Page 15 of 48 FirstFirst ... 5131415161725 ... LastLast
Results 281 to 300 of 958
  1. Default Re: Warrior %/s (Justice Warrior, Aran, and Demon Slayer)


    I was more mentioning I see it specifically on these bosses... it happens on some mobs too. Others just get 2 the same.
    eg.



    BGA and BGB are pretty close to ideal conditions for DPS tests, they don't use any attacks atm. I'm not just standing attacking though because DS requires touching the boss to reactivate, and with all the buffs I can't pin them on my own (esp. threaten takes like 3-6 casts -_-).

  2. Default Re: Warrior %/s (Justice Warrior, Aran, and Demon Slayer)


    I'm not exactly sure what triggers it, I've seen it do 2 of the same number and 1 regular, and I've seen all 3 the same number too.

    I can test it on something I miss on (Since at your level you probably only miss with bosses). Next time I go training I'll head somewhere that's high for me and see what happens.


    Yeah, without them attacking I agree. I didn't realize they were still broken in GMS. I don't think it took JMS very long to fix that bug (Though he does randomly forget we exist, but that's besides the point). Just curious, does he still move around?

  3. Default Re: Warrior %/s (Justice Warrior, Aran, and Demon Slayer)


    Yes they still follow you around and try to attack you with body touch but that's about it.

  4. Default Re: Warrior %/s (Justice Warrior, Aran, and Demon Slayer)


    Alrighty, I went to Master Skelegons(Skelosaurus in GMS) for about 30-45 minutes (5 levels above me, so a 10% miss rate), and here's what I've noticed:

    Display wise:
    - If the bottom hit is a critical, the middle hit is also a critical, and always seems to share the same number.
    - The above doesn't seem to apply for the middle hit -> top hit.
    - If the bottom hit is NOT a critical, the middle hit is uneffected display wise. It could be a critical on it's own, it could miss, and it could be a normal hit. The middle hit is only effected when the bottom hit is a critical.
    - The top hit seems to be completely independent in terms of criticals. I never once saw the same number three times.

    Damage wise:
    - After numerous attempts to get double misses when the bottom hit is a critical (thus effecting the middle display wise), it doesn't seem to ever happen.
    - Although I don't know if they are doing the same damage, if the bottom hit is a critical, the middle hit is also a critical. I barely miss a 1-hit with 2 Criticals and 1 Miss with Blast on my Paladin (As in the Health bar is almost completely empty). When the bottom hit was a critical, and the top hit was a miss, never once was the monster above a nearly empty Health bar, implying that both hits are indeed criticals. If they do the same damage...that's something I do not know.

    I've also noticed a weird occurrence where if the bottom hit is a Miss, the top hit is also a Miss. I just double checked this for another 5-10 minutes to see if I'm just imaging things. Every time in that period that a Miss occurred with the bottom hit, the top hit was also a Miss. Although possible, I do not believe this is mere coincidence. I only have a 10% miss rate, after all. It should be noted that this is not a display issue here, either. When I missed with the bottom hit (And therefore missed with the top), I truly only did the damage of one hit.

    It seems that the only time the damage is purely random for all three hits, is when the bottom hit is a normal non-critical.

    I'm curious to see how this will change with the Advance patch, as Blast gets increased to four hits.

    Sorry if this is a tad off topic.

  5. Donator Straight Male
    IGN: ShinkuDragon HoukaPhoenix BoshokuRaven
    Server: Scania
    Level: 152
    Job: Batman
    Guild: IDissOrtis
    panama

    Default Re: Warrior %/s (Justice Warrior, Aran, and Demon Slayer)


    when under "blind" impale also behaves oddly, i remember hitting the same crit 5 times.

  6. Default Re: Warrior %/s (Justice Warrior, Aran, and Demon Slayer)


    The reason for this, which took me a bit to discern poking through Fiel's decompiled code, is:
    Each attack gets 6 random numbers.
    It cycles through these in order, using the next every time it needs a random input, instead of an expensive random number call each time (on a 12 hit attack, it would need ~60 random numbers, this way 6 always suffices and performance is even between classes. Plus, since they're passed in as an array of 6 numbers, less function calls).

    Blast, in certain conditions (against boss flagged mobs, maybe elsewhere) ends up using exactly 6 per hit, resulting in each hit using the same for each attribute, dealing the same damage, since it starts over at the first.

    Regular mobs don't have all the same random needs - for example, Blast's chance to 1hko is only on non-bosses. So jamming these other features in results in exactly 6 random numbers used on some hits but not others.

    It's kinda like February 1 and March 1 being the same day of the week, but only on non-leap years. February cycles through the week exactly 4 times landing on the same day in one situation, but fails in another.


    I can't name off hand what all the random numbers it needs are, but the obvious ones which sync up are:
    - chance to hit
    - mastery (from mastery% to 100% damage)
    - critical (from crit chance)
    - critical damage (from min crit to max crit) - only applied when crit is successful
    Since it grabs these 3 in order, if it gets another 3 in between, it uses the same number to determine the value each time.



    Chance to hit only matters if the player can miss. If an attack uses 5 numbers, thus appearing random, and the mob is blinded, requiring a roll for chance to hit, it becomes 6 - thus syncing up, and dealing exactly the same damage on all the hits.

    Potential other random needs per hit
    * number display offset (I don't know offhand if this is at all random, or if they just stack up like that because the digits are different widths)
    * chance to blind, stun, etc.
    * instant death from items
    * blast's "21% chance to ignore def"
    * 1 or 2 orbs on hero attacks
    * chance to drain HP


    The $1000000 question is: Does the server use the same calculation? I'm gonna try to get to LHC and test that.

  7. Default Re: Warrior %/s (Justice Warrior, Aran, and Demon Slayer)


    30 blasts to kill a Reindeer (plus about 5 FAs). Unfortunately I couldn't actually SS the FAs cause they kept popping up unexpectedly. But they were all for 35k damage or so.

    Displayed damage:
    1st hit: 18/30 = 60% crit: 2845079 damage
    2nd hit: 23/30 = 77% crit: 3020824 damage
    3rd hit: 26/30 = 87% crit: 3120406 damage
    FAs: all non-crits = 175000 damage

    The Reindeer has 8.7 million HP, adding these up gets 9.16m hp - subtract the final hit and it's 8.94m hp dealt in the first 29 Blasts.
    Assuming the displayed damage is wrong, but that the first hit was slightly unlucky (I have 67% crit rate) the other hits should have done about 2.915mil damage each, for a total of 8.85m damage, with 8.63m of that being before the last hit.

    Since assuming the displayed damage is wrong pegs the correct HP I'm gonna say it's a display artifact.

  8. Default Re: Warrior %/s (Justice Warrior, Aran, and Demon Slayer)


    It's possible it's just a remaining portion of the old damage display bug, just taking a different form. Back when BB was first released, damage displayed and damage done was completely different. I had seen Misses kill enemies, 20 damage do entire HP bars (This is low level, mind you), and 150 do little to nothing.

    It's possible this is just a remaining portion of that bug.

  9. God of Terrorism Straight Male
    IGN: Bomber123
    Server: StranInSCA
    Level: 202
    Job: Terrorist
    Guild: Noctivagant
    Alliance: I dont remember
    Farm: ExpiredMobs
    usa

    Default Re: Warrior %/s (Justice Warrior, Aran, and Demon Slayer)


    I used to go to the GMS exclusive area of Neo city post BB which held crappy versions of Dunas' ship and i was never able to do any damage towards it besides Power Guard (100% miss rate) and i would kill it solely because of blast's inherent insta kill effect and that neither RG-S nor the ship were boss flagged anymore. It doesn't need to do damage to kill a non-boss monster.
    Edit: oh you're talking about low levels. Disreguard.

    Display artifact?

  10. God of Terrorism Straight Male
    IGN: Bomber123
    Server: StranInSCA
    Level: 202
    Job: Terrorist
    Guild: Noctivagant
    Alliance: I dont remember
    Farm: ExpiredMobs
    usa

    Default Re: Warrior %/s (Justice Warrior, Aran, and Demon Slayer)


    I'm stupid
    Last edited by Bomber; 2012-03-03 at 03:36 PM. Reason: Doube Post

  11. Default Re: Warrior %/s (Justice Warrior, Aran, and Demon Slayer)


    Yeah, I was referring to an old bug that effected ALL characters, regardless of class. They fixed it early on in BB, but it's always possible it wasn't completely fixed...I dunno. Nexon was never good at fixing mundane problems, so I expect this problem with Blast(and similar skills) will exist until they do another serious system revamp.

  12. Default Re: Warrior %/s (Justice Warrior, Aran, and Demon Slayer)


    KMST 1.2.425
    Mikhail:
    Spoiler
    Sharp Eyes
    Soul Attack


    Soul Assault + Soul Rage for single target, Soul Blast for multitarget. All using Soul Charge. Soul Attack listed for the event that the boss is somehow debuffed by another character.

    Let's watch him grow! (or shrink, whichever)

  13. Donator Straight Male
    IGN: ShinkuDragon HoukaPhoenix BoshokuRaven
    Server: Scania
    Level: 152
    Job: Batman
    Guild: IDissOrtis
    panama

    Default Re: Warrior %/s (Justice Warrior, Aran, and Demon Slayer)


    almost 2x as strong as DrK on single target from the get-go

    *tableflip*

  14. Default Re: Warrior %/s (Justice Warrior, Aran, and Demon Slayer)


    1H Warrior Weapon multiplier is 1.2 as opposed to Spear/PA's 1.49 mutliplier, so they're naturally ~25% weaker. So really, they're only like 1.5x as strong.

  15. Orbital Bee Cannon Straight Male
    IGN: Musiphe
    Server: Reboot
    Level: 277
    Job: Hero
    Guild: Epic
    Alliance: Fatal
    Colorado

    Default Re: Warrior %/s (Justice Warrior, Aran, and Demon Slayer)


    Their 1v1 and mobbing power just rapes everyone! wtp is this crap!?
    This is like Demon Slayer on steroids lol.

  16. Default Re: Warrior %/s (Justice Warrior, Aran, and Demon Slayer)


    I've updated the OP and the Mikhail tables to account for a better adjusted mastery method. You'll notice that Adjusted Mastery is now lower than regular %/s. This is intentional.

  17. Donator Straight Male
    IGN: ShinkuDragon HoukaPhoenix BoshokuRaven
    Server: Scania
    Level: 152
    Job: Batman
    Guild: IDissOrtis
    panama

    Default Re: Warrior %/s (Justice Warrior, Aran, and Demon Slayer)


    except that because i play GMS, as a DrK i miss on the whole "massive attk shield+potential" and seeing how this seems to be a demon slayer clone...

    inb4 weapon potentials in shield, calling it now

  18. Default Re: Warrior %/s (Justice Warrior, Aran, and Demon Slayer)


    Let's just hope it's set like Demon Slayer's.

  19. Default Re: Warrior %/s (Justice Warrior, Aran, and Demon Slayer)


    Fix'd.

  20. Orbital Bee Cannon Straight Male
    IGN: Musiphe
    Server: Reboot
    Level: 277
    Job: Hero
    Guild: Epic
    Alliance: Fatal
    Colorado

    Default Re: Warrior %/s (Justice Warrior, Aran, and Demon Slayer)


    Didn't realize only one person could play Mikhail...

  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
  •