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MountLag Wrote:I used 350 ability circulators just now and the best things I got were 32% buff duration, 7% boss, and 13% item drop at unique top line.
Most of the time I was stuck at rare or epic. Circulators = bad idea.
Started at unique
What level is your inner ability?
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2013-07-01, 08:56 PM
(This post was last modified: 2013-07-01, 09:14 PM by Even.)
Believe they also removed the chance of getting critical lines, at least on unique. You're meant to get up to 10-11% critical and I've used about 100 circulators on unique rank, still the best I got was 13% drop rate. Could be totally wrong on this but I HATE this new inner ability, its only good for those that want to aim for attack speed and for the rest its kinda sucky (apart from the fixed numbers of stat ofc).
edit: Could someone tell me if having 10-20% more critical on a xenon is more beneficial than 5-10% boss dmg?
[MENTION=5956]hadriel[/MENTION] can you help on this?
I currently have this of total dmg/boss (note that my weapons are still not cubed, so Im looking into gaining another 90% boss/total dmg in the future, however after nerf xenon lose 40% total dmg on skills)
60% multilatern
80% opatz code
15% ds link
10% da link
11% char cards
3% Da card
27% rank 11-50 dojo glove (I know I suck for now  )
I also have decent se, meaning it bumps my avg crit dmg to 1.5x
Was also thinking of aiming for 32% buff duration. After Xenon nerf the duration of opatz will be down to 30 sec, having 20% from mechanic card and 32% will bump it up to pre nerf duration and I can also get the 20% from empathy (as perviously asked, it will probably be the same as the current empathy but it caps at 20% instead of 30%).
What I really mean is that before the nerf criticals looks more appealing that boss dmg, and afterwards buff duration looks WAAAAAAAAAAAAY more appealing than either one of them. Opatz has annoying long cast time and duration buffed by 102% (assuming I get 50% on legendary obviously) will mean I'll have it up with all 20 energy charges over 66% of the time. This also helps my decent ability skills (since a miss doesnt seem to be a miss in ems, you cant change equips even if a target misses on you)
So what do you guys think? Aim for buff duration and eventually cube for legendary or try getting criticals?
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DavyJonesx Wrote:What level is your inner ability?
It was 34 I think
Honor level 34
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Even Wrote:Believe they also removed the chance of getting critical lines, at least on unique. You're meant to get up to 10-11% critical and I've used about 100 circulators on unique rank, still the best I got was 13% drop rate. Could be totally wrong on this but I HATE this new inner ability, its only good for those that want to aim for attack speed and for the rest its kinda sucky (apart from the fixed numbers of stat ofc).
edit: Could someone tell me if having 10-20% more critical on a xenon is more beneficial than 5-10% boss dmg?
@hadriel can you help on this?
I currently have this of total dmg/boss (note that my weapons are still not cubed, so Im looking into gaining another 90% boss/total dmg in the future, however after nerf xenon lose 40% total dmg on skills)
60% multilatern
80% opatz code
15% ds link
10% da link
11% char cards
3% Da card
27% rank 11-50 dojo glove (I know I suck for now )
I also have decent se, meaning it bumps my avg crit dmg to 1.5x
Was also thinking of aiming for 32% buff duration. After Xenon nerf the duration of opatz will be down to 30 sec, having 20% from mechanic card and 32% will bump it up to pre nerf duration and I can also get the 20% from empathy (as perviously asked, it will probably be the same as the current empathy but it caps at 20% instead of 30%).
What I really mean is that before the nerf criticals looks more appealing that boss dmg, and afterwards buff duration looks WAAAAAAAAAAAAY more appealing than either one of them. Opatz has annoying long cast time and duration buffed by 102% (assuming I get 50% on legendary obviously) will mean I'll have it up with all 20 energy charges over 66% of the time. This also helps my decent ability skills (since a miss doesnt seem to be a miss in ems, you cant change equips even if a target misses on you)
So what do you guys think? Aim for buff duration and eventually cube for legendary or try getting criticals?
Given that you have DSE, as you said your average crit damage is 1.5x, at the limit of 90% crit, another 10% crit will give you an increase in DPS of about 3.45%. This is the absolute minimum increase in DPS (7.14% starting at 80% crit for a 20% crit rate increase), and this number will increase as your actual crit rate decreases. Assuming Linear Perspective still gives 40% crit rate, with DSE and Hyper Crit and Phantom Link you're standing at 75% crit, so a 10-20% increase in crit rate from here is about 3.64% - 7.27%.
Let's take the pre-nerfed Xenon numbers, but I note you missed out Hypers and Kanna contributions (didn't include Kanna here): 60+80+15+10+11+3+27+20 = 226%, or a damage factor of 3.26. An additional 5-10%Boss would bring that damage factor up to 3.31-3.36, so it's an increase of about 1.53-3.07% DPS. This number will go up after nerf because of a lower starting damage factor, so losing 40% from OOPArt and Multilaterals will bring the increase in DPS up to 1.75-3.50%. One should also note that with OOPArt and Multilateral I-VI alone pre-nerf, that's 140% already (or 160% with Hypers), so the diminishing return sets in strongly right from the onset, at 2.08-4.17% (1.92-3.85% with Hypers); after nerf those numbers are 2.50-5.00% (4.17-8.33% with Hypers). You have lost half of the effectiveness of that 5-10%Boss right from the start.
JoeTang has raised this point before: should you use your points in your Xenon energy gauge, or should you try to keep it maxed for the extra damage? You will often use Amaranth Generator and Extra Supply for the purposes of full recasting, so half the time you will be on full gauge, and half the time you will be on empty/charging up if we consider the rebuffing of OOPArt only and you having about 50%BD from Mechanic card and IA. A recharge rate of 60% per instance of you being attacked is pretty high (idk about multi-hit skills) so think about it. If the map has a rope, then casting delay becomes a moot point, but this is very situation-dependent. I can see the benefits of keeping your gauge maxed, but I have my reservations about just how much more or less those benefits are compared to swapping out the %BD IA for crit rate - I've not played a Xenon before so I cannot do those numbers.
Hadriel
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hadriel Wrote:Given that you have DSE, as you said your average crit damage is 1.5x, at the limit of 90% crit, another 10% crit will give you an increase in DPS of about 3.45%. This is the absolute minimum increase in DPS (7.14% starting at 80% crit for a 20% crit rate increase), and this number will increase as your actual crit rate decreases. Assuming Linear Perspective still gives 40% crit rate, with DSE and Hyper Crit and Phantom Link you're standing at 75% crit, so a 10-20% increase in crit rate from here is about 3.64% - 7.27%.
Let's take the pre-nerfed Xenon numbers, but I note you missed out Hypers and Kanna contributions (didn't include Kanna here): 60+80+15+10+11+3+27+20 = 226%, or a damage factor of 3.26. An additional 5-10%Boss would bring that damage factor up to 3.31-3.36, so it's an increase of about 1.53-3.07% DPS. This number will go up after nerf because of a lower starting damage factor, so losing 40% from OOPArt and Multilaterals will bring the increase in DPS up to 1.75-3.50%. One should also note that with OOPArt and Multilateral I-VI alone pre-nerf, that's 140% already (or 160% with Hypers), so the diminishing return sets in strongly right from the onset, at 2.08-4.17% (1.92-3.85% with Hypers); after nerf those numbers are 2.50-5.00% (4.17-8.33% with Hypers). You have lost half of the effectiveness of that 5-10%Boss right from the start.
JoeTang has raised this point before: should you use your points in your Xenon energy gauge, or should you try to keep it maxed for the extra damage? You will often use Amaranth Generator and Extra Supply for the purposes of full recasting, so half the time you will be on full gauge, and half the time you will be on empty/charging up if we consider the rebuffing of OOPArt only and you having about 50%BD from Mechanic card and IA. A recharge rate of 60% per instance of you being attacked is pretty high (idk about multi-hit skills) so think about it. If the map has a rope, then casting delay becomes a moot point, but this is very situation-dependent. I can see the benefits of keeping your gauge maxed, but I have my reservations about just how much more or less those benefits are compared to swapping out the %BD IA for crit rate - I've not played a Xenon before so I cannot do those numbers.
Hadriel
Thanks a lot!
Im probably gonna aim for buff duration for now. Opatz has a cast time of about 1520 ms if Im not mistaken, Im not really aiming or obtaining more energy at most times, its rather for less rebuffing in general. One of the most annoying things I've noticed so far, is dying with both energy supply and generator on cooldown, meaning theres no possibility of rebuffing before those actually become ready (ofc this means 1st job skill, 2nd job skill and opatz). And knowing that RA bosses will bring a lot of deaths I could see buff duration being more helpful than criticals after nerf, right now criticals seem to be the best, since with just 20% buff duration Im at 54 sec opatz, which is pretty okey. However I want to achieve 100% criticals oneday, I just dont know how to get the last 20% without 10% potion and since we DIDNT get critical rings at level 50 its even harder to achieve for now.
Im really wondering how limgoon achieved 100%, knowing that his IA was unique rather than legendary with 20% and he wasnt using 10% critical potion. But then again, knowing how funded he is, its probably from some potential line and what not.
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Even Wrote:Believe they also removed the chance of getting critical lines, at least on unique. You're meant to get up to 10-11% critical and I've used about 100 circulators on unique rank, still the best I got was 13% drop rate. Could be totally wrong on this but I HATE this new inner ability, its only good for those that want to aim for attack speed and for the rest its kinda sucky (apart from the fixed numbers of stat ofc).
All the % critical I've seen on unique are 15% critical
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Well i used around 150 circs.
I stayed at epic only, never moved up and down. Best thing I got was buff duration 19% but i sorta circed that off by accident lol
Ended up with drop rate 9%. Does this stack with DS's demon cry and spider familiar? If not, I'm farming more circs of the answer is no >_>
[my honor level is only 31 atm QQ]
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Tigeon Wrote:Well i used around 150 circs.
I stayed at epic only, never moved up and down. Best thing I got was buff duration 19% but i sorta circed that off by accident lol
Ended up with drop rate 9%. Does this stack with DS's demon cry and spider familiar? If not, I'm farming more circs of the answer is no >_>
[my honor level is only 31 atm QQ]
Im 99% sure it stacks with everything, its basicly just like having a greed pendant or an additional pot line with % drop.
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Hmm what would be the best inner ability for Demon Slayer, sans Legendary Tier stuff =x [can't buy nx to circ those lol]
Is buff duration really useful, because TBH I didnt think it was all that great if it doenst affect blue blood hyper.
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Ribbonpig Wrote:
You can get way better then that ._.
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IMO the basic 3 IAs (+1, +3, +5ALL) are wonderful for Xenons. We are talking about 27 stat points to start with...
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DavyJonesx Wrote:You can get way better then that ._.
I should stock up on more Circulators right? What do you think I should aim for?
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All stat/att/boss dmg/buff duration/attack speed IF YOU DARE
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Got this earlier... I think i'll stick with it for now, until I can just use the cash shop ones. :|
Also, did you guys notice that the patch made the new circulators available at aswan for dirt cheap? A single day's worth of bonus coin rounds nets you a good 400-500+ circulators >_> It's nuts.
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it would be great except i'm crashing and disconnecting every 3 runs or less
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![[Image: xp8KDJk.png]](http://i.imgur.com/xp8KDJk.png)
Sticking with this for the time being.
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Justin Wrote:A single day's worth of bonus coin rounds nets you a good 400-500+ circulators >_> It's nuts.
I'd rather pay more coins for a Circulator that doesn't rank down.
Start at Epic, 511 Circulators later, ranked up to Unique three times, but only took 6/5/1 Circulators to rank back down to Epic.
I fucking hate this new system.
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Pink Bean Wrote:it would be great except i'm crashing and disconnecting every 3 runs or less
Usually I do Hard runs in less than 20 seconds and as soon as I get the message I click "Ok" to exit. By doing that, I got disconnect 7 out of 20 runs.
What I tried today is not clicking the "Ok" message. I just wait until I get teleported. I'm doing Aswan right now and I have only disconnected 2 times out of 25+ runs.
I don't know if you wanna try doing that. (or maybe you already did.)
Btw, like Justin said: The Circulators cost only 5 coins. You can pretty much get tons of Circulators if you do Aswan during Bonus Times.
I'm gonna be doing a 1k circulator run. I hope to get 19% epic buff duration. ._.
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What are the bonus coin times again?
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