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


    For the Mercedes tables:

    1. Are the single target numbers using WoE? To my knowledge with the buff on RoI it's now a detriment to %DPS(for signle targets). Correct me if I'm wrong though :/
    (From the OP: "Hyper: Uses Wrath of Enlil, Elvish Blessing and the following: Ring of Ishtar - Reinforce, Ring of Ishtar - Ignore Guard, Ring of Ishtar - Boss Killer, Legendary Spear - Reduce Armor, Legendary Spear - Reinforce
    It should be noted that Wrath of Enlil is beneficial to %/s but detrimental to hits/s.")

    2. Assuming the numbers are based on bosses, wouldn't using Unicorn Spikes be a slight improvement on single target?..unless that's already included in your calculations.

    I swear you had an explanation on the latest numbers commenting on how RoI can now be used in air etc.. but the last mention of Mercedes was back at p9. Maybe I was dreaming or I'm blind...[Nvm: Found it on p12 but still doesn't answer my question]

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


    Do the multi-target tables for Marksmen assume that all the monsters attacked are the same distance from the Archer?

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


    I'll look into Wrath of Enlil's efficiency with the latest KMS Mercedes, but it should still be better in GMS. The KMS version uses Unicorn Spike for single target.

    Yes.

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


    KMST 1.2.489

    Mercedes:
    Spoiler
    Double Leap Tornado
    Hyper


    General buffs to several skills. Uses the 200% for Strike Dualshot rather than the 150% for Advanced Strike Dualshot. Wrath of Enlil is a bit detrimental, at least for 1v1. Beneficial 2+. I might remove it from 1v1 later.

    Wild Hunter:
    Spoiler
    Hyper


    Small buff to Wild Arrow Blast and Swipe. Other changes were really just utility. Swipe's knockback range appears to be larger than its attacking range, though I doubt it can knockback bosses, if it can, it may not be appropriate to ever use for DPS.

  5. Default Re: Archer %/s (KMS Unlimited and GMS Tempest)


    I don't get this. Are you not locking in Magic Arrows with Advanced Quiver for 1v1? Why? It should not be a DPM detriment but a Plus. Is there a reason for your method? Also, I thought mobbing should be cycled with Poison and Magic Arrows or Posion Arrows should be used only; not sure.

    On the Hurricane tables are you using the Installation at all? Primarily this is for 1v1 as I am not aware of a scenario where Installation can't hit a boss as they are too big; at least in all the videos I have seen.

    I have read in multiple places including from Max on these forums that on his BM the Installation of Blaster gets all the passive boosts and other things just like the original Blaster. What I mean is that the installation is activating Poision/Drain Arrows, stacking Concentrate, and activating Armor Piercing. The installation does not use up any Arrowheads even though it uses the quiver attributes.

    To date, I have not seen any proof that the Installation activates AFA or Magic Arrows but I think your calcs may not be including the BMs Armor Piercing damage from Installation.

    To add on, if you are locking in Magic Arrows, simply cylcing through the Arrow Heads (i.e. pressing the arrow switch button rapidly 3 times) should grant a 3 stacked poison due to the Installation being able to poison. Afterwards the BM would go back to locked Magic Arrows for 8seconds. Isn't that optimal 1v1 dpm or is this actually a detriment as well?

    In your description you stated for Wind Archers: Pinpoint Pierce is used on a single target in each case and it lasts forever..

    ^I don't get this. Pinpoint Pierce only boosts itself. It has no implications on other skills.
    Last edited by Lisak; 2013-09-07 at 05:38 PM.

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


    Does 2+ mean "over two targets" or "targets numbering two or greater"?

  7. Nuclear testing facility Straight Male
    IGN: VerrKol
    Server: Zenith
    Level: 204
    Job: Bowmaster
    Guild: LegacyReborn
    Farm: Kolville
    usa

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


    Inclusive, it's 2 or more targets.

  8. Nuclear testing facility Straight Male
    IGN: VerrKol
    Server: Zenith
    Level: 204
    Job: Bowmaster
    Guild: LegacyReborn
    Farm: Kolville
    usa

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


    I did a great deal of testing on this myself and the answer is very complicated.

    I can answer 1 part categorically. Blaster installed will NOT activate magic arrows and I strongly suspect it does not activate AFA, but I haven't conclusively tested. Blaster does activate drain and poison.

    Armor Piercing is the most complicated bit. It appears to me that Blaster installed may only activate Armor Piercing once until you attack with an active skill. This means that if you attack several times then install Blaster without continuing to attack, it can activate AP once and once only. It will not activate again until you attack with an active skill. I am speculating that Blaster installed does not contribute to the stack count, but this does not entirely explain things because there is supposed to be a 10% base activation rate.

    I haven't done the testing yet, but I believe (?) Pinpoint Pierce in fact boosts other skills. I'll do the math and check it later this week because I know several other people that are confused.

  9. Default Re: Archer %/s (KMS Unlimited and GMS Tempest)


    Armor Piercing for Installation most likely activates once per the characters AP stack. Until the player's own AP stack is reset Installation won't activate AP again. Installation may also have its own AP stack count.


    ? Pinpoint is for itself. I remeber reading on Insoya that Pinpoint did not work that way.

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



    I tested it and Pinpoint does only work for itself.

    I'll update the OP for locking Advanced Quiver as well. It will check to use it before starting Arrow Platter, so basically every 9 seconds. If it checks to use it every time its cooldown is available, it losses a ridiculous amount of damage because of the amount of startup time Arrow Platter has. This results in using Magic Arrow approximately 77% of the time and Poison Arrow 10% of the time for Arrow Platter. For 2+ targets, it will lock on to either Poison or Magic Arrows as that appears to be more beneficial than only Poison.

    The Hurricane table exists because there exists monsters that can't be hit by Arrow Platter, and thus its turret. The turret can't activate Advanced Final Attack or Magic Arrows. My calculation has the turret use whatever the current Armor Piercing stack is, and it does not affect the stack itself.

    I'll update the OP about this.

  11. Default Re: Archer %/s (KMS Unlimited and GMS Tempest)


    For multiple mobbing with Magic Arrows, the %s in the table applies Magic Arrows damage to every single mob, yes?

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


    No.

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


    I don't think it's very feasible to say that Magic Arrow would hit every target in a mob. From playing Wind Archer they seem to focus on a single target and never hit all the mobs, not to mention the arrows are very flakey and spend most of their time flying all over, even missing their chance to even damage the mob cause it'll die from your mob skill before the magic arrow even lands on it.

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


    .

    I was reading some thread on basil and a poster asked the question and noted 6:27-6:30 in this video http://www.youtube.com/watch?feature...&v=9ieyyjobhMs. There is like 2+ Magic arrows for 1 Inferno. The KMSer in that video confirmed it later on that it is 1 Magic Arrow per mob or something like that.


    From what I read in the thread, if the mob dies before Magic Arrow reaches it, it will re-circulate and hit another mob. I have seen it turn around to hit another monster or even hit monsters above/below players.

  15. Default Re: Archer %/s (KMS Unlimited and GMS Tempest)


    Bow Master:
    Arrow Platter/Uncountable Arrow
    Hurricane/Uncountable Arrow
    Hyper


    Couldn't find anything about the max number of monsters it can hit in the data, so I'm capping it at 6 for now.

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


    KMST 1.2.490
    Bow Master:
    Arrow Platter/Uncountable Arrow
    Hurricane/Uncountable Arrow
    Hyper

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


    KMST 1.2.490
    Mercedes:
    Spoiler
    Double Leap Tornado
    Hyper

  18. Default Re: Archer %/s (KMS Unlimited and GMS Tempest)


    KMST 1.2.490
    Wild Hunter:
    Spoiler
    Hyper

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


    I've been playing around with GMS v142 Mercedes and it seems that you cannot cast/initiate RoI in mid-air.

    I.e. You'll have to fit Staggering Strikes(Adv SS) or something else to fill that fall time (although I dislike doing this).

  20. Neutron Male
    Server: Windia
    Level: 250
    Job: Merc/Phantom
    Guild: Intensity
    Alliance: DreamHome
    Farm: Armadillo
    usa

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


    Is Unicorn Spike's debuff total damage?

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