I mentioned this in the Thief thread, but I found an error with a few summons where they were constantly active, and I've fixed it.
Affected by these here was Angelic Buster's Supernova, and Mechanic's Distortion Field. This is a significant hit to Mechanic's %/s.
I've also corrected Corsair's Assemble Crew to function correctly. Previously, it would create two summons "A", and "B", but it would use the attack rate of "A", regardless of what "B"'s attack rate was. It now correctly uses their respective attack rates.
I don't believe anything else changed.
Thunder breaker 1v1 100% tables are a little lacking.
The hyper tables that aren't labelled "No Typhoon Spam" use Typhoon as a primary attack since it has no cooldown, depleting their Lightning Charges immediately. With no other source of defense ignore, this becomes a problem. So as a lesson, don't use Typhoon for your primary if things have high defense. Only use it as a buff.
Last edited by JoeTang; 2013-07-19 at 11:30 PM.
I was looking at bucc % against 100% PDR and it says 4030%/s . I was reading this thread and saw a question about skills that ignore 100% PDR that didn't get answered. I am asking about this in regards to Buccaneers Typhoon Crush skill. In this video, the guys 8m damage hits change to 50m when tyhpoon crush activates. It also appears that after typhoon crush's 40% chance activates, every hit after will also activate. Wanted to know if it is indeed ignoring all PDR, and if this changes anything for buccs.
If Guard Crush activates, it ignores defense for every hit of an attack.
Cannon Shooter:SpoilerSharp EyesHyper
Rolling Rainbow Cannon is a summon; can't crit, ignores defense, seems to only hit once. Assumes to use the same attack speed as before. Assumes Boss/Total affects it like other Cannon Shooter summons.
Also assumes Monkey Furious only hits once (maybe it can do a ton of hits if it doesn't roll past map edges and you pin something?), and is cast ~5s before the DOT runs out. Monkey Furious's bonus is assumed to be +Total Damage%, but it could be a multiplier. I'll test after release as I actually have a Cannon Shooter.
There was a bug in the OP's Cannon Shooter hits/s, fixed that.
Last edited by JoeTang; 2013-08-08 at 04:36 AM.
Wow, Cannoneer's dropped a bit.
The delay change is that crippling? I figured the 200% dot +20%, and pdr would make it a buff
My bad, printed out the wrong thing.
About Rolling Cannon Rainbow: Although I haven't seen anything in the data mentioning it, I think Rolling Cannon Rainbow has 3 hitboxes dealing one hit each. This would explain its description, which says it only hits once, and why it hits twice on most mobs I've encountered but only once on snails. The easiest way to confirm this is to go to a mob whose hitbox is bit enough to hit all three lasers (my first thought was PB wizard statues, there might be an easier one somewhere though) and use it without Buckshot on so you can see all lines it hits.
3 hitboxes laid out horizontally from the source of the 3 lasers? I don't think a mob exists that covers all 3 of those areas. Even PB statues only hit the top two because they're too tall to hit the botom.
That is interesting though. If giant bosses become more of a thing one day we might see all 3 hits.
Yeah, that's what I meant.
I'll go see if I can find one as soon as I return from holiday, which is in 3 weeks :\
@JoeTang; Why do you use Cannon Barrage - Extra hit? With Buckshot Barrage hits the 15 hit cap regardless of that hyper.
May I ask JT, did you compile this data before 1.2.488 (as in the first version of the revamp?) because in 1.2.488 Cannon Buster had its delay reduced back to its original speed
Edit: its not at its original speed, its 900 MS (90 MS slower than it is currently in GMS) but still MUCH faster than it was pre-patch
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