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I'm still using a slow 2h weapon on my Paladin and with the way my defensive skills are looking, I barely even need Shield Mastery + Guardian... I'm already not using HP pots.
I'm sure I can work it out myself anyway how I compare though, until I cube/scroll a 1h+shield.
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hmm yeah, I saw no noticeable Blind effect from Panic on Toad boss, and definitely no increase in dmg, even while recasting panic at every 10 seconds.
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My pally is using a 2H slow weapon so it would be awesome if you could include that in your calculator Dusk. It looks great though!
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2010-12-20, 02:02 AM
(This post was last modified: 2010-12-20, 03:02 AM by Dusk.)
WingZero Wrote:My pally is using a 2H slow weapon so it would be awesome if you could include that in your calculator Dusk. It looks great though!
Yeah well if I'm going to do it for Heroes, might as well include it for Pallys too. The calculator now allows you to change the speed/req. secondary stat/base attack of your weapon and it'll automatically adjust your base stats to the optimal setup at level 200.
Signal Wrote: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.
Didn't get a chance to respond to this post earlier. As far as how I'm going to factor in Pickpocket build-up time, I'm not. I don't like making guesses. What I'll do is show how much DPS BS+SB does and how much DPS ME does, and leave the question of how much damage the Shadower will actually output up for interpretation. I'm not out to make a ordered ranking the way that guy on Basil did.
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Dusk Wrote:Didn't get a chance to respond to this post earlier. As far as how I'm going to factor in Pickpocket build-up time, I'm not. I don't like making guesses. What I'll do is show how much DPS BS+SB does and how much DPS ME does, and leave the question of how much damage the Shadower will actually output up for interpretation. I'm not out to make a ordered ranking the way that guy on Basil did.
Not to mention what squad isn't going to run at least 3 warriors to keep the boss constantly magic crashed so it can't even do super def up >.>
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Dusk Wrote:Can y'all check this for me:
This is a list of all the class-specific skills I will need to be looking at. Ignore common stuff like regular Mastery and Booster, party buffs, and any passive that only adds weapon/magic attack and no crit rate type stuff. Not going to bother with Heaven's Hammer and Snipe at the moment, but I'm aware they exist.
| Class | Attack skills | Noteworthy passives/buffs/DoT boosts/summons |
|---|
| Hero | Intrepid Slash | Final Attack, Advanced Combo Attack, Combat Mastery, Enrage | | Paladin | Blast | Final Attack, Dual elemental charge, Divine Shield | | Dark Knight | Sacrifice, Dragon Buster | Final Attack, Dragon Wisdom, Beholder, Hex of the Beholder, Revenge of the Beholder | | Aran | Overswing | Combo Ability, Combo Critical, Snow Charge, High Mastery | | F/P | Paralyze, Teleport | Elemental Amplification, Poison Mist (DoT), Elemental Composition (DoT), Meteor (DoT), Fire Demon (DoT), Infinity, Ifrit | | I/L | Chain Lightning, Teleport | Elemental Amplification, Blizzard (DoT), Ice Demon (DoT), Infinity, Elquines | | Bishop | Angel Ray, Teleport | Holy Focus, Infinity, Bahamut | | Evan | Blaze | Critical Magic, Magic Amplification, Magic Mastery, Dragon Fury, Blessing of the Onyx | | Battle Mage | Finishing Blow | Staff Mastery (adds 40% crit), Battle Mastery, Super Body | | Bowmaster | Hurricane | Critical Shot, Final Attack, Bow Expertise, Marksmanship, Concentrate, Phoenix | | Marksman | Ultimate Strafe | Critical Shot, Final Attack, Marksman Boost, Marksmanship, Frostprey | | Wild Hunter | Wild Arrow Blast | Jaguar Rider, Final Attack, Riding Mastery, Crossbow Expertise, Wild Instinct, Feline Berserk | | Night Lord | Triple Throw | Critical Throw, Shadow Partner, Venom (DoT) | | Shadower | Boomerang Step, Assassinate, Meso Explosion | Shadow Partner, Venom (DoT) | | Dual Blade | Chains of Hell | Mirror Image, Final Cut, Venom (DoT) | | Buccaneer | Demolition, Barrage | Critical Punch, Roll of the Dice, Pirate's Revenge | | Corsair | Cannon, Rapid Fire | Critical Shot, Roll of the Dice, Pirate's Revenge, Octopus, Bullseye | | Mechanic | I need help with this one | - |
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?
Uhh for Buccaneers you need to add in super transformation buff. Thats all I really noticed =x
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GenesisPro Wrote:Uhh for Buccaneers you need to add in super transformation buff. Thats all I really noticed =x
I assume he left that out as it's just a straight up attack buff that isn't complicated at all (no crits).
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Just ran a few numbers. It appears that Final Blow is significantly beneficial for overall DPS after all. It runs at a standard 810ms, but does add more damage despite building combo slower. Without considering Criticals or Combo Ability, Overswing alone does 881.48%/s, and Final Blow does 916.87%/s on standard speed.
The test I ran involved comparing the overall damage output given over a time frame building to 100, 200, and 2000 combo (i.e. never running out, it will plateau at some point) given some attack range. The effective DPS was ~1432.6%/s building to 2000 combo using Final Blow, and only ~994.4%/s without it. Apparently, this was tested with Fastest (2) speeds, but they scale appropriately. The significant improvement in damage compared to not using Final Blow is attributed to the fact that Critical scales to your damage instead of to your hits, so you gain a significant bonus in damage from hitting critical'ed Final Blows compared to the other skills, as well as building up your critical rate is not as impactful as it was preBB. Using Combo Tempest is still a decrease in damage but not as significant as it previously was.
There is a slight start up range where not using Final Blow is minorly beneficial for the overall DPS, but it was not significant. It's something like Overswing only until Combo is 15+.
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Stereo Wrote:Want to test finishers? I noticed they weren't doing great on crits, but if that's additive too it's gonna be pretty much pomegranate.
With max Adv. Combo, you have +30% per orb for 400% at 10 orbs, multiplied by 400% (coma) / 480% (panic) to get 1600%/1920%. If that increases to 420-450% then it's gonna be not a lot more damage.
I tested over 100 10 orb finishers and can confirm that critical is additive on these as well. I will try and work on seeing if it is worth using from a DPS standpoint but don't count on me since you are all smarter than me...
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Just discovered something interesting...
Blast, as well as +crit%, adds crit min dmg. It's not listed in the skill description, but it's at the same rate as the "ignore pdr" (thus easy to read off)
So at max, Blast is 284% dmg, +52% crit rate, +21% min crit, 21% ignore pdr, 11% 1hko.
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Stereo Wrote:Just discovered something interesting...
Blast, as well as +crit%, adds crit min dmg. It's not listed in the skill description, but it's at the same rate as the "ignore pdr" (thus easy to read off)
So at max, Blast is 284% dmg, +52% crit rate, +21% min crit, 21% ignore pdr, 11% 1hko.
Dusk already made note of that in his skill tables.
http://www.southperry.net/showthread.php...post546678
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Ah, not in the table itself, no wonder I missed it.
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Sorry guys, taking a break from this to work on my Battle Mage. The equip section is complete, the stats section is complete, and the skills section's framework is setup. All that remains is a bunch of skill data entry and then organizing everything on the Analysis page.
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Dusk Wrote:Sorry guys, taking a break from this to work on my Battle Mage. The equip section is complete, the stats section is complete, and the skills section's framework is setup. All that remains is a bunch of skill data entry and then organizing everything on the Analysis page. That's allright m8! Don't push yourself too hard!
Btw, did you include the necessity of meso generation in the strenght of Meso Explosion? Again, in that case SBlow + ME is the most powerfull combo, due to the avg 9.6 coins generation per SB, but it lowers the total DPS of ME alone, which may seem totally overpowered if you put it up as a stand-alone skill.
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Okay, here's what you need to know about heroes, this might apply to corsair's homing as well, someone would need to test it.
Damage = range * skill % * (Advanced combo (200% @ level 30, 210% @ level 32) * Enrage + Critial % (20-50% base)) * chance attack if applicable * boss damage * total damage * pdrate mod
With self SE,
I hit 810k crit, 688k non crit at chaos zakum with ac32 and enrage 32 -> 17.7% boost (theoretical 0.65/(2.14*1.64) = 18.52%)
415 crit, 350k non crit on jr pepe with ac30, enrage 30 -> 18.57% boost (theoretical 0.65/(2*1.6) = 20.3%)
241 crit, 180k non crit with just enrage 30 -> 33.89% boost (theoretical 0.65/1.6 = 40.625%)
287k crit, 223 non crit with just ac30 -> 28.7% boost (theorteical 0.65/2 = 32.5%) this one seems off too I have no idea why.
With enrage alone, the formula doesn't fit. For some reason, it's exactly half crit, it's like as if advanced combo is used and not enrage itself. And I've hit pepes for like 10 min and can't seem to get higher than 241k hit. (0.65/2 = 32.33%)
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If Combat Mastery is a straight 40% reduction of PDR, then Jr. Pepes should be at pdr = 0.94 multiplier.
Which would mean your range is 55400 (based on ac+enrage), 56990 (based on enrage), 56484 (based on AC) -> all reductions of approx. 2300 damage
What this says to me is that the PDR reduction is not coming off as a final multiplier as expected, or the 350k is not a good approximation. If range is 57000, then real max should be 360057 with ac+enrage @ jr. pepes.
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(1 - PDr * (combat mastery + weapon target Def ignore)) I have 15% ignore on my axe, I'm sure this is how pdrate works, the damage 'feels' right for me. So it's 0.955 for pepes.
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Can you test that on a boss? Preferably one with higher defense, like Zakum?
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I uploaded a preliminary version so you guys can see what I'm working on.
http://www.mediafire.com/?bxyeq7l8c2cdu85
There's a lot of things that are still incomplete, so don't read too much into it. I mostly just got the main attacks working so there's something to look at. No summons are working, and I don't know if Mana Reflection/Dark Flare are worth including; I made the format a while ago and I just left them in for now.
Things to note / that need looking into:
- What passives/buffs affect summons? I'm fairly sure Amp works on Magician summons, but I know Infinity doesn't. What about mastery?
- Test ignore defense mechanics on bosses. I just feel like if ignore defense actually works to full effect on 50%+ bosses, it's insanely overpowered. Dark Knights do decent damage already and when ignoring 50% defense, they're pretty much doing twice as much damage as every other class.
- F/P DPS is greatly over-reported at the moment because the time it takes to cast the skills that stack DoT is currently ignored. I'm not totally sure how to do this.
- Haven't really done Battle Mage or Mechanic stuff yet. I still don't know exactly how Mechanic skills work.
- Haven't added Transform/Super Transform for Buccs yet.
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Dusk Wrote:I uploaded a preliminary version so you guys can see what I'm working on.
http://www.mediafire.com/?bxyeq7l8c2cdu85
There's a lot of things that are still incomplete, so don't read too much into it. I mostly just got the main attacks working so there's something to look at. No summons are working, and I don't know if Mana Reflection/Dark Flare are worth including; I made the format a while ago and I just left them in for now.
Things to note / that need looking into:
- What passives/buffs affect summons? I'm fairly sure Amp works on Magician summons, but I know Infinity doesn't. What about mastery?
- Test ignore defense mechanics on bosses.
- F/P DPS is greatly over-reported at the moment because the time it takes to cast the skills that stack DoT is currently ignored. I'm not totally sure how to do this.
- Haven't really done Battle Mage or Mechanic stuff yet. I still don't know exactly how Mechanic skills work.
- Haven't added Transform/Super Transform for Buccs yet.
I was under the impression that Amp didn't work with summons. I don't recall Amp affecting Ifrit on Tespia, but I rarely used it due to the timer at level 10 and it being pomegranate, so I could be wrong.
As for DoTs, I would go with a round average. It takes 1320ms to cast Poison Mist. It lasts 40 seconds, so you recast it every 40 seconds. Thus, after 40000-1320 = time you have to cast Paralyze; at 720ms per Paralyze, you cast 54 Paralyze, and then 1 Poison Mist. Add 40s of Mist DoT, and 40.2s of continuous Paralyze DoT, and divide by 40.2s to get average overall DPS. For the application of Fire Demon, I would just give a set interval to cast it (twice every Mist?) as opposed to trying to fit it in every 15s since that creates a large system of equations that I don't feel like solving right now. Also, I believe you can fit two Teleports per Poison Mist without cutting into cast time which gives it a slight more oomph for its otherwise garbage burst.
You can also add Final Blow to Arans now. Brings their net %DPS up by ~80%/s, not a whole lot but an improvement. Base 810ms, 660ms Boostered +800%.
Corsairs are balanced <3
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