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Re: Archer %/s (Justice Archer, Wild Hunter, and Mercedes)
Quote:
Originally Posted by
fodjgngf
8.33 Widely accepted as hurricanes hit/sec, x 1.7 = 14.61 hits/sec. Isnt it better to keep hurricane going, considering that hurricane+afa are producing more hits..?
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.
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Re: Archer %/s (Justice Archer, Wild Hunter, and Mercedes)
Quote:
Originally Posted by
JoeTang
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.
Alright thank you for the explanation. So Wind of Frey only gets better the more funded you are then is what you're saying. Include E. Puppet in your "explanations" if you could.
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Re: Archer %/s (Justice Archer, Wild Hunter, and Mercedes)
Quote:
Originally Posted by
RedRaven16
Snipe works like that because its so badass that a single hit wouldn't do it justice.
A legitimate excuse. I'll take it!
Quote:
Originally Posted by
Wynmeister
Tell me you were asking this when Snipe was first changed to 4 hits instead of 1 and I have a bridge I can sell you....
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?
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Re: Archer %/s (Justice Archer, Wild Hunter, and Mercedes)
So what is the delay of US and Snipe? Wasn't listed in the ultimate skill tables.
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Re: Archer %/s (Justice Archer, Wild Hunter, and Mercedes)
Quote:
Originally Posted by
xallista
So what is the delay of US and Snipe? Wasn't listed in the ultimate skill tables.
Same as normal attack.
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Re: Archer %/s (Justice Archer, Wild Hunter, and Mercedes)
Quote:
Originally Posted by
fodjgngf
Same as normal attack.
600ms for both eh? thanks.
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Re: Archer %/s (Justice Archer, Wild Hunter, and Mercedes)
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"
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Re: Archer %/s (Justice Archer, Wild Hunter, and Mercedes)
Quote:
Originally Posted by
Imaginal
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"
Worst so far.
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Re: Archer %/s (Justice Archer, Wild Hunter, and Mercedes)
Quote:
Originally Posted by
Imaginal
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"
Because Mechs need even MOAR Siege mode damage than ~6k%/second, right? Actually, Infinite Rock n' Shock alone is might hilarious, like a continuous Ultimate due how much it can cover.
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Re: Archer %/s (Justice Archer, Wild Hunter, and Mercedes)
Wild Hunter:
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.
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Re: Archer %/s (Justice Archer, Wild Hunter, and Mercedes)
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.
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Re: Archer %/s (Justice Archer, Wild Hunter, and Mercedes)
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.
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Re: Archer %/s (Justice Archer, Wild Hunter, and Mercedes)
Is reinforce skill multiplicative? ty
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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.
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.
Bow Master:
Marksman:
Wind Archer:
Mercedes:
Wild Hunter:
Bow Master: Hurricane for single target, Ultimate Inferno for 2 to 6 targets, Arrow Rain for more. Phoenix is included.
Hyper: Uses Wind of Frey, Preparation, and the following: Hurricane - Split Damage, Ultimate Inferno - Reinforce, Ultimate Inferno - DoT Reinforce, Phoenix - Bonus Attack, Phoenix - Reinforce
Marksman: Ultimate Strafe for Single Target, Pierce (without Snipe) for multi-target. Arrow Eruption for nine and ten targets. Frostprey is included. Pierce is unaffected by weapon speed.
Hyper: Uses Long Ranged True Shot, Bullseye, Snipe - Reinforce, Snipe - Bonus Attack, Snipe - Cooltime Reduce, Pierce - Extra Target, Pierce - Bonus Attack
Wind Archer: Sky Song and Spiral Vortex have separate tables. Sky Song's single target damage bonus is assumed to be total damage. Spiral Vortex has the same attack speed as basic attack, 800ms base, 600ms Fastest (2).
Hyper: Uses Monsoon when available, and Storm Bringer. Hypers for Sky Song use Sky Song - Reinforce and Sky Song - Boss Killer. Hypers for Spiral Vortex use Spiral Vortex - Bonus Attack and Spiral Vortex - Extra Target. These hypers are assumed to affect the splash damage, currently. All Hypers use Trifling Whim - Reinforce, Trifling Whim - Enhanced, Trifling Whim - Double Chance. Double Chance just gives the possibility to roll twice, it does not guarantee Trifling Whim will hit twice.
Mercedes: Single Target uses Ring of Ishtar. Legendary Spear is used 1s before its duration wears.
2+ Targets uses Legendary Spear + Advanced Strike Dualshot, with Unicorn Spike's debuff whenever available.
Elemental Knights is recast when available if it is the Ice Knight.
Hyper: Uses Wrath of Enlil, Elvish Blessing and the following: Ring of Ishtar - Reinforce, Ring of Ishtar - Ignore Guard, Ring of Ishtar - Boss Killer, Legendary Spear - Reduce Armor, Legendary Spear - Reinforce
Wild Hunter: Wild Arrow Blast for single target. Uses a Sonic Roar or Swipe for multi-target. Uses Assistant Hunting Device whenever it is available.
Hyper: Uses Rampage As One, Silent Rampage, and Wild Arrow Blast - Reinforce, Wild Arrow Blast - Ignore Guard, Wild Arrow Blast - Boss Killer Sonic Roar - Reinforce, Sonic Roar - Bonus Attack, Beast Form - Reinforce
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Re: Archer %/s (Justice Archer, Wild Hunter, and Mercedes)
Updated the OP. Caught a bug on Mercedes' Unicorn and Charge Drive that added too much damage.
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Re: Archer %/s (Justice Archer, Wild Hunter, and Mercedes)
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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Re: Archer %/s (Justice Archer, Wild Hunter, and Mercedes)
Quote:
Originally Posted by
fodjgngf
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.
with "unlimited" funding, technically yes?
practically, you would have to hit something ridiculous like ~1.6m+ per bomb hit for it to be worth using over cap hurricane on 6 targets, right?
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Re: Archer %/s (Justice Archer, Wild Hunter, and Mercedes)
Quote:
Originally Posted by
ketchup1
with "unlimited" funding, technically yes?
practically, you would have to hit something ridiculous like ~1.6m+ per bomb hit for it to be worth using over cap hurricane on 6 targets, right?
I wouldn't use Hurricane on 6 mobs anyway.. I'd be using Arrow Rain, that's just the level of funding I have.. Inferno is really really bad right now.
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Re: Archer %/s (Justice Archer, Wild Hunter, and Mercedes)
Quote:
Originally Posted by
fodjgngf
I wouldn't use Hurricane on 6 mobs anyway.. I'd be using Arrow Rain, that's just the level of funding I have.. Inferno is really really bad right now.
I think at the end of Tempest, Ultimate Inferno gets to hit 4 times? You would need nearly double the damage range to hit cap with Arrow Bomb compared to Ultimate Inferno right now, wouldn't you? Or is Arrow Bomb's damage calculated differently again?
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Re: Archer %/s (Justice Archer, Wild Hunter, and Mercedes)
Quote:
Originally Posted by
JoeTang
I think at the end of Tempest, Ultimate Inferno gets to hit 4 times? You would need nearly double the damage range to hit cap with Arrow Bomb compared to Ultimate Inferno right now, wouldn't you? Or is Arrow Bomb's damage calculated differently again?
Well yeah, I mean before the whole Inferno buff. I'm unsure of what the actual cap for Arrow Bomb even is. For some reason Phoenix doesn't hit over cap but arrow bomb can so it's confusing. It seems Arrow Bomb is calculated the same way as other skills.