2009-07-27, 08:39 PM
Is leaving Booster at 10 such a good idea? Wouldn't that slow you down by alot if you were to use MACRO, putting all yours buffs into one or two macros?
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Some NW mechanics questions
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2009-07-27, 08:39 PM
Is leaving Booster at 10 such a good idea? Wouldn't that slow you down by alot if you were to use MACRO, putting all yours buffs into one or two macros?
2009-07-27, 08:49 PM
Punch Wrote:Is leaving Booster at 10 such a good idea? Wouldn't that slow you down by alot if you were to use MACRO, putting all yours buffs into one or two macros? Not really considering the fact that they only have 3 buffs (not including Dark Sight). Macroing NW buffs is really sorta stupid. Not to mention all their other skills are much, much better than having maxed booster (besides Sprite, but you can't use 1st Job SP on 2nd Job Skills).
2009-07-27, 09:39 PM
Tykian Wrote:Kalo, dropping Alchemist could be JUST ABOUT the worst decision you could make. Thanks Tyki, I am fully aware of the risk I am choosing to take. I do question the use of +2% dps as well as the hassle you have to go through to achieve it, not only messing up your build. That's why I'm leaning more towards Booster, even though a 130% dmg increase could be nice and tempting to look at sometimes. I still need more help with poisonsling, first, the table. Cygnus Skill Table Wrote: Let's break it down. There are three, no, two noteworthy characteristics of this skill mentioned in the tables: probability and duration. Please correct me if I'm understanding this incorrectly. - Probability: chance of the mist inflicting the "poisoned" state on the monster. - Duration: how long the mist lasts. Then comes the need to understand the mechanics of the "poisoned" state: my understanding Wrote:For every short interval, a fraction of the monster's HP (%-based) is deducted until nuked.Questions are:
Answers much appreciated. Quote: In the table: Impact damage is how much damage the initial explosion does, similar to the initial hit of Poison Mist and Fire Curtain. Probability is how likely a monster is to be poisoned each second it's in the cloud. You're almost guaranteed to poison any monster that enters the cloud no matter what the probability is. Duration is how long the monsters are poisoned for, and MAYBE how long the cloud is active. This is important because at lower levels, not only does the poison do less damage per tick, but the duration of the DoT is low (for example, level 1 will do a total of 4/69 damage compared to max which will do 39.999.../40, since poison can't kill). Sinnuendo Wrote:In the table: The duration is really what bothers me, that's why I needed to make a whole fuss in the previous post. To sum up, I need to know what meaning that 40-second duration is carrying. If it's both the fog screen's duration AND the poisoned effect's duration (starting the moment the monster taking % dmg), it could be quite a problem to have low level Poison Sling, as it takes more than 1 sling to kill, specifically: - Lvl 1: 4/69*x dmg per sling ~> 14~15 slings per kill - Lvl 2: 4/68*x dmg per sling ~> still 14~15 - Lvl 25: 36/45*x dmg per sling ~> 2 slings per kill - Lvl 30: 40/40*x dmg per sling ~> 1 sling per kill. A conclusion deriving from mentioned theory says you can only 1hit kill with Sling when it's maxed. Anything before that, even lvl 29 Sling isn't ANYWHERE near as efficient, unless Sling's impact dmg is strong enough to cover a Newtie's 1/41*x HP (which is left after 40/41 has been taken away).
2009-07-28, 04:44 AM
Well, I assure you, Mist is useful before 30, and knowing Nexon, Sling works exactly the same once deployed.
Judging by my memories of boomers, I'd say that the duration set in that table is the cloud itself, and not the duration of the poison. In fact, I'd be willing to bet that poison that affects the character last's exactly as long, as I know it lasts for a long time, but it DOES wear off. Kalovale Wrote:The duration is really what bothers me, that's why I needed to make a whole fuss in the previous post. Which is why you use L7 or Vampire to clean up (since they'd be stronger than Sling anyway). Level 16 is usually the bare minimum level that Poison skills become useful (besides Venom, since it's insanely strong even at level 1). At level 16, you'd have to double poison and then clean up, so you'd probably have to dual channel (which you should do anyway for best exp gain). Edit: In fact, most F/P mages cap their poisons at level 28, which is 95% HP poison (which is still enough to 1HKO after poison usually; DTs will be left with 1600 HP, Squids would have 2300 HP, Rissel Squids would have 2450 HP, etc, so most of these you could finish with one L7 or maybe one or two vamps). Also, Sharks should be a more viable option for NWs than F/P's mainly due to the fact that there's no risk of having MG dispelled. Knowing this, I'm probably gonna farm the hell out of SE20 and Green Books for my Sniper.
2009-07-28, 07:46 AM
Sinnuendo Wrote:Which is why you use L7 or Vampire to clean up (since they'd be stronger than Sling anyway). Replies in bold
2009-07-28, 09:03 AM
Arrg Wrote:Edit: In fact, most F/P mages cap their poisons at level 28, which is 95% HP poison (which is still enough to 1HKO after poison usually; DTs will be left with 1600 HP, Squids would have 2300 HP, Rissel Squids would have 2450 HP, etc, so most of these you could finish with one L7 or maybe one or two vamps). Oh, I definitely recommend maxing it over 28, I'm just saying that 28/29 Poison isn't much less efficient than max. Really, anything over 28 is fine, but there's really no point in not maxing Sling since the two extra points would go to something useless like Sudden Attack.
2009-07-28, 12:38 PM
Kalovale Wrote:A conclusion deriving from mentioned theory says you can only 1hit kill with Sling when it's maxed. Anything before that, even lvl 29 Sling isn't ANYWHERE near as efficient, unless Sling's impact dmg is strong enough to cover a Newtie's 1/41*x HP (which is left after 40/41 has been taken away). as long as monsters remain in the cloud they have a chance of being poisoned. including repoisoning. once you get about 16-22 sling you should see monsters w/ 1 hp left quite often. by 28, sling should leave 1hp over 99% of the time. however, this is where range becomes an issue, because sling has crap range. so the chance of repoison goes down unless you place a lot of slings. with things that dont move, repoison isnt an issue because it WILL happen and would make sling useful much earlier. newts at 73 w/ 10 sling could be possible, but it might still suck for a couple lvls.
2009-07-28, 12:53 PM
modular Wrote:as long as monsters remain in the cloud they have a chance of being poisoned. including repoisoning. once you get about 16-22 sling you should see monsters w/ 1 hp left quite often. by 28, sling should leave 1hp over 99% of the time. however, this is where range becomes an issue, because sling has crap range. so the chance of repoison goes down unless you place a lot of slings. with things that dont move, repoison isnt an issue because it WILL happen and would make sling useful much earlier. newts at 73 w/ 10 sling could be possible, but it might still suck for a couple lvls. If Sling's throwing mechanics work like Grenade's then it'll work incredibly well in Aqua; just swim around above the monsters, spamming the sling key, then go down to another plat and do it again.
2009-07-28, 01:09 PM
Sinnuendo Wrote:If Sling's throwing mechanics work like Grenade's then it'll work incredibly well in Aqua; just swim around above the monsters, spamming the sling key, then go down to another plat and do it again. Grenade doesn't work well in Aqua, it just looks cool.
2009-07-28, 01:33 PM
Dusk Wrote:Grenade doesn't work well in Aqua, it just looks cool. If you just tap the key, the bomb is simply dropped onto the enemies. Sure, it wouldn't be good for hitting squids a few platforms over, but it would be VERY easy to hit squids below you without putting yourself in danger. Not to mention that you can casually mist really distant platforms: you can drop a bomb from the top left and hit squids two-thirds of the way down the map.
2009-07-29, 03:19 AM
Does re-poisoning happen each time the monster gets 'hit' by the cloud? Or does it require the monster to be clean of poison? If the first theory is the case, then poisoning will be much much easier. If else.. well.. not too bad, I guess.
2009-07-29, 03:36 AM
Dusk Wrote:Grenade doesn't work well in Aqua, it just looks cool. Sadly enough, slinging squids was amazing EXP for DoctorPoke 7x-9x :o
2009-07-29, 12:10 PM
Kalovale Wrote:Does re-poisoning happen each time the monster gets 'hit' by the cloud? yes. once per second the cloud has an x% chance of poisoning (skill level based). the only requirement is that the monster have > 1 hp. cant poison at 1, and once you get a high level skill a suspiciously unpoisoned monster is an easy way to tell it needs to die.
2009-07-29, 12:50 PM
modular Wrote:yes. 1 hp monsters can still be poisoned. They just stay at 1 hp. The thing that happens is, when a poisoned monsters reaches 1hp they unpoison, but they can still be repoisoned.
2009-07-30, 01:53 AM
Minus the impact damage, imo, sling should be left at around early 2x. Getting more than that is just icing.
2009-07-30, 05:11 AM
Vernacular Wrote:Sadly enough, 7x-100 took like a week | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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