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

    Default Re: Archer %/s (Justice Archer, Wild Hunter, and Mercedes)


    MW affects only base stats. It =/= 15% damage.

  2. Default Re: Archer %/s (Justice Archer, Wild Hunter, and Mercedes)


    You could start by not comparing your 25% Defense %/s to my 0% Defense %/s. The number you want to compare with is 3842%/s, which is 1.155x smaller than your MW value.

  3. Default Re: Archer %/s (Justice Archer, Wild Hunter, and Mercedes)


    Whoops, lol. Thanks for the help :P

  4. Default Re: Archer %/s (Justice Archer, Wild Hunter, and Mercedes)


    This may not be exactly related to the thread and just related to the last couple of posts but...
    Why wouldn't MW also be considered as a boost to %DPS.
    Any char's damage would be calculated as follows:
    Constant*(4* Base Stat + Non-Base Stat)*Atk*%Skill; with MW, it would be:
    Constant*(1.15*4* Base Stat + 1.15*Non-Base Stat)*Atk*%Skill. (15% to both stats); 1.15 can be factored out to make:
    1.15*Constant*(4*Base Stat + Non-Base Stat)*Atk*%Skill
    =[Constant(4*Base Stat + Non-Base Stat)*Atk]*(1.15*%Skill).
    Therefore MW is in theory a 15% multiplicative boost on all Skills. Or did my algebra failed again?

    Granted this doesn't matter when comparing two classes because you would assume MW for both and therefore both would receive the exact same amount of %DPS increase but it just didn't make sense to say that it can't be factored in at all or as @Takebacker said that it's not the same.

  5. Default Re: Archer %/s (Justice Archer, Wild Hunter, and Mercedes)


    It's more like this:

    To make it easier, let's just look at the main stat portion.

    ((Base Main Stat * 1.15)+Equip Bonus) * % Main Stat

    MW only affects base stats, stats you have because you spent AP points to get them, the max being 999, you can't factor it out because the +stats you have on your equips are not affected by it (meaning, since your equip bonuses are not affected by MW, they don't have the MW bonus as a common factor).

    Depending on how much of a stat a particular character has, the effectiveness of MW will vary.

  6. Default Re: Archer %/s (Justice Archer, Wild Hunter, and Mercedes)


    KMST 1.2.428
    Mercedes:
    Spoiler

    Nothing big.


    Justice
    Last edited by JoeTang; 2012-04-26 at 03:57 AM.

  7. Default Re: Archer %/s (Justice Archer, Wild Hunter, and Mercedes)


    SHUT UP JOE.
    THIS BUFF CHANGED MY ENTIRE LIFE AND PLAYSTYLE AS A MERCEDES.

  8. Default Re: Archer %/s (Justice Archer, Wild Hunter, and Mercedes)


    KMST 1.2.429

    Mercedes:
    Spoiler

  9. Default Re: Archer %/s (Justice Archer, Wild Hunter, and Mercedes)


    Just curious, do you include elite puppet into these calculations?

  10. Default Re: Archer %/s (Justice Archer, Wild Hunter, and Mercedes)


    I don't.

  11. Default Re: Archer %/s (Justice Archer, Wild Hunter, and Mercedes)


    Joe how many attacks/sec do you consider Hurricane/Ishtar Ring to do? There's no way that a 180ms delay squares with 16/24 hits/s. Actually I have no idea how you get 16 for hurricane and only 24 for ishtar ring. Enlighten me please.

  12. Default Re: Archer %/s (Justice Archer, Wild Hunter, and Mercedes)


    Hurricane and Ishtar Ring both attack at 120ms. There was a bug with Bow Masters, the hits/s should only be around 14.2, fixing that now. Thanks for bringing that up.

  13. Default Re: Archer %/s (Justice Archer, Wild Hunter, and Mercedes)


    Ok, thanks. Just to clarify, Ultimate Drive and Card Tempest are actually slower than Hurricane? That's where I was getting 180ms.

  14. Default Re: Archer %/s (Justice Archer, Wild Hunter, and Mercedes)


    Yes, they are slower.

  15. Default Re: Archer %/s (Justice Archer, Wild Hunter, and Mercedes)


    Well considering scenarios at bosses having Elite puppet out is something I find myself doing just due to the damage reduction. Since it's another slow summon skill I wouldn't imagine it would be incredibly beneficial in any regard would it?

  16. Default Re: Archer %/s (Justice Archer, Wild Hunter, and Mercedes)


    Assuming it attacks at ~1530ms, Elite Puppet should be beneficial to DPS if you drop it on top of a monster and it lasts more than ~15 seconds for a Bow Master, it otherwise hurts DPS due to the constant recast. Marksmen only need about ~8 seconds.

    Also, inb4MarksmenOP

    KMST 1.2.431:

    Bow Master:
    Spoiler


    Marksman:
    Spoiler

  17. Default Re: Archer %/s (Justice Archer, Wild Hunter, and Mercedes)


    Err... I don't get it. MM vs. 10 targets @ 70% PDR is only 5295%/s, but vs. 8 targets @ 70% PDR is 19413%/s?

    I assume this is from switching from Pierce to AE?

    Also, I lol'd that MM > BM even in single target now, across all PDRs. (And mobbing -- but did that really even have to be mentioned?)

  18. Default Re: Archer %/s (Justice Archer, Wild Hunter, and Mercedes)


    Good news Pirates, Nexon found a new buttmonkey!

  19. Default Re: Archer %/s (Justice Archer, Wild Hunter, and Mercedes)


    Jeeeee... Out mobbed on 6 with a third job skill, yay... cause bowmasters didn't get pomegranate on enough by every class out there /sigh

    I'm not at all surprised how uninspired these skill changes were for BM's. I had this hope they'd touch the mobbing for BM's slightly.. oh well.. still in the testing phase... probably won't see any other changes on official release.

    @JoeTang, EP typically survives it's whole duration, it does use the players stats as its own, minus HP.

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

    Default Re: Archer %/s (Justice Archer, Wild Hunter, and Mercedes)


    Bowmasters still have drain arrow at least...

    :/

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