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  1. Default Warrior %/s (KMS You & I + GMS Unleashed)


    Current Version: KMS 1.2.208

    Adjusted Mastery: A factor added to DPS to consider the fact that different classes may have different mastery values; it effectively weighs the average damage from minimum and maximum range, thus is lower than standard %/s. A character with more mastery will have an Adjusted Mastery DPS closer to its absolute DPS.
    Adjusted Mastery is always included in a character's %/s.
    How to use:
    Calculate your raw damage range and multiply with %/s. i.e. (4 * Mainstat + Secondarystat) * TotalWeaponAttack / 100 * %/s
    Do not use your in-game damage range. That is wrong for the majority of characters since it includes total damage.
    Divide out elemental resistance yourself (Hint: Divide by 2)

    Boss: The %/s with the listed % Additional Boss Damage.

    Hits/s, Max/s: Hits/Max damage per second based on the current attack setup, not necessarily the optimal hits/max per second possible, especially due to buffing. Any line of damage is considered a hit, even if it cannot reach the damage cap. Max/s is the maximum potential damage per second available. A skill such as Shadow Partner only deals a fraction of the damage cap as its maximum. Damage over time and summons deal their base damage assuming a range cap.

    All buffs are assumed to be used unless they don't provide any useful bonus (namely, +Accuracy buffs)

    Defense Ignore is using the post-Unlimited Formula.
    Hero:
    Spoiler
    Sharp Eyes
    Hyper

    Paladin:
    Sword
    Blunt Weapon
    Hyper

    Dark Knight:
    Spoiler
    Lamancha Spear
    Sharp Eyes
    50% HP
    Hyper

    Dawn Warrior:
    Solunar Time
    Rising Sun
    Falling Moon
    Sharp Eyes
    Hyper

    Aran:
    Spoiler
    Sharp Eyes
    Hyper

    Demon Slayer:
    Spoiler
    Sharp Eyes
    Hyper

    Demon Avenger:
    Spoiler
    Sharp Eyes
    Hyper

    Mikhail:
    Spoiler
    Sharp Eyes
    Hyper

    Kaiser:
    With Wingbeat
    Without Wingbeat
    Hyper
    Zero:
    Spoiler
    Sharp Eyes
    Alpha:
    Spoiler
    Sharp Eyes
    Beta:
    Spoiler
    Sharp Eyes


    Hero: Panic whenever available. Enrage + Raging Blow on single target. Raging Blow on all other targets. Incising used whenever its duration expires. Enrage, Chance Attack, and Advanced Combo appear to be multiplicative with each other, while critical is additive to Advanced Combo.
    Hyper: Rage Uprising is detrimental to DPS. Uses the following: Raging Blow - Reinforce, Raging Blow - Bonus Attack, Advanced Final Attack - Bonus Chance, Advanced Combo - Reinforce, Advanced Combo - Boss Killer

    Paladin: Different tables for All Charge spamming, Divine Charge spamming, and Blast spamming. Heaven's Hammer is detrimental to DPS. Separate tables for Sword's Max Critical bonus and Blunt Weapon's Defense Ignore bonus.
    Hyper: Smite is detrimental to DPS, but used because it Binds. Uses the following: Blast - Reinforce, Blast - Critical Rate, Blast - Bonus Attack, Threaten - Bonus Chance, Threaten - Enhance

    Dark Knight: Gungnir Descent for single target, Dark Impale for multi-target. Berserk is a damage multiplier instead of a Total Damage bonus.
    Hyper: Uses Dark Synthesis and the following: Gungnir Descent - Reinforce, Gungnir Descent - Ignore Guard, Gungnir Descent - Boss Killer, Reincarnation - Critical Rate, Reincarnation - Reinforce

    Dawn Warrior: Uses Dance of Moon and Speeding Sunset for single target, Crescent Divide and Solar Pierce for multitarget. Solunar Time is always active. Soul Penetration is used whenever it is available.
    Hyper: Uses Soul Forge, Cross the Styx, and Speeding Dance - Reinforce, Speeding Dance - Ignore Guard, Speeding Dance - Boss Killer for single target, Divide and Pierce - Reinforce, Divide and Pierce - Bonus Attack, Divide and Pierce - Extra Target for multiple targets. True Sight - Ignore Guard is used in all cases. Note that you cannot have all seven active, only five can be chosen. Divide and Pierce - Bonus Attack would provide the largest benefit.

    Aran: Uses Triple Swing, Final Blow spam, Final Toss spam, or Rolling Spin spam. Uses Commands if Combo will remain over 100. Uses Combo Tempest if Combo will remain over 100 after usage.
    Hyper: Separate Triple Swing, and Final Blow spam tables, and a Final Blow + Beyonder table. Does not use Overswing or Combo Tempest in this table. Uses the following: Final Blow - Reinforce, Final Blow - Bonus Attack, Final Blow - Ignore Guard, Combo Recharge - Cooltime Reduce, Combo Recharge - Additional Combo

    Demon Slayer: Vampiric Touch and Metamorphosis have priority over attacking skills that cost Force. Demon Slash is used if there is not enough Force to do anything else. Devil Cry is recast when its duration is 2s or lower. Dark Bind is cast when its cool down is off. Infinite Force is used when its cooldown is off. For six or less targets, Demon Impact is used when there is enough Force for it. For seven to ten targets, Demon Explosion (Infernal Concussion) is used. For 11 or more targets, Devil Cry is used. Demon Slayer with Booster and Concentration cannot be slower Faster (3).
    Hyper: Uses Cerberus, Blue Blood, Demon Impact - Reinforce, Demon Impact - Bonus Attack, Demon Impact - Force Reduce, Metamorphosis - Reinforce, Metamorphosis - Force Reduce

    Demon Avenger: Uses Exceed: Execution for 1~6 targets, Exceed: Moonlight Slash for 7~10 targets, Armor Break for 11+. Bat Swarm whenever it disappears. Armor Break before it runs out. Shield Chasing and Bloody Imprison after cooldown.
    Hyper: Uses Forbidden Contract, and Thousand Sword for 5+ targets, and the following: Exceed - Reinforcement, Exceed - Bonus Chance, Shield Chasing - Reinforcement.

    Mikhail: Soul Assault on single targets. Shining Blast on multitargets. Uses Soul Rage whenever it's available. Soul Attack is only considered for single target, since it has no mob skill that adds a status. Soul Attack appears to be multiplicative with Soul Charge, I presume Soul Rage is additive to Soul Charge.
    Hyper: Uses Deadly Charge and the following: Soul Assault - Reinforce, Soul Assault - Bonus Attack, Shining Blast - Reinforce, Shining Blast - Bonus Attack, Shining Blast - Extra Target

    Kaiser: Giga Slasher is used on single target. Sword Strike is used on multiple targets. Infernal Breath is used whenever it is available. Wingbeat is used every 1.980s if there are less than 3 active. Petrified is summoned whenever it disappears. Wingbeat and Sword Strike cannot be used while Transfigured, thus Blue Streak is used on multiple targets when transfigured and Dragon Slash is used to fill the spam delay. Command table uses the Command skill to charge up the Mode Gauge.
    Hyper: Uses Prominence and the following: Giga Slasher - Reinforce, Giga Slasher - Bonus Attack, Wingbeat - Reinforce, Wingbeat - Extra Attack, Wing Beat - Persist


    Zero: Uses a perfect scenario Tag/Assist situation, where Alpha cycles Combination 4 -> Combination 2 + Combination 3, Beta cycles Combination 2 -> Combination 4 -> Combination 2. Tag/Assists whenever it becomes available. Throwing Weapon is assumed to do its full number of hits. At approximately 150% Boss, Advanced Throwing Weapon is detrimental, and should be replaced with Combination 1. Uses Shadow Rain whenever possible, as well as its other Transcendent buffs.
    Alpha: Uses Combination 4 -> Combination 2 + Combination 3. Assumes no Tagging, which is technically impossible because you eventually run out of Time Force. DPS would be higher with tagging.
    Beta: Uses Combination 2 -> Combination 4 -> Combination 2 -> Combination 1 -> Combination 2 -> Combination 4 etc.
    These tables assume the utmost perfect conditions for damage, and are harder to attain compared to other classes by a decent margin.
    Last edited by JoeTang; 2014-03-08 at 11:11 PM.

  2. Default Re: Warrior %/s (Hyper Warrior, Aran, Demon Slayer, Mikhail, Kaiser, and JMS Hayato)


    Current Version: GMS v146

    Adjusted Mastery: A factor added to DPS to consider the fact that different classes may have different mastery values; it effectively weighs the average damage from minimum and maximum range, thus is lower than standard %/s. A character with more mastery will have an Adjusted Mastery DPS closer to its absolute DPS.
    Adjusted Mastery is always included in a character's %/s.
    How to use:
    Calculate your raw damage range and multiply with %/s. i.e. (4 * Mainstat + Secondarystat) * TotalWeaponAttack / 100 * %/s
    Do not use your in-game damage range. That is wrong for the majority of characters since it includes total damage.
    Divide out elemental resistance yourself (Hint: Divide by 2)

    Boss: The %/s with the listed % Additional Boss Damage.

    Hits/s, Max/s: Hits/Max damage per second based on the current attack setup, not necessarily the optimal hits/max per second possible, especially due to buffing. Any line of damage is considered a hit, even if it cannot reach the damage cap. Max/s is the maximum potential damage per second available. A skill such as Shadow Partner only deals a fraction of the damage cap as its maximum. Damage over time and summons deal their base damage assuming a range cap.

    All buffs are assumed to be used unless they don't provide any useful bonus (namely, +Accuracy buffs)

    Defense Ignore is using the post-Unlimited Formula.
    Hero:
    Spoiler
    Sharp Eyes
    Hyper

    Paladin:
    Sword
    Blunt Weapon
    Hyper

    Dark Knight:
    Spoiler
    Lamancha Spear
    Sharp Eyes
    50% HP
    Hyper

    Dawn Warrior:
    Solunar Time
    Rising Sun
    Falling Moon
    Sharp Eyes
    Hyper

    Aran:
    Spoiler
    Sharp Eyes
    Hyper

    Demon Slayer:
    Spoiler
    Sharp Eyes
    Hyper

    Demon Avenger:
    Spoiler
    Sharp Eyes
    Hyper

    Mikhail:
    Spoiler
    Sharp Eyes
    Hyper

    Kaiser:
    With Wingbeat
    Without Wingbeat
    Hyper

    Hayato:
    Spoiler
    Sanrenzan-Rai
    Shinsoku
    Sharp Eyes
    Hyper

    Zero:
    Spoiler
    Sharp Eyes
    Alpha:
    Spoiler
    Sharp Eyes
    Beta:
    Spoiler
    Sharp Eyes


    Hero: Panic whenever available. Enrage + Raging Blow on single target. Raging Blow on all other targets. Incising used whenever its duration expires. Enrage, Chance Attack, and Advanced Combo appear to be multiplicative with each other, while critical is additive to Advanced Combo.
    Hyper: Rage Uprising is detrimental to DPS. Uses the following: Raging Blow - Reinforce, Raging Blow - Bonus Attack, Advanced Final Attack - Bonus Chance, Advanced Combo - Reinforce, Advanced Combo - Boss Killer

    Paladin: Different tables for All Charge spamming, Divine Charge spamming, and Blast spamming. Heaven's Hammer is detrimental to DPS. Separate tables for Sword's Max Critical bonus and Blunt Weapon's Defense Ignore bonus.
    Hyper: Smite is detrimental to DPS, but used because it Binds. Uses the following: Blast - Reinforce, Blast - Critical Rate, Blast - Bonus Attack, Threaten - Bonus Chance, Threaten - Enhance

    Dark Knight: Gungnir Descent for single target, Dark Impale for multi-target. Berserk is a damage multiplier instead of a Total Damage bonus.
    Hyper: Uses Dark Synthesis and the following: Gungnir Descent - Reinforce, Gungnir Descent - Ignore Guard, Gungnir Descent - Boss Killer, Reincarnation - Critical Rate, Reincarnation - Reinforce

    Dawn Warrior: Uses Dance of Moon and Speeding Sunset for single target, Crescent Divide and Solar Pierce for multitarget. Solunar Time is always active. Soul Penetration is used whenever it is available.
    Hyper: Uses Soul Forge, Cross the Styx, and Speeding Dance - Reinforce, Speeding Dance - Ignore Guard, Speeding Dance - Boss Killer for single target, Divide and Pierce - Reinforce, Divide and Pierce - Bonus Attack, Divide and Pierce - Extra Target for multiple targets. True Sight - Ignore Guard is used in all cases. Note that you cannot have all seven active, only five can be chosen. Divide and Pierce - Bonus Attack would provide the largest benefit.

    Aran: Uses Triple Swing, Final Blow spam, Final Toss spam, or Rolling Spin spam. Uses Commands if Combo will remain over 100. Uses Combo Tempest if Combo will remain over 100 after usage.
    Hyper: Separate Triple Swing, and Final Blow spam tables, and a Final Blow + Beyonder table. Does not use Overswing or Combo Tempest in this table. Uses the following: Final Blow - Reinforce, Final Blow - Bonus Attack, Final Blow - Ignore Guard, Combo Recharge - Cooltime Reduce, Combo Recharge - Additional Combo

    Demon Slayer: Vampiric Touch and Metamorphosis have priority over attacking skills that cost Force. Demon Slash is used if there is not enough Force to do anything else. Devil Cry is recast when its duration is 2s or lower. Dark Bind is cast when its cool down is off. Infinite Force is used when its cooldown is off. For six or less targets, Demon Impact is used when there is enough Force for it. For seven to ten targets, Demon Explosion (Infernal Concussion) is used. For 11 or more targets, Devil Cry is used. Demon Slayer with Booster and Concentration cannot be slower Faster (3).
    Hyper: Uses Cerberus, Blue Blood, Demon Impact - Reinforce, Demon Impact - Bonus Attack, Demon Impact - Force Reduce, Metamorphosis - Reinforce, Metamorphosis - Force Reduce

    Demon Avenger: Uses Exceed: Execution for 1~6 targets, Exceed: Moonlight Slash for 7~10 targets, Armor Break for 11+. Bat Swarm whenever it disappears. Armor Break before it runs out. Shield Chasing and Bloody Imprison after cooldown.
    Hyper: Uses Forbidden Contract, and Thousand Sword for 5+ targets, and the following: Exceed - Reinforcement, Exceed - Bonus Chance, Shield Chasing - Reinforcement.

    Mikhail: Soul Assault on single targets. Shining Blast on multitargets. Uses Soul Rage whenever it's available. Soul Attack is only considered for single target, since it has no mob skill that adds a status. Soul Attack appears to be multiplicative with Soul Charge, I presume Soul Rage is additive to Soul Charge.
    Hyper: Uses Deadly Charge and the following: Soul Assault - Reinforce, Soul Assault - Bonus Attack, Shining Blast - Reinforce, Shining Blast - Bonus Attack, Shining Blast - Extra Target

    Kaiser: Giga Slasher is used on single target. Sword Strike is used on multiple targets. Infernal Breath is used whenever it is available. Wingbeat is used every 1.980s if there are less than 3 active. Petrified is summoned whenever it disappears. Wingbeat and Sword Strike cannot be used while Transfigured, thus Blue Streak is used on multiple targets when transfigured and Dragon Slash is used to fill the spam delay. Command table uses the Command skill to charge up the Mode Gauge.
    Hyper: Uses Prominence and the following: Giga Slasher - Reinforce, Giga Slasher - Bonus Attack, Wingbeat - Reinforce, Wingbeat - Extra Attack, Wing Beat - Persist
    GMS: Uses Wing Beat while transfigured.

    Hayato: First table uses Dankuusen -> Shouryuusen -> Senpuuzan -> (Hikarasu->Issen)/Yousousen -> Dankuusen. Uses Hien first to start the combo after a buff. Yousousen's debuff is always active. Yanagi Yoke is assumed to be always fully stacked. Issen is used whenever it is available, but Hikarasu is chained before it since Shouryuusen -> Senpuuzan doesn't form a real chain with Issen and needs Hikarasu inbetween. In theory, it's about 10% stronger if all you do is spam Yousousen>Senpuuzan, but I don't think it's plausible to have two chained skills whose sum delay is lower than Yousousen's base delay... so yeah, we're here.
    Second table uses Sanrenzan - Rai -> Yousousen -> Sanrenzan - Rai. In the event of Issen being available, Senpuuzan is used after into a Yousousen, though the difference isn't large. The 'Final Attack' is assumed to be constant damage. The data for the 2nd and 3rd hits implies a different number, but there are no other associated skills to store this, so it may have been something they intended or forgot to change.
    Third table uses Shinsoku Musou
    Shippuu Samidarejin is used whenever it is available for both cases. Defense->Damage beginner skill is assumed to be maxed.
    Hyper: Uses Akatsuki no Ootachi, Issen - Cooltime Reduce, Issen - Bonus Attack, Yousousen - Reinforce, Yousousen - Bonus Attack, Yousousen - Extra Target. Issen is used whenever it is available, so every table is almost just combo + Issen + Ootachi. Looking into a way to make this more reasonable.


    Zero: Uses a perfect scenario Tag/Assist situation, where Alpha cycles Combination 4 -> Combination 2 + Combination 3, Beta cycles Combination 2 -> Combination 4 -> Combination 2. Tag/Assists whenever it becomes available. Throwing Weapon is assumed to do its full number of hits. At approximately 150% Boss, Advanced Throwing Weapon is detrimental, and should be replaced with Combination 1. Uses Shadow Rain whenever possible, as well as its other Transcendent buffs.
    Alpha: Uses Combination 4 -> Combination 2 + Combination 3. Assumes no Tagging, which is technically impossible because you eventually run out of Time Force. DPS would be higher with tagging.
    Beta: Uses Combination 2 -> Combination 4 -> Combination 2 -> Combination 1 -> Combination 2 -> Combination 4 etc.
    These tables assume the utmost perfect conditions for damage, and are harder to attain compared to other classes by a decent margin.
    Last edited by JoeTang; 2014-03-08 at 10:57 PM.

  3. Default


    Sup.
    All +damage% buffs are shown up on range now =/
    Metamorphosis, Spirit Link, Enrage, Soul Infusion, etc..

    Also.
    Something I found out through extensive testing @ rashes.
    Red balls heal 2 Demon Force. Blueish balls heal 3 Demon Force.

    Dark balls heal 10 Demon Force, Dark Red heals 6 demon force. <-- Boss only.

  4. Desk Straight Male
    IGN: NatsuEliseo
    Server: Galicia
    Level: 206
    Job: Evan
    Guild: Exploited
    Alliance: Family
    Farm: StarWars
    mexico

    Default


    Can you provide SS of this? I'm really intruigued by this. Even boss dmg?

  5. Default


    ..Not %boss.
    +damage% skills..
    Anyway.. SSes since Joe probably wants them too.



  6. Desk Straight Male
    IGN: NatsuEliseo
    Server: Galicia
    Level: 206
    Job: Evan
    Guild: Exploited
    Alliance: Family
    Farm: StarWars
    mexico

    Default


    Uh, isn't this then common knowledge? lf so, I need to look for demon slayers skills, since I don't remember seeing they had the kind of +damage% skills to show in range.

  7. Donator Straight Male
    IGN: ShinkuDragon HoukaPhoenix BoshokuRaven
    Server: Scania
    Level: 152
    Job: Batman
    Guild: IDissOrtis
    panama

    Default


    wait what? going by that locked, will dark knights also have the 60% increase in their ranges? that will be a pain in the ass.

  8. Orbital Bee Cannon
    IGN: GatlingPunch
    Server: Bellocan
    Level: 200
    Job: Gear 2nd Pirate
    Guild: Virtues
    Alliance: NARs

    Default


    Just found this thread thanks to Locked, and just can't help lol-ing that Demon Slayers are practically better than all the warriors in EVERYTHING. You know there's a problem when they are about 50% stronger at bosses than Heroes, and train practically twice as fast. Probability of hard nerfs to be given to Demon Slayer?

  9. Default


    So all of the discussion during kmst regarding demon slayers being insufficient at bossing was incorrect?
    Good to know.

    Also, where do arans fit in this warrior analysis?

    Or another warrior revamp?

  10. Default


    All my speculation during earlier KMS was before Demon Slash was buffed by ridiculous speeds amongst other things.

    Oh... Woops.

    That's what I'd expect, especially considering how bad Mercedes smashes archers at the same time.

  11. Default


    Inb4 big bang 2.0. Or Maplestory: Universal Shift

  12. Default


    Couple points
    > Threaten used every 80s
    Is this a single cast, or until it works? IIRC it has about a 40% success rate which is not in the description.
    > Heaven's Hammer detrimental to dps
    You need a range of about 50000 for this to be true on the 70%def targets, no? (assuming it hits the same # targets as ACB)
    > Critical not mentioned
    Are you assuming 5% base crit for 20~50% on all classes?

  13. Default


    I used the information from the Jump skill tables, and they don't mention a success rate for Threaten. I assumed it was 100% success now, but I can adjust the value for 40% success rate and do it until it works to compare if you want. I just realised I didn't actually account for Threaten's recasting in my model because I forgot the variable to count down the duration, so it overshot by a small margin. Anyways
    Defense 10% 40% 70%
    Blast 2183% 1839% 1494%
    If Threaten had a 40% success

    I thought they actually changed Heaven's Hammer to deal the % listed in Jump. Probably wrong about this.
    I use 55% base crit for 40~50% for Paladins since I've been told Blast's Critical bonuses apply to all skills like ACB's mastery bonus applies. Does its ignore defense work for other skills too? I assumed that it does.

    Some speed cap calculations
    Hero
    Defense 10% 40% 70%
    Single Target 4484% 3626% 2766%
    3 Target 7394% 5973% 4558%
    6 Target 13964% 11287% 8615%
    Paladin
    Defense 10% 40% 70%
    Single Target 2629% 2214% 1799%
    3 Target 6682% 5627% 4572%
    6 Target 13189% 11106% 9024%
    Dark Knight
    Defense 10% 40% 70%
    Single Target 2399% 2340% 2283%
    3 Target 5596% 4136% 2676%
    6 Target 11031% 8153% 5275%

    I've added calculations at the speed cap, which Paladins and Heroes can reach, and it clearly shows that Demon Slayers are still 1.28x times stronger than Heroes not considering Metamorphosis Orbs.

  14. Default


    Can't speak for jump, in present GMS (Chaos) Blast's bonuses only apply to Blast, though ACB's mastery bonus is for every skill (it seems to be a bonus to the charges rather than to the attack).

    Not really surprised Demon Slayers are way stronger than the old classes, that's just what Nexon does to attract people to the new classes: give them everything the old classes had, and more.

  15. Won't Be Coming Back Male

    IGN: Biades4hire
    Server: Windia
    Level: 19x
    Job: Dual Blade

    Default


    Don't drks reach speed cap with SI?(Assuming PSB of course)
    Last edited by Five Second Pose; 2011-08-10 at 06:58 PM. Reason: What was the point of quoting the whole OP?

  16. Donator Straight Male
    IGN: ShinkuDragon HoukaPhoenix BoshokuRaven
    Server: Scania
    Level: 152
    Job: Batman
    Guild: IDissOrtis
    panama

    Default


    DrK need SI to reach cap always, a PSB is fast5, and most normal DrK weapons are slow7, people also use normal 6 like glaives, and if you are using a slow8 wt is wrong with you?

  17. Won't Be Coming Back Male

    IGN: Biades4hire
    Server: Windia
    Level: 19x
    Job: Dual Blade

    Default


    tbh, ever since the PSB event, I've barely ever seen any 140+drks using anything but a PSB. And, demon slayers can reach cap too using a scepter or a VIP 1h Axe.
    Also, is there a %per second comparison for thieves thread somewhere?
    I'd be interested in seeing it.

  18. Default



    I believe some of the new gear in the Slayer extractions will also allow them to reach cap.

  19. Orbital Bee Cannon Straight Male
    IGN: Musiphe
    Server: Reboot
    Level: 277
    Job: Hero
    Guild: Epic
    Alliance: Fatal
    Colorado

    Default


    OR lvl 130 1h BW.
    BW forever neglected

    Regardless, those Slayer numbers are ridiculous compared to the other 3 warrior classes. Wonder how long before they get nerfed, if even

  20. Default


    I've updated with a preliminary Aran analysis with the most recent KMST patch.

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