Page 21 of 29 FirstFirst ... 111920212223 ... LastLast
Results 401 to 420 of 569
  1. Default Re: Magician %/s (Justice Magician, Evan, and Battle Mage)


    Im still sceptical about the % differences between f/p and evans. both of my evan and f/p archmage have about the same range (10~11k max range) when fully equipped but it seems like my evan is doing alot more damage per second. Am i doing it wrong or??

    My illusion does almost 60k crit and 30k non crit, paralyze do a little less, never breaking 60k, but i'd imagine with arcane aim and my stacked DoTs it would still be out damaging my evan but bossing at hilla prove otherwise.

  2. Default Re: Magician %/s (Justice Magician, Evan, and Battle Mage)


    Maybe you're looking at the wrong tables.

  3. Default Re: Magician %/s (Justice Magician, Evan, and Battle Mage)


    So my fp is supposed to be weak compared my evan?

  4. Default Re: Magician %/s (Justice Magician, Evan, and Battle Mage)


    If you're not using Mist Eruption properly or don't have Speed Infusion, yes.

  5. Default Re: Magician %/s (Justice Magician, Evan, and Battle Mage)


    i try not to use mist eruption alot because of its delay and the constant need to keep up all of my DoTs. i usually just keep mist on and explode it once i feel like its going to dissipate or explode it once i feel it can ohko the boss.

    oh well i guess i have to move back to my evan. but evans hyperskill suck.

  6. Default Re: Magician %/s (Justice Magician, Evan, and Battle Mage)


    Mist Eruption only has a 10 second cooldown (5 seconds with hyper skills), and DoT lasts at least 20 seconds for F/Ps. It's really not that big of a deal. :p

  7. Default Re: Magician %/s (Justice Magician, Evan, and Battle Mage)


    i panic alot :P Usually i would recast all DoTs after 5 ~ 6 paralyzes >_>

  8. Default Re: Magician %/s (KMS Unlimited & GMS Tempest)


    My brother didn't get much time to test it out, but he thinks there is some sort of chaining mechanism with Glacier Chain (chain, hehe) and Chain Lightning (chain again, hehe). To be sure, what delays are you using for GC and CL? He did some tests and GC has a massive delay if used in succession.

    He didn't get multiple trials for a statistically sound result but preliminarily, a full minute of spamming results in:
    • 40 casts of GC
    • 74 casts of an alternating GC/CL
    • 92 casts of CL

    He has the Attack Speed Increase Inner Ability

    Spoiler


    He's asking if yourself or more importantly any other I/L can confirm the behavior of these skills.

  9. Default Re: Magician %/s (KMS Unlimited & GMS Tempest)


    This I/L also alternates between GC and CL rather than spamming one or the other:


  10. Default Re: Magician %/s (KMS Unlimited & GMS Tempest)


    Try GC followed by twack? Should tell if there is an additional hidden delay or not. The base delay for GC is 1050ms though... hmm...

    Hadriel

  11. Default Re: Magician %/s (KMS Unlimited & GMS Tempest)


    hm. I was never made aware of this, but apparently, Glacial Chains has a spam delay of 1500ms, and an attack delay of 1050ms. I was under the impression it could be fully spammed with no penalty. It's something we've never had tested since it was not possible to spam Glacial Chains indefinitely without Hyper Skills (unless you had a retarded amount of -CD?).

    This means after the 1050ms of attack delay (down to 810ms at speed cap), there is still a small 450ms gap (690ms at speed cap) leading to the 1500ms where Glacial Chains can't be cast again, but another action can be performed. This explains why someone would want to alternate with Chain Lightning. My table currently uses a 1050ms attack delay with no spam delay. I'm currently in the process of updating all of my calculations to the new GMS patch, as well as the Unlimited Defense Formula for KMS, and I should get to this one after I finish the Warriors. It is a rather boring process though and I'm not hurrying.

    In terms of theory, it should be beneficial to add Glacial Chains every other attack unless you're hitting the damage cap, seeing as it's the superior DPS on its own merit without the spam delay, but the spam delay prevents you from, well, spamming it. I just noticed my tables include Teleport Mastery for Glacial Chains for both charts, not just the Teleport spoiler, and I'll fix that too.
    Ask him to hold down up, and mash the Teleport key while attacking and see if it works. I would imagine it to be rather difficult though if you're alternating between two skills regardless of if it's Glacial Chains + Chain Lightning, or Energy Bolt + Magic Claw.


    As for the math:
    CL: 200 * 7 * 1.2 * (1+0.96 * 0.5) / 0.78 = 2380%/s
    CL+GL: (200 * 7 * 1.2 * (1+0.96 * 0.5) + 340 * 7 * (1 + 0.71 * 0.5)) / (0.78 + 1.050) = 3120%/s

    With say 300% total damage
    CL: 200 * 7 * 4.2 * (1+0.96 * 0.5) / 0.78 = 11156%/s
    CL+GL: (200 * 7 * 4.2 * (1+0.96 * 0.5) + 340 * 7 * 4 * (1 + 0.71 * 0.5)) / (0.78 + 1.050) = 11804%/s

    Attack Speed should scale linearly, so it's irrelevant...kind of. Assuming you take Chain Lightning Reinforce, Bonus Attack, and Glacial Chain Bonus Attack and Cooltime Reduce, these are the numbers.
    It's possible that the spam delay may still be active if you have too much attack speed; i.e. at speed cap:
    Glacial Chains = 810ms
    Chain Lightning = 600ms
    810+600 = 1410ms, so there's 90ms wasted waiting if you try to use Glacial Chains immediately, so a more accurate representation of that attack rate would be 1500ms, rather than 1410ms. In this case, I believe it is very slightly better to do GL + 2x CL.


    EDIT:

    I've updated both posts now, let me know if there's any discrepancies. The Glacial Chain table alternates between GL and CL, and I think at Fastest 2, it does GL + 2CL. The most notable difference is against non-0 defense.

    The description I've added is wrong, and I'm too lazy to change it right now. It should read
    Hyper (Glacial Chain): Uses Lightning Sphere (assumed 270ms attack speed) and the following: Chain Lightning - Reinforce, Chain Lightning - Bonus Attack, Glacial Chain - Bonus Attack, Glacial Chain - Cooltime Reduce, Teleport Mastery - Reinforce
    For both tables.
    Last edited by JoeTang; 2013-04-04 at 02:42 PM.

  12. Default Re: Magician %/s (KMS Unlimited & GMS Tempest)


    Confirming that Advanced Dark Chain suffers from the same delay issue.

    Also, can I check with you the chain attack penalty you're using for Luminous's Reflection?

    Hadriel

  13. Default Re: Magician %/s (KMS Unlimited & GMS Tempest)


    -10% per target, so it does
    100%, 90%, 80%, etc.

  14. Default Re: Magician %/s (KMS Unlimited & GMS Tempest)


    Doesn't that mean that the last target (8th target) receives... 30% damage? That is far, by far, too low compared to anything I've seen. I'm asking this because I was doing calculations to see how much benefit I would receive from Hyper skill: Reflection - Spread. I observed a 0.95 multiplier per successive target, so I wanted to check with you how you arrived at that penalty. Would you like screenshots for additional study?

    Hadriel

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


    I tested this myself and observed it in some videos pre-Unlimited. It's especially noticeable for pre-Unlimited damage cap. In KMS, you would see 999999, 899999, 799999, etc. It could be different in GMS for all I know, or even changed in the most recent version of KMS.


    EDIT: I just retested it, it's still -10% in KMS.
    Last edited by JoeTang; 2013-04-07 at 05:46 PM.

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


    I'll take some SS tomorrow for us to verify. It's midnight here and I'm dead beat. Cheers.

    Hadriel

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


    @JoeTang; Data's in.

    Damage range
    Spoiler


    First Screenshot
    Spoiler


    Second Screenshot
    Spoiler


    Calculations:
    Spoiler


    Differences between KMS and GMS I guess? o.O
    This won't significantly change DPS numbers I guess, only utility and significance of Reflection - Spread.

    Hadriel

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


    JoeTang, thank you for all your hard work, this is an astounding feat and mages everywhere appreciate it.

    I'd like to suggest that once BaM's receive their Battle King Bar hyperskill, using teleport and twister spin reduces the DPS as they're severely outmoded. The most efficient DPS then becomes a spammy Finishing Blow/Battle King Bar combination.

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


    Both tables use no Twister Spin in the Hyper spoiler. This is a bug and I'm fixing it now. I would remove it completely but people should know how big of a difference the two are.

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


    Not to mention that Teleport is highly latency-dependent... sigh.

    Hadriel

  21.  

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •