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  1. Default Re: Pirate %/s (KMS Unlimited and GMS Tempest)


    Buccaneer:
    Spoiler
    Sharp Eyes
    Hyper


    There's probably a few kinks that need to be worked out on this one. Still assumes that each target charges energy, rather than each attack. Dragon Strike for 2 to 10 targets. Hyper uses Energy/Double Blast instead.
    Assumes you stay charged until you deplete your Energy. If you don't have enough energy to use your attack, it depletes instead and uses the regular version.

  2. Default Re: Pirate %/s (KMS Unlimited and GMS Tempest)


    Corsair:
    Spoiler
    Hyper


    Battleship Bomber is pretty trash on low defense. Head Shot is still useless unless they have high defense, even with Quick Draw. Would need to look into the delay for casting that but estimating it at 120ms makes it detrimental still.


    Dice Rolls:
    I take the 1/6 = 16.6% chance, for the Enhance, +5% so 4/5/6 is ~22% chance. For 7, I take 16.6 + 9% = ~27%.

  3. Default Re: Pirate %/s (KMS Unlimited and GMS Tempest)


    Buccaneer:
    Spoiler
    Sharp Eyes
    Hyper


    1000%/s less on single target, holy pomegranate quit now Buccs before it's too late

  4. Default Re: Pirate %/s (KMS Unlimited and GMS Tempest)


    Corsair:
    Spoiler
    Hyper


    From what I've observed, Extra Number hyper is detrimental in the extreme long run because the average damage overall provided by the combinations of 4 and 5 have better than the defense ignore bonuses for the defenses displayed here, partly because of the moderate amount of defense ignore. Maybe with some higher defenses, or if you can time a fight to last just long enough as you roll a 7, it could be good, but over the course of some hours, it's apparently not. Quick Draw is still trash if it has a delay. For Head Shot to be worthwhile, it needs a slight buff or Quick Draw needs a drastic buff, as it's worthless on rapid attacks but really good for Head Shot.

    I'm surprised no one pointed it out, but Battleship Bomber was stuck on single target for the last table.

  5. GLADIGATORS
    IGN: Overburnd
    Server: Khaini
    Level: 210
    Job: Cannoneer
    Guild: Contagious
    usa

    Default Pirate %/s (KMS Unlimited and GMS Tempest)


    I knew extra number would be detrimental, lol. It's only because of the auto-4+? Right?

  6. Default Re: Pirate %/s (KMS Unlimited and GMS Tempest)


    Nice boost in numbers.

    It would be nice if there weren't so much overlap in our attacks. They could easily revolve 4th job around Quick Draw by using Rapid Fire/Battleship Bomber to trigger it, then using Headshot/Fusillade. They'd just have to make Quick Draw better and less annoying to use.

    Quick Draw looks like it has no delay based on this video:

  7. Default Re: Pirate %/s (KMS Unlimited and GMS Tempest)


    I think that's part of it, since with One More Chance, your roll goes from 2/3 [4, 5, 6] to 2/4 [4, 5, 6, 7], where 7 does contribute to your damage, but it ends up being small compared to the other buffs. This may need a separate case study since the random element plus the large number of variations and extremely long durations for Dice rolls leads to a much higher variance for Pirate damage.

    It most likely has a delay, otherwise you would be able to use it during a rapid attack. Even at 120ms, it's too long to be beneficial in the long run, especially if you're switching from Rapid Fire or Battleship Bomber to Head Shot. If it gave 100% damage like Bow Master's Armor Piercing, I think it would be acceptable for Head Shot spam. For it to be good enough to switch from a rapid attack, it would have to be a lot higher.

  8. Default Re: Pirate %/s (KMS Unlimited and GMS Tempest)


    This makes me sad... I've been playing my bucc for over 7 years... it's sad to know they've let us down again...

  9. GLADIGATORS
    IGN: Overburnd
    Server: Khaini
    Level: 210
    Job: Cannoneer
    Guild: Contagious
    usa

    Default Re: Pirate %/s (KMS Unlimited and GMS Tempest)


    Wait. So corsairs have back shot and octoFJ? And you can use back shot more than once / up to 3 times in the air now? Plus new wings? Lul.

    ?? Their %/s is much better than cannoneers right now. 4k%/s doesn't sound that bad given their biggest flaw was fixed.

  10. Default Re: Pirate %/s (KMS Unlimited and GMS Tempest)


    >gets buffed 2k%/s single target
    >whines about it

    And you wonder why people hate Buccaneers.

  11. Lead Ball Straight Male
    IGN: Arrg
    Server: Culverin
    Level: 192
    Job: Viper
    Guild: Century (leader)
    Alliance: Foreigner
    Texas

    Default Re: Pirate %/s (KMS Unlimited and GMS Tempest)


    So...what viper hypers should we do now? All fist ones, then what?

  12. Default Re: Pirate %/s (KMS Unlimited and GMS Tempest)


    I would recommend all Fist Enrage if you boss, with Energy Blast - Bonus Attack for the pure utility use of 1 extra hit on your mob attack (25% more damage), and either of One More Chance or Enhance for dice.

  13. Default Re: Pirate %/s (KMS Unlimited and GMS Tempest)


    Could have been worse.

    Also, is DS or energy blast best for charging energy?

  14. Default Re: Pirate %/s (KMS Unlimited and GMS Tempest)


    Buccaneer:
    Spoiler
    Sharp Eyes
    Hyper


    Looks like DS is better for charging, Double Blast for spending for Hypers, DS only for non-Hypers.

  15. GLADIGATORS
    IGN: Overburnd
    Server: Khaini
    Level: 210
    Job: Cannoneer
    Guild: Contagious
    usa

    Default Re: Pirate %/s (KMS Unlimited and GMS Tempest)


    I think that 45% buff per hit to barrage is enough to make cannoneers and buccs totally even. Weee~

  16. Default Re: Pirate %/s (KMS Unlimited and GMS Tempest)


    The Corsair tables in the OP are missing some Hyper Skill tables.

    Also, I was wondering, which 1 of the 3 Dice Hyper skills would be the best for Corsairs? I was planning on taking the 2 Rapid Fire boosts, Brainscrambler Cooldown Reduce/Extra hit, and a Dice hyper.

  17. Default Re: Pirate %/s (KMS Unlimited and GMS Tempest)


    Most battles don't last long enough for the average dice rolls to really matter, so it's up to convenience. I would not recommend Extra Number as it's an unreliable way to get more damage, dependent on whether or not you're fighting something with rather high defense, and you having lower defense ignore gear. Either Enhance or One More Chance appear to be convenient and practical in both training and bossing though.

  18. GLADIGATORS
    IGN: Overburnd
    Server: Khaini
    Level: 210
    Job: Cannoneer
    Guild: Contagious
    usa

    Default Re: Pirate %/s (KMS Unlimited and GMS Tempest)


    It appears barrage became 4 hits in exchange for it's buff in damage, which means the +1 hit hyper works with buckshot. I would have to take away from bazooka mob count for such a trade. Can i get a table for that increase? @JoeTang;
    Last edited by Takebacker; 2013-07-08 at 08:44 PM.

  19. Default Re: Pirate %/s (KMS Unlimited and GMS Tempest)


    This should be fixed in the OP now. A buff to Hyper damage, but a nerf to pre-hyper 1v1.

    ---------- Post added at 12:48 AM ---------- Previous post was at 12:47 AM ----------

    This should be fixed in the OP now. A buff to Hyper damage, but a nerf to pre-hyper 1v1.

  20. GLADIGATORS
    IGN: Overburnd
    Server: Khaini
    Level: 210
    Job: Cannoneer
    Guild: Contagious
    usa

    Default Re: Pirate %/s (KMS Unlimited and GMS Tempest)


    Is monkey power bomb not detrimental?

    ---------- Post added at 01:54 AM ---------- Previous post was at 01:54 AM ----------

    Is monkey power bomb not detrimental?

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