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Baklava Wrote:Just by looking at that chart, Advanced Charge Blow is far worse than Dark Impale.
it's what i was wondering, 740%<900%, not to mention it's single target VS multihits, and several paladins already hit cap with it (while training of course.)
elemental advantages unnaccounted for ofc, but still, cap.
THAT SAID HOWEVER, guess which of the three warriors won't make it to the end of the fight most of the time.
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ShinkuDragon Wrote:it's what i was wondering, 740%<900%, not to mention it's single target VS multihits, and several paladins already hit cap with it (while training of course.)
elemental advantages unnaccounted for ofc, but still, cap.
Which is why I wish they would change ACB to the current Bishop's Angel Ray
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ShinkuDragon Wrote:ok, thank god i was scared for a second i had missed some buff on paladins, mind explaining to me why dark impale's the worst 4th job attacking skill though? i'd like to hear your reasoning.
EDIT: also, screw heroes, the hell with their damage D: even 1vs1 and 1vs6 they be breaking errything
Well since it got buffed, it's stronger than Charge Blow now, but every other job that gets mob skills (i.e not a Night Lord) except Bow Masters and Wild Hunters (because BMs and WHs are designed to suck at this apparently, and destroy Dark Knights a single target anyways), and Buccaneers (because Buccaneers are designed to suck at everything) has a stronger skill. Even Bishops.
And Paladins can get advantage to make better use of ACB than Dark Impale.
Also, I might have to readjust to tables to account for the fact that Paladins and Heroes will likely be using at least a base Fast (5) sword, everything is Normal (6) + Booster = Fast (4) right now.
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JoeTang Wrote:And Paladins can get advantage to make better use of ACB than Dark Impale.
Needing an elemental advantage is more like a disadvantage. Paladins are the only class right now that need a chronic elemental weakness to deal marginally on-par damage.
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Baklava Wrote:Needing an elemental advantage is more like a disadvantage. Paladins are the only class right now that need a chronic elemental weakness to deal marginally on-par damage.
95% damage on neutral, 142% damage on advantage. Disadvantaged.
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2011-11-10, 09:35 PM
(This post was last modified: 2011-11-10, 10:39 PM by dpeterlin.)
JoeTang Wrote:Also, I might have to readjust to tables to account for the fact that Paladins and Heroes will likely be using at least a base Fast (5) sword, everything is Normal (6) + Booster = Fast (4) right now.
Considering the lvl 130/140 PAs are fast (5) it should probably be the standard for DrKs and Arans as well.
Disappointed to see how little things actually changed. It looked like a bigger boost for DrKs when just eyeballing it. Just means I get to be overall disappointed, thanks for the work put into this.
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JoeTang Wrote:95% damage on neutral, 142% damage on advantage. Disadvantaged. 95% meaning a decrease or 95% meaning an increase? What about resist? We know those things are all over the place.
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dpeterlin Wrote:Considering the lvl 130/140 PAs are fast (5) it should probably be the standard for DrKs and Arans as well.
Disappointed to see how little things actually changed. It looked like a bigger boost for DrKs when just eyeballing it. Just means I get to be overall disappointed, thanks for the work put into this.
i say you calculate everything at fastest 2 anyways, arans reach cap, and all other warriors should be using fast5 weapons (PA's or swords) besides, it's a more accourate comparison if everything is standing en even grounds regarding equips (not that it's that hard to calculate other weapon speeds)
actually, unsure about that last one, since you count summons and whatnot.
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JoeTang Wrote:Thanks, I'll fix this.
The charge effects are
Flame Charge: 60% chance to deal 100% damage every 1 second for 6 seconds
Blizzard Charge: 60% chance to freeze target
Lightning Charge: 60% chance to stun target for 2(y?) seconds
Divine Charge: 60% chance to Seal target for 6(y?) seconds
They haven't updated the skill descriptions apparently, but I presume the y variable represents time. Ice charge does not appear to have a time variable though. Otherwise, they're incomplete and I can see them changing these effects still.
Forgot to mention, but the %/s listed do not account for the differences in mastery between the jobs. I'll update this soon though.
You probably dont know this BUT these effects on the charges. Do you know how they are actived. I can only think of 3 senarors ill list from best to worst
1) charge active and activates through all skills
2) charge active and activates through charge blow only (since this is our only skill that needs a charge to work)
3) You know the range that shows up in the extrations for buffs... thats the range of the effect and is only actived through rebuffing
Can't think of any other senorios than those 3. And We probably already know it but the effects probably wont work on bosses. If they did.... Hello easy HT.
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ShinkuDragon Wrote:i say you calculate everything at fastest 2 anyways, arans reach cap, and all other warriors should be using fast5 weapons (PA's or swords) besides, it's a more accourate comparison if everything is standing en even grounds regarding equips (not that it's that hard to calculate other weapon speeds)
actually, unsure about that last one, since you count summons and whatnot.
Arans reach cap because they exclusively use Polearms, which are at Fast (5), and have -3 from Booster.
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JoeTang Wrote:Arans reach cap because they exclusively use Polearms, which are at Fast (5), and have -3 from Booster.
Decent speed infusion is coming up soon though. If they do not fix the keep the skill glitch that will be pretty staple to warriors worthy of their name. So -1 for all.
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CarrionCrow Wrote:that will be pretty staple to warriors worthy of their name. So -1 for all. Yay, another 12k NX on PSoKs to be worthy of calling myself a Warrior.
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Stereo Wrote:Yay, another 12k NX on PSoKs to be worthy of calling myself a Warrior. Ok, that might have come out wrong. I'll try again:
Decent SI will be a staple for all the warriors that consider themselves top notch. Aint it those that really care about the DPS tiers anyway?
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Does your table for paladin account for elemental advantage/disadvantage already?
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Baklava Wrote:Does your table for paladin account for elemental advantage/disadvantage already?
No.
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JoeTang Wrote:No.
I'll give you a buck to do it.
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Baklava Wrote:I'll give you a buck to do it.
Payment upfront please.
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JoeTang Wrote:Payment upfront please.
Here is your buck, sir.
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Lol im pretty sure if u just multiply everything by 1.35 or what ever the advantage is now for paladins on dual charging. and we are still wayy behind heros
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valhala556 Wrote:Lol im pretty sure if u just multiply everything by 1.35 or what ever the advantage is now for paladins on dual charging. and we are still wayy behind heros
It's x1.25 now.
And apparently, dual charge counts a deduction for both elements so you get a 50% deduction on mobs that resist both elements you're using.
Tested this on Epinea, who's resistant to all elements and physical damage. Without any charges I was doing 12-13k per hit of blast, with Holy charge on I was doing 5-7k per hit, with Holy and Lightning it shot down to 3k per hit.
Aw yeah.
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