Hmmm I did not try using my red gemmed DTShield so that’s a possibility. Will check on this later when I can.
Would be good to know. Would make Falconer builds lean even more towards 2Hbow use for max damage with their higher base damage compared to gem usage. Unless going for crit builds maybe? Hard to say. Knowing would at least let Falconers know they should be going for crit gems instead of base attack gems.
Short answer: YES
[details=Long answer (some math)]Monster: Lemuria https://tos.neet.tv/npcs/47307
Skill info: http://i.imgur.com/pg6p73B.png
I’m using Pre-emptive Strike buff to trigger Sonic Strike since manually using it takes so long due to the skill’s cooldown.
pAtk: 340-340 no gear
Test #1
1907 crit
2544 c
2142 c
1858 c
2131 c
3290 c
13872 c
Test #2
2677 c
2486 c
2327 c
2015 c
2013 c
2354 c
13872 c
pAtk: 710-710 w/ Didel Tower Shield (2 x lv.7 Red Gems)
Test #1
1876 normal
1563 n
1899 n
1409 n
1655 n
1716 n
10118
x
1.5 crit multiplier
15177 if crit
Test #2
2922 c
2922 c
2919 c
2955 c
2447 c
886 c
15051 c (expected it to be consistent with t#1 but I may have just listed a number or two wrong)
// computing for pAtk difference
710 (w/ gemmed DTS)
340 (no gear)
370 (~ +110% increase)
// computing for S. Strike damage difference
15051 (w/ gemmed DTS)
13872 (no gear)
1179 (~ +8.4% increase)
NOTE: I’m not so knowledgeable with the damage calculation in this game so I’m not sure how skillAtk and pAtk go together, and where the 50% attribute bonus comes in.[/details]
As a QS, I’m glad it works because forcing me to use a 2h bow kills a big part of my build (Running Shot, QS shield class attribute, DGC +2 to all QS skills).
Give us our MGC, IMC!
Interesting. Only a change of 1305 total damage though? That would explain my inability to visibly see the change through feeling out the average of an individual number popup compared to counting out the total.
I wonder if the damage scaling is flat with patk or a curve.
Bonus question on the math - Do you have the Train: Flying Companion attribute? It also boosts damage on Sonic Strike.
Good catch, forgot to mention it. I do have that maxed.
I wish I wasn’t too lazy to go deeper into that. Very curious too.
In a very raw manner - if 110% increase in pAtk yields 8.4% increase while 200% increase in pAtk yields 24% increase in skill damage - does this mean the % increase in skill damage is a gradually rising curve? I might be missing something else in that equation.
I wish someone here with a trans-7-10 weapon test it w/ the skill on the Lemurias. Might at least give us a rough idea.
That’s exactly what caught my eye in all of this. Having people here with bigger patk numbers do some more numbers against the same mob would let us get an idea of the curve.
In other thoughts I’ve got running through my head. Marksman bow + aspd changes.
350 - 526 Attack
26 Accuracy
55 Critical Attack
- Attacks will reduce an enemy’s critical resistance by - 8 for 20 seconds (Max Stacks: 20)
just a question, do Hawk skills get blocked or evaded (from stat or using skill)?
They’re just like any other skill, they are able to be blocked, evaded, negated by ausrine, etc etc.
They also count as a melee attack so subzero shield freezes you and any other thing that gets triggered by a melee attack will afflict you as well.
Oooo that reminds me of another thing to add to the Hunter bug thread. This is definitely something that should be considered a bug. It should hit the pet. (Same with revenged)
If we go by real world logic, yeah.
But also cataphract is faster than a companion with no one riding it.
So, it perhaps was “balanced” that way, still, I wish hunter was able to damage bosses.
And… I do not know how the hawk would react to being killed, it was broken enough from august to late december last year, killing it would probably crash the channel.
I suspect it would react exactly the same as the other pets, since it is a copy of them in every other way other than its AI and being completely untargetable.
I would prefer it to remain untargetable but take hits from any defensive spells. I mean. I wouldn’t call it “balancing”, I’d just say it’s bugged. It’s entirely frustrating and feels horrible. My rule of thumb is - If it isn’t fun, change it.
The general logic I think they have for the Hawk is that it’s actually flying high above the battle completely out of range of anything. Makes sense that it could take a defensive hit during an attack it performs though.
I’m definitely biased because Hunter’s retrieve/coursing against subzero shield means I get perma CCd and there’s no turning off the pet during its endless attacks like that.
Well, if you PvP vs a falconer you can target the hawk, as soon as you attack it with an archer you’re redirected to the enemy player.
To be honest, neither companions are dealing the damage, they’re just the courier, the archer distorts time and space with a melee attack.
To be honest, would I want my pet to soak revenged and all those things? That’d be amazing. but, IMC works with IMC logic.
Lol.
To be honest, would I want my pet to soak revenged all those things? That’d be amazing. but, IMC works with IMC logic.
I think that’s the crux of the matter. It’s a logical, good change to make. The player expectation of how the skill should function is that the thing that attacks them is the thing that receives the defensive skill too really. It genuinely doesn’t function in the way that it should, or in the way that anyone expects it to. That’s why I lean towards calling it a bug or unintended interaction.
EDIT: Similar to back when Rush Dog ignored any kind of invincibility/safety. Hurting Clerics even when standing in their safety zone. Unintended interaction that no player would have thought would/should occur in those circumstances. Which was of course changed.
IMC works at IMC pace, it took them well over 6 months to fix that over here, no idea how long it took them over at korea. I miss poor man’s ausrine (hanging shot)…
Do fill me in on how Hanging Shot has changed. I used to use it in pvp to flee vs long skills that would guaranteed ruin my day (CataRush). Am I in for a big surprise when I step back into pvp and find it functions differently now?
It is working as intended, that changed.
Before rank 8 it made magic circles and melee attacks unable to hit you, now it only works with melee attacks.
Oh ok. I think I can live with the magic still functioning. It was definitely the CataRush that I had to escape.
The general routine back in the old pvp days was Pain Killer+Cata Rush. This would of course tank straight through any attempt to cc and proceed to kill me. However, after surviving the Rush it was only a matter of time before they had no Pain Killer and could be easily CCd.
Summoners and Wizards, particularly Warlock balls, they were always the real problem. A single Manticen card was handy for outrunning the Warlocks in a pinch. Everything else a Hunter/Falconer played well was capable of winning in 2v2. Summoners were basically “rip I lose” though, because of being extremely difficult to target the player, and especially the old pet AI just attacking any target.
I don’t know how any of this applies to pvp now. Looong out of the loop and will need to relearn what works and what counters what.
I never record my matches, but I had a blast once when I killed a team of 5 clerics that killed my team, they were too busy focusing on my team to notice me. picked 'em one by one. good times.
PvP is pretty much the same, somewhat worse for missile archers, they face Missile hole as an additional barrier. Swordsman are still quite good at dishing some damage, clerics are awesome at keeping themselves alive, bonus if they keep their team alive.
It’s a good job I don’t really use missiles then!
Sounds the same then. Does Hover still attack caltrops and every other player made “structure” imaginable? I’ve just recalled Dievs being a minor pain due to targeting issues too.
Yup, hovering targets anything that is targetable.
Be aware of this:
-edit-
That video supports the distorting time and space theory