2008-12-24, 12:06 AM
Corsairs are in the sextuple digits
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4th job Single Target DPS
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JakeAndBake Wrote:Corsairs are in the sextuple digitsSo are Bowmasters! And Bowmasters don't have to worry about silly things like "being in a ship" or "ammo". Good 'ole Bowmasters never let me down. Stereo Wrote:I'd be interested if people wanted to start a thread about comparing classes on the actual bosses, though.It would be crazy. Mostly it would be the art of factoring in 1) How often a class that can hit more than one body part of boss X and 2) how much time is lost being knocked back by a boss's attack. You'd also have to factor in about how far into the character's attack he is when he gets hit and how long it takes to walk back to the position he was already in. Avoid/Stance also needs to be factored. There's just so much crap to think about. Also, I'm required by a friend of mine to mention that Bowmasters are hurt the most by reality because their attack ends the second they get hit, whereas other attacks that take longer than 120 miliseconds are still being done while the person is in the air, which makes them waste less time.
2008-12-24, 07:49 AM
Dusk Wrote:pineapple, I tried to stay away from any real examples. Er, just Zak body then. 1/1 can be avoided by heroes if they solo, and they don't have to kill summons.
iFrancisco Wrote:I had first learned about this thread on Sleepywood, and have been reading over it lately. If I am not mistaken, because of the small increase from solo damage to party damage for Shadower I noticed this, you used the wrong attack speed for Str Daggers as speed infusion should in fact affect them by 1 total speed (in your calculator it does not). I also have reason to believe that you incorrectly applied SE to their assassinate/BS combo, particularly the 4th hit/lunge which already has a 90% crit rate without SE. Meh Sleepywood. We have a much better compilation of formulas here. You're right, though, I did screw up Assassinate. I derived the numbers for Assassinate from this post. It's a bit confusing. If I'm interpreting it correctly, Assassinate (uncharged) does 600% per hit on the first three hits, and a 90% chance of critting for 750% (6+(2.5-1)) on the last hit. With SE, this becomes a 100% chance of critting for 890%. I hope this is correct. The first three hits I'm sure about. They never crit, even with SE. I don't understand how it's possible for STR Shadowers to be affected by SI. High level STR and LUK daggers are both Fast (4). They reach the speed cap of Faster (2) with just Booster. -- @ KaidaTan: Fixed the Sacrifice issue. Apparently I was using the base damage for normal attacks instead of the sacrifice damage. It'll be in the updated version (couple of days). @Stereo: Comparisons for each class for every boss are way too complex. There's too many issues involved, and too many assumptions to be made. I find simple DPS calculations to be more reliable, even if they're not as useful. Devil's Sunrise Wrote:1/1 can be avoided by heroes if they solo, and they don't have to kill summons. shall we go back to the snail, then? ![]() If anyone would like to add anything to my list of to-dos, so far I'm working on: Fixing Sacrifice (done) Fixing Assassinate (possibly done) Adding magic damage <- that'll be fun Adding summons for archers and mages (maybe Corsairs once we figure out the Octo formula)
2008-12-24, 08:57 AM
(This post was last modified: 2008-12-24, 09:04 AM by TLeviathan.)
Small gripe, but why does the buc have so much dex? If the goal is a timeless knuckle, then why give them a combo that puts them over 140 dex, rather than 120? I'd be a little less puzzled if you set the corsair to the equivalent odd calc, but they add up to exactly 120 str before mw. If you have a 22dex necklace, 15 dex z helm, 5 dex shoes, 10dex earrings, and a 3 dex overall, you have 55 dex from gear. The base dex should then be 65, shouldn't it?
Edit: The "equipped stats" should be reworked... for both marksmen and bowmasters you have the incorrect str values (ones that don't even allow them to equip their weapons). The actual values from base + gear are fine though, they're just listed wrong. Warrior w.att values are also off. TLeviathan Wrote:Small gripe, but why does the buc have so much dex? If the goal is a timeless knuckle, then why give them a combo that puts them over 140 dex, rather than 120? I'd be a little less puzzled if you set the corsair to the equivalent odd calc, but they add up to exactly 120 str before mw. If you have a 22dex necklace, 15 dex z helm, 5 dex shoes, 10dex earrings, and a 3 dex overall, you have 55 dex from gear. The base dex should then be 65, shouldn't it? I didn't count the earrings toward allowing them to equip the knuckle. I could change that, I guess. I assume Buccaneers want to be able to GPQ, though. I'll work on fixing the other stats. Edit: Ah, I used the Nisrock/Neschere str values for archers, oops. The dex was actually correct, I was just missing 20 STR for some reason o_o What did I do wrong for warriors?
Hmmmm..... Still no:
- Buccanneer with Energy Charge (If you're giving Dark Knight Bereserk mode, Buccaneers should have this too, or just split it up) - Referring that a Dark Knight is in Bereserk mode with your calculations - Damage Calculations with Onyx Apples I'm waiting for those.... ![]() P.S. With New Tokyo's High HP mobs coming to kMS, you also might want to add Stun Mastery's Critical (+SE offcourse...) to Buccaneers damage with Demolition/Barrage combo's. I don't know if this thread is solo about bossing, but your topic title doesn't say so, so you could add that too...
2008-12-24, 12:04 PM
(This post was last modified: 2008-12-24, 12:16 PM by iFrancisco.)
Dusk Wrote:Meh Sleepywood. We have a much better compilation of formulas here. Haha, yea that post is somewhat confusing. Yea, sadly Nexon has not fixed the flaw with SE not working with the first 3 hits of assassinate. I Hope they do sometime. As for daggers, the speeds are I believe Fast (4) as you stated; however, I was under the impression that booster increases this by 1 level (or maybe only 1 for daggers?!?) ? I have tested using speed infusion (Level 1 appears to do that same as level 20) and with high certainty I can notice a difference. The easiest way I tested this was Jump BS > assaulter. Normally I would hit the ground (or come very close to hitting the ground) before assaulter in this combo, but with Speed infusion the assaulter begins in mid air, noticeably quicker. Same goes with BS>SB>SB>BS again; they appear to come out faster. Maybe I am just hallucinating, which I might be haha, but it appears to me to make a difference. Edit: Off topic, but are gun speeds Fast (5) or Fast (4)?
2008-12-24, 01:54 PM
Devil Wrote:Hmmmm..... Still no:Reply in bold. iFrancisco Wrote:Haha, yea that post is somewhat confusing. Yea, sadly Nexon has not fixed the flaw with SE not working with the first 3 hits of assassinate. I Hope they do sometime.Guns are Fast (5). Which dagger did you test this speed difference with? I can jump-SB and complete the SB before hitting the ground on my CB with a Fast (4) dagger. I haven't experienced Speed infusion, but unless you tested it with a Fast (5) dagger like the Shinkita, it shouldn't add any attack speed. Booster drops the attack speed rating of the weapon by 2. Speed infusion further drops the attack speed rating by 2 (with 11 or more points). The speed cap is Faster (2).
2008-12-24, 02:41 PM
Dusk Wrote:Reply in bold. Tested with my normal gold double knife. I was also referring to Jump BS, and not jump sb. So does that mean normal dagger booster = Max Speed Infusion? Just sounds odd to me.
2008-12-24, 06:36 PM
Dusk Wrote:What did I do wrong for warriors? I was wrong on that part, was 5am for me, misread.
2008-12-25, 01:39 AM
Dusk Wrote:Meh Sleepywood. We have a much better compilation of formulas here.<3 (I know you meant in general, but lol.)
2008-12-25, 02:04 AM
Might I suggest a checkbox for summons so people can turn them off. There may be imaginary situations where someone might not be able to use their summon for one reason or another.
KaidaTan Wrote:Might I suggest a checkbox for summons so people can turn them off. There may be imaginary situations where someone might not be able to use their summon for one reason or another. I can't imagine such a situation, but okay. Edit: Done. Version 1.1 out. Russt Wrote:<3 xD i meant both. Edit: pineapple, I fucked up the Paladin numbers badly. The attack speeds are all based on the speed of the Timeless Carabella, something I forgot to check when I changed the way elemental charge is calculated. Also, elemental charge doesn't work when the boss is res to elements. I fixed it, and I will hurry along the next release now.
Yeah, it's a double post. I have a question.
If I add mages, what would people like to see covered? I can do comparisons between Timeless Staff and 130 Elem Wands, and probably will at this point. If I did this, I would probably leave the wands out of Bishop hands, though. Should I bother with the 163 staves? I'm thinking it will just be a comparison between Paralyze+Elquines, Chain Lightning+Ifrit, and Angel Ray+Bahamut. Are there other skills I should look at? How's this for magician equips: +15 all Zhelm +22 all HT Pendant 149 m. att 7 int Timeless staff 159 m. att 7 int 2 luk Lightning Wand (don't really want to know what number it is) 159 m. att 9 int Poison Wand 26 int 4 luk Blue Varuna/Bazura (yes, I know the Bazura has 1 more int and 1 less luk, but I don't care ) (luk)20 int sauna? (lukless) <- I have no idea what lukless use for overalls. 3 int yellow snowshoes 7 m. att 10 int PuAC 5 m. att 9 int 4 luk Purple Ciara gloves (luk) 5 m. att 7 int Dark Noel gloves (lukless) 10 m. att 5 int earrings 14 m. att 8 int Esther shield And er, LUKless = 999 int 23 luk LUK = 954 int 78 luk?
2008-12-28, 08:46 AM
Ultimates ought to be considered since it is plausible to use them.
Quantum Explosion possibly for situations of Elemental Disadvantage/Neutrality? 2000ms Charge time + cast time. Otherwise, nothing else would likely be used at a boss. LUK-less use either INT Saunas/Bathrobes or whatever the highest LUK Robe they can wear that's scrolled for INT. Commonly, Starlights come to mind.
2008-12-28, 03:35 PM
Timeless staff is useless stats-wise. Might as well compare with a Cromi >_>
I just love how stuffed up Magic Attack is in this game.
2008-12-28, 05:42 PM
did you suppose lukless use the esther shields too? so then you have to add better overalls for them too.
For the non-elemental staff you should be using the doomsday staff, since it requires less luk. Timeless ones have that level up pomegranate and are not better than doomsday overall.
Holy pineapple. Magician equipment is too complicated. My head is spinning.
Someone check to see that everything makes sense. AMs will be compared using the elemental wand and staff. Bishops will be compared using the doomsday staff and the Maple Wisdom Staff. The AM column will have radio buttons that allow you to switch between the two elemental staves/wands (Fire/Poison and Ice/Lightning). ZHelm - 15/15/15/15 HT Pendant - 22/22/22/22 PuAC - 7 mag 10 int Esther shield - 14 mag 8 int 10 mag 5 int earrings LUKless - 999 int, 23 luk Staff - 159 mag 2 stat* 7 int Maple Wisdom Staff - 94 mag 8 int Anakamoon/Anakarune - 25 int 1 luk Black Pennance - 5 mag 8 int Yellow Snowshoes - 3 int LUK AM - 904 int, 118 luk Staff - 192 mag 3 stat* 7 int Blue Varuna/Bazura - 26 int 4 luk Purple Ciara - 5 mag 9 int 4 luk Dark Varr Shoes - 4 int 2 luk *assume int F/P, luk I/L LUK Bishop - 981 int, 41 luk Doomsday Staff - 132 mat 7 int Enigmatic/Enigma - 26 int 2 luk Dark Lorin - 5 mag 9 int 1 luk Brown Lapiz Sandals - 1 mag 3 int 1 luk Equipped stats: LUKless A/M - 1396(+2) mag, 1201(+2) int 63(+2) luk (+10%/+25%) LUK AM - 1331(+3) mag, 1100(+3) int 173(+3) luk (+10%/+25%) LUKless Bishop - 1332 mag, 1202 int, 63 luk (+0%) LUK Bishop - 1365 mag, 1170 int 86 luk (+0%)
2008-12-29, 12:39 AM
Yes, a LUKless Bishop would use a level 64, if the elemental penalty exists. And yes, people do make them; they're all over.
Otherwise, everything else looks more or less fine. |
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