Wrong. The attribute adds 9s cooldown lol.
please⦠lol.
Also the server side problems on fletchers skills (skill delay / lag) are gone.
Ok, so upon further testing. I have confirmed the viability of the A3>S1>R2>musketeer path in both PVE and PVP.
Iām pretty much rejuvenated and Iām once again enjoying the class. The original plan was to be a backstabbing assassin sort of person, but sniping from miles away and 1-shotting people is just as fun.
Even more rewarding is when you hit a moving target with snipe and they slide on the floor due to the sheer traumatic force of the bullet hitting them.(lol kidding)
I still have no idea why my level 1 snipe deals more damage than my level 5 backstab though. Further pushes the point that backstab build revolves around the karacha set, which it shouldnāt.
If snipe connects and you immediately follow up with headshot, thatās around 75k damage in a split second. (25k-30k in PvP) And this is with headshot level 1 and snipe level 1.
Nice, im about to grab rogue 2 and have not decided if im going with musk or cannoneer. I had an inclination to grab cannoneer due to the lack of AoE of rogues, but now im going to rethink about my strategy.
Btw, has anyone tried rogue + canoneer on an archer 3 scout 1 path?
I was going to. The only problem is, cannoneers use a xbow for their main weapon and the cannon is a sub-weapon. Itās hard to maximize the damage potential of the cannoneer without going at least QS2.
You know, killing low lvl enemys with pve build aka low con, even a falconer can do toons of dmg.
@Hakaze @FLoki Welp. And here I thought I had reliable source. It was a high level Fletcher C3 who told me
I guess he wasnāt aware about how attributes affects some skillās cooldown or mp consumption.
While Musketeerās burst is pretty neat. Iām not sure about the viability you mentioned. PVE means tackling end-game content. Right now itās Earth Tower this Lv280 cap and I canāt see how the build will fare against the massive amount of zerging mobs and the beefy bosses.
Musketeer has burst I agree but calculating itās damage/cooldown, thatās where itās downfall comes. Learning attributes is also another factor. Musketeerās damage comes from alot of skills so you have to spend tons of silvers to get them to high levels. Itās also a question of āIs it even worth enhancing considering itās damage/cooldown?ā.
Thatās just my opinion on the matter though. How you want to tackle end-game content is up to you.
100% agree.
Thats why ppl go for fletcher 3 just for lvl 10 magic arrow.
Attack Count: 25 x a base attack Attack: 1139 = 28475 just for the base damage over 10s, for 71 SP. That is around 401 base damage per SP point. If you do the same with musk 1k p attck + 5997 (snipe) => (1000+5997) x4 / 100sp = around 280 per SP point.
Note that I used a 0 Phy attack to the magic arrow example, and 1k p attack for the musk, plus Magic arrow have a 0 downtime and snipe 25s downtime, So the SP X benefit diference is even bigger.
If you do the same with the rogue backstab⦠its even worst due to the fact that you must stay behind your target, etc.
Iām not really building my Musketeer for Earth Tower. This one is going to be mainly for bossing and PvP. Youāre probably thinking of the other guy who wanted to salvage his rogue for PvE
I have my pelt/dragoon for tanking in PvE.
Anyways, I forgot who I was talking about the AOE attack ratio of Barrage.
Me and my Linker friend tested this earlier using Hangmanās Knot: Splash Defense attribute that reduces AOE defense ratio of enemies affected.
Without the attribute, it takes 3x Barrage to kill the mobs while some few left with around 5% HP.
With the attribute, it only took 2x Barrage and most mobs are already dead. Some left with few HP.
This definitely proved that Barrage has an innate AOE attack ratio. Not a true aoe skill. Iām still not sure how much is the AOE attack ratio but it really does seem to be 4 per arrow.
We shouldāve tested this way before, I wouldnāt have spend on Roxona Leather Gloves and just bought Vubbe Fighter Gloves 
Another thing I managed to confirm is that the x2 damage on targets debuffed by Feint when using Barrage is intended. Mainly because the added hit is NOT really an individual hit. The 2 hits shown per arrow is just considered a single hit like Backstab. It IS coded properly.
My proof is that when enemies are linked by Joint Penalty. Backstab shows the combined damage aside from the main target hit. For example, the main target you hit shown 20k+20k, on the other mobs it will just show 40k. This happened as well on Feint+Barrage. Some of the shared damage I see is 8k even though a single hit of my Barrage is only 4k.
On my old rogue, all the 10 hits from barrage + feint result in different damage numbers, as you can see here [GUIDE] Archer Class Types (update 4/12/16):
Yes, the numbers have fluctuations but what you will notice is that the number of critical āhitsā will always be even numbers. I can guarantee this. Anyways, since per hit will have the same mechanic as Backstabās 2-hit, Feinted Barrage will still be considered 5-hits.
Hereās what my friend captured while we were leveling at Evac.
https://scontent.fmnl3-1.fna.fbcdn.net/v/t35.0-12/13224337_1689664234615961_538643246_o.jpg?oh=003290ba1cfd1b43441eca9e90097c2b&oe=5736EC97
You can see that thereās 8k crits popping out when itās impossible to do so since my current Barrage only does 4k+ per hit at most.
I wish feint covering fire was a thing. lol
pick rogue 1 is enought for full str builds?
Sneak Hit would have abit of downtime but I think thatās fine.
Itās better if you have Ranger on your build. Sinergizes better than other classes. You gain more with less investment
What u recommend for me, archer>quarrel 3ā¦
Archer > Quarrel 3 > Ranger > Rogue > Cannoneer.
Iām hoping [burrow] gets the same treatment as [kneeling shot] in that jumping cancels it. There is a huge delay for attacking after using [burrow].
