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Warrior %/s (KMS You & I + GMS Unleashed)
 Spoiler
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.
[/spoiler]

The old OP in case something goes wrong. I don't have Hayato Tempest information. I fixed an error with Kaiser's Dragon Slash Enhancements, it will be significantly stronger now. The OP seems to be too big though since it takes a long time to preview/edit/post. Not sure if GMS deserves its own thread in that case or I should just remove something like adjusted mastery since people don't even look at it.
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Warrior %/s (KMS You & I + GMS Unleashed) - by JoeTang - 2013-01-01, 08:51 PM

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