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4th job Single Target DPS
I'm sure you meant to include it, but Paralyze's DoT for FPs.

And with Heroes they have a critical thing skill, that makes their damage to stunned target's 125%.

I talked with some Shadowers and they told me to use BS/SB/ME along with pickpocket. That outdamages Assassinate lol...

And also NLs/Shads have Dark Flare skill, although that only works with reflect. So ya that would be weird.
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OB3LISK Wrote:And with Heroes they have a critical thing skill, that makes their damage to stunned target's 125%.

You can't stun a boss.
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But you can blind a boss. I love heroes.

Anyway, final attack does charge orbs separately and is triggered after the attack. Not sure what else you need to know about heroes, it's pretty straightforward, except for critical which I've explained already. (+100% from advanced combo @ 30 + 120~50% normal crit, or +110% @ 32 adv combo, etc)

If you have time on your hand, you might want to add in combat order for every class to see how beneficial it does to each, just a suggestion.
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Dusk Wrote:I may need help with calculations for Heroes and Arans if their finishers have been determined "worth using." Also, what's the preferred attack pattern for Shadowers at bosses now?

For Shadowers, it depends on your attack range.

If you're a NX cube whore, you will hit 999.999's with Assassinate 8secs-full-change (only most damage @ 8 secs full charge, other timed charges don't get the full 200% SPartner bonus). So, for Shadowers who always hit 999.999's, EnhancedSBlow + ShadowPartner + EnhancedPPocket + EnhancedME is better DPS. For those who don't hit 999.999's, Assassinate is stronger.

EnhancedSBlow + ShadowPartner + EnhancedPPocket + EnhancedME -does- provide the most DPS (above all possible combo's, including Bstep+SB), since it produces the most coins with EnhancedPPocket, so EnhancedME (which does insane DPS on it's own) raises this combo to the number one DPS Combo.

Formula's:
EnhancedSBlow = 1.5*6*112.5 (1406% DPS, without criticals)
EnhancedME @ Bosses = 240% * 15 (4800% DPS on it's own)
ESBlow + EME Combo = 2808% DPS
(I've done some quickcalcs before somewhere on the forum @ SB+ME combo DPS, you can check if it's correct, please don't forget that you need to produce 15 coins with EnhancedPPocket (80% chance @ 12 hits = 9.6 coins per SBlow), before you can blow all 15 up with EnhancedME).

Assassinate =
damage formula at full 8secs charge (2.5 is full charge SPartner bonus) should be around:
(3 * ((5 * 560%) + ((5 * 560%) * 2))) + ( 1 * ((5 * (560% + 150%)) + ((5 * (560% + 150%) * 2))))
Equals:
(3*(2800%+5600%)) + (1*(3550+7100))
Equals:
28200% + 10650%
Equals:
38850% @ (8000ms charge + 100ms dark sight + 1380ms Assi3 + 390ms Assi4) = 9870ms
Equals:
3936% DPS
(Assuming every Shadower has a 5% or 10% critical ring, which equals 100% critical on 4th hit Assassinate)

Again: Note that this only works with the 4th hit activated, you have to bump into bosses (and live) for this, and people who hit 999.999's will get lower DPS then this (same issue's with Snipe, the higher your attack range, the lower it's effectiveness is).
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Super transform for buccaneers contributes 40 watk and is needed in order to use demo, so i assume you've already got that listed (at it wasn't passive cause it needs to be pressed to activate Tongue)
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Might as well mention Combat Orders + Advance Charge Blow for Paladins, since the first is always on +2 to skills, the second is +20% mastery (24% with CO) while charges are active.


Heroes finishers are only worth using for the Darkness, which I believe lasts 8 seconds on Panic, meaning you do about 10 attacks in between (average of 4 hits to charge fully = 4 at an average of ~65% strength, then the remaining 6-9 at 100% strength).
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SB+ME is definitely the best dps on a stationary boss monster or mobile bosses that can be pinned. Otherwise I would use ASS+BS with the occasional ME. I'm not sure how you are going to factor in bosses that use def up because that's when shadowers shine since it's 30 seconds of PP build up. But for some bosses such as HT the coins fall in the center of the body making it impossible to use on the other parts. As for venom, it only lasts 3 seconds for me when it should last 8 seconds according to your skill tables. If this is how it should be then dps is lowered because venom runs out too fast when mass bombing and it's not worth it to throw in an occasional SB because for some reason when you are spamming ME it activates a lot faster.

Also please remove the luk / str dagger difference. The best dagger out there is the VIP Str dagger and the shield would be the dragon khanjar. This is an obvious choice for any shadower and it really ticked me off seeing that the last DPS sheet included this as if they were two separate classes with difference damage formulas. You are adding a customizable equip option so this shouldn't be a problem.
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How do SE and Thorns stack?
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Dusk Wrote:How do SE and Thorns stack?

I've been told the damage buff does but not the critical rate.
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I can confirm that. I have both MM and DB and tested it.
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Jellyflower Wrote:But you can blind a boss. I love heroes.

I haven't had time to test this yet, but Panic's darkness works on bosses? Or does this refer to the DB/MM skills.
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Phoenix Wrote:I haven't had time to test this yet, but Panic's darkness works on bosses? Or does this refer to the DB/MM skills.

blind = darkness

Yes it does.
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However, Panic discharges your Combo. So you get 125% damage on the blinded enemy, but it's 125% of 0 orb damage (for the first) hit, and gradually increasing.
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Dusk Wrote:blind = darkness

Yes it does.

Does Marksman's Blind work on bosses now?
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Phoenix Wrote:I haven't had time to test this yet, but Panic's darkness works on bosses? Or does this refer to the DB/MM skills.

People say it does, but I tested it on Zakum yesterday and didn't see any darkness affect on him. I think it only works with DB's Flash Bomb.
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Some preference questions:

[Image: equip.png]
This is what the equip page currently looks like (only partially and pretty randomly filled out). There is a box where you can add % bonuses from potential and stuff like crit rate. This is much simpler than adding several lines for this information to be filled out for EACH equip. However, an issue with this is that not every class has access to the same potential items. Which setup do you prefer?

I took out 2h weapons for Paladins and the dagger distinction for Shadowers. Does anyone care enough about 2h sword-wielding Heroes for the comparison to be included?
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There's sure to be Stonetooth wielding Heroes that will want to be included. Rolleyes
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I care about 2-handed heroes Tongue1
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For Battle Mages, could you see if it is worthwhile casting Dark Shock every 5 seconds? With maxed Dark Genesis, Dark Shock deals 1600%. On paper it seems like it would boost DPS.
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Bribery Wrote:For Battle Mages, could you see if it is worthwhile casting Dark Shock every 5 seconds? With maxed Dark Genesis, Dark Shock deals 1600%. On paper it seems like it would boost DPS.

Its cast time is way too high for that to be possible.
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