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  1. Neon Atom

    IGN: rattboy
    Server: windia
    Level: 148
    Job: Dark Knight
    Guild: Virtual
    Alliance: Sanctum

    Default Re: Warrior %/s (KMS 1.2.157 Warrior, Aran, Demon Slayer, and Mikhail)



    yeah unless it outdamages demonslash + cerebus without the use of cerebus, it would be pointless I guess. Interesting though that they tried to make it useable, with the +2 hits and the extra dot. wonder what the final skills will look like once it hits the main server.

  2. Default Re: Warrior %/s (KMS 1.2.157 Warrior, Aran, Demon Slayer, and Mikhail)


    Kaiser:
    Untransfigured
    Transfigured
    Hyper



    Here it is using Blue Streak instead of Sword Strike. Sword Strike is only used when you're not Transfigured. I believe it's unavailable when you are Transfigured. When you are Transfigured, you use Dragon Slash (Transfigured), and then Blue Streak if there's more monsters than that can hit. Nothing's changed about the hyper skills so I still use the same ones listed in the OP.

    I think before this nerf to Sword Strike, Blue Streak was extremely marginally better. Like there was a 1000%/s or less difference on 12 targets or something. I can't recall exactly, and I don't feel like printing out two more tables to see. It's now a lot better %/s, but Sword Strike is still superior hits/s, and is an radial AOE, as opposed to Blue Streak's line AOE. You'll likely still get Sword Strike first and use it for training.

    It's likely for 3rd job and pre-Cerberus stuff you can do. I might give it a shot when it gets to KMS since I'm 13x I believe on my Demon Slayer there. Not sure if I'll care that much.

  3. Neon Atom

    IGN: rattboy
    Server: windia
    Level: 148
    Job: Dark Knight
    Guild: Virtual
    Alliance: Sanctum

    Default Re: Warrior %/s (KMS 1.2.157 Warrior, Aran, Demon Slayer, and Mikhail)


    alright sounds good. I'll try to remind you when it hits the real server if they actually don't nerf it or something otherwise it would still be worthwhile to check out.

  4. Default Re: Warrior %/s (KMS 1.2.157 Warrior, Aran, Demon Slayer, and Mikhail)


    So Sword Strike will still be more desirable for party play areas than Blue Streak and Dragon Slash in spite of doing less damage? Also, is there any benefit to taking something like Giga Slasher persist for more final attack time without using Giga Slasher or Wingbeat persist for more time on Wingbeat?

  5. Orbital Bee Cannon Straight Male
    IGN: Musiphe
    Server: Reboot
    Level: 277
    Job: Hero
    Guild: Epic
    Alliance: Fatal
    Colorado

    Default Re: Warrior %/s (KMS 1.2.157 Warrior, Aran, Demon Slayer, and Mikhail)


    Blue Streak wouldn't exactly be a good thing at LHC / SH, considering it's a rush skill lol.

  6. Default Re: Warrior %/s (KMS 1.2.157 Warrior, Aran, Demon Slayer, and Mikhail)


    As far as I know, Blue Streak doesn't push monsters.

    There shouldn't be any reason to get Giga Slasher - Persist, since Petrify and Wingbeat both have Slow. Dragon Slash will probably be preferable unless you want the larger area of effect. Sword Strike is pretty big comparatively and unless you're at a party play area, you're likely OHKOing.

  7. Default Re: Warrior %/s (KMS 1.2.157 Warrior, Aran, Demon Slayer, and Mikhail)


    He means you're rushing into the monsters.

  8. Default Re: Warrior %/s (KMS 1.2.157 Warrior, Aran, Demon Slayer, and Mikhail)


    I'd expect it to have some degree of invincibility. But I only ever got my Kaiser to like 4x. Boring as pomegranate.

  9. Orbital Bee Cannon Straight Male
    IGN: Musiphe
    Server: Reboot
    Level: 277
    Job: Hero
    Guild: Epic
    Alliance: Fatal
    Colorado

    Default Re: Warrior %/s (KMS 1.2.157 Warrior, Aran, Demon Slayer, and Mikhail)


    I actually meant it rushed the monsters, in addition to yourself, but I didn't realize it actually doesn't move the monsters. I can see its uses, but at LHC / SH, I don't really see it being used over Sword Strike IMO. The ridiculous AoE range it has it just way too good to pass up.

  10. God of Terrorism Straight Male
    IGN: Bomber123
    Server: StranInSCA
    Level: 202
    Job: Terrorist
    Guild: Noctivagant
    Alliance: I dont remember
    Farm: ExpiredMobs
    usa

    Default Re: Warrior %/s (KMS 1.2.157 Warrior, Aran, Demon Slayer, and Mikhail)


    Not feeling much heat on kaiser nerfs..

  11. Neon Atom

    IGN: rattboy
    Server: windia
    Level: 148
    Job: Dark Knight
    Guild: Virtual
    Alliance: Sanctum

    Default Re: Warrior %/s (Hyper Warrior, Aran, Demon Slayer, Mikhail, Kaiser, and JMS Hayato)


    it's out in the main server :D time to test it out @JoeTang

  12. Default Re: Warrior %/s (Hyper Warrior, Aran, Demon Slayer, Mikhail, Kaiser, and JMS Hayato)


    Updated the OP. If I can get my hackshield to update, I can get on KMS to try out the DS pomegranate. Hopefully be able to get the hot time so I have a slot for Automata as well.

    I also made a fix for attack speeds, so Paladins should be seeing slightly higher damage for Fastest (2) ACB.

    EDIT: Tested Demon Slayers, it appears to be constant 10 force per slash from a boss now.
    Last edited by JoeTang; 2012-11-16 at 06:52 PM.

  13. Neon Atom

    IGN: rattboy
    Server: windia
    Level: 148
    Job: Dark Knight
    Guild: Virtual
    Alliance: Sanctum

    Default Re: Warrior %/s (Hyper Warrior, Aran, Demon Slayer, Mikhail, Kaiser, and JMS Hayato)


    mmmmm demonic breath useless ? ... well anyways I guess with the new patch 50 mill and all demon impact = the damage dealing ds skill now.

  14. Default Re: Warrior %/s (Hyper Warrior, Aran, Demon Slayer, Mikhail, Kaiser, and JMS Hayato)


    R u doing calculations for Revenger and automata?

  15. Default Re: Warrior %/s (Hyper Warrior, Aran, Demon Slayer, Mikhail, Kaiser, and JMS Hayato)


    ya i am giv me 1 sec ill sho u

  16. Default Re: Warrior %/s (Hyper Warrior, Aran, Demon Slayer, Mikhail, Kaiser, and JMS Hayato)


    Demonic Avenger:
    Spoiler


    An estimation for Demon Avenger. I believe the slowest it can be is Fast (3) with Booster and Overwhelming Power. Uses Thousand Sword, Forbidden Contract for Hypers. Thousand Sword is only used for 3+ targets. It's weaker than Exceed Execution for 1~2. Forbidden Contract is rather slow, and has a short duration, so it affects %/s and hits/s more than other buffs would, but it should improve your damage range, and removes HP costs. That's why there is a notable decrease in hits/s for Hypers.

    Also uses Exceed - Reinforcement, Exceed - Bonus Chance, and Shield Chasing - Reinforcement. I am not sure how Shield Chasing - Extra Target affects it, if it makes the shields do splash damage, makes you shoot more shields, or what, since 2 shields = 2 targets, one shield per target, but if there's one target, the two shields should both still hit that one target like Soul Seeker does.

    I have not accounted for stages or Overload, as I am unsure what the exact mechanics of that are, and I believe they've changed it slightly since the last KMST patch. There are several changes in the KMS patch with the data for Avenger. From what I understand, these numbers should be accurate if you cannot lose your Exceed Stage doing this:
    Uses Armor Break every 19 seconds, Shield Chasing whenever its cooldown is up, Bat Swarm whenever it disappears, Bloody Imprison whenever its cooldown is up, Exceed: Execution for 1~2 targets, and Exceed: Moonlight Slash for 3+.

    There is no switching of Exceed skills, so it should never reset unless you take too long buffing or something, or one of these skills resets it. Bat Swarm would only work if the enemy is pinned in a corner. You can't use it on a stationary boss like Zakum unless switching directions requires no delay, and to control it to follow a moving target seems rather difficult (read: impossible if you lag [reread: no problem if you live in Korea and are a Korean]). I've also assumed it hits at 180ms like Wingbeat.

    Armor Break is used for 11~12 targets since it's the only spammable attack that can do this.
    Last edited by JoeTang; 2012-12-07 at 08:48 PM.

  17. Default Re: Warrior %/s (Hyper Warrior, Aran, Demon Slayer, Mikhail, Kaiser, and JMS Hayato)


    JoeTang
    I played KMST today and armor break does hit 4 hits instead of 2.

  18. Default Re: Warrior %/s (Hyper Warrior, Aran, Demon Slayer, Mikhail, Kaiser, and JMS Hayato)


    709 max/s? o-o

  19. Mercury Straight Male
    IGN: MagiRico
    Server: LoL NA
    Level: 30
    Job: Jungle/Top/Supp
    Guild: Deny
    Alliance: Eternal
    Kansas

    Default Re: Warrior %/s (Hyper Warrior, Aran, Demon Slayer, Mikhail, Kaiser, and JMS Hayato)


    New damage cap

  20. Default Re: Warrior %/s (Hyper Warrior, Aran, Demon Slayer, Mikhail, Kaiser, and JMS Hayato)


    Testing Unlimited tables. I had an error for Kaiser tables. Regain Strength was only doing 1 hit instead of 2.

    Also, there was some minor issues for Demon Slayer's table where I hadn't updated how Devil Cry was being applied to defense reduction like Threaten. It was instead being added as an additive defense ignore stat. I also forgot to update the new hit count for Demon Slash's 1st and 2nd hits, and found a bug where Binding Darkness wasn't being used for single target because the method I was using could never get the Force required. Something interesting of note is that Demon Slash alone now does more %/s than using Demon Impact for low defense targets, so if you had 100% defense ignore, Demon Slash (and its higher hits/s) would be superior to Demon Impact. I had thought this wasn't the case previously, but I did not know I was using an incorrect hit value for Demon Slash. I will update the OP in the future with a table for only Demon Slash for comparison purposes.

    max/s should now be (hits/s - over/s) * 50. Except for Kaiser, every job has a +5m cap buff with a cooldown. Demon Slayer has Blue Blood which gives +10m cap, and also a 90% Shadow Partner effect, which means a 90% cap on those hits as well. I don't believe any other job has any skills that affect their caps.
    If there's anything that doesn't seem to fit, please let me know.
    Current Version: KMS 1.2.179

    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.

    Hits/s, Max/s, Over/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. Over/s is the amount of uncapped damage per second (DOT, Summons) that a character is doing. A tick of DOT and a summon's attack is still considered a hit.

    All buffs are assumed to be used unless they don't provide any useful bonus (namely, +Accuracy buffs)
    Dark Knight:
    Spoiler
    Sacrifice
    Sharp Eyes
    Hyper

    Hero:
    Spoiler
    Sharp Eyes
    Hyper

    Paladin:
    Divine + Lightning Charge
    Flame + Lightning Charge
    Sharp Eyes
    Hyper

    Demon Slayer:
    Spoiler
    Sharp Eyes
    Hyper

    Aran:
    Spoiler
    Sharp Eyes
    Hyper

    Mikhail:
    Spoiler
    Sharp Eyes
    Hyper

    Kaiser:
    Untransfigured
    Transfigured
    Hyper

    Hayato:
    Spoiler
    Sharp Eyes
    Sanrenzan-Rai
    Sharp Eyes


    Dark Knight: Sacrifice for single target, Dark Impale for 2 to 6 targets, Dragon Fury for 7 & 8 targets.
    Hyper: Uses Dark Synthesis and the following: Dark Impale - Reinforce, Dark Impale - Ignore Guard, Dark Impale - Bonus Attack, Dark Force - Critical Rate, Dark Force - Reinforce

    Hero: Panic whenever available. Enrage + Raging Blow on single target. Raging Blow on all other targets. Enrage, Chance Attack, and Advanced Combo appear to be multiplicative with each other, while critical is additive to Advanced Combo.
    Hyper: Uses Rage Uprising and the following: Raging Blow - Reinforce, Raging Blow - Bonus Attack, Advanced Final Attack - Bonus Chance, Advanced Combo - Reinforce, Advanced Combo - Boss Killer

    Paladin: Divine Lightning Charge Blast on single target. Divine Lightning Advanced Charge Blow on multitarget. Flame Lightning Charge in the other table.
    Hyper: Uses Smite and the following: Blast - Reinforce, Blast - Critical Rate, Blast - Bonus Attack, Threaten - Bonus Chance, Threaten - Enhance

    Demon Slayer: Vampiric Touch and Metamorphosis have priority over attacking skills that cost Force. Demon Slash is used if there is not enough Force to do anything else. Devil Cry is recast when its duration is 2s or lower. Dark Bind is cast when its cool down is off. Infinite Force is used when its cooldown is off. For six or less targets, Demon Impact is used when there is enough Force for it. For seven or more targets, Devil Cry is used. Demon Slayer with Booster and Concentration cannot be slower Faster (3).

    Hyper: Uses Cerberus, Blue Blood, Demon Impact - Reinforce, Demon Impact - Bonus Attack, Demon Impact - Force Reduce, Metamorphosis - Reinforce, Metamorphosis - Force Reduce

    Aran: Uses Combo Judgement when targets is greater than 5 on Over Swing and over 7 on Final Toss. For Hyper Skills, Beyonder is used after Final Blow in a regular combo.
    Hyper: Uses Beyonder and the following: Final Blow - Reinforce, Final Blow - Bonus Attack, Final Blow - Ignore Guard

    Mikhail: Soul Assault on single targets. Shining Blast on multitargets. Uses Soul Rage whenever it's available. Soul Attack is only considered for single target, since it has no mob skill that adds a status. Soul Attack appears to be multiplicative with Soul Charge, I presume Soul Rage is additive to Soul Charge.
    Hyper: Uses Deadly Charge and the following: Soul Assault - Reinforce, Soul Assault - Bonus Attack, Shining Blast - Reinforce, Shining Blast - Bonus Attack, Shining Blast - Extra Target

    Kaiser: Giga Slasher is used on single target. Blue Streak is used on multiple targets. Infernal Breath is used whenever it is available. Wingbeat is used every 1.980s if there are less than 3 active. Petrified is summoned whenever it disappears. Wingbeat and Sword Strike cannot be used while Transfigured. Command table uses the Command skill to charge up the Mode Gauge.
    Hyper: Uses Prominence and the following: Giga Slasher - Reinforce, Giga Slasher - Bonus Attack, Wingbeat - Reinforce, Wingbeat - Extra Attack, Infernal Breath - Tile Persist

    Hayato:First table uses Dankuusen -> Shouryuusen -> Senpuuzan -> (Hikarasu->Issen)/Yousousen -> Dankuusen. Uses Hien first to start the combo after a buff. Yousousen's debuff is always active. Yanagi Yoke is assumed to be always fully stacked. Issen is used whenever it is available, but Hikarasu is chained before it since Shouryuusen -> Senpuuzan doesn't form a real chain with Issen and needs Hikarasu inbetween. In theory, it's about 10% stronger if all you do is spam Yousousen>Senpuuzan, but I don't think it's plausible to have two chained skills whose sum delay is lower than Yousousen's base delay... so yeah, we're here.
    Second table uses Sanrenzan - Rai -> Yousousen -> Sanrenzan - Rai. In the event of Issen being available, Senpuuzan is used after into a Yousousen, though the difference isn't large. The 'Final Attack' is assumed to be constant damage. The data for the 2nd and 3rd hits implies a different number, but there are no other associated skills to store this, so it may have been something they intended or forgot to change.
    Shippuu Samidarejin is used whenever it is available for both cases. The defense->damage beginner skill was not included, but it's a 1.2~1.25x increase at max defense.

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