though it prioritises Combo Drain and then Combo Barrier when spending Combo. Casts Combo Recharge when less than 25 Combo and is available.
Buffs are reapplied around 5 seconds before they expire and 10 seconds for Combo Drain and Barrier to have more leeway for combo gathering if need be (didn't really test it but it'd only make a small 1~5%/s difference).
A notable consideration is that Combo Tempest is maxed in this scenario, otherwise Judgement would not provide a worthwhile DPS increase. Combo Tempest itself is garbage but necessary for a 40% boost in damage to Combo Judgement. Combo Judgement itself adds enough DPS since it does damage over time that will ignore defense and scales to max damage. I did not include Ice Charge's damage boost or Cleaving Attack/Regained Memory's Boss Damage effect to Combo Judgement's damage over time. I do not believe they affect it.
Combo Recharge itself lowers %/s but since it provides an increase to weapon attack, its overall bonus to damage is beneficial though not reflected in the %/s listed (would be about 30%/s higher on single target 70% DEF without Recharge, but overall lower damage due to missing some weapon attack)
Final Toss with Combo Judgement is still better for multiple targets since Overswing relies on Advanced Final Attack to do more DPS than Final Toss and that only hits a single target. Included both for reference. Note that Final Toss + Combo Judgement is higher DPS on 10% and 40% DEF monsters. This is due to Final Blow's 20% Defense Ignore helping Overswing's combo.
I would like to know aran's dps with keybinded double swing only if you could please o.o
inb4 they overbuff the other 3 warrior classes to out DPM Demon Slayer.
Release version of KMS 1.2.144
Overswing + Final Blow 10% 40% 70% Single: 3588%/s 2994%/s 2401%/s Three: 10356%/s 8679%/s 7003%/s Eight: 29169%/s 24497%/s 19826%/s Final Toss Single: 4733%/s 3826%/s 2920%/s Three 12406%/s 10031%/s 7655%/s Eight: 33759%/s 27753%/s 21746%/s
Overswing + Final Toss uses Combo Judgement. Only Eight Target Final Toss uses Combo Judgement. Single and Three target does not use any finishers.
Wow, so an aran with a demon slayer lvl 70 (demon furry link skill) would almost reach the same dps of the demonslayer with OS+FB on 10% and would surpass it with Final toss and the weapon attack difference between aran and the DS is abysmal 95 Watt.
So aran in 10% single is overpowered but not mercedes level, mobbing ability seems to be on DS side in all situations except on 8 monsters, it's okay aran is strong but isn't a overpowered tank like DS.
Well i guess paladins are going to take a nice buff and heroes probably are going to surpass mercedes on 10% since they are the damage warrior class but Drks are a surprise box.
moved to OP
Overall things to note
Dark Impale is really pineappleing pomegranatety. Does really bad DPS, and hardly ignores any defense. Sacrifice is a 3rd job skill with no upgrades
Advanced Final Attack doesn't charge orbs, and since Intrepid Slash is so slow, doesn't contribute significantly to DPS. Coma and Panic are 3rd job skills with no upgrades.
Paladins just suck. I made their Blast's critical/critical minimum/defense ignore passive for ACB but not sure if it truly is. Blast is just really terrible. Heaven's Hammer is a detriment. Only useful if ACB can't reach the target.
Arans are respectably close to a Demon Slayer in one sense, but Force Shields rape Arans.
Last edited by JoeTang; 2011-11-10 at 07:08 PM.
Including Beholder Weapon Mastery adjustment
Defense: 0% 10% 25% 40% 70% Single Target: 2220%/s 2203%/s 2179%/s 2153%/s 2102%/s Three Target: 6920%/s 6361%/s 5527%/s 4693%/s 3023%/s Six Target: 13688%/s 12590%/s 10943%/s 9295%/s 6001%/s
Defense: 0% 10% 25% 40% 70% Single Target: 2484%/s 2464%/s 2435%/s 2406%/s 2349%/s Three Target: 7732%/s 7110%/s 6178%/s 5244%/s 3379%/s Six Target: 15297%/s 14071%/s 12231%/s 10389%/s 6707%/s
In case no one knew, Dark Impale is probably the worst 4th job attack in the game, next to Ninja Ambush.
Most significant factor in the damage increase here is the boost from 225%->300% Brave Slash, and a minor increase from Panic's duration being 40s vs bosses (though it still has a chance to not be active since it's 90% activation rate). The Minimum Critical Damage increase from Enrage is ~15%/s
Defense: 0% 10% 25% 40% 70% Single Target: 5406%/s 5076%/s 4593%/s 4106%/s 3133%/s Three Target: 9120%/s 8592%/s 7765%/s 6937%/s 5291%/s Six Target: 14212%/s 13346%/s 12083%/s 10805%/s 8230%/s
Including Advanced Charge Blow Weapon Mastery adjustment
Defense: 0% 10% 25% 40% 70% Single Target: 2791%/s 2651%/s 2442%/s 2233%/s 1815%/s Three Target: 4928%/s 4584%/s 4067%/s 3548%/s 2514%/s Seven Target: 11328%/s 10536%/s 9347%/s 8157%/s 5777%/s
Defense: 0% 10% 25% 40% 70% Single Target: 3184%/s 3025%/s 2787%/s 2549%/s 2072%/s Three Target: 5625%/s 5231%/s 4641%/s 4050%/s 2869%/s Seven Target: 12929%/s 12023%/s 10665%/s 9308%/s 6593%/s
Multiply pomegranate by 1.3, it becomes 1.3 pomegranates. Might look into Flame Charge, but seeing as how Holy Charge is a whole 1.5x now, I can't see it being stronger in any possible way.
Last edited by JoeTang; 2011-11-10 at 07:06 PM.
Well Yeah thats kinda crazy how Heros are like double the other 2. And one would expect Dark Knights to be stronger than Paladins.
and BTw paladin mobs %s are off. Because Blast's crit/min crit chance doesnt carry over. Its for blast Only.
But the effects of the charges. Do u know where i can read them in english?
The charge effects are
Flame Charge: 60% chance to deal 100% damage every 1 second for 6 seconds
Blizzard Charge: 60% chance to freeze target
Lightning Charge: 60% chance to stun target for 2(y?) seconds
Divine Charge: 60% chance to Seal target for 6(y?) seconds
They haven't updated the skill descriptions apparently, but I presume the y variable represents time. Ice charge does not appear to have a time variable though. Otherwise, they're incomplete and I can see them changing these effects still.
Forgot to mention, but the %/s listed do not account for the differences in mastery between the jobs. I'll update this soon though.
I feel so bad for Paladins. They might have great def, but they need a better buff in their attacks. And having % chance in Flame Charge is useless. If they really want to buff the class, then give it a 100% chance.
And they (Warrior Advanturers) are still far behind Arans and DS.
Oh well, this changes still have a long way to go.
Heroes are pretty well off in single target, but definitely behind compared to mob of Arans because they're bosses.
10% PDR: 7110%/s
70% PDR: 3379%/s
10% PDR: 5349%/s
70% PDR: 3695%/s
someone can explain me how DI, which has a passive ignore PDR, becomes weaker than ACB, which has absolutely no ignore PDR?
and the tables above are at Fastest 2 right?
EDIT: also, screw heroes, the hell with their damage D: even 1vs1 and 1vs6 they be breaking errything
lol @ Paladins going back to the weakest of the 3. Why am I not surprised?
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