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  1. Default Magician %/s (KMS FLY 2 & GMS Dawnveil)


    Current Version: KMS 1.2.202

    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.
    Fire-Poison Archmage:
    Spoiler
    Teleport
    Sharp Eyes
    No Mist Eruption
    Hyper

    Ice-Lightning Archmage:
    Spoiler
    Teleport
    Sharp Eyes
    Hyper

    Bishop:
    Spoiler
    Teleport
    Sharp Eyes
    Full Party
    Hyper

    Evan:
    Spoiler
    Teleport
    Sharp Eyes
    Hyper

    Luminous (Light):
    Spoiler
    Luminous (Dark):
    Spoiler
    Hyper

    Battle Mage:
    Spoiler
    Teleport
    Sharp Eyes
    No Twister Spin
    Hyper


    Fire/Poison uses Poison Mist, Paralyze, Slime Virus, Poison Breath, Oz's Flame Gear, Flame Haze, and Mist Eruption.Slime Virus and Flame Haze only apply to single target. Ignite is not applied to Mist Eruption's damage bonus. Elemental Amplification and Burning Magic are applied as independent multipliers. (1.2 x 1.5 x)
    Hyper: Uses Megiddo Flame, Fire Aura and the following: Paralyze - Reinforce, Paralyze - DoT Reinforce, Paralyze - Bonus Attack, Mist Eruption - Bonus Attack, Mist Eruption - Cooltime Reduce

    Ice/Lightning uses Chain Lightning and Frozen Orb (210ms). Frozen Orb procs Blizzard FA. Oz's Flame Gear is not used. There is no Chain Penalty for Chain Lightning. Elemental Amplification and Storm Magic are applied as independent multipliers. (1.2 x 1.5 x)
    Hyper: Uses Lightning Sphere (assumed 270ms attack speed) and the following: Chain Lightning - Reinforce, Chain Lightning - Extra Target, Chain Lightning - Bonus Attack, Frozen Orb - Reinforce, Frozen Orb - Critical Rate

    Bishop uses Big Bang as primary attack with Genesis on cooldown.
    Hyper: Uses Vengeance of Angel Angel Ray for single target, Big Bang for Multiple, with Heaven's Door, and no other exclusive hyper skill affects their damage.

    Evan uses Phantom Imprint 1 second before it runs out and spams Illusion on Single Target. Phantom Imprint is not used on 2+ targets. Phantom Imprint is assumed to be a 1.2x multiplier. Blaze is used for two to eight targets, and Flame Wheel is used for nine and ten targets, including its 6%/s DoT. Inherited Will's 5% Boss Damage is included. Evan is always Fastest (2) due to Dragon Soul and Booster. Dragon Fury is assumed to be +35% M.ATK.
    Hyper: Uses Onyx Dragon (3030ms summon attack speed) and the following: Illusion - Reinforce, Illusion - Ignore Guard, Blaze - Reinforce, Blaze - Ignore Guard

    Luminous uses Light Reflection when in Sunfire, Apocalypse and Morning Starfall when in Eclipse, Absolute Kill when there are 1 or 2 targets in Equilibrium, and otherwise uses Apocalypse. (Light) indicates they have Light Magic Enhancement and (Dark) indicates they have Dark Magic Enhancement. Morning Starfall is minorly detrimental to %/s unless you're at the speed cap or using Hyper Skills, and increases hits/s.
    Hyper: Uses Armageddon, and the following: Light Reflection - Spread, Apocalypse - Reinforce, Apocalypse - Extra Target, Absolute Kill - Reinforce, Absolute Kill - Extra Target; it appears that Apocalypse - Recharge is minorly detrimental to DPS

    Battle Mage has all Auras on, uses Body Boost whenever possible, Teleports and uses Finishing Blow, along with Twister Spin (est. attack speed of 180ms) when it's off cooldown. Separate table for attacking without Twister Spin. Note that at Fast (4), Battle Mage hits the speed cap using Body Boost.
    Hyper: Uses Union Aura, Battle King Bar, and Teleport - Reinforce, Twister Spin - Reinforce, Twister Spin - Extra Target, Twister Spin - Cooltime Reduce. Note that Twister Spin is significantly detrimental to DPS with Hyper Skills (Battle King Bar).
    Last edited by JoeTang; 2014-01-08 at 06:32 PM.

  2. Default Re: Magician %/s (Justice Magician, Evan, and Battle Mage)


    Current Version: GMS v142

    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.
    Fire-Poison Archmage:
    Spoiler