2011-06-02, 11:50 PM
hadriel Wrote:Are you able to correct for spell delays instead of base weapon attacking speed?
Fiel & Joe: I did a WA-by-WA check on multiplier values. Apparently, the errors for 2 decimal places and 3 decimal places are so large that 3 d.p. gives me a good number of multipliers to consider, but 2 d.p. gives me only 1 possible value: 1.50 for 180WA.
That is the cleanest possible value for 2 d.p. because the reverse process by putting all the numbers together to check for maximum damage fit (6834 and 7104 both gave the same results with discrepencies in the multiplier of a 6th d.p.) gives 1.50 as the best fit once rounding occurs. All other values will incur rounding defects e.g. 6834.7 will show up as 6835 on the UI.
For 3 d.p. multipliers (I don't remember Nexon ever pulling so much accuracy off) I have [in decreasing "goodness-to-fit"]: 1.579, 1.500, 1.543, 1.517, 1.444. Respective WAs are: 171, 180, 175, 178, 187.
I'm wondering if Spadow has a level 16X character in his KMST account... or an 8X Cygnus... Because I'm trying to see how he gets that 16WA difference from what we see from his EQ.
Hadriel
What do you mean by spell delays? All I can account for is the delay presented in the data here, which represents the time before being able to perform another action after using a skill.
I've updated my calculations from earlier to account for the passive weapon speed change. Cannon Shooters appear to require a nerf to multi-target damage. Monkey Rush Bomb in particular either has a hidden delay in it, Monkey Power Bomb's passive is either an addition and not a multiplication, or it is just too strong.
Its overall endgame appears to rely heavily on its massive amount of range and ridiculous mobbing potential as opposed to single target. Its 2nd job is strong sheerly on the fact it can hit 8 monsters with a rushing skill, and 3rd job is just too strong in general.

