That's with Hyper Skills because that's currently the highest hits/s. Even without Hyper Skills, Angelic Buster still has the highest max/s of any character with Hypers regardless of whether she uses Trinity or Soul Seeker.
There's no such thing as "building up orbs" with Soul Seeker. That's like saying there's a minimum amount of time before Hurricane is shooting its max arrows per second. Although the damage done of every attack isn't immediate, as long as the target is not dead, it will propagate their average hits. There is no limit to the number of orbs in progress.
I meant with regular speed and the hypers how is the hits/sec slower than kaiser?
Also, I didn't know how you figured out the length of time to make average hits/sec because obviously you do significantly different dps in the first 10 seconds of using seeker than then you're past 30 seconds worth of building up, so I figured I'd ask.
Kaiser's Dragon Slash has some ridiculous 45.8~48.5hits/s, and Soul Seeker - Make Up only gets up to 40.5hits/s at base speed.
It's also the average damage over a length of time. It doesn't matter that the first few seconds the DPS dealt is lower because the propagation of orbs hasn't occurred, just like it doesn't matter that in the first 0.809ms of Normal (6) attacks, you've dealt no damage.
The total raw damage dealt from a single Soul Seeker - Make Up is about 15600% spread over however long it takes to propagate ~39 times. Each time you attack, you're adding another 15600%, but it is spread over the total number of average propagations. The time where you do significantly lower damage because all your orbs haven't propagated only occurs once per new engagement, and the same thing could be said for if you stop attacking if the enemy isn't dead, where damage is being dealt from pre-existing orbs where you're doing absolutely nothing.
Let's say it does take 10 seconds for all ~39 hits to be dealt, and you are seduced after attacking for a minute. In the first 10 seconds of the fight, you've done some number of hits/s that is less than the number of hits/s you're dealing after the 10 seconds. Up to the moment you're seduced, you're still attacking, generating orbs. Thus, the orbs that are still bouncing around while you're jumping away or what have you are dealing damage without you attacking, and they are indeed dealing the same amount of hits that you've "lost" from the first 10 seconds where you did not have the full number of orbs active. The only difference is that when a monster dies and there are no other targets, this damage from the first 10 seconds is lost, over however long the boss fight was. Is that a significant amount of damage? Probably not, unless you're the person setting a world record for Zakum in which case you're OHKOing with Supernova alone.
Angelic Burster:Trinity & Primal RoarSoul SeekerHyper
Largest nerf in the history of the game. Still by far the strongest character. Sup.
Ain't that a B? But I kinda expected it.
I still can't believe they thought having a max cap of 100m was a good idea. I don't care how much funding is required to hit this cap, the fact that it's possible is enough. The only way to really balance this class is to drastically reduce the max cap or increase the cap for every other character.
Cannon Shooter:SpoilerSharp EyesHyper
Cannon Shooters using Rolling Cannon Rainbow, Buckshot, Cannon Barrage - Reinforce, Cannon Barrage - Critical Rate, Cannon Bazooka - Reinforce, Cannon Bazooka - Bonus Attack, Monkey Militia - Enhanced, and the 9 and 10 Targets uses Cannon Bazooka - Extra Target. You can only have 5 Hyper skills, so if you want to hit that 9/10, you'll need to drop something else. Buckshot does not affect summons. The largest %/s increase from Hyper Passives comes from having a second Monkey Militia available. I've chosen the Hyper Skills based on a 15 hit cap. Having Cannon Barrage - Bonus Attack would definitely add more damage and %/s than Critical Rate or Reinforce, but since the game limits the damage to 15 hits, I've chosen not to use it.
Please keep in mind that hits/s is a combination of all skills. That is why it is so close to max/s. Max/s does not include summons because they can hit over cap an unknown amount.
For some reason, I have it listed as Double Dice's damage bonus affecting summons. Can anyone confirm/deny damage bonuses like Overburn affecting summons too? I can't recall.
Last edited by JoeTang; 2012-11-09 at 01:27 PM.
Confirming overburn/dice affects summons. I definitely couldn't hit 1.5m with anchor if it didn't.
And Holy f'uck @ those fast (5) numbers.
At least Trinity is useful now.
Holy pomegranate at the Cannoneer upgrade.![]()
brb stroking my cannon![]()
Angelic Buster nerfs. Bit of a speed buff to Trinity, but they cut its stack bonuses in half.
Angelic Burster:Trinity & Primal RoarSoul SeekerHyper
Playing World's smallest violin for Angelic Bursters.
Well.. Trinity finally out caps soul seeker on all fronts.
Here's the release for Cannon Shooters. I haven't worked on Mechanics yet. If Automata gets into KMST in the next 24 hours, you probably won't see the Mech tables until next week. I won't be updating the OP for this one until I finish Mechanics.
Cannon Shooter:SpoilerSharp EyesHyper
Off topic, but Really hoping to see Automata at least this sunday, I'll be looking out for ya, Joe.
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