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@JoeTang
I was wondering how you calculated the DA DPS in regards to current HP? Was it kept @ 100%?
Also, is there any way you can compute the DS DPS assuming fury is not an issue (where reg. atks would not be included to regen fury). This is largely due to the fact that potion pot heals DF now.
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Activates Wrote:@JoeTang
I was wondering how you calculated the DA DPS in regards to current HP? Was it kept @ 100%?
Also, is there any way you can compute the DS DPS assuming fury is not an issue (where reg. atks would not be included to regen fury). This is largely due to the fact that potion pot heals DF now.
HP was kept at 100% for DA.
I believe DS almost never runs into Fury issues with Hyper Skills. A quick check shows Faster (3) non-Hyper 1v1 gains ~300%/s, andFaster (3) Hyper 1v1 gets ~30%/s more if Fury is always maxed. I think the sample was around 200 actions of 50000 were Demon Slash for Hyper Faster (3).
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@JoeTang
Sorry for the multiple posts, I was taking a look at the #s for DA again and I came to question the use on nether slice; why is it only used on 11+ targets? I would think that on high PDR bosses it would be beneficial to use it for the armor reduction, even on single targets.
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Activates Wrote:@JoeTang
Sorry for the multiple posts, I was taking a look at the #s for DA again and I came to question the use on nether slice; why is it only used on 11+ targets? I would think that on high PDR bosses it would be beneficial to use it for the armor reduction, even on single targets.
It uses it as a spam attack for 11+ targets. Every other case it uses it to refresh the duration only.
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Zero:Alpha:Beta:
Revised for KMS Release.
Zero table uses immediate Tagging for maximum Assists. Tries Alpha Combination 4 -> Combination 2 + 3, and Beta Combination 2 -> Combination 4 -> Combination 2. Feasibility of using Alpha Combination 2+3 at a boss is questionable though. Might redo/append the tables without it.
Alpha solo uses Combination 4 -> Combination 2 + 3 -> Combination 4
Beta solo uses Combination 2 -> Combination 4 -> Combination 2 -> Turning Drive -> Combination 1 -> ... as that's apparently the highest DPS possibility.
I think at around 150%~200%ish Boss Advanced Throwing Weapon becomes detrimental, and the best Beta combo is Combination 4 -> Combination 1 because Advanced Throwing Weapon isn't affected by Total Damage modifiers, except Wild Rage and Resolve Time for some reason. This should apply to the Tagging table as well.
If you stack tons of Boss Damage/Total Damage, Alpha pomegranates all over Beta though since on single target, Beta has 75% Total Damage to balance her out.
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Welp, class wars are over, everybody go home, we can play as a demigod now.
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@JoeTang
I'm just checking, how detrimental is it to DPS if kaiser can't keep wing beats up [for current GMS]? On bosses that don't move a lot it's pretty easy, but on something that is as mobile as magnus, even having 1 wingbeat up that hits him more than half of the duration is a bloody miracle.
Guess what I'm asking if you're only allowed to use giga slash, since i doubt inferno breath would be helpful at all wih all the movement.
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Tigeon Wrote:@JoeTang
I'm just checking, how detrimental is it to DPS if kaiser can't keep wing beats up [for current GMS]? On bosses that don't move a lot it's pretty easy, but on something that is as mobile as magnus, even having 1 wingbeat up that hits him more than half of the duration is a bloody miracle.
Guess what I'm asking if you're only allowed to use giga slash, since i doubt inferno breath would be helpful at all wih all the movement.
Kaiser:
Looks about half or less.
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Dam that is huge. I expected some lost but not almost half of it o.o
Thank Joe you're the best <3
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@JoeTang
Can I have a table to compare Dawn Warrior's DPS without Solunar Time (just Rising Sun or just Falling Moon). And what level does Master of the Sword have to be for Solunar Time to provide more DPS than with just Rising Sun or Falling Moon.
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ScarletNova Wrote:@JoeTang
Can I have a table to compare Dawn Warrior's DPS without Solunar Time (just Rising Sun or just Falling Moon). And what level does Master of the Sword have to be for Solunar Time to provide more DPS than with just Rising Sun or Falling Moon.
I've deleted my Soul Master since, but I am 90% sure that Master of the Sword's effects apply to Solunar Time as well. Solunar Time's listed effects, from what I recall, did not actually appear to affect the character. i.e. with level 1 Solunar Time, I had the stats that whatever level Master of the Sword provided me. I even made the note in the Solunar Time translations that it doesn't appear to do anything. It may have been a bug, visual, or actual, at the time. Since I cannot double check to confirm this myself, I would need someone who has a Soul Master on KMS to check this to be sure. Maybe [MENTION=3186]HighOnMushrooms[/MENTION], [MENTION=1747]iAmFear[/MENTION], [MENTION=1816]Arrg[/MENTION], or [MENTION=6960]Imitazion[/MENTION] have a 100+ Soul Master and can check for me.
I'll look into making a Rising Sun and Falling Moon table set for Dawn Warriors when I have time though.
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JoeTang Wrote:I've deleted my Soul Master since, but I am 90% sure that Master of the Sword's effects apply to Solunar Time as well. Solunar Time's listed effects, from what I recall, did not actually appear to affect the character. i.e. with level 1 Solunar Time, I had the stats that whatever level Master of the Sword provided me. I even made the note in the Solunar Time translations that it doesn't appear to do anything. It may have been a bug, visual, or actual, at the time. Since I cannot double check to confirm this myself, I would need someone who has a Soul Master on KMS to check this to be sure. Maybe [MENTION=3186]HighOnMushrooms[/MENTION], [MENTION=1747]iAmFear[/MENTION], [MENTION=1816]Arrg[/MENTION], or [MENTION=6960]Imitazion[/MENTION] have a 100+ Soul Master and can check for me.
I'll look into making a Rising Sun and Falling Moon table set for Dawn Warriors when I have time though.
What I mean is that using Solunar Time seems to slow your attack (both for single target and mobbing) down compared to just using Rising Sun. I want to know if the % damage and crit from Master of the Sword outweighs the speed benefit of using Rising Sun alone, and which level it has to be in order to do so.
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ScarletNova Wrote:What I mean is that using Solunar Time seems to slow your attack (both for single target and mobbing) down compared to just using Rising Sun. I want to know if the % damage and crit from Master of the Sword outweighs the speed benefit of using Rising Sun alone, and which level it has to be in order to do so.
It slows your attack if you lag like a peach.
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JoeTang Wrote:It slows your attack if you lag like a peach.
So basically if you don't lag Solunar Time is supposed to be always beneficial to DPS?
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ScarletNova Wrote:So basically if you don't lag Solunar Time is supposed to be always beneficial to DPS?
Yes, but if you play kms from anywhere not in korea, it's a dps hindrance.
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@joetang in my mihile I have 20% buff duration and I would like to see charts with No cool down rolling soul if you don't mind
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Bernie47 Wrote:@joetang in my mihile I have 20% buff duration and I would like to see charts with No cool down rolling soul if you don't mind
Mikhail:
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@joetang i thought the %s would go a little up but not that much of a change  tnx
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Dawn Warrior:
Here's a look at Soul Masters with only Rising Sun or Falling Moon. Most notably, Falling Moon's 1v1 is garbage. Dance of Moon on the ground is significantly slower than Speeding Sunset. You'll note however, that Falling Moon 2+ targets is better than Rising Sun 2+ targets, especially for higher Boss% because the Total Damage of Rising Sun scales very poorly compared to the flat out 1.2x increase and additional critical hit rate.
While not using Solunar Time is inferior, it can't be helped if you lag.
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Mihile's Soul isn't worth casting outside of Damage Reflect right?
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