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  1. Default Re: Pirate %/s (Justice Corsair, Buccaneer, and Cannon Shooter)


    Disregarding the balance between other classes, I think Trinity's base should hit maybe 3 targets, and the stack should be a lower bonus per stack, but stack to a higher amount with a longer duration, and perhaps adjust the hits on the 2nd or 3rd. As evident from the data and previews, the original intention was for this skill to hit multiple targets, multiple times, and have stack potential to an upwards of 30, but they've scrapped this in favour of a difficult to execute single target skill whose sole niche role is to avoid Damage Reflect. I say difficult to execute because your target needs to be alive for part 2 and 3 to activate, the Recharge occurs at the end of attacking, regardless of the number of hits you want, and the delay between Recharge appearing and Trinity (not) being available makes it a rather poor choice for consistency.

    They had also intended Call of Ancient and Soul Gaze to be party skills as well, but that fell through. Would have been a good boost to other characters though.

  2. Default Re: Pirate %/s (Justice Corsair, Buccaneer, and Cannon Shooter)


    You still haven't added Mechanics to the OP and the topic title. ;)

  3. Default Re: Pirate %/s (Justice Corsair, Buccaneer, and Cannon Shooter)


    Yeah I always thought Trinity looked more like a mob attack rather than a single target skill. I'm hoping that when the inevitable Angelic Buster balancing patch comes a long, they adjust Trinity so that it isn't completely useless. I'd rather they put some kind of cooldown on Soul Seeker so that it can't be recasted until it stops regenerating. This way it might still be beneficial to DPS but not to the point where it's too overpowered.

  4. Default Re: Pirate %/s (Justice Corsair, Buccaneer, and Cannon Shooter)


    Any idea why Corsairs have such high hits/sec? Rapid fire is 8.33hits/sec and Majestic Presence doubles that. Where are the rest of the 5+ hits/sec coming from?

  5. Default Re: Pirate %/s (Justice Corsair, Buccaneer, and Cannon Shooter)


    Octo-Cannon and All Aboard summons. Octo-Cannon and Jack (from the All Aboard summon) attack faster than most summons do.

  6. Default Re: Pirate %/s (Justice Corsair, Buccaneer, and Cannon Shooter)


    Buccaneer:
    Hyper
    Sharp Eyes
    Corsair:
    Hyper
    Sharp Eyes





    Buccaneer: Fist Enrage on single targets. Dragon Strike on multiple targets. Energy Blast if Energy Charge is active on multiple targets.
    Hyper: Uses Unity of Power, Stimulate, Fist Enrage - Reinforce, Fist Enrage - Boss Killer, Fist Enrage - Bonus Attack, Energy Blast - Reinforce, Energy Blast - Bonus Attack

    Corsair: Uses Continual Aiming once. I can't assume when a monster dispels. Rapid Fire on single target. Fusillade on multiple targets. Summons Octopus Quarterdeck when it runs out. Uses Assemble Crew to try to get Jack at all times.
    Hyper: Uses Big Fat Boy, Rapid Fire - Reinforce, Rapid Fire - Boss Killer, Fusillade - Reinforce, Fusillade - Extra Target, Fusillade - Bonus Attack
    Going to look into adding a new column for capless damage since every hit is being considered as a 1m cap, and this affects Corsairs in particular.

  7. Neutron Straight Male
    IGN: godrocker
    Server: Khaini
    Level: 181
    Job: Where's My Ship
    Guild: Osmoga
    Alliance: Fjords
    Farm: Elosia

    Default Re: Pirate %/s (Justice Corsair, Buccaneer, and Cannon Shooter)


    I don't mean to sound ignorant or anything, but I noticed that when increasing attack speed, you lose single target DPS (as a corsair at least.) Could someone try to explain this to me? Thanks

  8. Default Re: Pirate %/s (Justice Corsair, Buccaneer, and Cannon Shooter)


    It seems okay for me. Maybe you missclicked (2) an you clicked Adjusted Mastery (2) ?

  9. Default Re: Pirate %/s (Justice Corsair, Buccaneer, and Cannon Shooter)


    Sometimes you get lucky and get 5 more 5s on your dice. Sometimes, you get 5 less. My tables simulate 3 hours of attacking with Corsair. In 3 hours, you only roll the dice ~260 times. There will be deviance.

  10. Neutron Straight Male
    IGN: godrocker
    Server: Khaini
    Level: 181
    Job: Where's My Ship
    Guild: Osmoga
    Alliance: Fjords
    Farm: Elosia

    Default Re: Pirate %/s (Justice Corsair, Buccaneer, and Cannon Shooter)


    Ah, gotchu @JoeTang;

  11. Orbital Bee Cannon
    IGN: GatlingPunch
    Server: Bellocan
    Level: 200
    Job: Gear 2nd Pirate
    Guild: Virtues
    Alliance: NARs

    Default Re: Pirate %/s (Tempest Corsair, Buccaneer, Cannon Shooter, Mechanic, and Angelic Bus


    I'm highly amused that the Hyper Skills will increase Buccaneer DPS by about 50%, but on the other hand +50% of crap damage is still crap. :y

    I await for whatever Hyper Skills there will be for Mechanics..

  12. Default Re: Pirate %/s (Tempest Corsair, Buccaneer, Cannon Shooter, Mechanic, and Angelic Bus


    Reevaluated Buccaneers, where Stimulate grants full energy for its duration, allowing for Unity of Power spamming. At the same time, fixing Unity of Power's stack so the first stack starts the duration and you cannot refresh the duration until they expire. Interestingly enough, there's barely a change to 1v1 %/s, but max/s is affected, and 2+ targets is vastly improved since Energy Blast is so good with an extra hit.

    Hyper
    Sharp Eyes


    For comparison purposes, a chart with no Unity of Power:
    Hyper
    Sharp Eyes


    Clearly illustrates the importance of Unity of Power for breaking cap, but also shows how strong Energy Blast is for multitarget %/s. Unity of Power for multitargets, is pretty essential if you want to be hitting over caps.

  13. Default Re: Pirate %/s (Tempest Corsair, Buccaneer, Cannon Shooter, Mechanic, and Angelic Bus


    Buccaneers still suck.
    Last edited by JoeTang; 2012-10-18 at 05:47 PM.

  14. Orbital Bee Cannon
    IGN: GatlingPunch
    Server: Bellocan
    Level: 200
    Job: Gear 2nd Pirate
    Guild: Virtues
    Alliance: NARs

    Default Re: Pirate %/s (Tempest Corsair, Buccaneer, Cannon Shooter, Mechanic, and Angelic Bus


    Tell us something we don't already know.

  15. Proton

    IGN: Veniece
    Server: Windia
    Level: 163
    Job: Battle Mage
    Guild: Voyagers
    Alliance: StrawHats

    Default Re: Pirate %/s (Tempest Corsair, Buccaneer, Cannon Shooter, Mechanic, and Angelic Bus


    Hey Tang, I've always wanted to find out once and for all which class can do the most hits/sec in KMS at the moment. Also I'm not sure whether you included Advanced Final Attack in your calculations. I'm not used to these charts. Thanks man, your work is greatly appreciated!

  16. Default Re: Pirate %/s (Tempest Corsair, Buccaneer, Cannon Shooter, Mechanic, and Angelic Bus


    I would say Kaisier for most hits per second, and Angelic Buster for highest max.DMG per second

  17. Default Re: Pirate %/s (Tempest Corsair, Buccaneer, Cannon Shooter, Mechanic, and Angelic Bus


    Angelic Buster has the most if it has attack speed buffs. It's otherwise Kaiser.

  18. Proton

    IGN: Veniece
    Server: Windia
    Level: 163
    Job: Battle Mage
    Guild: Voyagers
    Alliance: StrawHats

    Default Re: Pirate %/s (Tempest Corsair, Buccaneer, Cannon Shooter, Mechanic, and Angelic Bus


    What about for strictly adventurer classes? And thanks for the answers

    Ok, I'm actually getting the hang of the charts. So you pretty much calculated the most possible hits per second for every class and also the max amount of damage that it can do assuming that every hit is at damage cap. Is this right?

  19. Default Re: Pirate %/s (Tempest Corsair, Buccaneer, Cannon Shooter, Mechanic, and Angelic Bus


    It's not the highest hits per second, but the highest %/s, and the associated hits/s for that combination. For some classes, there will be more optimal hits/s with lower %/s associated that I have not evaluated, for which the resulting hits/s is usually obvious as it will likely be a single skill spammed.

    For strictly Adventurer classes, it ought to be a Shadower using pure Edge Carnival and with Meso Explosion with the highest hits/s with Bow Master's being very close. My table for this includes Boomerang Step, but the numbers are slightly lower than "optimal". Keep in mind that for Thieves, a hit from Shadow Partner is considered a full hit, which is why their max/s is lower than their hits/s when you don't include Hyper Skills, and this is why max/s + over/s is a more useful number to compare between classes. In this case, Shadowers still technically have the highest max/s possible, but Meso Explosion's effective usage can come into play at this point (though with this range increase, it's improved.)

  20. Proton

    IGN: Veniece
    Server: Windia
    Level: 163
    Job: Battle Mage
    Guild: Voyagers
    Alliance: StrawHats

    Default Re: Pirate %/s (Tempest Corsair, Buccaneer, Cannon Shooter, Mechanic, and Angelic Bus


    Ok so i read your first post about hit/s being the number of hits per second for the current setup. And over/s is the number of hits for attacks that have are not restricted to the damage cap of 1m. And max/s is the total damage per second from the current attack setup.

    So all these numbers are based around a setup that is optimized for the most %/s, and not around most hits/s or even most max/s.(not including over/s since theoretically a super funded char's summon could do over 10m damage and would disguise the actual max/s from normal skills).

    Btw this work you have done is quite amazing as I am not such a math guy myself, but something that I am striving towards.

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