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Uh, I KNOW they don't get an attack bonus from stars. The reason the sheet was showing that they did is because I copied the equips that count toward Shadower weapon attack from the NL section and while changing the claw to a dagger + shield, I missed the stars.
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Dusk Wrote:Do you not see something inherentlly broken in a weapon that is 36 levels higher than anything any other class in the game has access to, that gives you a free 30+ attack boost AND a 25% extra damage boost? You balance classes by balancing their skills, not by introducing insanely overpowered weapons to fix deficiencies in other areas.
I think all the arguments already occured in the Announcements subforum thread concerning the original topic...
Only the Staffs 5-8 have the problems you are referring to, for most of us mortals who top out with E.Wands 5-8 (Fun Fact: my lulzy E.Wand 8 is beaten by nearly all VIPs) a "high" M.ATT is not enough when considering the multiplier in the formula as compared to the other weapons. It's like complaining that a claw has such a low attack value not considering the formula for which its damage is based. Though if they fix the formulas for equality people might start complaining about playing in a box of saltines. Sure, the weapons may have their problems, but if they left the weapons as they were I doubt that we'd be having a discussion that mages were overpowered, we'd still be middle of the road, no?
No more talk of that, at least not in this thread anyhow. Those Battle Mages do look impressive if you tweak their weapon selection, heh heh...looks like the problems with high M.ATT staves rears its head for a class it was not designed for, how entertaining. What normal/fast staves does KMS have?
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I know ATTACKS from potentials stack with att pot and concentrate now, so maybe you want to check on stars and bullets. I don't know if echo will be additive to it or multiplicative, guess I'll check when I feel like it.
Edit: For Pirate's revenge, it's probably best to use best-case scenario to set upper limit to dps. Assuming you'll start to proc as soon as cooldown is off, it'll take 2.5 expected hits (2 seconds invincibility per hit) to proc, so around 5 seconds, which translate to 45/55 uptime, or 0.15x*45/55 bonus, assuming the damage is independent of % total damage multiplier from potential.
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Chilly Wrote:Only the Staffs 5-8 have the problems you are referring to, for most of us mortals who top out with E.Wands 5-8 (Fun Fact: my lulzy E.Wand 8 is beaten by nearly all VIPs) a "high" M.ATT is not enough when considering the multiplier in the formula as compared to the other weapons. It's like complaining that a claw has such a low attack value not considering the formula for which its damage is based. Though if they fix the formulas for equality people might start complaining about playing in a box of saltines. Sure, the weapons may have their problems, but if they left the weapons as they were I doubt that we'd be having a discussion that mages were overpowered, we'd still be middle of the road, no?
The reason the multiplier for Magic is lower than everything else is because Magic Attack is higher than weapon attack; exactly the same reason why the Claw multiplier is higher than everything else. They have the lowest weapon attack.
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JoeTang Wrote:The reason the multiplier for Magic is lower than everything else is because Magic Attack is higher than weapon attack; exactly the same reason why the Claw multiplier is higher than everything else. They have the lowest weapon attack.
Which was my point.
On topic: There is no application of the "Lightning" Elemental Affinity to CL regardless of setting 0.0, 1.0, 1.5, etc.
Also, I noticed that for Elquines and Ifrit a 150% multiplier was built in to presumably account for ID and FD respectively? If so, this is not a big deal or pressing matter, but also in the Elemental Affinities section if a monster is already weak to the respective elements a second 1.5 can be stacked to their damage. I'm sure none of us are forgetful or inattentive to do this, but I thought I would bring it to attention.
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Chilly Wrote:Which was my point.
On topic: There is no application of the "Lightning" Elemental Affinity to CL regardless of setting 0.0, 1.0, 1.5, etc.
Also, I noticed that for Elquines and Ifrit a 150% multiplier was built in to presumably account for ID and FD respectively? If so, this is not a big deal or pressing matter, but also in the Elemental Affinities section if a monster is already weak to the respective elements a second 1.5 can be stacked to their damage. I'm sure none of us are forgetful or inattentive to do this, but I thought I would bring it to attention.
It's due to Amp. Fixed the Lightning element.
- Changed Pirate's Revenge to activate every 55 seconds
- Added SI
- Changed % Attack to be applied before buffs and potions (This is correct, correct?)
Still don't know how Dark Aura, Dragon Fury, and Feline Berserk stack with +% Attack.
http://www.mediafire.com/?qsyzbqob9lz0bkq 3.03
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Some minor errors I caught: In the stats section you have Evans as 75% mastery. They should have 95% mastery from Magic Mastery. Also I/L's currently have 720% damage listed for Chain Lightning when it should be 740%.
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Maybe I'm missing something, but I think you gave Bishops Spell Booster. Base delay says 810 while actual says 720. :S
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I think Cannon should have 20% bonus crit?
Or is that already accounted for somewhere else?
And do Bowmasters really have less mastery than MMs?
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Bribery Wrote:Some minor errors I caught: In the stats section you have Evans as 75% mastery. They should have 95% mastery from Magic Mastery. Also I/L's currently have 720% damage listed for Chain Lightning when it should be 740%.
- Fixed problem with Evan mastery
- Fixed CL base damage
Kalemora Wrote:Maybe I'm missing something, but I think you gave Bishops Spell Booster. Base delay says 810 while actual says 720. :S
- Fixed Bishops getting Spell Booster
Cavalier Wrote:I think Cannon should have 20% bonus crit?
Or is that already accounted for somewhere else?
And do Bowmasters really have less mastery than MMs?
Oh, that's what happened. I put 20% ITD instead of 20% crit for Cannon.
-Fixed BM mastery
Going to pick something to work on and upload an update shortly.
- Added Lucky Dice
- Fixed a problem with critical damage being based on base crit rate instead of equipped/buffed crit rate
- Added +% damage and +% damage to bosses functionality
- Fixed a problem with mages getting a boost from SI and Buccaneers not having SI by default
And here we are
http://www.mediafire.com/?fazabv7vobevih1 <- 3.04
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As always, Thanks.
Quick note, can you add pdrate for dragon buster. Pretty sure it wasn't calculating it.
Edit: i see it's in there as 0% yet when I manipulate the pdrate on the analysis page it doesn't change for buster but does for everything else.
I'm also guessing beholder has a 0 next to it because without a set hit rate you can't accurately calculate it? Shame because it is a decent addition.
Edit: lol but it's nothing compared to octopus...
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dpeterlin Wrote:As always, Thanks.
Quick note, can you add pdrate for dragon buster. Pretty sure it wasn't calculating it.
Edit: i see it's in there as 0% yet when I manipulate the pdrate on the analysis page it doesn't change for buster but does for everything else.
I'm also guessing beholder has a 0 next to it because without a set hit rate you can't accurately calculate it? Shame because it is a decent addition.
Edit: lol but it's nothing compared to octopus...
Anything that is 0 means I currently don't know how to calculate it. Is Beholder's damage based on how much damage you take, or your damage range, and how likely is it to always be attacking?
I accidentally have Buster using the ignore defense value of Sacrifice. Fixed it now. In the Buster box on the Analysis page, you can change the Skills!F20 to Skills!F39.
Does anyone want to help me come up with appropriate settings for the default equips in GMS? Just modify the numbers in the Equips page to something that makes sense, and send me the file.
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Dusk Wrote:Anything that is 0 means I currently don't know how to calculate it. Is Beholder's damage based on how much damage you take, or your damage range, and how likely is it to always be attacking?
It's based on damage range.
It waits 5 seconds in between attacks, so you're hit and it hits back, after the 5 seconds are up you need to get hit again for it to attack again. Majority of bosses I find myself just standing on top of them and it going off every 5-6 seconds.
dusk Wrote:I accidentally have Buster using the ignore defense value of Sacrifice. Fixed it now. In the Buster box on the Analysis page, you can change the Skills!F20 to Skills!F39.
thanks, man that makes buster sad
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Yes, Dragon Buster's terrible with BB. In 3rd job it doesn't even outdamage Fury.
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Stereo Wrote:Yes, Dragon Buster's terrible with BB. In 3rd job it doesn't even outdamage Fury.
Yeah saw your numbers over on basil, it's pretty lulzworthy before that 4th hit.
I was just hoping it would at least be useful 2vs1 at bosses for something besides it range.
Gotta wait for chaos for that I guess.
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Is it a glitch that when I turn off octopus for corsair, their damage goes up? or is it suppose to be like that?
Also noticed Thorns working for all classes. It still only works for classes that don't have their own critical right? Sorry if this has been brought up already.
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TamilTiger1 Wrote:Is it a glitch that when I turn off octopus for corsair, their damage goes up? or is it suppose to be like that?
Also noticed Thorns working for all classes. It still only works for classes that don't have their own critical right? Sorry if this has been brought up already.
Octopus takes time to cast, so you lose Cannons when you use Octopus.
Thorns works for all classes. I did forget to make it apply automatically to DBs; I'll fix that.
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Dusk Wrote:Octopus takes time to cast, so you lose Cannons when you use Octopus.
Thorns works for all classes. I did forget to make it apply automatically to DBs; I'll fix that.
Dark knight needs some updates, though DJ essentially covered the summon, it reflects our damage range, attacks every 5 seconds. However hex isn't calculated either, which gives our class 60 weapon attack.
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How come nothing happens when I check CO?
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Kojo Wrote:How come nothing happens when I check CO? Not implemented yet, I believe.
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