It's not "widely accepted" it's a mathematical fact that Hurricane only does 14.17 hits/s with AFA, and 22.5 hits/s with Split Damage.
To hit max damage on every single hit without Split Damage, you would need to have 476190 minimum damage. This means you are now doing 14.17m/s. Wind of Frey would do 19047600 in a single cast which takes 900ms at Fast (4), so it does 21164000/s. If you wanted to use Split Damage, you would need to have 769230 minimum damage, and you would do 22.5m/s. Wind of Frey would do 30769200 per cast, or 34188000/s at Fast (4). It's literally impossible for Hurricane + AFA to do more damage unless you have some sort of godly weapon with +6.5m max damage potential.
A legitimate excuse. I'll take it!
Nope, I pay little attention to Marksman in general in terms of constant patch changes, but I knew about general information like what skills they had. And what bridge is it? Is it the Bridge of the Light Warriors?
So what is the delay of US and Snipe? Wasn't listed in the ultimate skill tables.
I can't wait to see the wild hunter chart update :3
What would you guys rate Wild Hunter's Hyper Skills update?
Worst? "Not as bad as Mech"
Decent? "I guess"
Best? "lol"
Wild Hunter:SpoilerHyper
Wild Arrow Blast - Reinforce, Wild Arrow Blast - Ignore Guard, Sonic Roar - Reinforce, Sonic Roar - Bonus Attack, Beast Form - Reinforce, Drill Container, and Silent Rampage.
I've also updated the damage bonus from whatever that passive skill for riding attacks to be additive with other total damage effects. Beast Form - Rapid Attack doesn't really do anything. It doesn't affect Wild Arrow Blast, and only works at Fast (4), very unnoticeably.
Hmmmm not bad. Bowmasters win out on 2-6 target mobbing, fall short on 7+. BMs have higher hits per second on anything lower than 5 targets, with comparable max/s, but have significantly less %/s.
Hyper skills looking pretty damn nice as far as balance.
Added Wild Hunters to OP. Made a fix for any 810ms attack, so they should be seeing a slight improvement at Fastest (2). As it turns out, base speed for normal attacks is 800ms, not 810ms. It only gets rounded to 810ms at Normal (6), but otherwise hits flat 600ms at Fastest (2), which is where an issue originally was, where Normal (6) 810ms went to Fastest (2) 630ms. Now they correctly reach 600ms.
Is reinforce skill multiplicative? ty
Updated the OP. Caught a bug on Mercedes' Unicorn and Charge Drive that added too much damage.
Since Arrow Bomb doesn't have a damage cap... is it technically better than inferno..?
From the current GMS patch, with enough funding to hit over cap with Bomb.
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