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  1. Default Re: Archer %/s (Justice Archer, Wild Hunter, and Mercedes)




    all we have IS drain arrow when i think about it

  2. Default Re: Archer %/s (Justice Archer, Wild Hunter, and Mercedes)


    Don't forget about Arrow Bomb!! Oh wait.. skills useless.. uhh... inferno? No still sucks. ._.

    Blehhh I don't even know what to say anymore.

  3. Default Re: Archer %/s (Justice Archer, Wild Hunter, and Mercedes)


    KMST 1.2.434

    Wild Hunter:
    Spoiler


    Howling and Beast Form are additive since they're both WATK% bonuses. Sonic Roar is still a blowjob.
    Last edited by JoeTang; 2012-06-15 at 03:29 AM.

  4. Default Re: Archer %/s (Justice Archer, Wild Hunter, and Mercedes)


    I think something's wrong with your calculations, unless swipe and sonic roar get weaker when you have speed infusion.

  5. Default Re: Archer %/s (Justice Archer, Wild Hunter, and Mercedes)


    Wild Hunter:
    Spoiler


    Fixed that and another error with Beast Form's damage. Slightly lower HPS for single target since there are more buffs to do.

  6. Default Re: Archer %/s (Justice Archer, Wild Hunter, and Mercedes)


    KMST 1.2.446:

    Mercedes:
    Spoiler


    Wrath of Enlil added, as well as Hero's Oath and Hyper Critical Rate. Also fixed an error with the OP's Mercedes table where it had a little bit more crit rate than it should have.

  7. Default Re: Archer %/s (Justice Archer, Wild Hunter, and Mercedes)


    One small question:
    Although little, there still exists a difference in the number of hits between the Normal and Adjusted Mastery Tables.
    Why is that so?

  8. Default Re: Archer %/s (Justice Archer, Wild Hunter, and Mercedes)


    It's just a small bit of randomness.

  9. Default Re: Archer %/s (Justice Archer, Wild Hunter, and Mercedes)


    Are you calculating this with Snipe being used every five seconds or every ~8 seconds due to server lag?

  10. Default Re: Archer %/s (Justice Archer, Wild Hunter, and Mercedes)


    Every 5 seconds. Lag doesn't concern me because it depends on the person, and I've experienced next to no cooldown lag on KMS.

  11. Default Re: Archer %/s (Justice Archer, Wild Hunter, and Mercedes)


    KMST 1.2.452
    Bow Master:
    Hyper


    Marksman:
    Hyper

    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

    Probably needs a review of the orders and pomegranate. Marksmen got by far the best %/s upgrade of any class, and unless you're considering the m/s of Pierce, Bow Masters got the most m/s increase I believe.

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

    Default Re: Archer %/s (Justice Archer, Wild Hunter, and Mercedes)


    I feel a bit disgusted that Marksmen, with one single change (no Snipe cooldown), is now topping the charts. Inb4 Snipe itself gets nerfed, or Snipe Cooldown Hyper gets reworked.

  13. Default Re: Archer %/s (Justice Archer, Wild Hunter, and Mercedes)


    Are you implying Nexon cares about balance?

  14. GLADIGATORS
    IGN: Overburnd
    Server: Khaini
    Level: 210
    Job: Cannoneer
    Guild: Contagious
    usa

    Default Re: Archer %/s (Justice Archer, Wild Hunter, and Mercedes)


    You're looking at it the wrong way. Again.

    Marksmen might have high %/s but their hits per second and max damage per second is terrible. They lack any means of survivability outside their avoid. Their status resistance is terrible. They have no crash or bind. Their mobility is bad. Their freeze is useless in the end game or even the mid-game and provides no DoT.

    %/s has little to do with success now.

  15. Default Re: Archer %/s (Justice Archer, Wild Hunter, and Mercedes)


    So then F/P are just massively broken because they top the percentage-charts.

  16. Default Re: Archer %/s (Justice Archer, Wild Hunter, and Mercedes)


    Yeah, no CD Snipe isn't *that* great since Ultimate Strafe would out damage it once you hit the cap.

    Would it be possible to have a table of Ultimate Strafe? (and I guess the extra hit to Frostprey would be more useful than one of the Snipe buffs)
    Last edited by Bribery; 2012-10-15 at 03:16 PM.

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

    Default Re: Archer %/s (Justice Archer, Wild Hunter, and Mercedes)


    Nope, butwas surprised it'd happen to Marksmen of all classes.


    Well to both, I understand they're going to suck hard at damage cap, but for a guy like me who doesn't aim on getting super heavy funding, it seems incredibly nice to be able to downright murder stuff more easily than a similarly low geared class. Plus, I'll use this rebuttal quote:


  18. Default Re: Archer %/s (Justice Archer, Wild Hunter, and Mercedes)


    Hyper


    Here is Snipeless, using Ultimate Strafe, Pierce - Reinforce, Pierce - Extra Target, Pierce - Bonus Attack, Frostprey - Reinforce, Frostprey - Bonus Attack instead. The hits/s are definitely improved, but the %/s is significantly lower.
    Last edited by JoeTang; 2012-10-17 at 02:28 PM.

  19. Default Re: Archer %/s (Justice Archer, Wild Hunter, and Mercedes)


    From your tables, saying they used the same skill as they do for 2 mobs, is that better % damage than US?

  20. Default Re: Archer %/s (Justice Archer, Wild Hunter, and Mercedes)


    I do not know what you are asking.

  21.  

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