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So I'm sure a lot of you know I was one of the Corsairs affected by the Battleship Cannon glitch months ago,which prevented me from getting the skill. I currently have max Torpedo and about 14 Battleship Cannon. I've grown so used to having Torpedo as my main skill, but with Big Bang coming and giving me a chance to change my 4th job build, I wanted to know which build is more efficient?
I read that there will be lots of mobbing post Big Bang, but does that mean I should stick with Torpedo? I have to say that I have very little connections in this game, so it's not like I get invited much to boss runs. In fact, I can count the total boss runs I've participated in on my fingers. I have a feeling most 4th job Corsair builds are made with tons of bossing in mind, but I could be wrong. I'm too lazy to number crunch myself, and I'm sure one of you guys have already done so.
So, should I allocate points into Torpedo after Big Bang for fast training, or would it be more beneficial to max Cannon and leave Torpedo until after I max Counter-attack or something? I'm assuming Counter-attack takes higher priority than your secondary attack skill.
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Torpedo for fast training for points into Cannon. Doesn't work to well the other way around if you don't boss.
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As long as there's two monsters in front of you, Torpedo training should be faster than Cannon training. Getting another 5 levels using Torpedo so you can actually Chaos Zakum should be easier than using max Cannon to get up 5 levels.
If you are going to rebuild up, I recommend you at the least get 15 Torpedo so it hits 5 monsters. Sadly, it needs to be maxed to hit six instead of level 21 now.
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Okay, cool. I'll probably be going with Torpedo. If anything, I could always use the second reset scroll from the Hot Time event to redo my choice. I don't think I will though, the guild I'm currently in isn't so large and doesn't really boss much (not to mention it's Spanish so most of the time I don't know what they're saying unless they want to directly talk to me). I have a few buddies that used to ask me to Crimsonwood Keep PQ with them, and apparently some of them are still active/now active again, so they still may invite me.
But the bottom line is I don't get many chances to boss, even if I want to.
Another question:
My ship is currently level 5. I think I read that the formula changed to the point where even level 1 ship won't break enough to significantly impact damage. Would it be more beneficial to keep my ship at level 1 and pump points into Counter-attack, or would the extra w.att from extra ship levels help me out more?
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JoeTang Wrote:As long as there's two monsters in front of you, Torpedo training should be faster than Cannon training. Getting another 5 levels using Torpedo so you can actually Chaos Zakum should be easier than using max Cannon to get up 5 levels.
If you are going to rebuild up, I recommend you at the least get 15 Torpedo so it hits 5 monsters. Sadly, it needs to be maxed to hit six instead of level 21 now.
Make that three monsters. cannon's speed is 780 vs torp's 990.
I'm just gonna say that getting a critical gives you x1.5 damage to make things simple... it's like x1.35 on average right?
Cannon: 5 hits for a total of 1500% damage, and a 25% chance for x1.5 damage is effectively another 562.5% added damage. (787.5% more if you have a crit ring.) ... so the total's about 2060% @ 780 speed (or 2287% with a crit ring).
Torp's at 900% damage with a 5% chance of x1.5 damage which adds effectively .05*1.5 = 67.5% damage (or 202.5% more with a crit ring).
So torp's total is roughly 967.5% on 2 mobs = 1935% damage (or 1102.5% *2 = 2205% with a crit ring).
Less damage and is slower.
I dont think I left anything out, but please do let me know if you spot any errors.
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I have no idea what the new Ship HP is, but Counter-Attack sounds counter-productive (hurr) since you are required to take damage to have it activate, which in turn hurts your ship. Although it wouldn't be a significant hit to your ship if you consider that you only need to be hit two or three times every 50 seconds.
If you look at it statistically, Battle Ship guarantees +20 WATK, which is 15% damage if you have around 130 total weapon attack. I think I would go with Battle Ship because of the cool down reduction and the other bonuses seem more beneficial to me than just +15% damage.
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You travel by getting off the ship and then using recoil though. Not too difficult to take the bump then?
But the consistent +20 att while on the ship is a much better investment to me.
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2010-12-07, 12:01 AM
(This post was last modified: 2010-12-07, 03:25 PM by Kunagisa.)
shouri Wrote:You travel by getting off the ship and then using recoil though. Not too difficult to take the bump then?
That and I was under the impression that post Big Bang mobs are tightly bundled, and thus monsters probably have a better chance of spawning on top of me. Or if I'm party training, which makes frozen monsters "slide" if they're walking so that they're synced up with my screen and the screen of anyone else on the map (meaning I get bumped a lot when party training).
But if the numbers have a nice chance of making the 20 att boost help me out more (not to mention the extra HP and such), then I guess I'll stick with that.
I think I saw Dusk say somewhere that raising points into ship isn't the best course of action. I'll see if he throws in any input as to why he believes that to be true.
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JoeTang Wrote:I have no idea what the new Ship HP is, but Counter-Attack sounds counter-productive (hurr) since you are required to take damage to have it activate, which in turn hurts your ship. Although it wouldn't be a significant hit to your ship if you consider that you only need to be hit two or three times every 50 seconds.
If you look at it statistically, Battle Ship guarantees +20 WATK, which is 15% damage if you have around 130 total weapon attack. I think I would go with Battle Ship because of the cool down reduction and the other bonuses seem more beneficial to me than just +15% damage.
+15% damage per hit for counter-attack. Does 20 WATK do that? o_o
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Arrg Wrote:+15% damage per hit for counter-attack. Does 20 WATK do that? o_o
If it's +15% per hit, then it's really shitty compared to +20 WATK, since +15% per hit is 1.05x increase in damage for Cannon, and 1.016x increase for Torpedo, whereas you would need 400 WATK for +20 WATK to be that shitty of an improvement.
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Post BB Torpedo has an advantage and a disadvantage to it. It starts out REALLY strong (stronger than cannon on 90% of training situations), but it scales horribly. only 145% damage increase for 30 skill points? that's lame. IMO any corsair getting to 120 should be getting 1 torpedo, ship, and ele boost - and cannon, octo and RF in the next level, and after that decide which training style suits them. If you prefer training on mobby places, you might want to get torpedo to 15, for another monster - but you train in LHC, on small mobs\single monsters, you might want to invest in cannon for better 1v1 damage.
Start off with torpedo, see how you like it, then decide on your build.
About battleship - personally I'm maxing it. The extra HP, def and attack sure help on squad bosses - not to mention shorter cooldown for annoying bosses that can't be avoided (pap, zak, czak, and HT when I get to 160).
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Kunagisa Wrote:I think I saw Dusk say somewhere that raising points into ship isn't the best course of action. I'll see if he throws in any input as to why he believe that to be true.
I said adding to Ship isn't useful for the increased durability because it is already so huge. However, Ship adds Weapon Attack now, and a lot of it, so I would definitely max it early.
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JoeTang Wrote:If it's +15% per hit, then it's really shitty compared to +20 WATK, since +15% per hit is 1.05x increase in damage for Cannon, and 1.016x increase for Torpedo, whereas you would need 400 WATK for +20 WATK to be that shitty of an improvement.
technically bullseye is +20% per hit... but we know it's x1.2, pretty sure this is x1.15
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Personally I'm going to be going Cannon, but thats because I plan to train in LHC when it comes out.
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From what i read in the Module, the Ship's cooldown is directly related to its level. 84 seconds for 1, and 30 seconds for 10. It also gives 20 atk, 700hp, and 700def (plus doesnt each level give 4k to the ships HP?). I'd say maxing ship should be at the top of anyones list.
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JoeTang Wrote:If it's +15% per hit, then it's really pomegranatety compared to +20 WATK, since +15% per hit is 1.05x increase in damage for Cannon, and 1.016x increase for Torpedo, whereas you would need 400 WATK for +20 WATK to be that pomegranatety of an improvement. I'm almost certain counter attack is +15% of your damage in that hit (a sh'itton of difference, from personal experience), similar to +30% damage to bosses or whatever boost adv homing gives. 30k x5 would turn into 34.5k x5, and with apples your damage increase would be a LOT more, helping bossing significantly.
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Question. Would you guys recommend getting ship first even before you get a high level cannon? Cause cannon is 5 shots at all levels now, so it might be worth it... Not sure.
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It gets a nice damage boost as you put points into it and a nice crit rate boost. Cannon before ship is a definite.
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shouri Wrote:It gets a nice damage boost as you put points into it and a nice crit rate boost. Cannon before ship is a definite.
Good point. I forgot about the crit boost. Thanks for reminding me.
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GunisBack Wrote:Good point. I forgot about the crit boost. Thanks for reminding me.
Gets even better if you have a crit ring too :O
35% crit rate ^^
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