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  1. Default


    I don't get why a MM can't put Snipe on a quickslot key, allowing you to see the cooldown, since watching a skill load while attacking stuff is not that hard, in practice. I'm only bringing this up cause one guy said that it's hard to pull it off unles you're watching it, which I don't think is very hard to do.


  2. Default


    That's not what's happening. The limit is done before the multiplication of damage. So with the old cap of 99999 before, the most you could hit on the third monster is 99999*(1.2^2). The cap would have to be removed entirely for your suggestion to work out. Or increased to 500k. Something like that.

    I don't know what the hell is wrong with that sheet, but in my version Heroes are doing as much as the "Strafe w/Snipe" cell, which we know Marksmen can't even hit because of Snipe's ridiculous cooldown. Pallies would obviously be stronger than either of them in most conditions with the new updates. I don't know nearly enough about Shadowers to run numbers with them, though.

    With Bullseye, SE, and a 12 attack pot, my DPS is 190336 with Cannon and 118991 with (old) Rapid Fire on a monster with 1350 defense. If I had the new Rapid Fire, it'd be 137675 DPS.

    As it is now, Corsairs, Night Lords, and Bowmasters lead the pack by quite a large margin. Marksmen seem to do around the damage of Berserked Dark Knights, but to just one target. Of course, as gear and potions increase in power, Marksmen fall further behind because of the static nature of Snipe. That said, Marksmen are probably as strong as Heroes (or more) in kMS because our gear so much better than theirs, so that may be partially to blame.

    From the data I have, the list is more or less like this... (Remember, this is single-target DPS)
    1. Corsairs (Cannon)
    2. Night Lords
    --Big gap
    3. Bowmasters
    4. Paladins (Dual Charge)
    5. Corsairs (Rapid Fire - New)
    6. Heroes
    7. Dark Knights, Marksmen, Corsairs (Rapid Fire - Old)
    8. Buccaneers (Transformed), Paladins (Old)
    9. Buccaneers (Untransformed)

    With Buccaneers (Untransformed) being roughly 3/5ths as strong as Bowmasters, and about 2/5ths of Night Lords. As I said before, I don't know enough about Shadowers to put them anywhere with any amount of confidence, so I'll refrain from doing so. I honestly think everyone from 6 and lower could use a boost (with the exception of the already boosted classes), with Demolition at the top of the priority list. I think Shadowers and Marksmen could do with the removal of the damage cap, as well as the conversion of Snipe to a % based skill like Foxxie said. Of course, cooldowns *need* to be fixed.
    Last edited by KaidaTan; 2010-01-05 at 06:20 PM.


  3. Default


    Marksman's 1288%/s vs Hero's 1431%/s single target vs Bow Master's 1933%/s
    Snipe is limited by the fact you can only effectively use it on a new monster; therefore, you can't just spam it every five seconds.

    Secondly, the server delay causes the cool down to stretch to at least 7 seconds.
    Third, your cool down can finish in the middle or even the beginning (first ms) of another attack and it is impossible to predict when it will happen to avoid this unless you want to waste an attack or fourteen waiting for the last "1 second bar" on your cooldown counter to disappear. Yes, I have waited more than 20 seconds for a 10 second cool down to finish actually cooling down (no, not on a Marksmen, but the same effect would occur).

    Fun fact: Did you know a Hero's 3 Mob Brandish does more DPS than a Marksman's Full Charged 5 Mob Pierce?

    The main complaint has always been that Marksmen get shafted compared to Bow Masters. They do almost everything the exact same way, except someone decided Marksmen would get to Freeze Monsters, and Bow Masters would get to deal great damage.

    So far, these balance changes seem to provide nothing significantly important to Marksmen. The added OHKO on Freeze is interesting. 11.5% doesn't seem like a lot, but it will still improve training efficiency. Just not by a lot.
    On the contrary, Bow Masters got a significant boost to their lolprimary mob skill.

    @Kaida: The primary DPS skill for Shadower is Boomerang Step + Assassinate, followed by Boomerang Step + Savage Blow. Overall speed should be Boomerang Step Delay + the second skill's attack speed from LazyBui's DPS chart. Assassinate should have no charge or they risk the chance of dying in Dark Sight, concerning bossing. Otherwise, a Shadower would charge Assassinate as long as he can while moving from mob to mob if he really wants to use it for training, which is a completely different aspect from DPS.
    Last edited by JoeTang; 2010-01-05 at 06:27 PM.

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    i want to make sweet drunk love to you!!

  5. Neon Atom
    IGN: FluffyFoxxie
    Server: Bera
    Level: 18X
    Job: Marxman
    Guild: RedShift
    Alliance: Purified
    usa

    Default


    My snipe is on the END key. i can see the cooldown. The problem is that it sticks to that last little sliver before actually being ready to fire again, and it is VERY distracting. I literally do have to watch it because I only have a 1 second window to ensure that it's not a gross 10 second cooldown. I'll tell you what, I feel bad for any MM without autopot, having to watch Snipe cooldown, being vunerable while charging pierce... I literally can't watch my cooldown at HT, there's just way too much pomegranate going on. I would surely die.
    Last edited by FluffyFoxxie; 2010-01-05 at 06:31 PM.

  6. Default


    or walking looking for the next mob to kill or while balancing on a platform at zakum or while looking at ariel and her beams or while looking at PB and his everything or well everywhere.


    and yes if you get hit while charging pierce you better have auto pot or let go of the key ASAP.

  7. Default


    Kyo updated his blog with information ~
    Skills and adventurer rings.

  8. Default


    most likely we all do. What happens is the server checks if your cooldowns are over aproximately once every 5 seconds, since snipe currently has a 4 second cooldown, that means we have a 1 second window to fire snipe for it to cool down in the next tick, less than 1 second actually, due to lag, and since you're busy firing strafe, the cooldown can be over in the middle of the attack, effectively killing the 1 second window under normal circumstances (constant straffing and taking damage, since you cant shoot while airbone after getting hit, and the delay of potting). Hell, even if you keep the snipe key down it will get a 10 seconds cooldown every 5 or so shots.
    This is what causes the last bar of the cooldown to stay there so long, as fluffy mentioned

    now while I dont think this will ever happen, because nexon doesnt know how their own game works, and will probably cause untold amounts of rage among everyone else who is uninformed. If we had a 1 second cooldown snipe then we could fire it once every 5 seconds without having to time and missing out on shooting strafes for it.

    Another idea could be progressively stronger snipe as you level (they just made fire arrow change at level 40 and level 50 so I don't see why not). say starting with 100k til level 140 or 150, 200k at 160 or 170 and 300k afterward or something like that.
    Last edited by ArbalistMaster; 2010-01-05 at 06:52 PM.

  9. Default


    I know what you mean. I stare at Octopus to cast him when he cools down, and that last stupid-ass sliver can take from 0 seconds (very rare) to 5 seconds (slightly less rare). It also massively slows down my skele training because my main damage skill there is Air Strike. Fixing the cooldowns alone would be a massive help for Marksmen, Corsairs that use Air Strike/Octo, and whatever other class has cooldown skills they use often.

    I still think Strafe should be 120% for both classes, by the way.

    Holy crap, I had a thought. Can you wear all three of those adventurer rings at once? If so, inherent crit-classes are going to be just... nuts. Sucks to be anyone else.
    Last edited by KaidaTan; 2010-01-05 at 06:48 PM.

  10. Neon Atom
    IGN: FluffyFoxxie
    Server: Bera
    Level: 18X
    Job: Marxman
    Guild: RedShift
    Alliance: Purified
    usa

    Default


    According to that blog post, not only can non adventuers wear the rings, but you can, in fact, wear all 3 at once. I'm really hoping this will not be the case. That jsut seems way OP.

  11. Default


    Whoever invented those rings is the person who's ideas are ruining this game. They need to stop giving us more and more power boosters, especially if you can wear all 3 at once.

  12. Default


    For the record, Bowmasters will get an 86% boost to their damage were they to wear all three rings. Night Lords would get a 60% boost, Aran would get... I dunno. Everyone else would get less than 25% stronger. I hope those rings never make it into the official version. I don't know if they know it, but crap like this helps the crit classes far far more than the non-crit classes. And the crit classes don't really need any more boosts. They're already way ahead.

  13. Default


    Power boost aren't a problem: They turn 10% an hour into 40 into 60, which is nice. Unbalanced power boost are the problem. "HEY GUAIZ. LETS GIVE ALL THE CRIT CLASSES A NICE BOOST. WATK CLASSES TOO. WUT DO YOU MEAN 'what about the mages'????"
    Last edited by Hazzy; 2010-01-05 at 07:17 PM.

  14. Default


    OMG Buccaneers can finaly frit on bosses!!!! :D

    except i have to make 12983719873219 mules in order to get all 3...

  15. Default


    It's already been stated that Mage criticals affect everything equally, unlike weapon based classes which solely rely on # of hits, which is retarded. But what I'm talking about is how everyone can get a bunch of super godly stuff by just leveling up or making a new character. It's starting to get annoying, since they just keep giving attack gear that outweighs all other rings, like the Miwok ones.


  16. Default


    The Crit boost will be nice for Evans at least...

  17. Default


    PRAISE ALLAH, 30 MORE BASE ATTACK AT MOST, THESE UPDATES HAVE MADE LIFE COMPLETE!

    That was sarcasm, they're hardly good updates. Continuously buffing ultimates shows they don't understand the problem. And the measly boost to other skills was complemented by Chief Oblivions being the only ones NOT made ice weak to form a complete slap in the face to I/L at least. They are now also starting to break the balance between I/L and F/P. Pending more I/L updates, F/P now dominate in 2nd, 3rd and 4th job.

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