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Original General Dungeon Fighter Thread - Printable Version

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Original General Dungeon Fighter Thread - Loose - 2009-10-11

JoeTang Wrote:It's ridiculously difficult to get close to anyone with more range than you. Oh wait. Everyone has more range than a Striker.
Grappler.


Original General Dungeon Fighter Thread - MasPan - 2009-10-11

JoeTang Wrote:It's ridiculously difficult to get close to anyone with more range than you. Oh wait. Everyone has more range than a Striker. The "best" combo I've found so far is to Tiger's Roar -> Muse Upper Cut -> Crushing Fist -> Bone Crusher -> Low Kick -> Hammer Kick. It nets the most damage but if your Crushing Fist goes too far, you may need to turn around giving them a chance to stand up. The flaw in this is you need to tank any hits with your Super Armor buff, which gives you very few chances, two, maybe three in an entire fight. That, and Tiger's Roar has pitiful range. Probably the shortest in the game outside of Basic Melee.

Mountain Pusher is a good starter since it has some Super Armour frames that allow you to get through a defensive wall but you'll have to tank a lot of damage. You should follow up with some Basic Attack if they stay standing and then enter a Muse. Otherwise, Low Kick -> Hammer Kick, back up and wait for them to stand and maybe try Muse to start again with its (pomegranatety) Super Armour or Tiger's to start a combo.

It's just impossible to dodge everything a Launcher, or anything a Gunner can do, for that matter. It's like they have two Rooks and you're a King in the middle of the chess board.

[color="#cc8899"]I was actually just followin the basic "spray and pray" strategy. I was doing anything and everything I could just to keep you away from me Sad
It didn't look like it, but the entire match, every match, was me shouting "oh shiit I missed he's gonna get me"
It took me swapping to a very defensive strategy to do much of anything. Even then, my damage didn't come from combos, but from stray bullets and prayers.

I should also note that only a Launcher will be using a hand cannon (and thus flying across the map) in PvP. You're very fast, so you'll be catching most gunners pretty easily. They'll have a bit better short-range game, though, so it balances out. Launchers survive by flinging themselves away from people.[/COLOR]


Original General Dungeon Fighter Thread - JoeTang - 2009-10-11

Loose Wrote:Grappler.

From what I've seen, Grappler's Suplex's Grab Decision has priority over most Striker skills, but you have a good point.

MasPan Wrote:You're very fast, so you'll be catching most gunners pretty easily. They'll have a bit better short-range game, though, so it balances out. Launchers survive by flinging themselves away from people.
I'm fast because I'm level 30. Any level 30 Gunner will be just as fast as I am in running, if not more.


Original General Dungeon Fighter Thread - KajitiSouls - 2009-10-11

MasPan Wrote:I should also note that only a Launcher will be using a hand cannon (and thus flying across the map) in PvP. You're very fast, so you'll be catching most gunners pretty easily. They'll have a bit better short-range game, though, so it balances out. Launchers survive by flinging themselves away from people.

I still remember the times when I kicked you from behind while you were running away xD Isn't your slide attack faster than your run speed though?

JoeTang Wrote:From what I've seen, Grappler's Suplex's Grab Decision has priority over most Striker skills, but you have a good point.

I managed to Suplex Mas while he was Windmilling and not take any damage, while most other attacks of mine either resulted in both of us getting hit or me just getting a whack in the face.

JoeTang Wrote:I'm fast because I'm level 30. Any level 30 Gunner will be just as fast as I am in running, if not more.

How about "I'm fast because I did quests that gave me 15 Wind Stones"? I don't see how lvl is related to this other than quest availability.



What's this practice mode I've been seeing in the PvP channels?

Also, at the next class advance (lvl 38?) does your SP reset again? My gut feeling says no...


Original General Dungeon Fighter Thread - FelixTM - 2009-10-11

KajitiSouls Wrote:What's this practice mode I've been seeing in the PvP channels?

Also, at the next class advance (lvl 38?) does your SP reset again? My gut feeling says no...

Practice mode lets you fight against a computer-controlled opponent of your choice. You can choose to make them fight back or take it up the butt. It gets boring fast, but I guess it has its uses.

Awakening is at level 48. Your points do not reset.


Original General Dungeon Fighter Thread - JoeTang - 2009-10-11

KajitiSouls Wrote:How about "I'm fast because I did quests that gave me 15 Wind Stones"? I don't see how lvl is related to this other than quest availability.

Yes, poor choice of words on my part.


Original General Dungeon Fighter Thread - MasPan - 2009-10-11

JoeTang Wrote:Yes, poor choice of words on my part.

Ah, Kajiti was faster than I am too, so I assumed it was a Striker thing. My slide is only slightly faster than my run, but at the end results in me not moving for a short time. I'd rather maintain full mobility while moving up and down. I figured out a few tricks while fighting Joe to make things a bit easier though.


Original General Dungeon Fighter Thread - Holypie - 2009-10-11

What weapons do each subclass use? I know launchers use hand cannons and witches use brooms but that's it.


Original General Dungeon Fighter Thread - MasPan - 2009-10-11

Holypie Wrote:What weapons do each subclass use? I know launchers use hand cannons and witches use brooms but that's it.

[color="#cc8899"]Ranger - Revolver
Spitfire is...I think Bowgun, but they can use pretty much anything effectively.
Mechanic is the same as above, but i can see benefits to hand cannon use.

Battle Mage - spear

Monk - Cross/Totem[/COLOR]


Original General Dungeon Fighter Thread - Loose - 2009-10-11

Strikers - Any Fighter weapon, but probably get the most benefit out of Boxing Gloves.
Brawlers - Any Fighter weapon except Boxing Gloves, but get the most benefit out of Claw because of Claw Mastery.
Nen Masters - Any Fighter weapon except Boxing Gloves, but probably get the most benefit out of Tonfas.
Grappler - Any Fighter weapon except Boxing Gloves, but probably get the most benefit out of Gauntlets.


Original General Dungeon Fighter Thread - MasPan - 2009-10-11

Loose Wrote:Strikers - Any Fighter weapon, but probably get the most benefit out of Boxing Gloves.
Brawlers - Any Fighter weapon except Boxing Gloves, but get the most benefit out of Claw because of Claw Mastery.
Nen Masters - Any Fighter weapon except Boxing Gloves, but probably get the most benefit out of Tonfas.
Grappler - Any Fighter weapon except Boxing Gloves, but probably get the most benefit out of Gauntlets.

[color="#cc8899"]For fighter weapons, is there a huge difference in feel? For example, gunner weapons vary wildly in characteristics -
Hand Cannons do the most raw damage, but are extremely slow and only hit twice (3-4 times if the enemy is close enough to get hit by the cannon itself) per combo. They also have the most recoil when shot in the air. Generally have high physical attack, low mattk.
Revolvers are fast drawing and shooting, but don't quite have the shooting speed/# of bullets as a Bowgun. Generally the most lightweight weapon of the gunner types.
Muskets/Rifles are...well, weaker than the hand cannon, but a bit faster. They tend to not see a lot of use because nothing really stands out about them.
Bowguns are a fraction slower than revolvers, especially in the hands of a ranger (revolver speed increase). They have a lot of combo potential, though, and are incredibly easy to use. They benefit the most from Aerial fire, getting an extra 10 shots in the air with lv4 Aerial (to a Hand Cannon's...3 (total of 4 with the initial shot)).
Autoguns are the absolute fastest guns, but incredibly weak.

Each gun has a huge difference in how it handles, how you use it in a combo, etc. For example, Hand Cannons are very defensive weapons, good for getting out of tight spots (airshot recoil will launch you away from danger, unless an enemy is predicting this and wait for you to land. A bit of mind-gaming goin on as to whether or not you will actually jump. Still, the mobility is nice). Revolvers/bowguns are more offensive/combo oriented.[/COLOR]


Original General Dungeon Fighter Thread - Spaz - 2009-10-11

MasPan Wrote:[color="#cc8899"]For fighter weapons, is there a huge difference in feel? For example, gunner weapons vary wildly in characteristics -
Hand Cannons do the most raw damage, but are extremely slow and only hit twice (3-4 times if the enemy is close enough to get hit by the cannon itself) per combo. They also have the most recoil when shot in the air. Generally have high physical attack, low mattk.
Revolvers are fast drawing and shooting, but don't quite have the shooting speed/# of bullets as a Bowgun. Generally the most lightweight weapon of the gunner types.
Muskets/Rifles are...well, weaker than the hand cannon, but a bit faster. They tend to not see a lot of use because nothing really stands out about them.
Bowguns are a fraction slower than revolvers, especially in the hands of a ranger (revolver speed increase). They have a lot of combo potential, though, and are incredibly easy to use. They benefit the most from Aerial fire, getting an extra 10 shots in the air with lv4 Aerial (to a Hand Cannon's...3 (total of 4 with the initial shot)).
Autoguns are the absolute fastest guns, but incredibly weak.

Each gun has a huge difference in how it handles, how you use it in a combo, etc. For example, Hand Cannons are very defensive weapons, good for getting out of tight spots (airshot recoil will launch you away from danger, unless an enemy is predicting this and wait for you to land. A bit of mind-gaming goin on as to whether or not you will actually jump. Still, the mobility is nice). Revolvers/bowguns are more offensive/combo oriented.[/COLOR]
Bowguns are actually faster but weaker than revolvers. As a spitfire, I prefer bowguns because they're fast enough to be able to keep a mob at bay but still stronger than autoguns.

There's a rather large jump in difficulty between First Spine Master's and King's. I dunno how melee classes could possibly cope with the boss pooping out an endless army of tentacle monsters. I was mostly hitting the summons, only getting at the boss with flashbangs and crossmores.

Does anyone actually use bludgeons and spears? I found a rather nice bludgeon and a spear but those are slow weapons and it seems that fast weapons are preferred. :-\


Original General Dungeon Fighter Thread - MasPan - 2009-10-11

Spaz Wrote:Bowguns are actually faster but weaker than revolvers. As a spitfire, I prefer bowguns because they're fast enough to be able to keep a mob at bay but still stronger than autoguns.

There's a rather large jump in difficulty between First Spine Master's and King's. I dunno how melee classes could possibly cope with the boss pooping out an endless army of tentacle monsters. I was mostly hitting the summons, only getting at the boss with flashbangs and crossmores.

Does anyone actually use bludgeons and spears? I found a rather nice bludgeon and a spear but those are slow weapons and it seems that fast weapons are preferred. :-\


[color="#cc8899"]I've seen quite a bit of bludgeon slayers, but they appeared to be botters. Battlemages use spears, but they're a rarity.

Incidentally, while doing Albert's Vest (SS) quest, I found a pair of Rock Star pants last night Big Grin
+100 HP ftw, roughly equivalent to 1000 defense Big Grin
Bowguns seem to have a bit less pickup speed than Revolvers, but fire faster. Autoguns are just...blech. I used one until I found out how fast bowguns are. I still carry a bowgun for when my Style score starts hurting.[/COLOR]


Original General Dungeon Fighter Thread - Loose - 2009-10-11

MasPan Wrote:For fighter weapons, is there a huge difference in feel?
Yes.

Claws and Tonfas give some extra range and are average speed. Tonfas also tend to give some defense. Gauntlets are stronger but slow. Knuckles and I assume Boxing Gloves are faster but weaker.


Original General Dungeon Fighter Thread - MasPan - 2009-10-11

Loose Wrote:Yes.

Claws and Tonfas give some extra range and are average speed. Tonfas also tend to give some defense. Gauntlets are stronger but slow. Knuckles and I assume Boxing Gloves are faster but weaker.

Come to think of it, I've seen someone using gauntlets, and they seemed to have some pretty serious downtime after a missed/failed attack (recovery time, w/e). May have just been the skills they were using though.


Original General Dungeon Fighter Thread - Holypie - 2009-10-11

MasPan Wrote:[color="#cc8899"]I've seen quite a bit of bludgeon slayers, but they appeared to be botters. Battlemages use spears, but they're a rarity.

Incidentally, while doing Albert's Vest (SS) quest, I found a pair of Rock Star pants last night Big Grin
+100 HP ftw, roughly equivalent to 1000 defense Big Grin
Bowguns seem to have a bit less pickup speed than Revolvers, but fire faster. Autoguns are just...blech. I used one until I found out how fast bowguns are. I still carry a bowgun for when my Style score starts hurting.[/COLOR]

Doesn't BBQ give an automatic aerial?


Original General Dungeon Fighter Thread - MasPan - 2009-10-11

Holypie Wrote:Doesn't BBQ give an automatic aerial?

[color="#cc8899"]Not that I remember, no O.o
However, as the enemy is falling, I've found a few gatling rounds or a Steyr bullet will catch them perfectly. BBQ + Steyr = pain.

Kajiti/Felix/Joe, since you were on the receiving end a few times, does Steyr interfere with attacking when it explodes, or does it simply do damage?


Also, <3 BBQ's invincibility frames. It saved me from a Black Manteua Tongue
BBQ is also very MP intensive, can be difficult to pull off (esp vs super armor) and only attacks 1 target.[/COLOR]


Original General Dungeon Fighter Thread - KajitiSouls - 2009-10-11

Loose Wrote:Claws and Tonfas give some extra range and are average speed. Tonfas also tend to give some defense. Gauntlets are stronger but slow. Knuckles and I assume Boxing Gloves are faster but weaker.

I've noticed this as well. Some characteristics to note are that most, if not all Tonfas give +3% evasion and +2% hit rate. Boxing Gloves are the fastest fighter weapons of the bunch and give +2% stun rate, altered according to weapon/monster levels.

MasPan Wrote:Kajiti/Felix/Joe, since you were on the receiving end a few times, does Steyr interfere with attacking when it explodes, or does it simply do damage?

I do believe it interferes. It doesn't have the properties of immobilizing (as per the skill term, not the "you can't move" debuff) however.


Original General Dungeon Fighter Thread - FelixTM - 2009-10-11

[Image: dfobigexp3.jpg]

SWEET CHRISTMAS EXP. Full clear, solo and Rank S Outer Temple Walls King's run. Over 106k exp!


Original General Dungeon Fighter Thread - KajitiSouls - 2009-10-11

FelixTM Wrote:[NOPARSE][Image: dfobigexp3.jpg][/NOPARSE]

SWEET CHRISTMAS EXP. Full clear, solo and Rank S Outer Temple Walls King's run. Over 106k exp!

Great stuff eh? I prefer SS straight-to-boss runs as those are more efficient. But why do you have so much SP? >_>


I'd post another one... but eh ...
It kinda seems to me that you can achieve overkills by simply doing uninterruptable combos on the enemy for 30% of its health. By uninterruptable, I mean that the enemy has no chance to retaliate. Someone want to confirm or refute this theory? I'm getting mystery Overkills in Silver Night Master's.