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valhala556 Wrote:Yes I bothered but I dont think you did the same. Its not the number of hits per mob im talking about, its the number of mobs. In my first italics quote from orangemushroom it stats that Exceed: Execution hits a maximum of 3 monsters. 4 hits each monsters but 3 monsters total. On your posted. which is also shown in my second italicized has you having Exceed: Execution hitting "1~4 targets". This contradiction is the first point I am talking about
For the 2nd one I thought you knew that the extra target would just send out 2 more shields that can target the same monster. But if you don't then I guess the 2nd point is scrap. And The third two I suppose since I know now that Shield Chasing (sorry for the miss naming) is used in the cycle that you have listen for optional %/s.
No, it most definitely hits four monsters four times. I'll update the hypers with Shield Chasing throwing 2 more shields that can hit a single target if you can find evidence that it actually does. i.e. a video.
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I fixed a bug with Demon Slayer, where their Demon Explosion wasn't correctly dealing the damage it should have been.
I also updated Hayato to have maxed defense, and added a Shinsoku Musou table, for those of you who want to see it.
From what I've been made aware, there are no actual differences from JMS except the readouts are wrong? Yousousen still provides its +20% party damage buff?
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I think Yousousen is still glitched, while the icon is there, there is no actual damage increases for me or anyone else really. Unless this is because we used it on "boss" mobs, the damage remained the same no matter how many times I used it.
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JoeTang Wrote:I fixed a bug with Demon Slayer, where their Demon Explosion wasn't correctly dealing the damage it should have been.
I also updated Hayato to have maxed defense, and added a Shinsoku Musou table, for those of you who want to see it.
From what I've been made aware, there are no actual differences from JMS except the readouts are wrong? Yousousen still provides its +20% party damage buff?
demon explosion? whats that? o.o demon cry? binding darkness?
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2013-03-23, 01:39 PM
(This post was last modified: 2013-04-03, 05:48 PM by JoeTang.)
DemonImpact Wrote:demon explosion? whats that? o.o demon cry? binding darkness?
Infernal Concussion. And I just realised it's missing its critical bonus.
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yay more DPS *-*
we may not be the best at 1v1, but DS are for sure top 10 mobbers, right? xD
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2013-04-03, 10:55 PM
(This post was last modified: 2013-04-05, 05:37 PM by JoeTang.)
Paladin:Demon Slayer:Kaiser:
OP is updated with the Unlimited Defense Formula.
Post #2 is updated with the recent Hyper Skills patch, namely for the buffs to Paladins, Demon Slayer, and nerf to Kaiser. Hyper Skill Tables were always available.
Here are the Paladin, Demon Slayer, and Kaiser Tempest tables for reference. I don't believe anyone else's actually changed, but if they have, let me know. I use the extraction thread to reference any skill changes. It came to my attention my previous GMS tables used Paladin skill values with the buffs they received this patch. They are fixed in the above version.
I'm also reducing the number of iterations each simulation runs, so there might be some fluctuation even if skills don't change, but that mostly occurs for classes with high variance high cooldown skills like Lucky Dice.
EDIT Woops there was a bug with Demon Slayer always being on Unlimited. My bad.
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Can't even see part of the chart because it's so long.
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2013-04-11, 01:05 AM
(This post was last modified: 2013-04-28, 08:15 PM by JoeTang.)
Bomber Wrote:Can't even see part of the chart because it's so long.
Is there a specific chart, or does this apply to all of them? It should fit if you hit CTRL+- (Zoom Out) once or twice.
[MENTION=5338]LiquidSwing[/MENTION] asked about this earlier:
This is an estimate of their current level of power, using Solunar Time.
KMST 1.2.475:
Dawn Warrior:
Currently, this table only uses Solunar Time. I am not sure if there ever will be a scenario where only Falling Moon or only Rising Sun would be desired. From what I can gather, Master of the Sword applies to maxed Solunar Time as it does to the regular phases. As such, this uses +40% Damage, 50% Critical Hit Rate (60% from Hyper), -2 Weapon Speed. I've seen 75% Critical Hit Rate in [MENTION=75]Spadow[/MENTION]'s video, and I'm not sure how that's achieved, possibly with a Phantom lv2 Link?
1v1 alternates Speeding Sunset and Dance of Moon. Each skill does both of their attacks, not just one and switches to the other. I've seen from KMST videos that the recognition for switching is either laggy from server distance or just buggy in execution. I've seen a Solunar Time active spam Dance of Moon (Air) several times before it finally switched to Speeding Sunset.
2+ uses Crescent Divide and Solar Pierce.
Hyper skills use everything except True Sight - Persist. True Sight - Enhanced doesn't improve the numbers on this table, but it should in theory, unless the Elemental Expert (?) actually lets you ignore physical resistance. Then it's a benefit to the party to have it over Persist. All Speeding Dance hypers are used for 1v1. All Divide and Pierce hypers are used for 2+.
Cross the Styx appears to be detrimental for 2+ targets, but is included for now. It is minor (~1000%/s @ 7 targets) max/s (~900m/s @ 7 targets).
This table only contains Fastest (2) because at Normal (6), they hit speed cap with Solunar Time and Master of the Sword. Updated because I forgot to include the defense ignore.
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Looks about right I guess.
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It applies to all of them. And yeah, I found out about the zoom thing. It's only a minor inconvenience I guess.
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JoeTang Wrote:I've seen 75% Critical Hit Rate in [MENTION=75]Spadow[/MENTION]'s video, and I'm not sure how that's achieved, possibly with a Phantom lv2 Link?
Achieved with Phantom's link skill, yes. Plus +10% from the Hyper Skill.
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KMST 1.2.476
Dawn Warrior:
Quite a bit lower than before, though they still have great defense ignore, and even higher hits/s.
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how come KMS demon slayers are still different from GMS ones?
i though we got the same buffs, and %dmg, speed, EVERYTHING
talking about the quote you said above bout DS
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DemonImpact Wrote:how come KMS demon slayers are still different from GMS ones?
i though we got the same buffs, and %dmg, speed, EVERYTHING
talking about the quote you said above bout DS
The only difference is the amount of damage they do to higher defense monsters because the defense ignore formula in Unlimited is different. The table a few posts up is for Tempest. Check the 2nd post of this thread for the current GMS tables.
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[COLOR="#0000FF"]Hi [MENTION=535]JoeTang[/MENTION];, I was looking at demon slayer's table and I've realized that metamorphosis - enhance was not used.
If I were to use that to bypass damage reflect, which hyper (reinforce / force reduction) should should I give up? [/COLOR]
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holycow Wrote:[COLOR="#0000FF"]Hi [MENTION=535]JoeTang[/MENTION];, I was looking at demon slayer's table and I've realized that metamorphosis - enhance was not used.
If I were to use that to bypass damage reflect, which hyper (reinforce / force reduction) should should I give up? [/COLOR]
Metamorphosis's Force Reduction has almost no noticeable effect on DPS and is only for convenience.
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JoeTang Wrote:Metamorphosis's Force Reduction has almost no noticeable effect on DPS and is only for convenience.
Ah okay, I'll add reinforce when the patch goes live then. Thanks !
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Aran:
General buff to most things.
Demonic Avenger:
Small buff to Armor Break. Big buff to Shield Chasing. Execution mob count increase as well.
Kaiser's buff is so insignificant, I'm not including it. It was only Petrify and Will of Sword that had damage changed. Everything else just had their input keys adjusted.
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I'm dying to hear the Aran changes, mate.
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