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Baklava Wrote:From what I've seen, Frozen Orb does not activate Blizzard's extra damage.
That's strange because it activates Phantom's Noir Carte.
Fixed a small bug with Infinity where it was being applied to Reinforce hypers.
Not sure what I fixed about Bishops, but their output is a bit higher now.
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JoeTang Wrote:That's strange because it activates Phantom's Noir Carte.
Probably because Noir Carte activates off critical hits, Blizzard's activates off attacking.
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Baklava Wrote:Probably because Noir Carte activates off critical hits, Blizzard's activates off attacking.
But Arrow Platter's turret doesn't activate Noir Carte. I'll look into cutting Frozen Orb out since I believe it's useless without Blizzard's FA.
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Is either the F/P or I/L Ultimate FA's animation set only to activate only at some interval, while the skill itself actually processes? I ask because, watching a few videos of either class, the animation appears to occurs far less frequently than 60%. I will try to watch closer for an actual line of damage without the animation in my next few viewings.
Also, if you remove Frozen Orb, are you charging the Freeze via Teleport Mastery only?
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Chilly Wrote:Is either the F/P or I/L Ultimate FA's animation set only to activate only at some interval, while the skill itself actually processes? I ask because, watching a few videos of either class, the animation appears to occurs far less frequently than 60%. I will try to watch closer for an actual line of damage without the animation in my next few viewings.
Also, if you remove Frozen Orb, are you charging the Freeze via Teleport Mastery only?
Chilling Step is really inconvenient at bosses, though.
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Chilly Wrote:Is either the F/P or I/L Ultimate FA's animation set only to activate only at some interval, while the skill itself actually processes? I ask because, watching a few videos of either class, the animation appears to occurs far less frequently than 60%. I will try to watch closer for an actual line of damage without the animation in my next few viewings.
Also, if you remove Frozen Orb, are you charging the Freeze via Teleport Mastery only?
If I were to remove Frozen Orb, I think the primary Freeze source would be Blizzard's Final Attack, though that only works on a single target? Frozen Orb will be staying though. It is minorly beneficial to %/s, likely because of the freeze effect (~200%/s).
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I was working on a mage calculator for my friend and I just wanted to confirm a few things:
Is Elemental Drain +25% Total Damage on DoT affected monsters?
What is Mana Burn? Is it an FA-style attack, additional percentage on skill percent, multiplier?
Burning Magic, Arcane Aim and Hypers are all Total Damage, correct?
The previous page indicates Elemental Amplification and Infinity are both final damage multipliers?
Essentially, none of the Adventurer mages have any %M.ATT skills?
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Chilly Wrote:I was working on a mage calculator for my friend and I just wanted to confirm a few things:
Is Elemental Drain +25% Total Damage on DoT affected monsters?
What is Mana Burn? Is it an FA-style attack, additional percentage on skill percent, multiplier?
Burning Magic, Arcane Aim and Hypers are all Total Damage, correct?
The previous page indicates Elemental Amplification and Infinity are both final damage multipliers?
Essentially, none of the Adventurer mages have any %M.ATT skills?
Yes, Elemental Drain is +25% Total Damage if you have it stacked maxed.
Mana Burn should be total damage. I don't have it included though.
I'm under the impression that Elemental Amplification is now a Total Damage modifier since they changed the wording but I can't confirm it myself as I don't have one. Infinity is either final damage or %M.ATT. Can't remember if the test case had any M.ATT stat in it.
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KMST 1.2.489
Evan:
Should be a decent buff since Blaze and Flame Wheel got some extra. Flame Wheel is only for 9 & 10 though. Illusion was untouched.
Battle Mage:
Replacing Body Boost with Big Crunch Aura and removing ADA's DOT, while adding Dark Genesis's FA effect, assuming it only hits a single target. Dark Genesis's FA is assumed to not work with Twister Spin, like regular FA doesn't.
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JoeTang Wrote:Replacing Body Boost with Big Crunch Aura and removing ADA's DOT, while adding Dark Genesis's FA effect, assuming it only hits a single target. Dark Genesis's FA is assumed to not work with Twister Spin, like regular FA doesn't.
Battle Mage's FA works with Twister Spin in GMS and possibly every other version.
Twister Spin is still pretty bad even if Dark Gen procs though so I guess it doesn't really matter.
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Battle Mage:
If Twister Spin does work with FA and DGFA
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2013-09-06, 02:39 PM
(This post was last modified: 2013-10-10, 10:06 PM by JoeTang.)
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Kanna:
Uses Haja Rengekifu - Reinforce, Bonus Attack, Extra Target, Kikyou Kekkai - Persist, Boss Killer. In theory, if you use Sakura - Reinforce, you probably end up doing a coupe %/s more, since Persist and Cooltime Reduce don't actually do anything significant. I don't have the information for the 150 and 170 Hypers so they're not included.
Haja Rengekifu is definitively more powerful than Shisen Gyouha with its hypers now instead of requiring ridiculous amounts of Boss Damage to beat it.
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Again, from TMS
150 Hyper:
delay - 1350ms
epCon - 50
damage - 500
attackCount - 1
mobCount - 15
subTime - 2000
170 Hyper:
delay - 2610ms
epCon - 50
damage - 1000
attackCount - 3
mobCount - 15
time - 20
prop - 100
cooltime - 120
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Kanna:
Not sure how Kekkai Hama works since it doesn't seem to have a duration. It's not included, but I would assume if it did last forever, it would just add a simple 500%/s/target.
Thanks for the info [MENTION=1747]Grey[/MENTION]
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Kekkai Hama appears to be a reskin of F/P's Inferno Aura (Kanna and Hayato's hypers have the same stats and uses the same delays as F/P's Inferno Aura, Lumi's Armageddon, Hero's Cry Valhalla, and DA's Thousand Sword), so I'd imagine it'd work identically to that, but in three days we can know for sure.
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Grey Wrote:Kekkai Hama appears to be a reskin of F/P's Inferno Aura (Kanna and Hayato's hypers have the same stats and uses the same delays as F/P's Inferno Aura, Lumi's Armageddon, Hero's Cry Valhalla, and DA's Thousand Sword), so I'd imagine it'd work identically to that, but in three days we can know for sure.
They receive the same hypers, You can see a Kanna using the Armageddon reskin on the highlights.
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Arrol Wrote:They receive the same hypers, You can see a Kanna using the Armageddon reskin on the highlights.
Huh? I was just saying that Kekkai Hama would probably be factored in the same way Inferno Aura is, along with the rest of them, really.
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I've noticed Kanna is not on the first page.
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