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

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Pirate %/s (KMS RED and GMS Unleashed) - JoeTang - 2012-04-20

Arrg Wrote:@joe
what...did you mix up the adjusted mastery and normal one? Or is the adjusted mastery supposed to be lower?

It's supposed to be lower.


Pirate %/s (KMS RED and GMS Unleashed) - Arrg - 2012-04-20

o_O


JoeTang Wrote:Sorry to be a spoilsport but this thread isn't about mastery books. It's already cluttered enough to sift through for me.

Fixed an error with mastery adjustment for both classes.
Buccaneer:
 Spoiler
 Adjusted Mastery

Why are vipers higher and CS lower w/ adjusted mastery?


Pirate %/s (KMS RED and GMS Unleashed) - JoeTang - 2012-04-20

Arrg Wrote:o_O




Why are vipers higher and CS lower w/ adjusted mastery?

Why are you quoting a five month old post?


Pirate %/s (KMS RED and GMS Unleashed) - Arrg - 2012-04-20

Because I'm not understanding why adjusted mastery makes it lower or higher...sorry. I had thought adjusted mastery meant the 90% mastery from stuff like viperisation.


Pirate %/s (KMS RED and GMS Unleashed) - JoeTang - 2012-04-20

Arrg Wrote:Because I'm not understanding why adjusted mastery makes it lower or higher...sorry. I had thought adjusted mastery meant the 90% mastery from stuff like viperisation.

Because no job can hit their max damage every hit. Mastery increases minimum damage. Classes with higher adjusted mastery values have higher minimum damages and higher average damage.


Pirate %/s (KMS RED and GMS Unleashed) - psharp1004 - 2012-04-21

o_o why did corsair's dps go down?


Pirate %/s (KMS RED and GMS Unleashed) - JoeTang - 2012-04-21

psharp1004 Wrote:o_o why did corsair's dps go down?

It went up.


Pirate %/s (KMS RED and GMS Unleashed) - psharp1004 - 2012-04-21

i saw corsair's dps was 7.5k for 40%, now its 6.5k with SE.


Pirate %/s (KMS RED and GMS Unleashed) - Takebacker - 2012-04-25

[MENTION=535]JoeTang[/MENTION]; If you could mount cancel nautilus (and let's assume you can mount/demount in less than 1000 ms), would it benefit DPS? Stumbled across a video that shows you can.


Pirate %/s (KMS RED and GMS Unleashed) - JoeTang - 2012-04-26

Cannon Shooter:
 Spoiler
 Sharp Eyes

No actual change in release, as far as I saw. For reference:

 Justice


Also, I'm not going to care about stupid assumptions over what mount canceling does. If you can get me the exact tested speeds for mount canceling over 20+ trials within +/- 60ms error, then we'll talk. In the meantime, stop asking about it.


Pirate %/s (KMS RED and GMS Unleashed) - Takebacker - 2012-04-28

1) I'm not assuming what it does. I was assuming how long it would take to perform.
2) I tested it to be .9 or 1.0 seconds to complete. Just pick a time. Be conservative if you want to be more accurate.
3) Proof nautilus can be mount cancelled @ 2:00


Pirate %/s (KMS RED and GMS Unleashed) - JoeTang - 2012-04-28

Takebacker Wrote:1) I'm not assuming what it does. I was assuming how long it would take to perform.
2) I tested it to be .9 or 1.0 seconds to complete. Just pick a time. Be conservative if you want to be more accurate.
3) Proof nautilus can be mount cancelled @ 2:00

Nautilus will never benefit DPS unless it were faster than 840ms for multiple targets or 450ms for single targets.


Pirate %/s (KMS RED and GMS Unleashed) - anondesu9000 - 2012-06-15

/r/ numbers on the new mech buff.


Pirate %/s (KMS RED and GMS Unleashed) - JoeTang - 2012-06-15

Union/Justice:
Mechanic:
 Weapon Speed: Faster (3)
 Weapon Speed: Fastest (2)
 Adjusted Mastery
 Sharp Eyes

KMST 1.2.434:
Mechanic:
 Weapon Speed: Faster (3)
 Weapon Speed: Fastest (2)
 Adjusted Mastery
 Sharp Eyes

I would imagine that Atomic Hammer's defense ignore doesn't apply to all skills anymore with Over Tuning having passive ignore now. Otherwise, this class has 50% defense ignore through skills which is why its damage is so stupidly high on 70% defense.


Pirate %/s (KMS RED and GMS Unleashed) - JoeTang - 2012-06-21

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) - Bribery - 2012-06-21

Surprising numbers for Dragon Warrior. I thought they'd be miles stronger than Sairs given the superior Sharpshooter's Dignity and Frenzy skill.


Pirate %/s (KMS RED and GMS Unleashed) - Devil - 2012-06-21

Hmmm this is strange Joe, only 22,96 hits per second on Mechs? I think something went wrong there? Smile

Hits per second:
Satellite - 1 hit / sec
Bot's 'n Tots - 1 hit / sec (ok, if all bots would hit the target)
Rock 'n Shock - 1 hit / sec @ duration: 102secs - cooldown 180secs = 0,57 hit / sec

Siege Mode (240ms) - 6hits - 1000/240 = 4,167 * 6 = 25,00 hit / sec
Siege Mode (210ms) - 6hits - 1000/210 = 4,762 * 6 = 28,57 hit / sec

Total hits/sec (Siege 240ms) -> 25+1+1+0.57= 27,57 hit/sec
Total hits/sec (Siege 210ms) -> 28,57+1+1+0,57= 31,14 hit/sec


On Defense Ignore:
At this moment I never notice that Atomic Hammer reduce other skills' Defense Ignore, only Atomic Hammer itself. So maybe it got randomly fixed once, I don't know. And summons ignore 100% defense by default.

Summon Damage: 1.381,17% DPS
Mech: Siege Mode (240ms) => 8.213,4% DPS => 14,40% Summon + 25,68 Siege => Total = 40,1% Defense Ignore
Mech: Siege Mode (210ms) => 9.386,74% DPS => 12,83% Summon + 26,15 Siege => Total = 39,0% Defense Ignore
Mech: Siege Mode (240ms) + SE => 9.126,00% DPS => 13,15% Summon + 26,06 Siege => Total = 39,2% Defense Ignore
Mech: Siege Mode (210ms) + SE => 10.429,71% DPS => 11,69% Summon + 26,49 Siege => Total = 38.2% Defense Ignore


DPS Calcs:
Mech: Siege Mode - 240ms
6x 120% * 1,3 (Tank Bonus) * 1,3 (Overtuning) * 1,35 (Critical) * 1,2 (Amp Bot) = 1.971,216%
delay = 240ms
DPS: 8.213,4%

Mech: Siege Mode - 210ms
6x 120% * 1,3 (Tank Bonus) * 1,3 (Overtuning) * 1,35 (Critical) * 1,2 (Amp Bot) = 1.971,216%
delay = 210ms
DPS: 9.386,74%

Mech: Siege Mode - 240ms + Sharp Eyes
6x 120% * 1,3 (Tank Bonus) * 1,3 (Overtuning) * 1,5 (SE Critical) * 1,2 (Amp Bot) = 2.190,24%
delay = 240ms
DPS: 9.126,00%

Mech: Siege Mode - 210ms + Sharp Eyes
6x 120% * 1,3 (Tank Bonus) * 1,3 (Overtuning) * 1,5 (SE Critical) * 1,2 (Amp Bot) = 2.190,24%
delay = 210ms
DPS: 10.429,71%

Satellites:
270 x 3 Satellites = 810% * 1,5 (satsafety) = 1.215% * 1,7 (robotmastery) = 2.065,5% / 3000ms = 688,5% / sec

Bots 'n Tots
500 * 3 Bots = 1500% * 20 summons = 20 * 1500% = 30.000% / 60 sec = 500% / sec

Rock 'n Shock
200% / sec - duration: 60x1,7 = 102secs - cooldown 180secs - (200x1,7x102) / 180 = 192,67% / sec

Total DPS - Mech: Siege Mode (240ms) + Summons => 9.594,57% DPS @ 40,1% Defense Ignore
Total DPS - Mech: Siege Mode (210ms) + Summons => 10.767,91% DPS @ 39,0% Defense Ignore
Total DPS - Mech: Siege Mode (240ms) + Summons + SE => 10.507,17% DPS @ 39,2% Defense Ignore
Total DPS - Mech: Siege Mode (210ms) + Summons + SE => 11.810,88% DPS @ 38.2% Defense Ignore

For those who still wonder why Siege 240ms and 210ms, this is because it varies on delay, but it's closer to 210 then 240 on average (record a 60FPS video of siege mode and count the frames per siege hit and multiply by 16,67ms @ 60 fps video), this has nothing to do with booster.

Note that there is no time taken into account for summoning all the summons and the AMP bot, which would lower the DPS a bit but for DPS runs like the jMS Mech killing Zakum in 13~15 seconds, you can pre-summon them before the start. Wink

@Joe Where are the differences in your and my calculations? Smile


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

Overtuning, Amp bot, and Dice are additive bonuses. My model incorporates buffing, and because of that adds the prep and end delays for Siege Mode, which affect its damage quite a bit. At the same time, I made summons affected by all the damage bonuses, which I'm not sure is true.


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

I'm pretty sure amp doesn't affect the summons, but everything else does.


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

Arrg Wrote:I'm pretty sure amp doesn't affect the summons, but everything else does.
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

JoeTang Wrote:Overtuning, Amp bot, and Dice are additive bonuses. My model incorporates buffing, and because of that adds the prep and end delays for Siege Mode, which affect its damage quite a bit. At the same time, I made summons affected by all the damage bonuses, which I'm not sure is true.

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