Reset Spirit Link ; Went to stumps again, deal about the same before removal of spirit link. Used some attack boosts to increase my range back to the attack range I had before SL removal. Deal the same as I did with spirit link roughly.
I have 118% boss. Dojo monsters on hard mode were generally in the 490k~580k range. Same on Normal Monsters. I don't think boss does anything for phoenix. Top range was 145,160.
Yeah, it's looking like SL doesn't help phoenix do extra damage.
160,497 top range best hit from phoenix i've seen was 626k
Noticed this yesterday in GPA, so I tested it as soon as I got out:
I'll test it a little more later with bosses/tot dmg and all that.
I'm wondering if it's because both of the mobs that we capped our summons on are fire weak.
Did some cursory testing:
Images
Conclusions (may or may not be derived from solely images):
1) Cap for elemental knights only present for fire weak mobs/bosses
2) Ice elemental knight doesn't have an ice attribute or ignores weakness/resistance
3) Miniboss/normal/boss mob classification doesn't matter for capping/not capping
Well you had shadow in your last 2 pictures. Does fire hit above the cap as well on those mobs?
@Vanderlust
I don't know I'm not strong enough to test that, but at the very least it did in previous patches.
Link
I'm considering at this point just not caring since it's impossible for most summons to hit cap in Unlimited anyways. I might even calculate the flat cap on summons in the future.
That also brings up the point that Attack% skills are multiplicative with Total Damage, but when your range is 2m~2m, Attack% can't help you anymore unlike having more Total Damage. I'll need to look into how to account for this, since it's directly added to the %/s now since it's effectively the same thing as having a higher multiplier, but there is a range cap.
Wild Hunters have had their Attack% bonuses correctly added to the tables, but the above should be taken into consideration.
Wind Archer:
SpoilerHyper
Wind Archer: Uses Sky Song for 1~4 targets, Spiral Vortex for 5+ targets with an assumed speed of 810ms currently. Pinpoint Pierce is used once at the very beginning. Sky Song's single target bonus is accounted for. Trifling Whim is calculated by "If Trifling Whim activates, reroll for purple arrow, otherwise green arrow".
Hyper: Uses Monsoon when available, and Storm Bringer. Storm Bringer is a separate roll from Trifling Whim. Hypers for 1~4 use Sky Song - Reinforce and Sky Song - Boss Killer. Hypers for 5+ use Spiral Vortex - Bonus Attack and Spiral Vortex - Extra Target. 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.Currently, I believe they are either not completely done designing Spiral Vortex, or they copy-pasted another skill and forgot to remove some data, because it has a time variable, as well as a splash dummy, but neither appear to affect its in-game properties; it acts like any other spammable multitarget linear AOE (read: laser), except for the fact that people don't actually use it in KMST. I have no idea if this is because an issue exists with spam delays, or if it's bad, but Dance of Frozen Wind is awful and should not be used for a DPS alternative. It would be faster to kill 4 things with Sky Song and then kill the next two.
All of Trifling Whim's Hypers are the best DPS options compared to Sky Song or Spiral Vortex. Double Chance > Enhanced > Reinforce.
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