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DrRusty Wrote:Just wondering if lvl 11 si is included for bucs. It was rumored for a long time that lvl 1 si already maxed us out. It probably wouldn't change things much though.
Yeah, it's supposed to be max SI. Whether the speeds are correct for max SI, I don't know. I'm just going by the best information I have.
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Hotshot Wrote:Couldn't change the /10 to /4, it said it's protected.
@ above though, somehow I didn't notice that :f6:. Thanks.
If you read my last post again, I said to copy it to the sandbox first, then change the /10 to /4.
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Jus wondering if rapid fire's DPS was updated with KMST updates. I think rapid fire got a damage increase
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DrRusty Wrote:Jus wondering if rapid fire's DPS was updated with KMST updates. I think rapid fire got a damage increase
I think it's been updated in the KMST Excel sheet, but not the gMS (1.3.1) one.
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Just curious.. How does Corsair's battleship cannon do more DPS than NLs? I'm not saying that's wrong, I believe it, but I'm just curious. I don't know much about Pirates.
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RajPwN Wrote:Just curious.. How does Corsair's battleship cannon do more DPS than NLs? I'm not saying that's wrong, I believe it, but I'm just curious. I don't know much about Pirates.
Cannon already does 380% x 4. With Bullseye factored in, each hit is multiplied by 1.2
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Bribery Wrote:Cannon already does 380% x 4. With Bullseye factored in, each hit is multiplied by 1.2
which means an additional 76% per hit, for a grand total of an extra 324 on what is already 1520% per use, GRAND TOTALLING 1824%. This excludes the addition of SE or apples.
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2009-03-19, 11:03 PM
(This post was last modified: 2009-03-19, 11:05 PM by DrRusty.)
is bullseye included in the calculations already? If its not........... wow...... corsairs are seriously the pinnacle of DPS.
RajPwN Wrote:Just curious.. How does Corsair's battleship cannon do more DPS than NLs? I'm not saying that's wrong, I believe it, but I'm just curious. I don't know much about Pirates.
according to the thread, NLs with SE still get outdone by cannon
Edit: wait....... SI effects cannon? wtp? corsair = overpowered much?
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2009-03-19, 11:28 PM
(This post was last modified: 2009-03-20, 10:14 AM by Cavalier.)
DrRusty Wrote:is bullseye included in the calculations already? If its not........... wow...... corsairs are seriously the pinnacle of DPS.
according to the thread, NLs with SE still get outdone by cannon
Edit: wait....... SI effects cannon? wtp? corsair = overpowered much?
I think bullseye is included because if you check the %dps tab in Excel, you'll see the values listed are greater than the normal values.
And yes SI affects Cannon since Guns are (5) speed. Like crossbows (I think). At least it does in theory. I dunno if it does for real.
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DrRusty Wrote:is bullseye included in the calculations already? If its not........... wow...... corsairs are seriously the pinnacle of DPS.
according to the thread, NLs with SE still get outdone by cannon
Edit: wait....... SI effects cannon? wtp? corsair = overpowered much?
Bullseye is included and I believe SI does affect Cannon since Guns are Fast 5 (I think).
Corsairs are far from overpowered. They're great during training and during bosses like Anego but they can't maintain that high DPS at bosses like HT. Battleship even breaks at Pap.
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SI does effect canon [Personal experience]
While ship breaks at pap, it still takes me like 7~8 minutes appled. With KMS update so I can add +9 points to ship, it'll probably break once or twice maybe. I think it only broke twice, 3 times very max. And RF will get a nice boost too.
As for HT, I will be able to HT on it next week so I can report personal experience about it as I haven't seen a single corsair post about it but rather theory/speculation.
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2009-03-20, 09:58 AM
(This post was last modified: 2009-03-20, 10:02 AM by Dusk.)
Btw, regarding Corsairs - Battleship Cannon is a bit faster than the time listed in the tables. It's currently speculated to be 630 ms. I've known this for some time, but I will wait on more solid numbers regarding SI's effect on skills to update.
Yes, this does make them wtp strong with Bullseye.
I'll probably be redoing the equips, too. Basically a general upgrade to get closer to what people actually use. Some kind of method that includes a given number of 30%s based on the number of slots on the item, Flamekeepers, and maybe Naricain pendants are in order. Maybe I'll wait until Set 6 to see if there's any ridiculous items in there.
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2009-03-20, 10:09 AM
(This post was last modified: 2009-03-20, 10:13 AM by Cavalier.)
Couple of things: Are your archers using Diamond Arrows? Their weapon attacks don't add up.
Secondly, TT is listed as 300% x 3 in %dps. Shouldn't that be 225%? I really don't know anything about NL's, but I seem to remember Maxed TT was 150% per star and SP was 50% of the original damage.
edit: Noticed Strafe/Hurricane values already factor in Archer's Crit + SE, but shouldn't NL's be at 275% then? Oh wait.. I get it now.
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2009-03-20, 10:18 AM
(This post was last modified: 2009-03-20, 10:21 AM by Dusk.)
Cavalier Wrote:Couple of things: Are your archers using Diamond Arrows? Their weapon attacks don't add up.
Secondly, TT is listed as 300% x 3 in %dps. Shouldn't that be 225%? I really don't know anything about NL's, but I seem to remember Maxed TT was 150% per star and SP was 50% of the original damage.
edit: Noticed Strafe/Hurricane values already factor in Archer's Crit + SE, but shouldn't NL's be at 275% then? Oh wait.. I get it now.
Thanks, but I know what I'm doing.
1. Bow Expertise / Marksman Boost.
2. Each star of TT is 150%, crits are 250%. That's an average of 200%. SP multiplies that by 1.5, which results in 300%.
Sorry if that sounds a bit rude, but I've already addressed plenty of comments regarding my math, and in 90% or more of the cases, it has been fine. I recommend looking at RussT's sticky about MS formulas to make sure you haven't overlooked anything.
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Dusk Wrote:Btw, regarding Corsairs - Battleship Cannon is a bit faster than the time listed in the tables. It's currently speculated to be 630 ms. I've known this for some time, but I will wait on more solid numbers regarding SI's effect on skills to update.
Yes, this does make them wtp strong with Bullseye.
I'll probably be redoing the equips, too. Basically a general upgrade to get closer to what people actually use. Some kind of method that includes a given number of 30%s based on the number of slots on the item, Flamekeepers, and maybe Naricain pendants are in order. Maybe I'll wait until Set 6 to see if there's any ridiculous items in there.
wow...... I think i'm going to enjoy my gunslinger =O. This is actually the first time i've made a ranged char and i've been playing MS since beta lol.
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DrRusty Wrote:wow...... I think i'm going to enjoy my gunslinger =O. This is actually the first time i've made a ranged char and i've been playing MS since beta lol.
Trust me, once a few corsairs get higher level and start showing off at bosses/training, there will be a bandwagon. I pretty much match an NL w/o SE or even outdamage. Even with SE, i'm not that far off behind if the level/gears aren't that off. And the fact I don't need SE to be godly is a big plus. On raw dps with own skills, only ranged class that comes close is MM [snipe upgrade] and bm.
Unfortunately people still love NLs due to +5min apple with alchemist.
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Dusk Wrote:Thanks, but I know what I'm doing.
... lol
Partly why I dislike posting math on stuff like this.
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Ah. I just noticed something.
For Brandish/Axe, I noticed that the base damage with Brandish is higher than without, and thought that was illogical, because Brandish is 1:1 rather than 3:2 and should be less favorable to axes.
Looking at your formulae for Brandish base damage, you averaged the min and max. This doesn't work because since the max base damage is higher than the min, a simple average weights the higher multiplier (swing) more than the lower multiplier (stab).
You have to average the multipliers first, then multiply that by the damage average.
[excuse the double post]
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Did the damage cap increase affect any numbers?
For example, Paladins should be able to do more now since they were previously capped at 99k, but I dunno if you capped your figures.
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2009-04-19, 02:37 PM
(This post was last modified: 2009-04-19, 02:46 PM by Dusk.)
I'm about to release an update. I was playing with the numbers to include the update with the attack arrows and decided, hell, I'll just go ahead and add as much crap as I can think of and release a new public version.
I went ahead and retested Battleship Cannon. I'm going to go ahead and use these numbers, and hopefully someone can confirm them:
| ID | Test Name | Nominal Speed | Approximate shots in 60 seconds | Experimental Rate (ms) | Actual Rate (assumed) (ms) | | 1 | The Peacemaker + Booster + SI | Faster (2): max(2,5-2-2) | 100 | 600 | 600 | | 2 | The Peacemaker + Booster | Faster (3): (5-2) | 95 | 631.6 | 630 | | 3 | Dellinger Special + Booster | Fast (4): (6-2) | 87 | 689.7 | 690 | | 4 | The Peacemaker | Fast (5) | 80 | 750 | 750 |
Each test was run twice with one minute of straight holding the button. Having over 3.4k MP makes things nice as far as mana usage =)
I'm trying to figure out a new method of doing the equips. I want to make it standardized across every class, but I'm not sure how. The Mark of Naricain presents a problem, as well as the fact that just about EVERYONE at 200 or near 200 has better equips than the ones listed. SeiiShiko's (sorry if I spelled that wrong) damage range at level 16x being nearly as high as theoretical level 200 Buccaneer drew my attention to this problem. Should the quality of the equips matter a lot? I know better equips benefits classes with low base weapon attack and base stats(Corsairs, Buccaneers, NLs) just a little more than classes with high weapon attack and high base stats (all Warriors, Marksmen, Shadowers?)
Russt Wrote:Ah. I just noticed something.
For Brandish/Axe, I noticed that the base damage with Brandish is higher than without, and thought that was illogical, because Brandish is 1:1 rather than 3:2 and should be less favorable to axes.
Looking at your formulae for Brandish base damage, you averaged the min and max. This doesn't work because since the max base damage is higher than the min, a simple average weights the higher multiplier (swing) more than the lower multiplier (stab).
You have to average the multipliers first, then multiply that by the damage average.
[excuse the double post]
Highly confused, but fixed. That sucks, axes are actually ~10% weaker than swords with equal scrolling.
Cavalier Wrote:Did the damage cap increase affect any numbers?
For example, Paladins should be able to do more now since they were previously capped at 99k, but I dunno if you capped your figures.
I did the calculations without any caps, so nothing should change. Paladins are now hitting the damage they should have been doing in the first place, which is still terrible given no elemental weaknesses, unfortunately.
---
Oh, and by the way, with these equips and a 12 att pot BMs now outdamage NLs with SE. The Onyx Apple is still Nexon's big pineapple YOU though.
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