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  1. Default Re: Magician %/s (Union Magician, Evan, and Battle Mage)


    That was an error on my end when I was processing the damage and how my dots were being added.

  2. Default Re: Magician %/s (Union Magician, Evan, and Battle Mage)


    Err... just to be clear, I was only saying that the DoT shouldn't be reapplied until it is completely expired (or rather, *would* be expired by the next tick following the current attack) in the non-mist eruption case only.

    Paralyze can do at most 999,999 x6 dmg per cast. (Para's DoT will always be applied since it's your main attack.) If Paralyze (a "200%" skill) hits 999,999, then Poison Breath (340%) will also hit 999,999. So that means that as long as the 1,600% worth of DoT over 20 seconds does 4,999,995 dmg or more, it is worthwhile to cast Poison Breath rather than "yet another" Paralyze. This happens with a max range of 312,499.

    If you were to refresh Breath before all 20 ticks of damage had been dealt, then it would take a higher range to "out-damage" Paralyze. 1 second too early means only 1520% DoT per cast, or a max range of 328,947 would be needed for Breath to be better than "yet another" Paralyze.

  3. Default Re: Magician %/s (Union Magician, Evan, and Battle Mage)



    It doesn't work like that because many dots overlap their expiration timers, as well as losing time to buffing. It's impossible to recast a dot the exact tick it expires every single time. I've already tested it, and the highest consistent reapplication time for every spell is 3 seconds or lower before the duration expires.
    For example, with the following recast times, this is the average number of seconds that pass before a specific spell encounters an event where its duration has completely run out over a couple of hours.
    3s Flame Gear: 550.27, Fire Demon: 259.56, Big Bang: 26.13, Poison Breath: 26.52
    2s Flame Gear: 363.28, Fire Demon: 142.62, Big Bang: 26.2, Poison Breath: 27.06
    1s Flame Gear: 175.23, Fire Demon: 70.14, Big Bang: 27.15, Poison Breath: 27.58


    After some more thorough analysis, I fixed some rounding errors for Poison Mist's overlap since you can't do a fraction of a second of DoT, as well as fix the method of how Mist Eruption was interacting with it so it can still do its DoT after the mist explodes. This let me adjust its duration to its full length of 65 seconds instead of 40, and I managed to adjust everything to recast when they've run out because of this. It's lowered the overall damage for Mist Eruption tables, but increased the overall damage for cases where Mist Eruption isn't used.

    Fire-Poison Archmage:
    Spoiler
    Teleport
    Sharp Eyes
    No Mist Eruption
    Last edited by JoeTang; 2012-05-12 at 09:39 AM.

  4. Default Re: Magician %/s (Union Magician, Evan, and Battle Mage)


    Never meant it to always be exactly when the DoTs expire. Rather, I meant "don't recast it unless it is expired" (so if 5 sec after it runs out is the soonest you can recast, then so be it!)

    From your wording, it sounds like what you are doing now.

  5. Flatpanel TV Straight Male
    IGN: ° ͜ʖ °
    Server: DEGZA
    Level: T_T
    Job: This is FParta!
    Guild: I like toast
    Alliance: @__________________@
    north korea

    Default Re: Magician %/s (Union Magician, Evan, and Battle Mage)


    I'm obviously not as great with calculations as you professionals, but I took a stab at it myself, in my own way, to make it a bit simpler to understand. I know my numbers aren't completely precise or exact but I think they're quite accurate for the most part.

    As of right now (in GMS), it is true that unfunded F/Ps have better 1v1 DPM than unfunded I/Ls. But I/Ls have better 1v1 DPM after about ~35k range (my guess).

    Also, assuming every hit does max damage it is pretty even after the latest KMS patch (theoretically but realistically) Para+ME vs. CL+GC:

    ME every ~10 seconds: 8 mil damage (reasonably cast around 5 times a minute) x 5 = ~40 mil damage
    Para every ~minute (75 casts -since taking ME casting into consideration-): 450 mil damage + DoT (if 500k each tick (which is stretching it), comes out to ~30 mil per min)

    So in total that's ~520 mil DPM

    GC every ~5 seconds: 6 mil damage (reasonably cast around 10 times a minute) x 10 = ~60 mil damage
    CL every ~minute (75 casts -since taking GC casting into consideration-): 450 mil damage + DoT (if 200k each tick, comes out to ~12 mil per min)

    So in total that's ~522 mil DPM

    Extremely close right? It's when the funding is not so extreme is where I'd agree that ILs need to be buffed up to FPs. But then again, this may make ILs way more effective in endgame, so that could be why this latest KMS change was warranted.

    Please correct me where I'm wrong.

  6. Default Re: Magician %/s (Union Magician, Evan, and Battle Mage)


    KMST 1.2.434
    Battle Mage:
    Spoiler
    Teleport
    Sharp Eyes
    No Twister Spin
    Teleport
    Sharp Eyes


    Using strictly addition for all damage buffs (Body Boost, Battle Rage, Advanced Dark Aura, Battle Mastery). I'm not sure if any of these multiply against each other. Other thing to note is I've set Twister Spin to be the same speed as Tempest of Card and it does not activate Finish Attack (Final Attack). If they adjust it to use Finish Attack and the attack speed is the same as ToC, their damage would skyrocket.

  7. GLADIGATORS
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    Default


    Wow huge buff

  8. Default Re: Magician %/s (Union Magician, Evan, and Battle Mage)


    JoeTang. for calculating the battlemage damage. what attacks did you end up using? probably obvious but Just wanna know for sure.

  9. Default Re: Magician %/s (Union Magician, Evan, and Battle Mage)


    Made a mistake and forgot the attack speed change to Finishing Blow, mixed up some Teleport damage, and had a 1 instead of a 0 for when Body Boost was off.

    Battle Mage:
    Spoiler
    Teleport
    Sharp Eyes
    No Twister Spin
    Teleport
    Sharp Eyes


    Finishing Blow and Dark Shock, with Twister in the first set of tables. Here's without Dark shock. Using Dark Shock is such a negligible difference in %/s, but affects hits/s quite a bit.

    Battle Mage:
    Spoiler
    Teleport
    Sharp Eyes
    No Twister Spin
    Teleport
    Sharp Eyes


  10. Default Re: Magician %/s (Union Magician, Evan, and Battle Mage)


    KMST 1.2.435:
    Luminous:
    Spoiler
    Sharp Eyes


    10000 Gauge. Light Reflection with Sunfire, Apocalypse with Eclipse, Absolute Kill with Equilibrium on 1~2 targets, Apocalypse on 3+ targets. You'll notice the %/s for 3 targets at high defense is slightly lower, that's because Absolute Kill does more damage to high defense targets with its defense ignore.
    70% Chain Penalty is assumed for Light Reflection. Morning Starfall is not used. I will investigate its usefulness when they are released on KMS unless someone else can provide the details on the number of hits for its duration. Spectral Light is not used because it is terrible. Death Scythe is not used because it is terrible, only use is hitting wide area or more than 8 monsters, I might append this later. Life Tidal's critical hit bonus is used because I cannot see it being feasible to maintain HP > MP. Dark Crescendo is cast once and does not expire. Everything else acts like a normal buff.

    As Danny pointed out to me, buffing can be reduced with a rope, but I can't quantify the time spent traveling to the rope, but I might look into making tables for rope buffing. I believe that Luminous get the greatest benefit though since their buffs are so absurdly long.
    Last edited by JoeTang; 2012-06-28 at 05:19 PM.

  11. Default Re: Magician %/s (Justice Magician, Evan, and Battle Mage)


    Luminous:
    Spoiler
    Sharp Eyes



    Did not adjust Light Reflection's speed, since it was not noted how much it was changed by, if at all. The most significant change is Equilibrium duration going from 12 to 20 seconds. This puts Equilibrium at 45% uptime at Fastest (2) compared to the previous and surprising 33% uptime.

    Fixed an error with the amount of defense ignore, which is at 50%, 10% from Link Skill, 40% from Darkness Sorcery.

  12. Default Re: Magician %/s (Justice Magician, Evan, and Battle Mage)


    KMST 1.2.437

    Luminous:
    Spoiler
    Sharp Eyes


    Very minor increases in damage, despite Absolute Kill getting one whole hit more, since gauge was nerfed on every skill. Looking at around 31~35% for Fast (4)~Fastest (2) Equilibrium time now respectively down from 45%.

    EDIT: This is all assuming max gauge is still 10000, though I see no reason for it to have changed.

  13. Default Re: Magician %/s (Justice Magician, Evan, and Battle Mage)


    Just a quick question for @JoeTang;

    For the adventure mages, are the %'s still calculated without the use of infinity? And if the tables do not have infinity would it be ok to say the damage boost is roughly =~1.183%?

    How I got that number:

    Determine every intervial change of infinity is every 6 seconds and CD is 180 sec. so 6/180= 1/30
    So there are 30 intervials of infinity. 10 of them change the damage readout while the other 20 is when the skill is on cooldown.
    1.1*(1/30)+1.2*(1/30)+1.3*(1/30)+1.4(1/30)+1.5*(1/30)+1.6*(1/30)+1.7*(1/30)+1.8*(1/30)+1.9*(1/30)+2*(1/30)+1*(20/30)=1.1833333

    I know DoT's are not effected about infinity so the actual %boost would be lower than this.

  14. Default Re: Magician %/s (Justice Magician, Evan, and Battle Mage)


    How much of an improvement is the new Twister Spin for bams?

  15. Default Re: Magician %/s (Justice Magician, Evan, and Battle Mage)


    They include Infinity, but I believe I need to readjust the values so they're additive to Elemental Amplification.

    Battle Mage:
    Spoiler
    Teleport
    Sharp Eyes
    No Twister Spin
    Teleport
    Sharp Eyes


    Final Attack doesn't appear to be as significant as the second last rendition would have suggested, likely because I had errors for Finishing Blow and Body Boost.

  16. Default Re: Magician %/s (Justice Magician, Evan, and Battle Mage)


    The gauges for most Luminous skills were upgraded in the KMS patch.
    Apocalypse: Changed - gauge (335 --> 397)
    Light Reflection: Changed - gauge (222 --> 264)

    Dark Light Mastery gives +100% damage to Death Scythe instead of +50%. Death Scythe is also 230% x 6 now. Is it still pomegranatety after this boost?

    Since picking Light or Darkness gives a +5% boost to the chosen element, does it matter which choice is picked in terms of DPS?

  17. Default Re: Magician %/s (Justice Magician, Evan, and Battle Mage)


    Thanks for the update.

  18. Default Re: Magician %/s (Justice Magician, Evan, and Battle Mage)


    That's what the choice means? I assumed the damage was applied to both since it was a first job skill. I'll adjust this. And was I right about the choice being the difference between Twinkle Flash and Dark Falling?

    Luminous (Light):
    Spoiler
    Sharp Eyes
    Luminous (Dark):
    Spoiler
    Sharp Eyes


    A bit misleading, but every 3 or higher target situation where Equilibrium activates uses Apocalypse. Light Reflection is significantly worse, even if you chose light because a 1.05 bonus is very insignificant when compared to the Dark Crescendo bonus it would be additive with, and Light Reflection is lower DPS overall compared to Apocalypse, not to mention it loses damage per target (though I haven't found the exact rate). For reference, for the aforementioned scenario, 8 target Light Reflection is about half the DPS of 8 target Apocalypse.

    Death Scythe is similar when compared to Light Reflection, and it may have uses for its horizontal range in that case, but it is not a DPS skill.

    Also for reference, if we ignore everything else that I changed just now, the gauge changes resulted in a 10% increase in single target damage.

  19. Default Re: Magician %/s (Justice Magician, Evan, and Battle Mage)


    I'm pretty sure that's what the choice means based on these videos.
    Light (8:40): http://www.youtube.com/watch?v=cLOjrzOD-jM&
    Dark (9:15): http://www.youtube.com/watch?v=00tprjhc97A

    When they chose Light, they received Twinkle Flash and the light boosting skill. When they chose Dark, they received Dark Falling and the dark boosting skill.

    Thanks for the calcs. I guess Dark is what I'll be going with even though I feel bad for leaving the poor girl there to die.
    I hope they upgrade Death Scythe some more. It looks way too cool to be useless. xD

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