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Warrior %/s (KMS You & I + GMS Unleashed) - Printable Version

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Warrior %/s (KMS You & I + GMS Unleashed) - JoeTang - 2013-01-04

Stereo Wrote:Trying to make sense of my Kaiser's damage but I don't know what the skill delays are for sure. This is with Faster(3) afaik (normal 6 - 2 booster, 1 from morph)

Gigas Wave spam is 200%*10 + 200%*2 (cursebite) at about 0.66s, for 2400%/shot, 3600%/s.
Dragon Slash is 70%*3 + 50%*5 + 60%*5 + 200%*6 (cursebite) + 100%*13 (Dragon Slash III) at about 0.8s, for 3260%/shot, 4075%/s.
Minus Slow, DS is just 2060%/shot.

The flaw in this is of course that Dragon Slash charges up Morph really slowly compared to GW.

I'm also not certain about the timing - the extraction only shows 570ms on Dragon Slash, but that's for single attacks.

It does feel like 1 GW + 8 DS is killing stuff faster than 9-10 GWs would.

Dragon Slash is 270ms when linking, otherwise 570ms.

Gigas Wave at Faster (3) should be 600ms. Dragon Slash will be 240ms, and 480ms for the final one.
That's 600 + 240 * 7 + 480 = 2.76s
The data for linking Dragon Slash to Gigas Wave is technically still there, but I doubt it actually does anything since you're not using the actual Command.

Dragon Slash's enhancements are total damage bonuses for Dragon Slash. Another reason why applying a range to a %/s doesn't work. Nexon really just likes it hard. At Dragon Slash III, the total bonuses are 180%. So for Dragon Slash III, it's (1 + 1.8[Dragon Slash III] + damR) * Dragon Slash.


Warrior %/s (KMS You & I + GMS Unleashed) - Stereo - 2013-01-04

JoeTang Wrote:Dragon Slash is 270ms when linking, otherwise 570ms.
Dragon Slash's enhancements are total damage bonuses for Dragon Slash. Another reason why applying a range to a %/s doesn't work. Nexon really just likes it hard. At Dragon Slash III, the total bonuses are 180%. So for Dragon Slash III, it's (1 + 1.8[Dragon Slash III] + damR) * Dragon Slash.

So 270ms*3 = 810ms for each set of 13 hits when just tapping attack? 240ms with the Faster(3).

Didn't know the bonuses added together and then multiplied, I'd figured it just replaced the old one and was added on, since that came close to the right numbers.

So instead it's 70%*2.8*3 + 50%*2.8*5 + 60%*2.8*5 + 200%*6 = 3328% per 720ms, while Gigas Wave is actually 2400% per 600ms.



Warrior %/s (KMS You & I + GMS Unleashed) - JoeTang - 2013-01-06

Fixed a problem in the OP where GMS Kaiser was still using Dragon Slash for Command.

Edit:
Fixed a problem in the OP where Demon Slayer had an extra 100% Total Damage (Metamorphosis was reading 1.35 instead of 0.35).

Also noted an error for Dark Knights were their criticals were incorrect and fixed it. This doesn't seem to have done anything though.


Warrior %/s (KMS You & I + GMS Unleashed) - Luffy - 2013-01-08

had a question about the aran calculations. In KMS unlimited do Arans' hyper exceed the 50mil damage cap, since before KMS unlimited arans' hypers could hit 3m(rather than 999k). So have you accounted for this or is KMS unlimited different and doesnt let aran's hypers that go past the damage cap.


Warrior %/s (KMS You & I + GMS Unleashed) - JoeTang - 2013-01-08

Luffy Wrote:had a question about the aran calculations. In KMS unlimited do Arans' hyper exceed the 50mil damage cap, since before KMS unlimited arans' hypers could hit 3m(rather than 999k). So have you accounted for this or is KMS unlimited different and doesnt let aran's hypers that go past the damage cap.

No attack except Assassinate with its Hyper Skill and Angelic Buster's Fettucine Alfredo and Soul Resonance go over the 50m cap. Only buffs let you do that.


Warrior %/s (KMS You & I + GMS Unleashed) - Dark Link - 2013-01-10

[MENTION=535]JoeTang[/MENTION], now that Inferno Breath's "Flame Tile" damage has been fixed in GMS, is it worth going back to the old Hyper layout of "Inferno Breath - Tile Duration" (Burn) with Wingbeat - Extra Attack and Reinforce? Or does having all 3 wingbeats outweigh the Inferno Breath hyper?


Warrior %/s (KMS You & I + GMS Unleashed) - JoeTang - 2013-01-10

Dark Link Wrote:[MENTION=535]JoeTang[/MENTION], now that Inferno Breath's "Flame Tile" damage has been fixed in GMS, is it worth going back to the old Hyper layout of "Inferno Breath - Tile Duration" (Burn) with Wingbeat - Extra Attack and Reinforce? Or does having all 3 wingbeats outweigh the Inferno Breath hyper?

My tables now use all three Wing Beats, but Inferno Breath's hyper is more beneficial for higher targets. There's a problem with inconsistency with hitting those targets. For GMS, it's a concern where you can't use Inferno Breath while Transformed, so Wing Beat will always be useful comparatively.

A big thanks to Eos for moving posts up so I can divide up KMS and GMS tables.

GMS table for Demon Slayer now correctly reflect the current v125 patch. Hypers are technically not active, but I didn't feel like removing them.


Warrior %/s (KMS You & I + GMS Unleashed) - JoeTang - 2013-01-10

Current Version: GMS v146

Adjusted Mastery: A factor added to DPS to consider the fact that different classes may have different mastery values; it effectively weighs the average damage from minimum and maximum range, thus is lower than standard %/s. A character with more mastery will have an Adjusted Mastery DPS closer to its absolute DPS.
Adjusted Mastery is always included in a character's %/s.
How to use:
Calculate your raw damage range and multiply with %/s. i.e. (4 * Mainstat + Secondarystat) * TotalWeaponAttack / 100 * %/s
Do not use your in-game damage range. That is wrong for the majority of characters since it includes total damage.
Divide out elemental resistance yourself (Hint: Divide by 2)

Boss: The %/s with the listed % Additional Boss Damage.

Hits/s, Max/s: Hits/Max damage per second based on the current attack setup, not necessarily the optimal hits/max per second possible, especially due to buffing. Any line of damage is considered a hit, even if it cannot reach the damage cap. Max/s is the maximum potential damage per second available. A skill such as Shadow Partner only deals a fraction of the damage cap as its maximum. Damage over time and summons deal their base damage assuming a range cap.

All buffs are assumed to be used unless they don't provide any useful bonus (namely, +Accuracy buffs)

Defense Ignore is using the post-Unlimited Formula.
Hero:
 Spoiler
 Sharp Eyes
 Hyper
Paladin:
 Sword
 Blunt Weapon
 Hyper
Dark Knight:
 Spoiler
 Lamancha Spear
 Sharp Eyes
 50% HP
 Hyper
Dawn Warrior:
 Solunar Time
 Rising Sun
 Falling Moon
 Sharp Eyes
 Hyper
Aran:
 Spoiler
 Sharp Eyes
 Hyper
Demon Slayer:
 Spoiler
 Sharp Eyes
 Hyper
Demon Avenger:
 Spoiler
 Sharp Eyes
 Hyper
Mikhail:
 Spoiler
 Sharp Eyes
 Hyper
Kaiser:
 With Wingbeat
 Without Wingbeat
 Hyper
Hayato:
 Spoiler
 Sanrenzan-Rai
 Shinsoku
 Sharp Eyes
 Hyper
Zero:
 Spoiler
 Sharp Eyes
Alpha:
 Spoiler
 Sharp Eyes
Beta:
 Spoiler
 Sharp Eyes

Hero: Panic whenever available. Enrage + Raging Blow on single target. Raging Blow on all other targets. Incising used whenever its duration expires. Enrage, Chance Attack, and Advanced Combo appear to be multiplicative with each other, while critical is additive to Advanced Combo.
[INDENT]Hyper: Rage Uprising is detrimental to DPS. Uses the following: Raging Blow - Reinforce, Raging Blow - Bonus Attack, Advanced Final Attack - Bonus Chance, Advanced Combo - Reinforce, Advanced Combo - Boss Killer[/INDENT]


Paladin: Different tables for All Charge spamming, Divine Charge spamming, and Blast spamming. Heaven's Hammer is detrimental to DPS. Separate tables for Sword's Max Critical bonus and Blunt Weapon's Defense Ignore bonus.
[INDENT]Hyper: Smite is detrimental to DPS, but used because it Binds. Uses the following: Blast - Reinforce, Blast - Critical Rate, Blast - Bonus Attack, Threaten - Bonus Chance, Threaten - Enhance[/INDENT]


Dark Knight: Gungnir Descent for single target, Dark Impale for multi-target. Berserk is a damage multiplier instead of a Total Damage bonus.
[INDENT]Hyper: Uses Dark Synthesis and the following: Gungnir Descent - Reinforce, Gungnir Descent - Ignore Guard, Gungnir Descent - Boss Killer, Reincarnation - Critical Rate, Reincarnation - Reinforce[/INDENT]


Dawn Warrior: Uses Dance of Moon and Speeding Sunset for single target, Crescent Divide and Solar Pierce for multitarget. Solunar Time is always active. Soul Penetration is used whenever it is available.
[INDENT]Hyper: Uses Soul Forge, Cross the Styx, and Speeding Dance - Reinforce, Speeding Dance - Ignore Guard, Speeding Dance - Boss Killer for single target, Divide and Pierce - Reinforce, Divide and Pierce - Bonus Attack, Divide and Pierce - Extra Target for multiple targets. True Sight - Ignore Guard is used in all cases. Note that you cannot have all seven active, only five can be chosen. Divide and Pierce - Bonus Attack would provide the largest benefit.[/INDENT]


Aran: Uses Triple Swing, Final Blow spam, Final Toss spam, or Rolling Spin spam. Uses Commands if Combo will remain over 100. Uses Combo Tempest if Combo will remain over 100 after usage.
[INDENT]Hyper: Separate Triple Swing, and Final Blow spam tables, and a Final Blow + Beyonder table. Does not use Overswing or Combo Tempest in this table. Uses the following: Final Blow - Reinforce, Final Blow - Bonus Attack, Final Blow - Ignore Guard, Combo Recharge - Cooltime Reduce, Combo Recharge - Additional Combo[/INDENT]


Demon Slayer: Vampiric Touch and Metamorphosis have priority over attacking skills that cost Force. Demon Slash is used if there is not enough Force to do anything else. Devil Cry is recast when its duration is 2s or lower. Dark Bind is cast when its cool down is off. Infinite Force is used when its cooldown is off. For six or less targets, Demon Impact is used when there is enough Force for it. For seven to ten targets, Demon Explosion (Infernal Concussion) is used. For 11 or more targets, Devil Cry is used. Demon Slayer with Booster and Concentration cannot be slower Faster (3).
[INDENT]Hyper: Uses Cerberus, Blue Blood, Demon Impact - Reinforce, Demon Impact - Bonus Attack, Demon Impact - Force Reduce, Metamorphosis - Reinforce, Metamorphosis - Force Reduce[/INDENT]


Demon Avenger: Uses Exceed: Execution for 1~6 targets, Exceed: Moonlight Slash for 7~10 targets, Armor Break for 11+. Bat Swarm whenever it disappears. Armor Break before it runs out. Shield Chasing and Bloody Imprison after cooldown.
[INDENT]Hyper: Uses Forbidden Contract, and Thousand Sword for 5+ targets, and the following: Exceed - Reinforcement, Exceed - Bonus Chance, Shield Chasing - Reinforcement.[/INDENT]


Mikhail: Soul Assault on single targets. Shining Blast on multitargets. Uses Soul Rage whenever it's available. Soul Attack is only considered for single target, since it has no mob skill that adds a status. Soul Attack appears to be multiplicative with Soul Charge, I presume Soul Rage is additive to Soul Charge.
[INDENT]Hyper: Uses Deadly Charge and the following: Soul Assault - Reinforce, Soul Assault - Bonus Attack, Shining Blast - Reinforce, Shining Blast - Bonus Attack, Shining Blast - Extra Target[/INDENT]


Kaiser: Giga Slasher is used on single target. Sword Strike is used on multiple targets. Infernal Breath is used whenever it is available. Wingbeat is used every 1.980s if there are less than 3 active. Petrified is summoned whenever it disappears. Wingbeat and Sword Strike cannot be used while Transfigured, thus Blue Streak is used on multiple targets when transfigured and Dragon Slash is used to fill the spam delay. Command table uses the Command skill to charge up the Mode Gauge.
[INDENT]Hyper: Uses Prominence and the following: Giga Slasher - Reinforce, Giga Slasher - Bonus Attack, Wingbeat - Reinforce, Wingbeat - Extra Attack, Wing Beat - Persist[/INDENT]
[INDENT]GMS: Uses Wing Beat while transfigured.[/INDENT]


Hayato: First table uses Dankuusen -> Shouryuusen -> Senpuuzan -> (Hikarasu->Issen)/Yousousen -> Dankuusen. Uses Hien first to start the combo after a buff. Yousousen's debuff is always active. Yanagi Yoke is assumed to be always fully stacked. Issen is used whenever it is available, but Hikarasu is chained before it since Shouryuusen -> Senpuuzan doesn't form a real chain with Issen and needs Hikarasu inbetween. In theory, it's about 10% stronger if all you do is spam Yousousen>Senpuuzan, but I don't think it's plausible to have two chained skills whose sum delay is lower than Yousousen's base delay... so yeah, we're here.
Second table uses Sanrenzan - Rai -> Yousousen -> Sanrenzan - Rai. In the event of Issen being available, Senpuuzan is used after into a Yousousen, though the difference isn't large. The 'Final Attack' is assumed to be constant damage. The data for the 2nd and 3rd hits implies a different number, but there are no other associated skills to store this, so it may have been something they intended or forgot to change.
Third table uses Shinsoku Musou
Shippuu Samidarejin is used whenever it is available for both cases. Defense->Damage beginner skill is assumed to be maxed.
[INDENT]Hyper: Uses Akatsuki no Ootachi, Issen - Cooltime Reduce, Issen - Bonus Attack, Yousousen - Reinforce, Yousousen - Bonus Attack, Yousousen - Extra Target. Issen is used whenever it is available, so every table is almost just combo + Issen + Ootachi. Looking into a way to make this more reasonable.[/INDENT]



Zero: Uses a perfect scenario Tag/Assist situation, where Alpha cycles Combination 4 -> Combination 2 + Combination 3, Beta cycles Combination 2 -> Combination 4 -> Combination 2. Tag/Assists whenever it becomes available. Throwing Weapon is assumed to do its full number of hits. At approximately 150% Boss, Advanced Throwing Weapon is detrimental, and should be replaced with Combination 1. Uses Shadow Rain whenever possible, as well as its other Transcendent buffs.
Alpha: Uses Combination 4 -> Combination 2 + Combination 3. Assumes no Tagging, which is technically impossible because you eventually run out of Time Force. DPS would be higher with tagging.
Beta: Uses Combination 2 -> Combination 4 -> Combination 2 -> Combination 1 -> Combination 2 -> Combination 4 etc.
[INDENT]These tables assume the utmost perfect conditions for damage, and are harder to attain compared to other classes by a decent margin.[/INDENT]


Warrior %/s (KMS You & I + GMS Unleashed) - kayeyearekay - 2013-01-18

Ive been checking over the forum updates for Kaiser, and I cant tell if you're accounting for the current GMS Final Trance lack of cooldown, or, any sort of skill order/preference, other than increased damage and restricted skills while transformed. For the moment (until patched), GMS 200s can stay in transform forever, so I hope you can work on a different data set, accounting for kaiser always being transformed. (also, left-click-debuffing transform 10seconds before it falls off, verses letting the skill entirely run out).

for instance, i like to spray Tblades, so i charge & wait for the cooldown, then:
release (1) & reload, gigas once
release (2), majesty, reload, gigas once
release (3) [then i pop AProm for fun].

except for my TBlade Dance, I dont Tblade until its off cooldown, so i can reload right after releasing.
wingbeat last about 20 seconds with the hyper point, and i stagger casting in between a group of 5 gigas. ive also found that wingbeat is like an active attack. its damage changes when kaiser is buffed or debuffed

the new mystic portals really let me playtest my attack style and ive settled on the following:
transformed, fully buffed with nothing on cooldown.

1. TBlades release & reload
2. triple wing beat (it will gain attack when casting majestic during TbD)
3. *TBlades Dance (from above)
4. Prominence (Hyper Skill) optional
5. gigas until majesty runs out
[ regular coasting dps rythym]
6. wingbeat + 5 gigas
7. TBlades + reload whenever possible
8. TbD when majesty is off cooldown

i went back and forth with adding Terms and Conditions, because Majesty allows a double cast, but found its utility is a struggle, due with my skill order. Also, since its glitched in gms i dont bother; but this will probably change when it's finally patched.


Warrior %/s (KMS You & I + GMS Unleashed) - DemonImpact - 2013-01-19

@JoeTang can you help me get the delays for demon slash?

are these as fast as dragon slash (or is the last hit actually slower?) since demon slash does 4 hits and dragon slash does 3 only.. i wanna know which is better dpm wise..


Warrior %/s (KMS You & I + GMS Unleashed) - JoeTang - 2013-01-19

kayeyearekay Wrote:Ive been checking over the forum updates for Kaiser, and I cant tell if you're accounting for the current GMS Final Trance lack of cooldown, or, any sort of skill order/preference, other than increased damage and restricted skills while transformed. For the moment (until patched), GMS 200s can stay in transform forever, so I hope you can work on a different data set, accounting for kaiser always being transformed. (also, left-click-debuffing transform 10seconds before it falls off, verses letting the skill entirely run out).

for instance, i like to spray Tblades, so i charge & wait for the cooldown, then:
release (1) & reload, gigas once
release (2), majesty, reload, gigas once
release (3) [then i pop AProm for fun].

except for my TBlade Dance, I dont Tblade until its off cooldown, so i can reload right after releasing.
wingbeat last about 20 seconds with the hyper point, and i stagger casting in between a group of 5 gigas. ive also found that wingbeat is like an active attack. its damage changes when kaiser is buffed or debuffed

the new mystic portals really let me playtest my attack style and ive settled on the following:
transformed, fully buffed with nothing on cooldown.

1. TBlades release & reload
2. triple wing beat (it will gain attack when casting majestic during TbD)
3. *TBlades Dance (from above)
4. Prominence (Hyper Skill) optional
5. gigas until majesty runs out
[ regular coasting dps rythym]
6. wingbeat + 5 gigas
7. TBlades + reload whenever possible
8. TbD when majesty is off cooldown

i went back and forth with adding Terms and Conditions, because Majesty allows a double cast, but found its utility is a struggle, due with my skill order. Also, since its glitched in gms i dont bother; but this will probably change when it's finally patched.

Okay, I've added it.

DemonImpact Wrote:@JoeTang can you help me get the delays for demon slash?

are these as fast as dragon slash (or is the last hit actually slower?) since demon slash does 4 hits and dragon slash does 3 only.. i wanna know which is better dpm wise..

Dragon Slash is 270ms per slash. Demon Slash is 330ms/330ms/450ms/510ms.


Warrior %/s (KMS You & I + GMS Unleashed) - DemonImpact - 2013-01-24

thanks you!

didn't know kaiser were so OP mobbing too D:270ms and almost same dmg, its kind of imbalanced


Warrior %/s (KMS You & I + GMS Unleashed) - JoeTang - 2013-02-11

I've updated Kaiser for Final Figuration to always be Normal (6). You'll see variances between Fast (4) and Faster (3) because there are instances where you are not transfigured, and weapon speed will affect the damage. Faster (3) and Fastest (2) are almost identical, since the Morph Gauge brings it to Fastest (2) in KMS, so there is minimal time where the difference in weapon speed matters.

I've had a report that Kaiser can surpass the Fastest (2) speed cap in GMS, and I had [MENTION=1747]iAmFear[/MENTION] test it out, and he stated he could get 22aps with Lionheart + Booster + Majesty using Giga Slasher. You would normally only be able to get 18.5aps at Fastest (2). Fastester (1) should be around 19.6aps and Fastestest (0) should be 22.2aps. Seems to be a small discrepancy here though, since that combination appears to be Fastester (1). This should need further testing, and possibly on other characters, so if anyone has a really fast weapon and SI, please take a look at your attacks per minute.


Warrior %/s (KMS You & I + GMS Unleashed) - Bladester - 2013-02-11

I feel like Fast (0) should be dubbed GOTTAGOFAST. But I'm a pomegranate.


Warrior %/s (KMS You & I + GMS Unleashed) - Reddish - 2013-02-11

JoeTang Wrote:I've updated Kaiser for Final Figuration to always be Normal (6). You'll see variances between Fast (4) and Faster (3) because there are instances where you are not transfigured, and weapon speed will affect the damage. Faster (3) and Fastest (2) are almost identical, since the Morph Gauge brings it to Fastest (2) in KMS, so there is minimal time where the difference in weapon speed matters.

I've had a report that Kaiser can surpass the Fastest (2) speed cap in GMS, and I had [MENTION=1747]iAmFear[/MENTION] test it out, and he stated he could get 22aps with Lionheart + Booster + Majesty using Giga Slasher. You would normally only be able to get 18.5aps at Fastest (2). Fastester (1) should be around 19.6aps and Fastestest (0) should be 22.2aps. Seems to be a small discrepancy here though, since that combination appears to be Fastester (1). This should need further testing, and possibly on other characters, so if anyone has a really fast weapon and SI, please take a look at your attacks per minute.

Didn't Nexon America say that the default attack speed would be increased on the update notes during that patch which fixed decent skill glitching? Maybe this is why he got higher numbers than calculated.
Here we go.


Warrior %/s (KMS You & I + GMS Unleashed) - valhala556 - 2013-02-13

I have questions about Demonic Avenger.

1) From http://www.Orangemushroom.wordpress ,Exceed:Excution only hits 3 monsters but I think you have it hitting 4.
2) you only have 3 of the 5 total hyper skills picked out
3) Of the SP Hyper skills one of them is Sheild Crashing. But I never saw that in your description of what is being used.


Warrior %/s (KMS You & I + GMS Unleashed) - JoeTang - 2013-02-15

valhala556 Wrote:I have questions about Demonic Avenger.

1) From http://www.Orangemushroom.wordpress ,Exceed:Excution only hits 3 monsters but I think you have it hitting 4.

It hits four times after you use it five times.
valhala556 Wrote:2) you only have 3 of the 5 total hyper skills picked out
Okay, so having some Refract Evil Hyper Skills will improve damage by a lot right?
valhala556 Wrote:3) Of the SP Hyper skills one of them is Sheild Crashing. But I never saw that in your description of what is being used.
No, it's not.


Warrior %/s (KMS You & I + GMS Unleashed) - valhala556 - 2013-02-15

JoeTang Wrote:It hits four times after you use it five times.

Okay, so having some Refract Evil Hyper Skills will improve damage by a lot right?

No, it's not.

1)You have it hiting 4 monsters. here is the description

Exceed: Execution: Using the true power of the demon, attack up to 3 enemies in front of you for 600% damage three times. Consumes 9% HP. [Exceed: increasing attack speed, when you reach the final stage, another slash is added] (max level: 30)

I bolded the part I was talking about.

2) Yes one will probably take 1 or 2 refract evil hypers but since you never mentioned it and there is actually 4/5 hypers that actually increase damage by some amount.

3) Yes, you did mention Shield Crashing hyper. I'll show it to you,

Demon Avenger: Uses Exceed: Execution for 1~4 targets, Exceed: Moonlight Slash for 5~10 targets, Armor Break for 11+. Bat Swarm whenever it disappears. Armor Break before it runs out. Bloody Imprison after cooldown.
Hyper: Uses Forbidden Contract, and Thousand Sword for 5+ targets, and the following: Exceed - Reinforcement, Exceed - Bonus Chance, Shield Chasing - Reinforcement.



I bolded the point I was talking about here. But I guess I can assume you mean that Shield Chasing isn't beneficial to DPS even with Shield Chasing- Extra Target? Other wise I don't understand your reply.

And Sorry about using italics instead of multiple quotes. I dont know how to multiquote on a post.


Warrior %/s (KMS You & I + GMS Unleashed) - JoeTang - 2013-02-16

valhala556 Wrote:1)You have it hiting 4 monsters. here is the description

Exceed: Execution: Using the true power of the demon, attack up to 3 enemies in front of you for 600% damage three times. Consumes 9% HP. [Exceed: increasing attack speed, when you reach the final stage, another slash is added] (max level: 30)

I bolded the part I was talking about.
Did you even bother to read what I typed? As someone who has actually played the class, it can hit four times, and when it hits three times, it hits three times.

valhala556 Wrote:2) Yes one will probably take 1 or 2 refract evil hypers but since you never mentioned it and there is actually 4/5 hypers that actually increase damage by some amount.
The only Hypers that affect damage are Exceed - Reinforce, Exceed - Chance, Shield Chasing - Reinforce, and probably Shield Chasing - Extra Target, but since there's absolutely no one who actually has evidence of what it does, I can't account for it.

valhala556 Wrote:3) Yes, you did mention Shield Crashing hyper. I'll show it to you,

Demon Avenger: Uses Exceed: Execution for 1~4 targets, Exceed: Moonlight Slash for 5~10 targets, Armor Break for 11+. Bat Swarm whenever it disappears. Armor Break before it runs out. Bloody Imprison after cooldown.
Hyper: Uses Forbidden Contract, and Thousand Sword for 5+ targets, and the following: Exceed - Reinforcement, Exceed - Bonus Chance, Shield Chasing - Reinforcement.



I bolded the point I was talking about here. But I guess I can assume you mean that Shield Chasing isn't beneficial to DPS even with Shield Chasing- Extra Target? Other wise I don't understand your reply.

And Sorry about using italics instead of multiple quotes. I dont know how to multiquote on a post.

It's not called Shield Crashing, it's called Shield Chasing, and it's used.


Warrior %/s (KMS You & I + GMS Unleashed) - valhala556 - 2013-02-16

JoeTang Wrote:Did you even bother to read what I typed? As someone who has actually played the class, it can hit four times, and when it hits three times, it hits three times.

The only Hypers that affect damage are Exceed - Reinforce, Exceed - Chance, Shield Chasing - Reinforce, and probably Shield Chasing - Extra Target, but since there's absolutely no one who actually has evidence of what it does, I can't account for it.

It's not called Shield Crashing, it's called Shield Chasing, and it's used.


Yes I bothered but I dont think you did the same. Its not the number of hits per mob im talking about, its the number of mobs. In my first italics quote from orangemushroom it stats that Exceed: Execution hits a maximum of 3 monsters. 4 hits each monsters but 3 monsters total. On your posted. which is also shown in my second italicized has you having Exceed: Execution hitting "1~4 targets". This contradiction is the first point I am talking about

For the 2nd one I thought you knew that the extra target would just send out 2 more shields that can target the same monster. But if you don't then I guess the 2nd point is scrap. And The third two I suppose since I know now that Shield Chasing (sorry for the miss naming) is used in the cycle that you have listen for optional %/s.