Page 28 of 29 FirstFirst ... 1826272829 LastLast
Results 541 to 560 of 569
  1. Default Re: Magician %/s (KMS FLY 2 & GMS Dawnveil)


    I suppose that's true, as a f/p or i/l calculating their damage with %att would be multiplying the %att multiplier twice, once to find total att/m.att, and again inside of the %/s given by JoeTang.

    However, if JoeTang wanted to add %attack to the table, it would probably end up as a 3rd dimension to their tables, (# targets as one, boss%/def as another, %att as the last), and that exceeds what a basic table can do.

    Guess @JoeTang will have to make the final call on what he wants to do with his tables regarding this
    Last edited by Kayo; 2014-04-13 at 12:53 AM.

  2. Default Re: Magician %/s (KMS FLY 2 & GMS Dawnveil)


    I don't really understand these charts very well, but I'd like to know how much I'm losing (I'm assuming) when switching to an I/L from a F/P Mage.

    F/P appears to be much stronger, but the utility of the I/L makes it seem worth it, but I can't really tell.

    Can anyone give me some insight on this?

  3. Default Re: Magician %/s (KMS FLY 2 & GMS Dawnveil)


    Any info about Blaze Wizard post revamp?

  4. Default Re: Magician %/s (KMS FLY 2 & GMS Dawnveil)


    I got to 6x and stopped playing. Might recontinue. It was a bit hard to judge how Orbital Flame is supposed to work with all the lag, and that was demotivating. Hell, playing MapleStory is demotivating as pineapple to begin with.

  5. Default Re: Magician %/s (KMS FLY 2 & GMS Dawnveil)


    I see :/
    Anyway, I would appreciate alot if you would continue it some time
    I'm very curious about hits per second etc

  6. Default Re: Magician %/s (KMS FLY 2 & GMS Dawnveil)


    So is there any point in Big Crunch Aura at all? Seems detrimental.

  7. Default Re: Magician %/s (KMS FLY 2 & GMS Dawnveil)


    Are you confusing it with another skill? Big Crunch/Grand Light Aura is a better version of Body Boost (2x vs. 3x), so I don't see how it could be detrimental.

  8. Default Re: Magician %/s (KMS FLY 2 & GMS Dawnveil)


    Sorry. I meant for party bossing since, usually anyway, the BaMs are brought more for support/buffs. Even the one or two I'm aware of that cap do that so I just had to wonder.

  9. Default Re: Magician %/s (KMS FLY 2 & GMS Dawnveil)


    So I finally got my Blaze Wizard to 100+ after delaying it for months because MapleStory is such a pomegranatety game and Blaze Wizard 1~99 is so pineappleing boring. Honestly, the skills that aren't Orbital are garbage. Linear attack that hits the exact same range as normal Orbital. Then same attack that knocks things back but only hits twice so it misses often. Then same attack that hits both sides of you. Blazing Extinction is a pretty amazing skill though. It feels like Angelic Buster's Soul Seeker at launch, minus the obscenely high single target damage. You just sit on a platform where monsters don't spawn, pop one off and it slowly glides its way forward, incinerating everything with is corny laser beams. It can literally clear the entire map at Robos in Ludi, which is probably one of the best training maps at 100 because of the flat platforms, small size, and unthreatening monsters. I just had to hit the key every 10 seconds while watching an anime. It's a shame the rest of the experience is so pomegranatety.
    Orbital Flame has a bit of lag when inputting it because I don't live in Korea. Comes out about half a second later, and I need to hold the key for it to fire as fast as possible while waiting. This means if I get pushed around or knocked out of position, it takes pineappleing forever to set back up, i.e. Zakum. That being said, I'm fairly sure I can reach the maximum attack speed with it, which is approximately 4 orbs every 960ms. You can't have more than 4 orbs out at once, so it won't shoot anything, but still does the animation for me, probably because of lag. I tried recording and analysing it frame by frame, and it came out inconsistently with each orb, so I just timed how long it took to reach 100 attack limit, which was about 24 seconds. I believe the additional nerf deals with this, increasing the time before an orb comes back to you.

    Along with this, Liberated Magic, their equivalent to Elemental Amplification appears to be a straight up damage multiplier. I don't recall it increasing my range when I added points to it, but there's also something about the damage formula I can't figure out. I tested Echo with it and I still gain a 2% increase in damage instead of a 1.27/1.25 increase. It's also not total damage in sheet because the increase for Demon Avenger and Angelic Buster links alone add up correctly. Testing the damage with Cygnus Beginner Skill, I came out with 28k/10604 range with +55% Total vs 20k/10604 range with +10% Total. Dividing out 130% and the total damage comes out to 32% unaccounted for multiplier for both, whereas it's 12% and 8% if it's Total Damage.
    i.e.
    10604 * (1 + 0.10 + 0.45 + 0.25 + x) * 130% = 28k, x = 0.25
    10604 * (1 + 0.10 + 0.25 + x) * 130% = 20k, x = 0.15
    Not Total Damage
    10604 * (1 + 0.10 + 0.45 + x) * (1.25) * 130% = 28k, x = 0.1
    10604 * (1 + 0.10 + x) * (1.25) * 130% = 20k, x = 0.1
    I have no idea where this extra damage is coming from. I took off all my character cards and equipment, and I kept getting the equivalent of +40ATK from my +31ATK buff from Elemental: Flame. The damage kept not adding up, so maybe they changed the Staff formula from 1.0 to 1.20.
    Example:
    1155 INT, 162 LUK
    +31 ATK =
    12990 -> 14947 (+1,957)
    Using division:
    (14947 - 12990)/31 = ~63.13 Range/ATK
    ~206ATK->237ATK
    Using formula
    (4 * 1155 + 165)/100 * 1.1 * 206 = 10,842.81 * 1.2 = 13,010, a bit higher because the reverse calculation is too imprecise?
    (4 * 1155 + 165)/100 * 1.1 * 31 = +1,630.662 * 1.2 = 1,957
    The 1.1 is from Total Damage Link Skill.

    Anyways, here are the charts.

  10. Default Re: Magician %/s (KMS FLY 2 & GMS Dawnveil)


    First KMST Patch
    Blaze Wizard:
    Spoiler
    Sharp Eyes
    Hyper



    Much higher base damage Orbital Flame, no damage loss from its hyper skill. It was also faster but I don't know what the travel delay was so I assume it never changed (it probably did). Blazing Extinction had a +duration hyper instead of +targets.
    Last edited by JoeTang; 2014-07-19 at 01:42 AM.

  11. Default Re: Magician %/s (KMS FLY 2 & GMS Dawnveil)


    Second patch
    KMST 1.2.502:
    Blaze Wizard:
    Spoiler
    Sharp Eyes
    Hyper


    Small adjustments, mainly name fixes. Changed the hyper skill to split, Blazing Extinction has no cooldown, but I assume you can still only have one active at once. Dragon Slave change to 2s duration, hits is a bit compensated but nowhere near before. Mastery had an error where it stopped at 60% and was fixed to 70% here.
    Last edited by JoeTang; 2014-07-19 at 01:42 AM.

  12. Default Re: Magician %/s (KMS FLY 2 & GMS Dawnveil)


    Release and current Live version:
    KMS 1.2.213:
    Blaze Wizard:
    Spoiler
    Sharp Eyes
    Hyper


    Uses Orbital Flame IV, refreshes Blazing Extinction before it disappears, Ignition is assumed to always be on. Infernalize is cast whenever it is available.
    Hyper uses Orbital Flame - Reinforce, Ignore Guard, Split Attack, Blazing Extinction - Add Attack, and Ignition - Max Ignition (dot interval = 0.5s) as those are the strongest.
    Max Ignition adds more overall output compared to Extra Targets even on the 9 and 10 targets. Infernalize might only be better for low targets with that hyper actually.

    I don't think there's any difference between this and the previous KMST patch because the only change was to Blazing Extinction's duration hyper and its cooldown, which don't affect the overall DPS because these parts aren't used.

    Some things to note:
    Orbital Flame hits up to 8 targets. When there are fewer than 8 targets, the orb will hit targets up to a total of 8 on its return track. On a single target, this means it hits 330%x3x2. On six targets, this means it hits two of those targets twice. This is accounted for.
    Blazing Extinction's attack delay in the data and readouts claims it is 330ms. I've approximated it to be 1s in these tables because that's how quickly I see it attack in-game and in videos. It would probably be the most broken skill in the entire game if it attacked at 330ms with its range and capability right now. As it stands, a single cast allowed to attack its entire duration deals a total of 12400% ish, give or take. I'll see if I can find a target that can survive the entire 10 seconds that isn't Zakum because that is annoying as pineapple.
    Last edited by JoeTang; 2014-07-19 at 02:11 AM.

  13. Default Re: Magician %/s (KMS FLY 2 & GMS Dawnveil)


    Current KMST changes (patch last night didn't change anything)
    KMST 1.2.508:
    Blaze Wizard:
    Spoiler
    Sharp Eyes
    Hyper
    Last edited by JoeTang; 2014-07-19 at 02:11 AM.

  14. Default Re: Magician %/s (KMS FLY 2 & GMS Dawnveil)


    The above assumes no change to the missile life. If I double the missile life from 960ms to 1920ms, it looks like this:
    KMST 1.2.508:
    Blaze Wizard:
    Spoiler
    Sharp Eyes
    Hyper
    Last edited by JoeTang; 2014-07-19 at 02:11 AM.

  15. Default Re: Magician %/s (KMS FLY 2 & GMS Dawnveil)


    For fun, what it would look like in the current live patch if orbs returned to you faster than the skill delay.

    Blaze Wizard:
    Spoiler
    Sharp Eyes
    Hyper
    Last edited by JoeTang; 2014-07-19 at 02:13 AM.

  16. Default Re: Magician %/s (KMS FLY 2 & GMS Dawnveil)


    excellent work. even though i really only want one for max status resistance link skill , it might be nice to grind a mage up to bossing (hard gollux, cra) quality.

  17. Default Re: Magician %/s (KMS FLY 2 & GMS Dawnveil)


    Do you know the reason it's only 6 hits on a single target rather than 8?

  18. Default Re: Magician %/s (KMS FLY 2 & GMS Dawnveil)


    It was an example without the hyper skill. An orb does 3 lines of damage. It can hit the same target up to 2 times if you haven't hit 8 targets yet.


    I made a mistake about Infernalize's damage. It gains +90% Damage if the target is under Ignition effect. I'll try evaluating with Flame Tempesta filling the waiting time as well later.

  19. Electron

    IGN: Shadagron, ShaddyV2
    Server: Bello
    Level: 15x
    Job: Evan, DB
    Guild: Immerse, Tenacity
    Texas

    Default Re: Magician %/s (KMS FLY 2 & GMS Dawnveil)


    Any plans to do Beast Tamer, Joe?

  20. Default Re: Magician %/s (KMS FLY 2 & GMS Dawnveil)


    No.


    EDIT: I also checked how using Flame Tempesta whenever you needed to wait would work, and it was detrimental unless the orb life was increased by a large amount, like the example where it was doubled. Flame Tempesta is too slow and doesn't do enough damage to warrant using it over waiting. It currently checks every 30ms to see if the orb has returned or if there's some other skill coming off cooldown or a buff needing a recast.

    For example, you use 4 orbs in a row, each orb takes 180ms at speed cap to fire. The second orb takes 180ms off the 960ms timer for the first orb, repeat with each orb. At the end, there will still be 420ms before that first orb returns to you and you can fire it again. At this point, it will check every 30ms to see if the orb has come back and will either wait or use a different action. I may need to re-evaluate this with the an orb taking its delay off its own timer because I do believe the orb is create at the 0th ms of action, like every other skill and I overlooked this.

    Double-checking with a dummy for 100 attacks, I did implement this incorrectly and it should be subtracting its own delay from its lifespan. I'll see if I remember to fix this for the past tables tomorrow. It's fixed for the current version and latest KMST tables.
    Last edited by JoeTang; 2014-07-19 at 02:12 AM.

  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
  •