KMST 1.2.454 - Resistance Hyper Skills, November Update
#61
Takebacker Wrote:Is that roulette buff passive or is it a dice roll type deal?

Both buffs are listed as passive, but they could change it. I would prefer if the Oak Roulette buff wasn't passive, and you got damage/crit rate/critdam from rolling things instead of just bad effects for monsters you OHKO.
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#62
iAmFear Wrote:Not liking Automata's Aegis System skill. Attacks every time you dodge, seems dangerous for DR bosses.

as long as it doesn't trigger it, it should be fine, summon-style
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#63
Also, I like how Luminous' 'nerfs' are actually buffs mostly.

Half the time on Dark Light Mastery for increased damage and range on other skills? Hell yes. (Well, aside from Apocalypes... Meh it's only 50%)
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#64
JoeTang Wrote:Both buffs are listed as passive, but they could change it. I would prefer if the Oak Roulette buff wasn't passive, and you got damage/crit rate/critdam from rolling things instead of just bad effects for monsters you OHKO.

I would rather the statuses that are reasonable affect bosses personally, aka darkness, but whatever. The roulette being another dice wouldn't be as good for overall damage but it wouldn't matter as much because the cooldown is way less than the duration so you can just keep cycling until you get a good one. Still lots of room for change here.
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#65
buckshot multiplies attack count by 3 for all skills and reduces damage by 40%
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#66
zebroid Wrote:buckshot multiplies attack count by 3 for all skills and reduces damage by 40%

20+ hits per second with barrage alone, 22 hits per attack with barrage and monkey twins YESPLS.
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#67
Takebacker Wrote:20+ hits per second with barrage alone, 22 hits per attack with barrage and monkey twins YESPLS.

Pretty sure there's still a 15 hit limit per attack.
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#68
zebroid Wrote:buckshot multiplies attack count by 3 for all skills and reduces damage by 40%

Yeah, it's 3x, not +3 hits total. This type of damage reduction would be applied first, so in total, you would be doing 1.8x more damage with this skill active. It also can't be dispelled, but that doesn't matter since it doesn't have a cooldown to begin with (yet). It would be more reasonable if the damage reduction were larger without a cooldown. No other class gets such a large boost to pure damage from their hyper buff, I think.
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#69
iAmFear Wrote:Pretty sure there's still a 15 hit limit per attack.

No biggie, all that means is barrage's +1 hit count isn't as useful and i can use that point for something else.

PB and empress is going to be laughably easy for damage cap funded cannoneers now...not to mention i'll be able to ohko LHC mobs and 2hko everything in future ereve LOL training new characters is going to be a joke.
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#70
Now, this is much more OP than I thought.

Bazooka 545% damage per hits for 2 times now. 1090% damage total. 2 millions maximum damage.

Taking away 40% damage per hit and multiply hit counts by 3.

Bazooka will hit 327% damage 6 times, 1962% damage. 6 millions max damage.


Barrage hits 5 times currently for 370% damage per hit. Total damage % = 1850%. 5 millions maximum damage.

Taking away 40% damage per hit and multiply hit counts by 3.

222% damage per hit for 15 hits. Total damage % = 3330% damage. 15 millions maximum damage.
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#71
Takebacker Wrote:20+ hits per second with barrage alone, 22 hits per attack with barrage and monkey twins YESPLS.

Doing the math... (This is without overload, hypers that add additional hits)

With Barrage, you lose 200% damage, but you gain 960%. This comes out as a 760% buff in total damage.

And oh boy... with Bazooka, you lose 160%, but gain 1635%. This means Bazooka gets a 1475% BUFF IN TOTAL DAMAGE.

[Image: spongebob-wallet.jpg]
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#72
dem Cannon buffs

my heart just skipped a bit

I actually chose a class that doesn't have shitastic hypers
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#73
Killmeplsok Wrote:Now, this is much more OP than I thought.

Bazooka 600% damage per hits for 2 times now. 1200% damage total. 2 millions maximum damage.

Taking away 40% damage per hit and multiply hit counts by 3.

Bazooka will hit 360% damage 6 times, 2160% damage. 6 millions max damage.


Barrage hits 5 times currently for 285% damage per hit. Total damage % = 1425%. 5 millions maximum damage.

Taking away 40% damage per hit and multiply hit counts by 3.

171% damage per hit for 15 hits. Total damage % = 2565% damage. 15 millions maximum damage.

No.

40% reduction cancels out overload so no change in % damage.

Bazooka hits 5 times for 545% excluding 10% buff from roulette, including +1 hit count from hypers.

5 * 3 = 15, 15 million max damage per attack in less than a second.

Barrage is now 5 hits of 370%, * 3 = 15 hits or 18 hits if they ever decide to increase maximum hits per attack.

Cannoneers ridiculous.
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#74
Finally, a class named after a fruit, A Tomato <3
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#75
Takebacker Wrote:No.

40% reduction cancels out overload so no change in % damage.

Bazooka hits 5 times for 545% excluding 10% buff from roulette, including +1 hit count from hypers.

5 * 3 = 15, 15 million max damage per attack in less than a second.

Barrage is now 5 hits of 370%, * 3 = 15 hits or 18 hits if they ever decide to increase maximum hits per attack.

Cannoneers ridiculous.

I edited my post, I reduces the 40% because I'm pretty sure Cannon Overload adds damage in your range and it's passive. So you still need to -40% if you're calculating using your range.
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#76
My time is up. I've only read through Cannon Shooter and Demon Slayer but I'll summarize what I've learned:
Cannon Shooter:
  • Oak Roulette gets +1% damage per level, total of +10% damage at max as a passive effect
  • Monkey Wave gets +1% critical hit rate per level, total of +20% critical hit rate at max as a passive effect
  • Monkey Militia gets a useless hyper skill that splits its damage, even though summons can bypass damage cap?
  • Buckshot reduces damage by 40% (i.e. you do 60% damage now, x0.60), but increases number of hits by 3x, for a total of 1.8x damage increase
  • Rainbow attacks at 480ms, given by SubTime. It's extremely unimpressive, but can break damage cap.

Demon Slayer:
  • Rather large number of buffs that I don't care to discuss because it's mostly just damage, but Demon Lash's first two swings do 2 hits now
  • Metamorphosis has a cooldown because of its hyper skills
  • Metamorphosis - Enhanced lets you bypass Damage Reflect for the first 10% of metamorphosis' duration. Metamorphosis itself won't activate damage reflect either with this skill
  • Cerberus recovers 50 Force when it attacks.
  • Blue Blood gives you -20% force cost when it's active and increases damage by 90%. (May be base damage by 90% so all damage 1.9x, instead of just +90% total damage)
  • Resistance buff is called Will of Liberty
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#77
Killmeplsok Wrote:I edited my post, I reduces the 40% because I'm pretty sure Canon Overload adds damage in your range. So you still need to -40% if you're calculating using your range.

I mean that it isn't any sort of real reduction. You're still doing 100% of your original damage, rather than doing 140% of it, yes? If it's the same type of damage then it's not like it would be multiplied to result in 140% * .6 = 84% ? It should just cancel itself out.

@above: ew, split damage for militia is dumb. I wish it were just normal + hit count. Sad
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#78
Zerard Wrote:Doing the math... (This is without overload)

With Barrage, you lose 200% damage, but you gain 960%. This comes out as a 760% buff in total damage.

And oh boy... with Bazooka, you lose 160%, but gain 1500%. This means Bazooka gets a 1340% BUFF IN TOTAL DAMAGE.

I'm pretty sure it doesn't work like that, it should be a 40% reduction of your total damage.
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#79
Killmeplsok Wrote:I'm pretty sure it doesn't work like that, it should be a 40% reduction of your total damage.

Uhh...

-40% of what the skills do. No matter how you slice it (whether you want to take it out of your range or the skill itself), it's -40% damage with that skill. Besides, it's moot since overload cancels that out anyway, lol.

Also, you might wanna snip that image out of your post.
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#80
Takebacker Wrote:I mean that it isn't any sort of real reduction. You're still doing 100% of your original damage, rather than doing 140% of it, yes? If it's the same type of damage then it's not like it would be multiplied to result in 140% * .6 = 84% ? It should just cancel itself out.

@above: ew, split damage for militia is dumb. I wish it were just normal + hit count. Sad

Well, I'm not so sure about this now.

Depends on how the damage reduction works, if it's -40% directly from Overload yeah you're correct.

But if it counts the total damage or damage range of yours and reduce it by 40% then it's different story.

Anyway, little info we have now so I shall wait a bit for more info.

Shall go to bed now, the clock is hitting 3am soon, it's been long since the last time I'm so excited for a patch.
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