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Are you able to have multiple Crew summons out at once? I saw a video that had Jack and Valarie out at the same time. http://tvpot.daum.net/v/38099317?lu=flvPlayer_out (at the 0:16 mark). Also based on the skill tables, they attack 3 targets each (even Jack but his range is much smaller).
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Takebacker Wrote:What about snatch? Just straight up removed?
I honestly don't know. I didn't have any books into snatch, orb, or time leap, so I couldn't tell you :/
If you really want to know I guess you could throw spadow a PM.
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Bribery Wrote:Are you able to have multiple Crew summons out at once? I saw a video that had Jack and Valarie out at the same time. http://tvpot.daum.net/v/38099317?lu=flvPlayer_out (at the 0:16 mark). Also based on the skill tables, they attack 3 targets each (even Jack but his range is much smaller).
You can have Jack and Muirhat/Valerie out, but it seems to be a weird bug because you can only do it occasionally. Most times, they cancel each other out.
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Are you going to do a table for Mechs?
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Oaysis Wrote:Are you going to do a table for Mechs?
It's already there, it just depends how fast Siege mode is for single targets.
JoeTang Wrote:Mechanic - 230ms Siege
JoeTang Wrote:Mechanic - 210ms Siege
Although I'm not sure where the (small) differences in the multi-target DPS come from.
Can you please do both tables again Joe, with 230ms and 210ms Siege, while keeping multi-target DPS the same, Joe?
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Mechanic: 210ms
Mechanic: 240ms
Posting Freak
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Did you update something with Sairs? I don't remember their %/s being that high (  ) the last time I viewed this thread.
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Bribery Wrote:Did you update something with Sairs? I don't remember their %/s being that high ( ) the last time I viewed this thread.
I don't remember seeing Adjusted Mastery for them before , so maybe its the reason they are higher :p.
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Bribery Wrote:Did you update something with Sairs? I don't remember their %/s being that high ( ) the last time I viewed this thread.
I readjusted the calculation to optimise for Jack, and used new values for the summon attack speed. Don't recall if there were any other changes I made.
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[MENTION=535]JoeTang[/MENTION] Can you do calculations for no cooldown monkey madness?
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Takebacker Wrote:[MENTION=535]JoeTang[/MENTION] Can you do calculations for no cooldown monkey madness?
For Justice
Cannon Shooter:
Posting Freak
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Posting Freak
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Double post but this is important.
http://channel.pandora.tv/channel/video....all&page=1
What do you think this does for buccaneer DPS?
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Takebacker Wrote:Double post but this is important.
http://channel.pandora.tv/channel/video....all&page=1
What do you think this does for buccaneer DPS?
I don't know what it is I'm supposed to be looking at, but I'm sure it makes them the best.
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It's the same mount cancel trick that corsairs have used for fusillade but for laser instead. It cancels all delays in exchange for the time it takes to mount and demount, which i assume results in a net gain of DPS as well as some mobility.
I just wanted to show that we now have proof this works for buccs and request a mark up to reflect the delay change since i'm extremely interested in knowing how big of an increase this would be.
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Takebacker Wrote:It's the same mount cancel trick that corsairs have used for fusillade but for laser instead. It cancels all delays in exchange for the time it takes to mount and demount, which i assume results in a net gain of DPS as well as some mobility.
I just wanted to show that we now have proof this works for buccs and request a mark up to reflect the delay change since i'm extremely interested in knowing how big of an increase this would be.
Here you go.
Buccaneer:
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Takebacker Wrote:It's the same mount cancel trick that corsairs have used for fusillade but for laser instead. It cancels all delays in exchange for the time it takes to mount and demount, which i assume results in a net gain of DPS as well as some mobility.
I just wanted to show that we now have proof this works for buccs and request a mark up to reflect the delay change since i'm extremely interested in knowing how big of an increase this would be.
You'd have to have some omni-god tier connection with nearly no latency to do that.
:l
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Baklava Wrote:You'd have to have some omni-god tier connection with nearly no latency to do that.
:l
I mean it would either result in a faster cast time or a no difference cast time, and you'll still get the slight movement which could help evade enemy hitboxes either way. I'm not really seeing a downside to it tbh.
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KMST 1.2.428
Cannon Shooter:
Monkey Power Bomb is only used on 7+ Targets. Using only Cannon Bazooka is superior despite only hitting 6 targets, as evidenced by the damage dealt at 6 targets is still higher than damage on 10 targets.
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@joe
what...did you mix up the adjusted mastery and normal one? Or is the adjusted mastery supposed to be lower?
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