Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
4th job Single Target DPS
gtbROX Wrote:Does vs 3.05 factor in threaten for all the classes? Or is it not put in yet?

There should be a checkbox for Threaten, but I don't know if it has been implemented yet.
Reply
Was wondering how to add snipe's 900% every 5 sec to mm's dmg in that new 3.05 excel worksheet.

would appreciate if any1 could help

inputed under snipe

base delay 5000
act delay 5000
# hits 4
base % 900
multiplier 100
base itd 20
fa proc 0
fa dmg 0
bonus crit 0
mult crit 1+($Stats.N$20+$Stats.N$22)/2
% dmg = #hits * base% dmg*multi crit
% dps = % dmg *1000/act delay

please correct me if i am wrong

after computing those, I got very astonishing results.

the dps from snipe alone was real crazy.

While the actual calculation for snipe would be
$Stats.N13*$Skills.N38*(1-(1-$Skills.N20)*WDef)*(1+$Equips.$E$41)

Was wondering what is the theoretical dmg overall for mm

so 12 snipe per min means
60-12 = 48 ( overall a total of 48 seconds of ultimate strafe in that 1 min)

so the theoretical dpm is

= 48/60* ultimate strafe + snipe + frostprey

--

Was wondering at the computations for mechanics.

Is it possible that post chaos,

db> mechanics> corsairs ? for things like a zak solo.

While on things that is too troublesome to setup satellite,

db>corsairs >= mechanics ? (depending on pdf of mob)
and

shadowers>= db >= corsairs >= mechanics if the thing can be bombed and the mob pdf is high.

For a boss with sufficiently high pdf rate say pb (70 and above ).

A dk with a hp of at least 80k is awesome. ( 80k hp is achievable by levelling from 50 to 200 using int equip of 200 and washing them out).
Generally the ranking would then be shadower >= corsair >= mech (depends on summons) >= dk

Why? After 4 hits of sacrifice and assuming some imba dmg, the dk can just pot again.

Assuming that after 4 hits and some damages, the dk will be left with at least 30-40k of hp.
Reply
Hmmmm I got to 4th job on my Mech now, but uhm, isn't Tank mode's normal attack (non Siege mode) even faster then triple throw? o.0

Somehow it seems only like half Siege-mode speed... It's insane fast for normal attacks... xD
Reply
its 250-350 ms o.o
Reply
hamad138 Wrote:its 250-350 ms o.o
Yeah it should be about that... I solo'ed papu at lvl120, with the 25% miss ratio and without potential equips, it took be about 8 minutes (12att NLC potion duration)...

Fckin insane!!! Big Grin

Oh btw, the range of normal attacks in Tank Mode is about 550%. When I did Dojo, Manon and Griffey couldn't even reach me with their attacks... You just keep knocking them back at the other side of the screen... Only Laser has a tad longer range xD
Reply
Devil Wrote:Yeah it should be about that... I solo'ed papu at lvl120, with the 25% miss ratio and without potential equips, it took be about 8 minutes (12att NLC potion duration)...

Fckin insane!!! Big Grin

Oh btw, the range of normal attacks in Tank Mode is about 550%. When I did Dojo, Manon and Griffey couldn't even reach me with their attacks... You just keep knocking them back at the other side of the screen... Only Laser has a tad longer range xD

You only need about 380 range to keep Manon/Griffey from hitting you. I could do it on my Corsair back when Cannon's range was only 400.
Reply
Dusk Wrote:You only need about 380 range to keep Manon/Griffey from hitting you. I could do it on my Corsair back when Cannon's range was only 400.

Wait. Has it changed? -hasn't noticed-
Reply
Hey Dusk!
When will you add the Mechanic class to your list?
It's added but not completed.
Reply
I was looking through some stuff. For NLs the shadow works a bit different on bosses no? It isnt half of the bottom star dmg. It is a bit more. So it applies to shads too? And the 15% ignore tested by some people in southperry forums in another thread about it being additive apparently. Im also wondering if the random 10-20% dmg or w/e is with jaguar oshi can work on boss summons and get the dmg bonus and apply it to the boss? Correct me if im wrong with any of these info. I just wanted to get it cleared. Thanks.

Edit:I found out that jaguar boost doesn't boost wild arrow blow.
Reply
Darknicks Wrote:Hey Dusk!
When will you add the Mechanic class to your list?
It's added but not completed.

I still don't know their attack speeds. I also quit Maple again a month and a half ago so been pretty lazy about the whole thing. Sorry.
Reply
Can you at least link the latest version in the OP so we don't have to dig for it?
Reply
After Chaos, DB will have the best DPS right? And Aran supposedly 2nd? But I was wondering how it is with SI. Aran would be the king of DPS?
Reply
Takebacker Wrote:Can you at least link the latest version in the OP so we don't have to dig for it?

Didn't want to do that because it's incomplete, but okay.

Satellite Wrote:After Chaos, DB will have the best DPS right? And Aran supposedly 2nd? But I was wondering how it is with SI. Aran would be the king of DPS?

No idea.
Reply
I have tried entering my exact stats and equips for my Evan in to this chart but I can't seem to get the same range if I am using a weapon with Magic: X% potential. I'm like about 1500 above my actual range. If I use an item without Magic: X% potential, I am like 20 off which isn't too important, probably caused by rounding somewhere.

I'm not sure if this might be the cause (tried messing around with this to no success) but, could it be that the "% Attack" in the Equips sheet being used an extra time? When I change this value, it changes the "Total Attack (Equips)" and "% Attack" of the Stats sheet.
Reply
Yeah, I think I mentioned that % Attack was bugged a few pages back.

Sorry about abruptly stopping work on this spreadsheet without giving any explanation other than "I'm lazy." There's more to it than that. I don't find the spreadsheet to be nearly as useful as it used to be and that is extremely demotivating. Reasons for this:

1. Release of the potential system. MS has always been a damage-whoring game. Sure, they threw in some other things to do later on, but they were really poorly conceived and managed. I still don't understand how people bought into Monster Book at all. There are so many games out there with better and more interesting collecting. The one class that has any support-like ability does not upgrade to support that ability. There is hardly any endgame content and the only point of levelling past 160 is to make the number bigger. Before potential, if there was an imbalance in the damage classes did, you could clearly see that in-game just by looking at what kind of damage people were doing. You couldn't change that too drastically with gear. I started this spreadsheet because I'd wonder "just how much stronger is x than y?" This spreadsheet helped to clarify that, I think. You could see which classes were overpowered and which classes really needed help. I think people were under the impression that Buccaneers were overpowered before this came along.
With the release of the potential system, Nexon diluted the problem of class imbalance by making it possible to make even larger disparities in damage through quality of gear. Before, Class X might do three times the damage of Class Y. Now, who cares that Class X still does twice the damage of Class Y? You can triple your damage through potential! And I simply don't care enough to evaluate the balance of a game where your damage is based entirely off how much money you throw at it. You don't even have to kill bosses for pomegranate. Getting a CHTP (assuming you actually earn it) does nowhere near as much for your damage as handing Nexon 100 dollars. It's ridiculous.

2. Skill mechanics have become more complicated, making it harder to give classes a simple number. There is an optimal DPS option for every class, but people don't use it. I have to include options like how a mage Teleports because they made it such a large portion of mage DPS, but mages can't Teleport at every boss. It's become very difficult to do this when I have no idea what the situation to calculate for is.

3. Formulas keep changing, and people haven't been keeping up with the spading. We don't have a good table for attack speeds anymore. They keep changing all the time, and all the attack speeds being used in the spreadsheet right now are a combination of old data and guesswork. Do we even know the Mechanic attack speeds? Don't get me wrong, I enjoy changing mechanics, and I wish they had started actual attempts at balancing before Big Bang (the preceding class balance patches seldom made any real changes to class strength - usually just a fix with a major annoyance like the complete uselessness of Pierce and Snipe when they first came out), but I don't have the time to keep up with it all.

So in conclusion, I will not be making updates to this spreadsheet until further notice. It's incomplete, and it'll remain that way. If anyone wants to pick up the slack and use the existing spreadsheet, fix it up, and put their name on it, feel free to PM me about it.
Reply
Oh btw, timings for Mechs:

- Siege Mode = Exact 20 shots per 5 seconds, not more not less. -> 250ms
- Normal Tank Mode = 134 shots per 60 secs -> 450ms

Timed via waveform analysis. Smile
Reply
Devil Wrote:Oh btw, timings for Mechs:

- Siege Mode = Exact 20 shots per 5 seconds, not more not less. -> 250ms
- Normal Tank Mode = 134 shots per 60 secs -> 450ms

Timed via waveform analysis. Smile

so wrong like ur ign lol

120shots 5sec
350ms siege

Credits:kruimel0
Reply
hamad138 Wrote:so wrong like ur ign lol

120shots 5sec
350ms siege

Credits:kruimel0
I'm pretty uninformed about Mech skills, but I'm pretty sure each shot fires six bullets. Hence, twenty shots, one hundred and twenty bullets.
Unless the super rapid fire skill is something else, in which case what you're talking about is probably something different.
Sorry, don't have a mech so I'm pretty uninformed.
Also, maybe the two were conducted with different weapon speeds?
Disregard all this if I'm wrong.
Reply
All other skills have use delays divisible by 30ms, so I don't buy those numbers.
Reply
hamad138 Wrote:so wrong like ur ign lol

120shots 5sec
350ms siege

Credits:kruimel0

I knew the siege node was 120 shots in 5sec from certain youtube vid.
But I could not find any prove about the atk speed of Missle Tank.
Could you help me?Thanks~
Reply


Forum Jump:


Users browsing this thread: 2 Guest(s)