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


    Dragon Slash is 270ms when linking, otherwise 570ms.

    Gigas Wave at Faster (3) should be 600ms. Dragon Slash will be 240ms, and 480ms for the final one.
    That's 600 + 240 * 7 + 480 = 2.76s
    The data for linking Dragon Slash to Gigas Wave is technically still there, but I doubt it actually does anything since you're not using the actual Command.

    Dragon Slash's enhancements are total damage bonuses for Dragon Slash. Another reason why applying a range to a %/s doesn't work. Nexon really just likes it hard. At Dragon Slash III, the total bonuses are 180%. So for Dragon Slash III, it's (1 + 1.8[Dragon Slash III] + damR) * Dragon Slash.

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


    So 270ms*3 = 810ms for each set of 13 hits when just tapping attack? 240ms with the Faster(3).

    Didn't know the bonuses added together and then multiplied, I'd figured it just replaced the old one and was added on, since that came close to the right numbers.

    So instead it's 70%*2.8*3 + 50%*2.8*5 + 60%*2.8*5 + 200%*6 = 3328% per 720ms, while Gigas Wave is actually 2400% per 600ms.

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


    Fixed a problem in the OP where GMS Kaiser was still using Dragon Slash for Command.

    Edit:
    Fixed a problem in the OP where Demon Slayer had an extra 100% Total Damage (Metamorphosis was reading 1.35 instead of 0.35).

    Also noted an error for Dark Knights were their criticals were incorrect and fixed it. This doesn't seem to have done anything though.
    Last edited by JoeTang; 2013-01-08 at 03:23 PM.

  4. Proton

    IGN: Veniece
    Server: Windia
    Level: 163
    Job: Battle Mage
    Guild: Voyagers
    Alliance: StrawHats

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


    had a question about the aran calculations. In KMS unlimited do Arans' hyper exceed the 50mil damage cap, since before KMS unlimited arans' hypers could hit 3m(rather than 999k). So have you accounted for this or is KMS unlimited different and doesnt let aran's hypers that go past the damage cap.

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


    No attack except Assassinate with its Hyper Skill and Angelic Buster's Fettucine Alfredo and Soul Resonance go over the 50m cap. Only buffs let you do that.

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

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


    @JoeTang, now that Inferno Breath's "Flame Tile" damage has been fixed in GMS, is it worth going back to the old Hyper layout of "Inferno Breath - Tile Duration" (Burn) with Wingbeat - Extra Attack and Reinforce? Or does having all 3 wingbeats outweigh the Inferno Breath hyper?

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


    My tables now use all three Wing Beats, but Inferno Breath's hyper is more beneficial for higher targets. There's a problem with inconsistency with hitting those targets. For GMS, it's a concern where you can't use Inferno Breath while Transformed, so Wing Beat will always be useful comparatively.

    A big thanks to Eos for moving posts up so I can divide up KMS and GMS tables.

    GMS table for Demon Slayer now correctly reflect the current v125 patch. Hypers are technically not active, but I didn't feel like removing them.
    Last edited by JoeTang; 2013-01-10 at 04:45 PM.

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


    Ive been checking over the forum updates for Kaiser, and I cant tell if you're accounting for the current GMS Final Trance lack of cooldown, or, any sort of skill order/preference, other than increased damage and restricted skills while transformed. For the moment (until patched), GMS 200s can stay in transform forever, so I hope you can work on a different data set, accounting for kaiser always being transformed. (also, left-click-debuffing transform 10seconds before it falls off, verses letting the skill entirely run out).

    for instance, i like to spray Tblades, so i charge & wait for the cooldown, then:
    release (1) & reload, gigas once
    release (2), majesty, reload, gigas once
    release (3) [then i pop AProm for fun].

    except for my TBlade Dance, I dont Tblade until its off cooldown, so i can reload right after releasing.
    wingbeat last about 20 seconds with the hyper point, and i stagger casting in between a group of 5 gigas. ive also found that wingbeat is like an active attack. its damage changes when kaiser is buffed or debuffed

    the new mystic portals really let me playtest my attack style and ive settled on the following:
    transformed, fully buffed with nothing on cooldown.

    1. TBlades release & reload
    2. triple wing beat (it will gain attack when casting majestic during TbD)
    3. *TBlades Dance (from above)
    4. Prominence (Hyper Skill) optional
    5. gigas until majesty runs out
    [ regular coasting dps rythym]
    6. wingbeat + 5 gigas
    7. TBlades + reload whenever possible
    8. TbD when majesty is off cooldown

    i went back and forth with adding Terms and Conditions, because Majesty allows a double cast, but found its utility is a struggle, due with my skill order. Also, since its glitched in gms i dont bother; but this will probably change when it's finally patched.

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


    @JoeTang can you help me get the delays for demon slash?

    are these as fast as dragon slash (or is the last hit actually slower?) since demon slash does 4 hits and dragon slash does 3 only.. i wanna know which is better dpm wise..

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


    Okay, I've added it.

    Dragon Slash is 270ms per slash. Demon Slash is 330ms/330ms/450ms/510ms.

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


    thanks you!

    didn't know kaiser were so OP mobbing too D:270ms and almost same dmg, its kind of imbalanced

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


    I've updated Kaiser for Final Figuration to always be Normal (6). You'll see variances between Fast (4) and Faster (3) because there are instances where you are not transfigured, and weapon speed will affect the damage. Faster (3) and Fastest (2) are almost identical, since the Morph Gauge brings it to Fastest (2) in KMS, so there is minimal time where the difference in weapon speed matters.

    I've had a report that Kaiser can surpass the Fastest (2) speed cap in GMS, and I had @iAmFear test it out, and he stated he could get 22aps with Lionheart + Booster + Majesty using Giga Slasher. You would normally only be able to get 18.5aps at Fastest (2). Fastester (1) should be around 19.6aps and Fastestest (0) should be 22.2aps. Seems to be a small discrepancy here though, since that combination appears to be Fastester (1). This should need further testing, and possibly on other characters, so if anyone has a really fast weapon and SI, please take a look at your attacks per minute.

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


    I feel like Fast (0) should be dubbed GOTTAGOFAST. But I'm a pomegranate.

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


    Didn't Nexon America say that the default attack speed would be increased on the update notes during that patch which fixed decent skill glitching? Maybe this is why he got higher numbers than calculated.
    Here we go.

  15. Default Re: Warrior %/s (KMS Unlimited & GMS Tempest)


    I have questions about Demonic Avenger.

    1) From http://www.Orangemushroom.wordpress ,Exceed:Excution only hits 3 monsters but I think you have it hitting 4.
    2) you only have 3 of the 5 total hyper skills picked out
    3) Of the SP Hyper skills one of them is Sheild Crashing. But I never saw that in your description of what is being used.

  16. Default Re: Warrior %/s (KMS Unlimited & GMS Tempest)


    It hits four times after you use it five times.
    Okay, so having some Refract Evil Hyper Skills will improve damage by a lot right?
    No, it's not.

  17. Default Re: Warrior %/s (KMS Unlimited & GMS Tempest)


    1)You have it hiting 4 monsters. here is the description

    Exceed: Execution: Using the true power of the demon, attack up to 3 enemies in front of you for 600% damage three times. Consumes 9% HP. [Exceed: increasing attack speed, when you reach the final stage, another slash is added] (max level: 30)

    I bolded the part I was talking about.

    2) Yes one will probably take 1 or 2 refract evil hypers but since you never mentioned it and there is actually 4/5 hypers that actually increase damage by some amount.

    3) Yes, you did mention Shield Crashing hyper. I'll show it to you,

    Demon Avenger: Uses Exceed: Execution for 1~4 targets, Exceed: Moonlight Slash for 5~10 targets, Armor Break for 11+. Bat Swarm whenever it disappears. Armor Break before it runs out. Bloody Imprison after cooldown.
    Hyper: Uses Forbidden Contract, and Thousand Sword for 5+ targets, and the following: Exceed - Reinforcement, Exceed - Bonus Chance, Shield Chasing - Reinforcement.



    I bolded the point I was talking about here. But I guess I can assume you mean that Shield Chasing isn't beneficial to DPS even with Shield Chasing- Extra Target? Other wise I don't understand your reply.

    And Sorry about using italics instead of multiple quotes. I dont know how to multiquote on a post.
    Last edited by valhala556; 2013-02-15 at 09:54 PM. Reason: felt like bolding everything was too dramitic

  18. Default Re: Warrior %/s (KMS Unlimited & GMS Tempest)


    Did you even bother to read what I typed? As someone who has actually played the class, it can hit four times, and when it hits three times, it hits three times.

    The only Hypers that affect damage are Exceed - Reinforce, Exceed - Chance, Shield Chasing - Reinforce, and probably Shield Chasing - Extra Target, but since there's absolutely no one who actually has evidence of what it does, I can't account for it.

    It's not called Shield Crashing, it's called Shield Chasing, and it's used.

  19. Default Re: Warrior %/s (KMS Unlimited & GMS Tempest)



    Yes I bothered but I dont think you did the same. Its not the number of hits per mob im talking about, its the number of mobs. In my first italics quote from orangemushroom it stats that Exceed: Execution hits a maximum of 3 monsters. 4 hits each monsters but 3 monsters total. On your posted. which is also shown in my second italicized has you having Exceed: Execution hitting "1~4 targets". This contradiction is the first point I am talking about

    For the 2nd one I thought you knew that the extra target would just send out 2 more shields that can target the same monster. But if you don't then I guess the 2nd point is scrap. And The third two I suppose since I know now that Shield Chasing (sorry for the miss naming) is used in the cycle that you have listen for optional %/s.

  20. Default Re: Warrior %/s (KMS Unlimited & GMS Tempest)


    No, it most definitely hits four monsters four times. I'll update the hypers with Shield Chasing throwing 2 more shields that can hit a single target if you can find evidence that it actually does. i.e. a video.

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