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Thief %/s (KMS Unlimited and GMS Tempest)
hadriel Wrote:[MENTION=535]JoeTang[/MENTION]; sorry to disturb you, but I'm curious as to how viable Parrottargetting/Continual Aiming is for a 1v1 bossing situation, because that 1.2 multiplier might sway things if I use Mille Aigulle. What might the %DPS be like? Cheers.

Hadriel

Appears to be a 1.15x overall increase without any extra boss damage, etc, so you're sitting at ~4700%/s 0 defense and 3000%/s 70% defense. This diminishes as you have more boss damage. You're also sacrificing SE in this case if you're using Ultimate Drive, though I would assume you have either Decent SE or a mule/party member. The overall %/s is superior to Rapid Fire.

Here's Xenon:
Xenon:
 Spoiler
 Sharp Eyes
 Fuzzy
 Hyper

Uses Blade Dancing in one table, and Fuzzy Lob Masquerade: Sniper and Bombing in the other table. Both tables use Hologram Graffiti - Penetration for single target, and Force Field for multitargets. For non-hypers, you get 20s duration with 30s CD, so you have 10s of the one you didn't spend. i.e. single target, you have 20s of Penetration active, and 10s of Force Field active before resetting with Penetration. The use of Penetration assumes a large enough target to be constantly hit by it. Overall difference in %/s is less than 5% though. This assumes Hologram Graffiti is affected by defense, etc. I haven't tested if it acts like other summons and ignores defense. I've seen Triangle Formation active on more than one monster, so I'm assuming it's only limited by the number of targets you hit yourself, and its duration.

All the Energy-using buffs are active. I get ~75% uptime with OOPart Code and 30% Dual Breeder Defensive with my method; this assumes you're getting hit every 2 seconds, and each hit is dodged by Dual Breeder. This means you always spend more energy than you gain; however, there are instances where you will have more than 10 Energy and need to use Extra Supply to cast OOPart Code. In these cases, the extra energy is used on Pinpoint Rockets. Also, during Amaranth Generator, 10 Pinpoint Rockets are fired (1 cast per second). Without Dual Breeder Defensive, you can maintain full uptime with OOPart Code at a significant cost of defense/survivability. This also allows for more Pinpoint Rocket usage. I've assumed the bonuses for Pinpoint Rocket are standard damR bonuses that are additive with total damage, i.e. pretty pomegranatety.

All tables include the level 200 Multi-Lateral VI.

Hypers use every hyperskill except Hologram Graffiti - Speed because I don't know how fast it makes the balls, and I likely never will since I will not be getting to 177 to test this. If anyone can submit footage of this active with both Penetration and Force Field on a monster that doesn't die at 60fps though... It likely contributes to a higher %/s and hits/s than Reinforcement, and you likely will not need to hit 14 mobs with Fuzzy anyway.

Meltdown Explosion and Confine Entangle are necessary for their defense reduction debuff and bind respectively which is why they're used. Confine Entangle is detrimental to %/s though, and Meltdown Explosion would be useless if you already have 100% defense ignore.

Some information:
Blade Dancing Attack Speed: 120ms
Hologram Graffiti - Penetration Attack Speed: 210ms (only damages targets the ball hits)
Hologram Graffiti - Force Field Attack Speed: 540ms (damages up to 8 targets inside the box)
Aegis System Attack Speed: 2000ms (2s invincibility frames)
Pinpoint Rocket Attack Speed 1000ms (1s delay between each cast, but can be cast at any time, rarely used. Not sure if it can be faster because of KMS lag)
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Thief %/s (KMS Unlimited and GMS Tempest) - by JoeTang - 2013-01-04, 01:37 PM

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