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Warrior %/s (KMS You & I + GMS Unleashed)
Testing Unlimited tables. I had an error for Kaiser tables. Regain Strength was only doing 1 hit instead of 2. Excellent

Also, there was some minor issues for Demon Slayer's table where I hadn't updated how Devil Cry was being applied to defense reduction like Threaten. It was instead being added as an additive defense ignore stat. I also forgot to update the new hit count for Demon Slash's 1st and 2nd hits, and found a bug where Binding Darkness wasn't being used for single target because the method I was using could never get the Force required. Something interesting of note is that Demon Slash alone now does more %/s than using Demon Impact for low defense targets, so if you had 100% defense ignore, Demon Slash (and its higher hits/s) would be superior to Demon Impact. I had thought this wasn't the case previously, but I did not know I was using an incorrect hit value for Demon Slash. I will update the OP in the future with a table for only Demon Slash for comparison purposes.

max/s should now be (hits/s - over/s) * 50. Except for Kaiser, every job has a +5m cap buff with a cooldown. Demon Slayer has Blue Blood which gives +10m cap, and also a 90% Shadow Partner effect, which means a 90% cap on those hits as well. I don't believe any other job has any skills that affect their caps.
If there's anything that doesn't seem to fit, please let me know.
Current Version: KMS 1.2.179

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.

Hits/s, Max/s, Over/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. Over/s is the amount of uncapped damage per second (DOT, Summons) that a character is doing. A tick of DOT and a summon's attack is still considered a hit.

All buffs are assumed to be used unless they don't provide any useful bonus (namely, +Accuracy buffs)
Dark Knight:
 Spoiler
 Sacrifice
 Sharp Eyes
 Hyper
Hero:
 Spoiler
 Sharp Eyes
 Hyper
Paladin:
 Divine + Lightning Charge
 Flame + Lightning Charge
 Sharp Eyes
 Hyper
Demon Slayer:
 Spoiler
 Sharp Eyes
 Hyper
Aran:
 Spoiler
 Sharp Eyes
 Hyper
Mikhail:
 Spoiler
 Sharp Eyes
 Hyper
Kaiser:
 Untransfigured
 Transfigured
 Hyper
Hayato:
 Spoiler
 Sharp Eyes
 Sanrenzan-Rai
 Sharp Eyes

Dark Knight: Sacrifice for single target, Dark Impale for 2 to 6 targets, Dragon Fury for 7 & 8 targets.
[INDENT]Hyper: Uses Dark Synthesis and the following: Dark Impale - Reinforce, Dark Impale - Ignore Guard, Dark Impale - Bonus Attack, Dark Force - Critical Rate, Dark Force - Reinforce[/INDENT]


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


Paladin: Divine Lightning Charge Blast on single target. Divine Lightning Advanced Charge Blow on multitarget. Flame Lightning Charge in the other table.
[INDENT]Hyper: Uses Smite and the following: Blast - Reinforce, Blast - Critical Rate, Blast - Bonus Attack, Threaten - Bonus Chance, Threaten - Enhance[/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 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]


Aran: Uses Combo Judgement when targets is greater than 5 on Over Swing and over 7 on Final Toss. For Hyper Skills, Beyonder is used after Final Blow in a regular combo.
[INDENT]Hyper: Uses Beyonder and the following: Final Blow - Reinforce, Final Blow - Bonus Attack, Final Blow - Ignore Guard[/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. Blue Streak 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. 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, Infernal Breath - Tile Persist[/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.
Shippuu Samidarejin is used whenever it is available for both cases. The defense->damage beginner skill was not included, but it's a 1.2~1.25x increase at max defense.
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Warrior %/s (KMS You & I + GMS Unleashed) - by JoeTang - 2012-12-10, 09:18 AM

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