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

    Default Re: Pirate %/s (KMS Unlimited and GMS Tempest)


    The next patch for GMS is at the earliest the 4th of feb. We're likely to get hypers in that month, but i don't know if it's going to be everyone or not.

    If we can get video proof we won't need to wait because that should be easily visible.

  2. Proton
    IGN: ReverBrance0
    Server: Windia
    Level: 170
    Job: HackedSair
    Guild: Hacktorious
    Alliance: Dont Care Anymore

    Default Re: Pirate %/s (KMS Unlimited and GMS Tempest)


    Well....I believe there is a video on youtube of a canon master who did Zak in two mins and he stated that before buckshot with the same equips he was doing it in 6 mins...if that means anything.

    Edit:

    here is a spadow video.



    The highest hit he did with barrage was 42K crit with dice 4 from what I saw.

    with buckshot...the highest crit was 19K with dice 4

    I'm not a math guy, but hopefully this was help.

    The guy on basil that the mistranslated wassss...

    Up to you guys to prove this right or not...I don't even know where to start ;p.

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

    Default Pirate %/s (KMS Unlimited and GMS Tempest)


    Yeah it seems to be true. Not nearly as op, then. Lol

  4. Proton
    IGN: ReverBrance0
    Server: Windia
    Level: 170
    Job: HackedSair
    Guild: Hacktorious
    Alliance: Dont Care Anymore

    Default Re: Pirate %/s (KMS Unlimited and GMS Tempest)


    Its still a pretty viable buff though...I'm sure they will still come on top among pirates right under angelic burster.

    Whats are canon masters buffed attack speeds?

  5. Default Re: Pirate %/s (KMS Unlimited and GMS Tempest)


    Bubble Star is so powerful it's almost silly. I'm using Pummel->Star+Star and everything just dies even in late 3rd job. Failing that 10% on the first Star is really quite uncommon, and 500% is... plain crazy for a 1st job skill. Land Crash almost doesn't exist in my setup. Failed a recharge? Pummel again. The I-frames are wonderful. Or if it's one last mob standing, Trinity does the trick. If I'm jumping, Bubble Star is the way to go.

    Hadriel

  6. Default Re: Pirate %/s (KMS Unlimited and GMS Tempest)


    I'm curious, does the Jett table include 3030ms for Turret Deployment?

  7. Default Re: Pirate %/s (KMS Unlimited and GMS Tempest)


    I assumed it was the same speed as Octopus which is 810ms. Really? 3030?

  8. Default Re: Pirate %/s (KMS Unlimited and GMS Tempest)


    It is really 3030 in gms.

  9. Default Re: Pirate %/s (KMS Unlimited and GMS Tempest)


    Just to be clear, this is the attack speed for the Turret, not the summoning speed, correct? I'll have this corrected when Thunder Breakers go live when I update the OP unless something else comes up that I need to change.

    1.2.467

    Thunder Breaker:
    Spoiler
    Sharp Eyes
    Hyper


    Thunder Breaker: Uses Ascend and Thunder, with Typhoon used whenever it is available. This is the highest %/s and hits/s combination possible, though using Thunderclap + Shark Kick instead of Ascend + Thunder would be better if you're afraid of moving. Annihilate is currently trash. I expect them to buff it and decrease either the damage or delay on a lot of these skills.
    Hyper: Uses God of the Sea, Heaven and Earth, and the following: Gale - Reinforce, Gale - Bonus Attack, Gale - Extra Target. Gale's Hyper Skills should affect Typhoon, as it replaces Gale completely. Typhoon is used whenever possible, as the damage output outweighs the buff not being from 5 stack Lightning.
    Here's using Thunderclap + Shark Kick for comparison. Uses the Thunderclap Hypers.

    Thunder Breaker:
    Spoiler
    Sharp Eyes
    Hyper



    Anyways, there's a fundamental problem when your 3rd job combo is better than your 4th job primary, and your 1st job's stronger than your 4th job single target.

  10. Default Re: Pirate %/s (KMS Unlimited and GMS Tempest)


    @JoeTang;

    Is there something going on with your Hyper numbers? I don't know anything about the class besides what I've seen in videos, but a six-digit value seems high...or are they really the God of the Sea (and everything else, apparently).

  11. Default Re: Pirate %/s (KMS Unlimited and GMS Tempest)


    I used the wrong variable for critical there, giving them crate = 30; crate = 1 is 100% critical, and I removed the case where if it was higher than 1, it would reduce it to 1 because it was unnecessary overhead. Thankfully, if I had kept that check, I wouldn't have noticed this problem, and I could fix it.

  12. Default Re: Pirate %/s (KMS Unlimited and GMS Tempest)


    Yes, the turrets attack speed not the summoning speed which is rather quick(probably same as octocannon).

  13. Default Re: Pirate %/s (KMS Unlimited and GMS Tempest)


    Thunder Breaker:
    Spoiler
    Sharp Eyes
    Thunder Clap + Shark Kick
    Sharp Eyes
    Hyper



    Here's an update. Uses the correct delays for when a non-chain attack occurs i.e. when you're going from Thunder/Shark Kick to a buff or God of the Sea. Uses Annihilate for 1v1 if you get 5 stacks. This means it never activates on Hypers, because you'll spend all your Lightning Buff every cycle with Typhoon. I removed the Extra Target hyper from Thunderclap set, since the full Gale set-up is stronger to have.

    The exact cycle is Buffs>God of the Sea>Annihilate>Typhoon>(Thunderclap>Shark Kick)/(Ascend>Thunder). At this rate, when you have Heaven and Earth, the highest number of stacks you'll ever have is 2, but you'll be able to Typhoon every single cycle, which provides more damage than saving up 5 to Annihilate or have a stronger buff.

    EDIT:
    I just realised I hadn't posted the latest patch. The change from 480ms->540ms for Typhoon is noticeable.

    1.2.468
    Thunder Breaker:
    Spoiler
    Sharp Eyes
    Thunder Clap + Shark Kick
    Sharp Eyes
    Hyper
    Last edited by JoeTang; 2013-01-27 at 01:46 AM.

  14. Default Re: Pirate %/s (KMS Unlimited and GMS Tempest)


    Joe the skill heaven and earth removes the cooldown and buff requirement of tyhpoon so i think the best dps for 1v1 is:annihilate>typhoon and repeat(the buffs dont even disappear and annihilate eventually hits 7) and for 2+ targets use thunderclap>typhoon

    PS:this is only post hyper

  15. Default Re: Pirate %/s (KMS Unlimited and GMS Tempest)


    I can't find any proof it doesn't spend charges, only that it doesn't require them to be used. Do you have a video of this?

  16. Default Re: Pirate %/s (KMS Unlimited and GMS Tempest)


    aww you are right, my bad never payed attention to whether lightning buffs stay or disappear, though i still believe that linking typhoon with annihilate/thunderclap makes a better dps than the ones that were mentioned here.

  17. Default Re: Pirate %/s (KMS Unlimited and GMS Tempest)


    Annihilate is terrible for DPS since the most hits it could ever do if you use Typhoon and Thunderclap is 3, and with Ascend Thunder, it can do 4. Annihilate needs to do 5 hits or more to be stronger than Thunderclap without Thunderclap's Bonus Attack hyper, and six hits or more when Thunderclap has its Bonus Attack. The only advantage it has over Typhoon is having more hits per second, which is almost non-existant once you get Gale's Bonus Attack. I'll change the combo during Hyper to be purely Typhoon > Thunderclap, since Shark Kick was only used in non-Hypers so that Thunderclap actually chained, and I'll replace Shark Kick with Annihilate when Lighting Buffs reach 2+, since that's when Annihilate is stronger than Shark Kick.

    I'll be updating the OP with the release version of Strikers later tonight, hopefully. I haven't managed to get to 4th job though, because I rather dislike the class.


    I've updated the OP with Strikers. I would like to mention that Needle Carapace's damage bonus does not appear to work in KMS and is excluded for now.
    Last edited by JoeTang; 2013-02-04 at 02:26 AM.

  18. Lead Ball Straight Male
    IGN: Arrg
    Server: Culverin
    Level: 192
    Job: Viper
    Guild: Century (leader)
    Alliance: Foreigner
    Texas

    Default Re: Pirate %/s (KMS Unlimited and GMS Tempest)


    I'm confused as to what the hell's going on.

    What 1st job skill?

    And the 3rd job combo isn't viable for standing still (most situations in 4th job).

    And this means no disrespect, but do you know how the comboing works? I.e. have you played a striker in kms/kmst? If you don't: if I try spamming annihilate, that's horrible, but if I do annihilate > thunderclap > annihilate, that space in which you do thunderclap is the delay between spamming annihilate. You accomplish ann > clap > ann in the time it takes for the delay to cooldown between ann > ann.

    If you already knew that, then it's no big deal. I didn't know if you'd played one yet or not.

  19. Default Re: Pirate %/s (KMS Unlimited and GMS Tempest)


    Annihilate is horrible because you should always be using Typhoon, which resets your Lightning stacks, which means your Annihilate will be doing 2 hits, which means Shark Tooth has more DPS. It's such a terrible skill that it most definitely should not be maxed before 150, where you get Heaven and Earth, and after which it shouldn't be maxed either way because there's no need to use it anymore. At level 1, it needs 5+ hits to beat Shark Tooth, and it can't beat Shark Kick for DPS. At max level, it needs 4+ hits to beat Shark Kick.

    There shouldn't be a scenario where you would want to use Annihilate.

  20. Lead Ball Straight Male
    IGN: Arrg
    Server: Culverin
    Level: 192
    Job: Viper
    Guild: Century (leader)
    Alliance: Foreigner
    Texas

    Default Re: Pirate %/s (KMS Unlimited and GMS Tempest)


    I didn't really think Typhoon would be good enough dps to keep using instead of just using it for the damage boost and maintaining your stacks.

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