While I was hanging out with Loose this evening, I asked him to show me his Energy Orb damage to figure out the exact mob reduction. During this, I noticed two things.
First off, the mob reduction appears to be between 0.6~0.7
Seeing his Orb minimum be 5676, I noted a 3687. Damage reduction would put his Orb minimum to be 5526 at the weakest against a Captain. Thusly, 3687 / 5526 = 0.66720955483170466883821932681868
Or approximately 0.67. Current estimation is this 0.67 modifier each successive mob;
Calculated from a damage range of
1229~2180
With DEF Reduction from min~max of
150~95;
First Orb: 3567~6445
Second Orb
(0.70 mod): 2430.9~4483
(0.65 mod): 2246.55~4156
(0.60 mod): 2062.2~3829
Two visible 4ks were hit, thusly guaranteed that it's within experimental range (will get into detail as to why this is important in a bit). As you can see, with a 0.60 modifier, that would not be possible. Thus, we've guaranteed that it has improved from the assumed 0.5 modifier like Chain Lightning had.
Thusly, Level 1 Does 300% + 200%
Level 30 does 900% + 600% + 400%, etc.
After continual testing, there appears to be a reduction of 2/3, noting a
4319 on a second hit. 2308~4360 being the possible range in this scenario.
The second interesting thing we would like to note from our findings is the Phantom Orb. Much like the Phantom Arrow of Arrow Rain and Eruption, what the user sees as his orbs shoot out is not necessarily what occurs.
It's not the easiest thing to screenshot, but here is an example. It's much more noteworthy when seen in person.
Spoiler
As you can see, the monster in front is taking 4816. The monster above is taking 9478. Not normal right? Despite Loose targeting the monster taking 4816, and seeing it attack that one first, I noted on my screen that the Orb flies out from Loose and into the monster above him first to do 9478, then bounces onto the 4816. Most likely, this is based on spawn order, and would be quite the fireworks show with higher mob hits.
This leads to misleading results when observing your own damage, and why noting two 4ks earlier was important to rule out it being a possible first orb striking in a different order.
JoeTang Wrote:Most likely, this is based on spawn order, and would be quite the fireworks show with higher mob hits..
Here's how I think it works, I'm 90% sure it does this. The Captain that received the second hit was in motion, so I moved it to the place it was when I activated Energy Orb, simply to explain it better.
Spoiler
This is the area I can hit with Energy Orb. As you can see, the damaged Kru is in the area, it's also the nearest.
This is the area the Orb will hit after bouncing off the damaged Kru. The Captain is barely inside this range.
This is the path that the Orb draws (not the ball graphic). I assume this is the way it finds out which monsters it will damage.
After figuring out which monsters it will damage, the skill applies the highest damage to the nearest one to the player (Captain), then the 2nd nearest, etc.
JoeTang Wrote:This leads to misleading results when observing your own damage, and why noting two 4ks earlier was important to rule out it being a possible first orb striking in a different order.
Hilarious. "Oh damn! Second did 9k!!! What the hell!?"
i think i am wrong because the numbers seem way too high but
(this is all in milliseconds,@the speed of faster(2))
in the same time as DS's animation orb does 5934.677 dmg at max
900+600+400+264+174+115=2453%
DS's one cast>2250ms, orb's one cast>930ms
2250/930=2.419
2.419*2453=5934.667%in one DS cast
DS's delay @ fast(2)>1080ms
1080/930=1.161
1.161*2453=2848.645%+5934.677%=8783.332%in one DS cast+it's delay
clearly orb is the way to go if this is right and if it hits 6 monsters
credits go to LazyBui for speeds
2009-05-17, 09:14 PM (This post was last modified: 2009-05-17, 09:18 PM by 66alex66.)
Russt Wrote:Also, don't get confused by LazyBui's terminology. 2250ms is the time before you can use Dragon Strike again. The actual cast time is 1080.
it would still have the same outcome (2250+1080)/930*2453=8783.322%<still alot more than DS's 810*6=4860%
and Joe dragon dancing is a lot easier with a spammable move, you can cast orb 3times and still have time to charge some of your cork while being invincible
Russt Wrote:Also, don't get confused by LazyBui's terminology. 2250ms is the time before you can use Dragon Strike again. The actual cast time is 1080.
It's way less than 2.25 seconds now. I can immediately follow up a Dragon Strike after a CSB and repeat that indefinitely. 1.25 second-1.5 second cooldown now?
IllegallySane Wrote:It's way less than 2.25 seconds now. I can immediately follow up a Dragon Strike after a CSB and repeat that indefinitely. 1.25 second-1.5 second cooldown now?
(1500+1080)/930*2453=6805.096%
(1250+1080)/930*2453=6145.688%
i would still get DS to 21 at least, because there's the issue of range and availability, in which case DS is better because its range is huge and and it can charge up energy faster than SSK, with time temple/CGs it is just more useful to use SSK though, because it will be only used to charge up at that point and let you max more useful skills rather than focusing on 21DS then 30 orb
66alex66 Wrote:it would still have the same outcome (2250+1080)/930*2453=8783.322%<still alot more than DS's 810*6=4860%
and Joe dragon dancing is a lot easier with a spammable move, you can cast orb 3times and still have time to charge some of your cork while being invincible
No no, it wouldn't be 2250 + 1080. If you're just using DS and waiting in between, it's 2250 per DS.