[1.2.384] A Cannon Shooter is born
This class is slowly seeming to become much better than what was thought originally.
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I'm not getting anything from the SSes. I didn't say that all buffs don't stack, just that some don't.

Give me an SS post chaos of just hex, another of hex and blood, and another with all three. If the third range is higher than both then i'm wrong.
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PeePeeAyeDeeKay Wrote:[SIZE="1"]Uhh.. wtpineapple..??!!

Monkey Magic and Hyper Monkey Spell stack??

I thought Hyper Monkey Spell would replace Monkey Magic like how Bless is upgraded to Advanced Bless..
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[Image: 2uqg01t.jpg]

Ffffuuuu-

This class. I'm going to stick with the belief that's currently a bug, because this will make Cannon Shooters the most beginner friendly class if both Monkey Magics continue to stack. Warrior level HP for a ranged class? Check. Good mobility and mob killing? Check? High passive attack bonuses? Check.
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Is it weird that I'm not interested in this class at all?
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Locked Wrote:Is it weird that I'm not interested in this class at all?

I'm not either.
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PeePeeAyeDeeKay Wrote:[SIZE="1"]For those who don't want to go looking:

Monkey Magic level 20: MP 55 소비, 300초간 HP 300, MP 300, 올스탯 20, 이동속도 10, 점프력 5, 명중치 160, 회피치 160 증가

Hyper Monkey Spell level 30: MP 80 소비, 300초간 HP 700, MP 700, 올스탯 40, 이동속도 15, 점프력 10, 명중치 250, 회피치 250 증가

1000 HP (300 + 700)
1000 MP (300 + 700)
60 All Stats (20 + 40)
25 Movement Speed (10 + 15)
15 Jump (5 + 10)
410 Accuracy (160 + 250)
410 Evasion (160 + 250)

Hello new Bless & Haste mule?.. but of course if you had Bless/Advanced Bless on it would be even more HP, MP, Accuracy, and Evasion since buffs stack after Chaos(??).

As for using these two buffs to meet equip requirements.. there's also that one issue that could come up where Dispel = DC due to stats not meeting equip requirements.. ><

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Would be a waste of such high mobbing potential if it was just a mule, and really with the permanent stat adding skill I doubt you would need another skill to add stats to equip items especially with all the stat giving equips after chaos..and evolving rings unless I am mistaken.
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PeePeeAyeDeeKay Wrote:[SIZE="1"]Uhh.. wtpineapple..??!!

Monkey Magic and Hyper Monkey Spell stack??

I thought Hyper Monkey Spell would replace Monkey Magic like how Bless is upgraded to Advanced Bless..
[/SIZE]
[Image: 2uqg01t.jpg]
This is apparently a bug~ It happens because when you place the Monkey Bless in the auto skill for pet the pet would buff you the 2nd job Monkey buff. But if you happen to use it manually and you already added the upgraded Monkey Bless in 4th Job, you would get the upgraded Monkey Bless. In short the pet buffs you the 2nd Job Monkey Bless while when you buff manually you would get the Advanced Monkey Buff.
Without the pet auto skill function you wouldn't be able to achieve this~
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White Wrote:I'm not either.

Neither am I. Too slow for my liking.
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Locked Wrote:Is it weird that I'm not interested in this class at all?

me too.
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i rather find the damage insane for a lvl 122 + Clean Equips..
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Stance is glitched too. It's apparently an active buff, just like the warrior's one, but I have the stance effect even if I don't activate it.
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hamad138 Wrote:i rather find the damage insane for a lvl 122 + Clean Equips..

Keep in mind that she's exploiting a glitch in that picture, and that the Cannoneer class seems to attack very slowly.
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Sorien Wrote:Keep in mind that she's exploiting a glitch in that picture, and that the Cannoneer class seems to attack very slowly.

Exactly. That class is the attempt at balancing strong attacks with slow speed. Which, as pre-BB has showed us, is flawed. Right before BB hit, since the potential system came out, I knew a lot of players that were hitting the damage cap, consistently, and thus losing possible damage. This class, with that damage, at 122 with clean equips, just tells me flat out that when someone funds it, it will hit the damage cap constantly. That's not a class that can be very well funded and still have room to improve. Slow but strong is good for players without funding. Faster attacks that are inherently weaker are better for players that can really fund their character.
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Well, pre-BB classes didn't have nearly as many multi hitting attacks, which was part of the issue. These Cannoneers can hit up to 2 million on 6 monsters with their lazer, and up to 3 million on 3 monsters with their Cannon Buster attack. I honestly don't think any normal players will be reaching those numbers without spending every paycheck they get on NX and cubing all of the most godly equipment they can find.
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White Wrote:Exactly. That class is the attempt at balancing strong attacks with slow speed. Which, as pre-BB has showed us, is flawed. Right before BB hit, since the potential system came out, I knew a lot of players that were hitting the damage cap, consistently, and thus losing possible damage. This class, with that damage, at 122 with clean equips, just tells me flat out that when someone funds it, it will hit the damage cap constantly. That's not a class that can be very well funded and still have room to improve. Slow but strong is good for players without funding. Faster attacks that are inherently weaker are better for players that can really fund their character.

You can be funded and still not hit damage cap. Or even half that. I really doubt we'll be seeing damage cap numbers from this class, considering i haven't seen a jump hero do it when they have damage multipliers up the ass and a much larger pool of equipments to gear himself with and get potential from. This class only has overburn, which is 40%, are stuck to overalls, and no shield.
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It needs what 50k top range to get a damage cap critical with the dicy thingy on Bazooka?
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JoeTang Wrote:It needs what 50k top range to get a damage cap critical with the dicy thingy on Bazooka?

In that case yeah, bazooka needs to hit 4 times for half the damage it does now. The animation doesn't make much sense with the number of hits anyway. The two hits go off and the laser is still winding down.
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Sorien Wrote:Well, pre-BB classes didn't have nearly as many multi hitting attacks, which was part of the issue. These Cannoneers can hit up to 2 million on 6 monsters with their lazer, and up to 3 million on 3 monsters with their Cannon Buster attack. I honestly don't think any normal players will be reaching those numbers without spending every paycheck they get on NX and cubing all of the most godly equipment they can find.

i wonder if nexon would be willing to let this class bypass the dmg cap and keep the slow speed lol
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Takebacker Wrote:In that case yeah, bazooka needs to hit 4 times for half the damage it does now. The animation doesn't make much sense with the number of hits anyway. The two hits go off and the laser is still winding down.

Clearly the first hit was from the beam itself. The second hit comes from the sheer heat generated, as seen at the small white aura surrounding the laser. Rolleyes
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JoeTang Wrote:It needs what 50k top range to get a damage cap critical with the dicy thingy on Bazooka?

Hm, I see. That's doable but not as easy as I thought.
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