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Pirate %/s (KMS RED and GMS Unleashed) - Printable Version

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Pirate %/s (KMS RED and GMS Unleashed) - SwordStaker - 2012-06-22

Devil Wrote:Summons are only affected by things that affect the pure damage range, nothing else. That is, they are affected by Robot Mastery - all summons, except for Bots 'n Tots (x1,7 damage) and Satellite Safety - Satellites only (x1,5 damage). Smile



But uhm Joe, so you didn't add AMP bot and Overtuning? A mechanic has them on all the time (Overtuning is a normal buff right?), so why not add them? Bowmasters have SE on all the time too right?

Maybe I didn't get what you meant with additional bonuses. Wink

Also, start and end for siege? The shortest buff to recast will be Overtuning, and that one lasts 150secs. So you can use Siege for 150 seconds in a row. Wink


And ok, it's best to leave Dice out of the damage calcs, it's way too unpredictable for it to be used. I once had 1 full hour of Dice5 not showing... so yeah... Smile
You seem to be very into making sure Mechanics are the strongest class.


Pirate %/s (KMS RED and GMS Unleashed) - Devil - 2012-06-22

SwordStaker Wrote:You seem to be very into making sure Mechanics are the strongest class.

[Image: PokemonTeam-5.png]
You seem to be very deep into Pokemon! Smile


Pirate %/s (KMS RED and GMS Unleashed) - Locked - 2012-06-22

Devil Wrote:Summons are only affected by things that affect the pure damage range, nothing else. That is, they are affected by Robot Mastery - all summons, except for Bots 'n Tots (x1,7 damage) and Satellite Safety - Satellites only (x1,5 damage). Smile

No.
Maybe if you played another class you'd know that instead of circlejerking over Mechanics constantly. Take for example Phoenix. It provides a 15% total damage buff but it isn't applied to Phoenix itself despite the fact that it shows up on the range. Buffs to range don't affects summons last I tested it and I doubt it changed.


Pirate %/s (KMS RED and GMS Unleashed) - Even - 2012-06-25

Locked Wrote:No.
Maybe if you played another class you'd know that instead of circlejerking over Mechanics constantly. Take for example Phoenix. It provides a 15% total damage buff but it isn't applied to Phoenix itself despite the fact that it shows up on the range. Buffs to range don't affects summons last I tested it and I doubt it changed.

It still doesnt apply after phoenix link skill became passive? If i had a bm in kms I would test it but I think my hawk became stronger with feline berserk on.


Pirate %/s (KMS RED and GMS Unleashed) - anondesu9000 - 2012-06-27

Seeing as the patch notes are up, /r/ Jett %s.


Pirate %/s (KMS RED and GMS Unleashed) - Mazz - 2012-06-27

anondesu9000 Wrote:Seeing as the patch notes are up, /r/ Jett %s.

JoeTang Wrote:Dragon Warrior:[SPOILER=]
 Weapon Speed: Faster (3)
 Weapon Speed: Fastest (2)
Adjusted Mastery:
 Weapon Speed: Faster (3)
 Weapon Speed: Fastest (2)
 Sharp Eyes

Pretty pomegranatety without Pirate's Revenge and Assemble Crew which are the only major differences.



Pirate %/s (KMS RED and GMS Unleashed) - lbpwow - 2012-06-27

Wonder how bad of a hit Jett takes since no captain's dignity and replaced with revenge. Tongue


Pirate %/s (KMS RED and GMS Unleashed) - Arrol - 2012-06-27

lbpwow Wrote:Wonder how bad of a hit Jett takes since no captain's dignity and replaced with revenge. Tongue

Look at the chart. What works for DW works for Jett.


Pirate %/s (KMS RED and GMS Unleashed) - lbpwow - 2012-06-27

Jett isn't the same as dragon warrior. Instead of getting captain's dignity they get pirate's revenge.
With Dragon warrior it was 90% mastery and a final attack that did 120% damage 100% of the time. So jett loses out on a lot of mastery and final attack just for a 15% damage buff.


Pirate %/s (KMS RED and GMS Unleashed) - Arrol - 2012-06-27

lbpwow Wrote:Jett isn't the same as dragon warrior. Instead of getting captain's dignity they get pirate's revenge.
With Dragon warrior it was 90% mastery and a final attack that did 120% damage 100% of the time. So jett loses out on a lot of mastery and final attack just for a 15% damage buff.

According to forad, DW lost Captain's Dignity in the official. My good guess is that, seeing that they're identical reskins, they will share the same tables.


Pirate %/s (KMS RED and GMS Unleashed) - lbpwow - 2012-06-27

Arrol Wrote:According to forad, DW lost Captain's Dignity in the official. My good guess is that, seeing that they're identical reskins, they will share the same tables.

Where did he find that if don't mind me asking? Seems weird that would get rid of an important skill just like that in the last second.


Pirate %/s (KMS RED and GMS Unleashed) - Takebacker - 2012-06-27

lbpwow Wrote:Where did he find that if don't mind me asking?

By reading chinese.


Pirate %/s (KMS RED and GMS Unleashed) - anondesu9000 - 2012-06-27

@Mazz

Do those tables take into account the recent 30% damage reduction to Rapid Fire or the fact that Jett has Counterattack instead of Dignity?

Jett also doesn't seem to be a carbon copy of Po. The damage percents of some skill are higher.

Tornado Uppercut: At Master Level: Damage: 350%(+20), Max Enemies Hit: 6. Master Level: 20

Solar Array: At Master Level: Damage 500%(+50) per hit, Number of Attacks: 2, Max Enemies Hit: 6. Master Level: 30

Drone Blast: At Master Level: Damage: 160%(+20) per hit, Number of Attacks: 8. Master Level: 30

He's also missing a couple Bucc skills in the first two or three jobs.

I'm going by this thread for Po's stats: http://www.southperry.net/showthread.php?t=56913

Don't know if it's outdated. But the fact remains, the two aren't exact copies and a recalculating for Jett's skills with, well, Jett's skills instead of Po's, as well as the Rapid Fire nerf, would be appreciated.


Pirate %/s (KMS RED and GMS Unleashed) - JoeTang - 2012-06-27

anondesu9000 Wrote:@Mazz

Do those tables take into account the recent 30% damage reduction to Rapid Fire or the fact that Jett has Counterattack instead of Dignity?

Jett also doesn't seem to be a carbon copy of Po. The damage percents of some skill are higher.

Tornado Uppercut: At Master Level: Damage: 350%(+20), Max Enemies Hit: 6. Master Level: 20

Solar Array: At Master Level: Damage 500%(+50) per hit, Number of Attacks: 2, Max Enemies Hit: 6. Master Level: 30

Drone Blast: At Master Level: Damage: 160%(+20) per hit, Number of Attacks: 8. Master Level: 30

He's also missing a couple Bucc skills in the first two or three jobs.

I'm going by this thread for Po's stats: http://www.southperry.net/showthread.php?t=56913

Don't know if it's outdated. But the fact remains, the two aren't exact copies and a recalculating for Jett's skills with, well, Jett's skills instead of Po's, as well as the Rapid Fire nerf, would be appreciated.

There was no Rapid Fire nerf because that occurred in KMST, how would that possibly affect GMS and CMS?

Dragon Warrior:Jett[SPOILER=]
 Weapon Speed: Faster (3)
 Weapon Speed: Fastest (2)
Adjusted Mastery:
 Weapon Speed: Faster (3)
 Weapon Speed: Fastest (2)
 Sharp Eyes

Enjoy your mediocrity.


Pirate %/s (KMS RED and GMS Unleashed) - Chameleonic - 2012-07-06

So Buccaneers dont suck Post-Justice?


Pirate %/s (KMS RED and GMS Unleashed) - FabledGumbo - 2012-07-06

Devil Wrote:And ok, it's best to leave Dice out of the damage calcs, it's way too unpredictable for it to be used. I once had 1 full hour of Dice5 not showing... so yeah... Smile

With the new character cards, you can sort of depend on dice for your damage calculations. Assuming you have an S rank or higher Mechanic (or some roughly equivalent combination of Mechanic and Mercedes cards), the duration of your roll the dice buff is longer than the cooldown. While that doesn't sound important, if you recast roll the dice while the original buff is fading and you roll a one, the original roll will stay fading without going away until you die or you recast roll the dice. Since I only did this on a mechanic, I don't really know how double down affects it except for the fact that it'd decrease the odds of you rolling a one when you had the buff you want, but I assume there's nothing preventing other classes with double down from doing the same thing except that it's a little more time consuming.

Also, why did the number of hits per second on a single target decrease slightly for mechanics in the latest KMS buff according to those tables?


Pirate %/s (KMS RED and GMS Unleashed) - sihou2 - 2012-07-07

in calculating the Bucc DPS did you count stun mastery into it?


Pirate %/s (KMS RED and GMS Unleashed) - JoeTang - 2012-07-07

FabledGumbo Wrote:With the new character cards, you can sort of depend on dice for your damage calculations. Assuming you have an S rank or higher Mechanic (or some roughly equivalent combination of Mechanic and Mercedes cards), the duration of your roll the dice buff is longer than the cooldown. While that doesn't sound important, if you recast roll the dice while the original buff is fading and you roll a one, the original roll will stay fading without going away until you die or you recast roll the dice. Since I only did this on a mechanic, I don't really know how double down affects it except for the fact that it'd decrease the odds of you rolling a one when you had the buff you want, but I assume there's nothing preventing other classes with double down from doing the same thing except that it's a little more time consuming.

Also, why did the number of hits per second on a single target decrease slightly for mechanics in the latest KMS buff according to those tables?

I believe that can all be attributed to Overtuning's ridiculous delay.

sihou2 Wrote:in calculating the Bucc DPS did you count stun mastery into it?

I did, but given that you can't actually stun a boss, it doesn't do anything.


Pirate %/s (KMS RED and GMS Unleashed) - Devil - 2012-07-07

Edit: NVM Wink


Pirate %/s (KMS RED and GMS Unleashed) - Arrg - 2012-07-07

JoeTang Wrote:I believe that can all be attributed to Overtuning's ridiculous delay.
Overtuning, booster, and dice all have like 20ms (if any) delay whilst on tank mode. You can use each of them while continously moving left/right/etc as if you used it on a rope.


FabledGumbo Wrote:With the new character cards, you can sort of depend on dice for your damage calculations. Assuming you have an S rank or higher Mechanic (or some roughly equivalent combination of Mechanic and Mercedes cards), the duration of your roll the dice buff is longer than the cooldown. While that doesn't sound important, if you recast roll the dice while the original buff is fading and you roll a one, the original roll will stay fading without going away until you die or you recast roll the dice. Since I only did this on a mechanic, I don't really know how double down affects it except for the fact that it'd decrease the odds of you rolling a one when you had the buff you want, but I assume there's nothing preventing other classes with double down from doing the same thing except that it's a little more time consuming.

Also, why did the number of hits per second on a single target decrease slightly for mechanics in the latest KMS buff according to those tables?
The dice glitch is client-sided. You may see your damage as 20% higher and such, but everyone else will see it as if you didn't have a 5.