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[Big Bang] Adventurer Skill Tables/Notes
#61
Is it too much to ask to have cast speeds included? Supposing Booster still works the way I assume it to work -- -30ms per speed level -- then having the speed at Normal 6 will be sufficient.
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#62
Kalovale Wrote:Is it too much to ask to have cast speeds included? Supposing Booster still works the way I assume it to work -- -30ms per speed level -- then having the speed at Normal 6 will be sufficient.

I don't know what they are. If someone wants to provide a file with them all listed, I'd be glad to add it.
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#63
Dusk Wrote:I don't know what they are. If someone wants to provide a file with them all listed, I'd be glad to add it.

Fiel Wrote:
 unce unce unce
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#64
Thanks for doing this Big Grin
Hmm was Boomerang step's range decreased? I always thought it was 400%. Maybe it's the new resolution making it look tiny...
Btw is smokescreen's range really a rectangle? It is shaped of a rhombus lol.
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#65
Signal Wrote:Thanks for doing this Big Grin
Hmm was Boomerang step's range decreased? I always thought it was 400%. Maybe it's the new resolution making it look tiny...
Btw is smokescreen's range really a rectangle? It is shaped of a rhombus lol.

Boomerang Step has always been 300% and every range is a rectangle.
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#66
JoeTang Wrote:Boomerang Step has always been 300% and every range is a rectangle.

Not certain projectile skills. Farther away they can hit higher than closer from my experience. But I get what you were trying to say; all area of effect skills are a rectangle.

EDIT: Any shadower remember how useful shadow shifter was for them at level 5? I'm just curious whether dodge would have any noticeable effect at all.
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#67
LongShotJohn Wrote:Not certain projectile skills. Farther away they can hit higher than closer from my experience. But I get what you were trying to say; all area of effect skills are a rectangle.

Those skills are not defined with a range box in the data.

I'm stuck on Tornado Spin. There's a whole bunch of variables and I have no idea what the hell this skill even does, and I'm sure Fiel's tables are wrong, too.

Skill description: Dash forward to inflict a powerful spin attack on multiple enemies.\nActivate Dash: Arrow key →→ or ←←, Spin Attack: Press the skill key while dashing.\nCan be used with Lv. 10 or higher Flying Assaulter.\nSkill level 6 and above: Mastery Book required

Skill detail: MP %s; %s%% speed dash, spin attack %s%% damage on up to %s targets

4321000.common.maxLevel 20
4321000.common.mpCon 50-2*d(x/4) <- mp cost of dash
4321000.common.x 140+3*d(x/4) <- speed?
4321000.common.y 0
4321000.common.u 150+5*x <- ?
4321000.common.v 3+d(x/4) <- ?
4321000.common.time 1 <- ?
4321001.common.maxLevel 20
4321001.common.mpCon 12+2*d(x/4) <- mp cost of attack
4321001.common.damage 190+5*x <- damage
4321001.common.mobCount 3+d(x/6) <- # mobs
4321001.common.lt.x -280 <- range
4321001.common.lt.y -80
4321001.common.rb.x 0
4321001.common.rb.y 0

What the hell are u and v?
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#68
Range, possibly? One of them, anyway. Compare it to regular Assaulter, maybe?
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#69
Distance traveled by Dashing
Distance traveled by attacking while dashing

Just a guess.
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#70
lvl 5 shifter=16% chance of working.
I remember even at lvl 1, 11%, I felt a huge difference lol. With 999 avoid and max shifter, it startles me a little when I get hit xD.
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#71
LongShotJohn Wrote:Not certain projectile skills. Farther away they can hit higher than closer from my experience. But I get what you were trying to say; all area of effect skills are a rectangle.

EDIT: Any shadower remember how useful shadow shifter was for them at level 5? I'm just curious whether dodge would have any noticeable effect at all.

I'm pretty sure it has some sort of noticeable affect. Anything that makes us use less potions is a godsend. I played on my cousin's NL during a zakum run. I had to use 3 potions for arms <<- ridiculous. granted dodge isn't going to be that high of a percentage, i think that 20% is better than 0%
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#72
LongShotJohn Wrote:Not certain projectile skills. Farther away they can hit higher than closer from my experience. But I get what you were trying to say; all area of effect skills are a rectangle.

EDIT: Any shadower remember how useful shadow shifter was for them at level 5? I'm just curious whether dodge would have any noticeable effect at all.

Dodge is okay. It doesn't make training suddenly OMG I DON'T USE POTIONS ANYMORE but it's obviously worthwhile and should be maxed immediately after Arrow Rain/Eruption unless you'd rather have Inferno/Blizzard to train with as well.

It's difficult to gauge how "noticeable" it is, as it only allows you to dodge one in five hits. In comparison, my natural avoid gives me about 10~15% miss rate on top of Dodge; for all I know, it could only be a 1.2x increase in avoid rate rather than a flat +20% dodge chance. In the end, you shouldn't be attempting to tank things or try to walk through monsters expecting to not get hit though. Keep in mind Magic Avoid is garbage for Archers, and I have no idea if Dodge affects it, but misses from your natural avoid trigger the guaranteed critical effect.
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#73
Dodge sounds like its going to improve MM DPS quite a bit vs bosses. BMs sound like they get the shaft with this one, as I'm willing to bet that it will only crit one arrow, whereas ultistrafe would be getting all 6 crits.
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#74
FluffyFoxxie Wrote:Dodge sounds like its going to improve MM DPS quite a bit vs bosses. BMs sound like they get the shaft with this one, as I'm willing to bet that it will only crit one arrow, whereas ultistrafe would be getting all 6 crits.

It's the shitty compromise for each arrow in Hurricane being able to activate Final Attack.
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#75
Somewhat a balance right? I don't see it as helpful though. 20% is pretty low enough to not rely on it for a big damage boost towards DPS. And archers can activate critical hits pretty often with some options so making them all critical might not matter too much either?

Anyway, anything that can help archers avoid hits or damage is always a good boost. Even with the 10% extra hp from marksmanship, that still isn't much since I think hp growth stays the same even after BB?
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#76
Kubi Wrote:Somewhat a balance right? I don't see it as helpful though. 20% is pretty low enough to not rely on it for a big damage boost towards DPS. And archers can activate critical hits pretty often with some options so making them all critical might not matter too much either?

Anyway, anything that can help archers avoid hits or damage is always a good boost. Even with the 10% extra hp from marksmanship, that still isn't much since I think hp growth stays the same even after BB?

20% is basically three to five guaranteed all criticals on Ultimate Strafe. An all Critical Ultimate Strafe on average will do 1890%. A regular Ultimate Strafe with average criticals will do 1768.5%. It's not significant mainly due to Bowmen having 65% critical rate, not considering that most people will likely have an Adventurer Ring of some sort.

It has significance in training to guarantee a certain XHKO on monsters when you notice you've been missed on, but most training is on mobs anyways, and Dodge's critical guarantee is worthless for mob skills.
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#77
looking at that list....snow charge is a self buff only but why does it have a 50% range o.o is it party buff now?
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#78
Liteness Wrote:looking at that list....snow charge is a self buff only but why does it have a 50% range o.o is it party buff now?

That's because it and all other charges are copied from the WK/Paladin charges, which have a range defined in the data.
However, that range is not actually used anywhere.
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#79
JoeTang Wrote:It's the shitty compromise for each arrow in Hurricane being able to activate Final Attack.

Ah, that makes sense. Thanks.
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#80
Adventurers complete, but still needs error checking. Delays added.

- For delay values, you may notice that some skills have a "standard" delay. This means the skill uses the regular attack animation for the weapon that you are using and almost always means 800 ms of delay at Normal (6) speed (which rounds up to a cast time of 810 ms). However, it's best to check LazyBui's Attack Speed Reference thread for specific information.

- For all other attack skills, delay can be calculated as follows:
Delay = (10 + weapon speed) / 16, rounded up to nearest 30 ms.

- Buff skills are not affected by any weapon speeds or boosters, as far as I know. They will always cast at the speed displayed. However, many of them have a long "alert" animation at the end, which can be cancelled by casting them on a rope.

I want to add the beginner skills since the Resistance have different beginner skills, but I can't find them anywhere in the skill strings. I'll have to add them manually.
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