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MyDecember's Guide To Picking Classes


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MyDecember

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MyDecember's Guide To Picking Classes

 

This guide has been written with the intentions to help both new and old players with deciding on what type of characters they should make and try out. Trickster provides the basis for four fundamental classes upon which each fundamental class can be broken into two more classes. By understanding each fundamentals and how they work either as solo or hybridized I believe will help provide a clear insight for those struggling to decide on what they should play.

 

Table of Contents

(Note: Some sections are on later post, click the underline to see them)

[You can use search function to find sections via [PC1-10]

[PC1] Fundamental Stats

[PC2] Stat Build

[PC3] PvE Leveling Class

[PC4] PvE Bossing Class

[PC5] Third Job Options

[PC6] Power Skill Comparison

[PC7] Magic Skill Comparison

[PC8] Sense Skill Comparison (65% completed)

[PC9] Charm Skill Comparison (0% completed)

[PC10] MA Scaling, Elemental Attribute & Skill Rotation

[PC11] Compounding/Drilling Class

Note 12/30/14: I'm back from my hiatus! Will finish this guide soon! This time for reals!

 

Note: This guide is property of rTO and MyDecember and is not meant to be copied or replicated elsewhere without permission from the owner. Since rTO is really the only server left this shouldn't be an issue, however, still good to have this here.

 

Hopefully this guide will help you decide on what kind of class you want to play. This guide was made with the intentions to provide information that could help you out. Reason I'm also writing out guides is so I don't have to repeatedly explain the same things to people over and over. This also allows people I know and my friends and people on rTO to have a some sort of guidance if they need it.

 

 

[PC1] Fundamental Stats

 

 

The four basic fundamental stats of all classes are as followed:

 

Power, Magic, Sense, Charm

 

Bunny and Buffalo are Power classes who focuses on melee attacks. Bunny specializes in single target DPS while Buffalo focuses on AoE (area of effect) melee attacks.

 

Sheep and Dragon are magic classes who focuses on magic spells to damage enemies. Sheep specializes in elemental damage which has a good combination of AoE, single target dps an DoT (damage over time). Dragons are similar to sheep but they specialize in either dark (for heavy DPS, DoT and AoE) versus light (more supportive DPS, AoE and very tanky/high survivability).

 

Fox and Lion are sense classes who focuses on either throwing or guns. Foxes specialize more in throwing items to deal single target DPS or laying traps for their AoE while Lions are more gun focused that specialize in single target DPS and AoE. 

 

Cat and Raccoon are charm classes who focuses on their defensive or offensive stats. Cats has more abilities that trade defense for maximized offense for single target DPS or they can beef their defense for more AoE aspect. Raccoons trade offense for maximized defense for single target DPS or they can beef their health for more AoE aspect.

 

Each of these fundamentals contains the following: 2 Classes that can branch off from its stem, and 3 substrates that belongs within each fundamental. To better understand this, allow me to provide a full list of the stats that can be manipulated:

 

Power Stat Substrates:

* AP - This is your attack power. The higher the number is the higher your damage is with your auto attack or skills. Only certain classes benefits from this stat. Every 1 level gives you 4 AP.

Classes who uses this stat for DPS: Bunny, Buffalo, Cat, Raccoon, Fox (minutely)

* AC - This is your accuracy. The higher the number the more often you'll be able to hit targets with evasion. It also helps with gun damage and only a small pool of skill damage. Every 4 levels give you 1 AC.

Classes who uses this stat for DPS: Lion, Bunny (minutely), Sheep (minutely)

* DX - This is your attack speed, I assume DX means dexterity. Unlike other stats when you rank this up your DX decreases. The higher your DX the more delay you have, therefore the smaller it is the better. Every 13 levels gives you -1 DX.

Classes who uses this stat for DPS: Buffalo (minutely)

 

Magic Stat Substrates:

* MA - This is your magic attack. The higher the number here the more magic damage you deal. Magic damage is only affected in certain skills. Every 4 levels gives you 1 MA.

Classes who uses this stat for DPS: Sheep, Dragon

* MP - This is your mana pool. Your skills regardless if you are magic based or not draws a cost, and that cost is your mana. Every 1 level gives you 30 MP.

Classes who use this stat for DPS: Sheep (minutely)

* MD - This is your magic defense. This is your resistance to spells and attacks based off MA. Higher MD reduces damage taken from MA. Every 15 levels gives you 1 MD.

Classes who use this stat for DPS: None

 

Sense Stat Substrates:

* DA - This is your detection ability. This allows you to drill better. This also affects sense skill damage to a certain degree. Every 4 level gives you 1 DA.

Classes who use this stat for DPS: Fox, Lion

* LK - This is your block and crit chance. This also affects spell accuracy for certain classes such as magic. Having high LK is important so your magic spells can hit. Every 4 level gives you 1 LK.

Classes who use this stat for DPS: Fox, Lion, Dragon (minutely)

* WT - This is your weight. This helps you with your holding capacity. Having low weight can make it difficult to hold items/pots and can be a real pain. Good WT is always important. Every 1 level gives 80 WT.

Classes who use this stats for DPS: Fox

 

Charm Stat Substrates:

* HP - This is your health. When you take damage your health decreases, upon reaching 0 you'll be unable to act. Every 1 level gives 30 HP.

Classes who use this stat for DPS: Cat, Raccoon

* DP - This is your defense. When you take physical damage or physical skills this reduces the damage taken from AP. Every 2 levels gives 4 DP.

Classes who use this stat for DPS: Cat, Raccoon

* HV - This is your evasion. Higher your evasion the less likely you'll take damage. This also reduces damage taken from guns. Every 4 level gives 1 HV.

Classes who use this stat for DPS: Cat, Raccoon

 

[PC2] Stat Builds

 

Now that you have a good (hopefully) understanding of each stats and their substrates it's time to develop a thorough understanding of the stat system that trickster utilizes. Trickster uses a growth system where each time you level up a stat is given a certain % of growth to increase.

 

In this case, 4 points = 1 level. Everytime you gain 1 level you are given 4 points which can be allocated to any specific substrates, like AP, MA, etc. However, the growth also gives bonus level to your stats. The system allows you to allocate up to 10 points to your stats, each denoted in the beginning of the game as %.

 

For ex. When players say things like 4114 they are referring to (in order) Power, Magic, Sense and Charm. 

 

You are allowed to put up to 40% growth into one stat maximum (which is 4 points), with a minimum of 10% growth into one stat (which is 1 point), leaving you 5 points to spend leisurely at what you want. Remember that your fundamental class will always be maxed at 40%, which means if you are a bunny (power) you will have 40% (4 points) power no matter what. This affects every class.

 

Therefore, Power minimally requires 4111, Magic requires 1411, Sense requires 1141 and Charm requires 1114. From there you can specialize 5 more points in any of the other 3 stats (up to a max of 4) to create your build.

 

Everytime you level up you are given points equal to the % of your growth. 

Example:

 

Level 1 Cat - 3124 Build

Power Lvl 1

Magic Lvl 1

Sense Lvl 1

Charm Lvl 1

 

Level 2 Cat - 3124 Build

Power Lvl 1 (Current points: 3)

Magic Lvl 1 (Current points: 1)

Magic Lvl 1 (Current points: 2)

Charm Lvl 2 (Gains 4 points which = 1 Level)

 

Level 3 Cat - 3124 Build

Power Lvl 2 (Current points: 2) [Previously it had 3 points, it gained another 3points upon level which is 6 points. 4 is taken to level it up leaving only 2 points left]

Magic Lvl 1 (Current points: 2)

Sense Lvl 2 (Current points: 0) [Previously it had 2 points, it gained another 2points upon level which is 4 points, 4 is taken to level it up leaving 0 points left]

Charm Lvl 3 (Gains 4 points which = 1 Level)

 

Level 4 Cat - 3124 Build

Power Lvl 3 (Current points: 1) [Previously it had 2 points, it gained another 3points upon level which is 5 points, 4 is taken to level it up leaving only 1 point left]

Magic Lvl 1 (Current points: 3)

Sense Lvl 2 (Current points: 2)

Charm Lvl 4 (Gains 4 points which = 1 Level)

 

Level 5 Cat - 3124 Build

Power Lvl 4 (Current Points: 0)

Magic Lvl 2 (Current Points: 0)

Sense Lvl 3 (Current Points: 0)

Charm Lvl 5 (Current Points: 0)

Every 4 levels all your stats will be at 0 points. This means at Level 5, 9, 13, 17, etc.

 

Now that you understand growth its time to breakdown different builds and why certain classes needs it. Keep in mind these are only suggestions, you are welcome to try out any builds that you like. 

 

Power classes:

Power needs an emphasis on Sense and Charm.

Sense provides WT (weight) which is really important to power, it allows you to carry pot and loot items for money.

Charm provides DP, HP and HV which helps to boost the livability of power users. Since you are melee it's important to have supple HP and DP to survive attacks.

 

Common builds for Power classes:

4114 with bonuses added to AP or WT.

4123 with bonuses added to AP.

 

Bunnies prefer adding WT or AP in either 4114 (more defense, less WT) or 4123 (more WT, less defense). Because Bunnies are single target DPS their skills has high DMG ratios so full investment into AP is not necessary (unless you really like PvP). If you prefer better PvE aspect investing some into WT or AP is helpful. You don't need to put all points in AP, you can invest into 3AP:1WT or 2AP:2WT to hybridize your build. If you like PvP then going pure AP is better.

 

Buffalo are similar to Bunnies but they focus more on AoE. Their DPS is not as high as bunnies so investing more into AP is more beneficial to Buffalo until they are geared with more AP. Because Buffalo are AoE based it's recommended to run 4114 to get as much defense as possible, but if you feel you are funded enough this is only optional.

 

Keep in mind that at third job you can hybridize, which means Bunnies can learn AoE from Buffalo skills and Buffalo can learn single target DPS from Bunnies.

 

 

Magic classes:

Magic needs an emphasis on Sense and Charm.

Sense provides LK which allows you to block attack and for your spells to hit enemies. Low LK can make your spells miss alot, and sense also provides lots of WT for pots and items.

Charm provides HP which is really important. Magic tends to invest heavily into sense lowering their defenses. Therefore having more HP helps them survive better then DP. High LK also makes up for low DP but it's a gamble.

 

Common builds for Magic classes:

1441 with bonuses added to MA.

1432 with bonuses added to MA.

1423 with bonuses added to MA or LK.

 

The builds of these classes for Sheep and Dragon actually vary more on the skills and path you learn. If you plan to go for high DPS with emphasis on Arrow Rush and Dark skills, it's recommended to run 1441 or 1432 with all MA. This is best for Sheep/Dragon who want more DPS and relies more on their skills hitting. If you plan to run a more AoE or Mana Ring/Mana Storm composition running 1423 is better. The lack of LK won't hurt AoE based magic as much as single target DPS, and you can gain more then enough LK from gear for your AoE skills. If you feel you are missing too much you can add LK instead of all MA in increments of 3MA:1LK or 2MA:2LK.

 

A tip I generally use is this:

Dark > Fire > Lightning > Water > Light > Wind > Earth in terms of DPS (debatable, I'm considering in my own opinion the damage + cooldown + usage)

Earth > Wind > Lightning > Light > Fire > Dark > Water in terms of AoE (once again debatable, remember this is all opinion)

 

Remember at third job Sheep and Dragon can hybridize. Sheep can learn dragon dark/light skills and Dragon can learn Sheep's elemental skills..

 

Sense Classes:

Sense needs an emphasis on Power or Charm.

Power provides accuracy for both throwing skills to hit and gun damage through the AC stats. 

Charm provides basic defenses needed for Sense to survive hits. HP is generally more common again as the higher your health pool is the more likely you can survive hits that you take.

 

Common Builds for Sense:

1144 with bonuses added to AC or DA or LK.

2143 with bonuses added to AC or DA or LK

 

The builds of these classes shouldn't focus too heavily into power unless you want to specialize in PvP. Else its better to focus into charm. Sense class tends to be expensive to level as they require money constantly for ammo (especially if you are throwing), thus its much better to make sure you aren't wasting all your money on pots as well. Fox would prefer going DA or LK (or hybrid of it) where DA provides more DPS while LK is better for landmine, block and PvP. Lions would prefer going AC or LK (or hybrid) for gun damage, crit and block.

 

At third job lions can learn foxes throwing abilities, and foxes can learn job gun abilities if they hybridize.

 

Charm Classes:
Charm needs an emphasis on Power or Sense.

Power provides AP which is needed for your build based if you want a more offensive build. AC is also important for your abilities to hit.

Sense provides WT which is needed for your WT and the extra LK helps alot too. Spending more into Sense is a more defensive route then Power.

 

Common Builds for Charm:

4114 with bonuses added to AP, HP, DP or HV.

3124 with bonuses added to AP, HP, DP or HV.

2134 with bonuses added to AP, HP, DP or HV.

 

Unlike the other classes the charm class has alot more flexibility in what you want to build. Here is generally my rule of thumb to help decide on what you want:

AP for Evolution/Kick Cat or Card-Based Raccoons

HV for Kick-Based Cats or Metamorphosis Raccoons

DP for AoE Cats

HP for AoE Raccoons and AoE Cats

 

The build you pick is purely preference, if you want more DMG for easier leveling (focus into power) or more WT for holding capacity (focus into sense).

 

At third job cats and raccoons can hybridize to learn eachother's ability (so cat can learn card throwing while raccoons can learn to kick), however, they CANNOT learn eachother's evolution/metamorphosis skills.

 

[PC3] PvE Leveling Class

 

If you would like to pick a class that is generally better for PvE Leveling then you want to invest into classes that can train by killing multiple mobs very quickly.

 

By far Power and Sense can level generally quickly. Charm requires their job advancement to really start grinding faster while Magic really needs to hit Mist of Mana to be able to power through levels.

 

In this segment I will provide classes and builds that is better for Leveling.

 

Buffalo - 4114 or 4123 Pure AP

Buffalo are great at leveling fast.They can power through the first 60 levels quickly with Shockwave, Pumping Heart and Bull's Eye (please refer to mytrickster.net for more information on these skills). With high AP and a semi-spammable skill Buffalo can hit their job advancement pretty quickly. Upon promotion Buffalo can pick up their AoE skills and start powering through the levels fast. Attribute weapons greatly boost (but not needed) Buffalo's DPS thus allowing them to clear crowds of enemies with ease. Upon third job Buffalo can go pure for more AoE, or hybrid to learn better bossing skills. Did I mention Buffalo has awesome AoE?

Skills: Shockwave, Pumping Heart, Bullseye, [Lacerator, Tidal Blade or Tempest Strike], [Piercing Wave, Inferno Blade, Earthquake Blade, Lightning Strike]

Note: Those in [ ] are optional, you can go with one or the other or both. I also recommend Air or Water as those attributes are easier to get then Fire.

 

Sheep - 1423 or 1414 or 1432 Pure MA

Sheeps although they struggle to level up fast the early levels they become monsters at leveling once they change job. Until sheeps learn Mist of Mana they are relatively painful to level. If you invest into Earth/Wind you need to level mana ring which is even MORE of a pain. However, sheeps that go into Water/Lightning has a breeze leveling up. Earth/Wind will provide early AoE for fast crowd grinding (for ex. Tritch TM farming, etc) while Water/Lightning will provide an easier time later once you learn the Lightning AoE. I don't recommend Lightning/Wind as you need Mana Arrow to learn Water & Lightning, but Mana Ring for Fire, Wind and Earth. Therefore Lightning/Fire and Lightning/Wind doesn't mesh well as you need to learn both Mana Ring and Mana Arrow. It's really all preference in the end. Upon third job you can stay with pure for more AoE or hybridize to specialize in some of Dragon's huge Dark DPS or Light's recovery move and huge shield bonus for extra survivability.

Skills: Mist of Mana, Cure, Bottle of Mana (Lvl 1), [Mana Ring, Cleaving Terra, Deadly Fen, Wind Blade], [Arrow Rush, Mana Arrow, Electroshock, Tesla Field, Any water you want]

Note: Those in [ ] are optional, you can go with one or the other or both. I recommend a build with charm for Wind/Earth while a build with more sense for Electric/Water.

 

Lion - 1144 or 2143 pure AC

Lions surprisingly are great at leveling. Gun damage scales very high, with small amount of AC you can deal alot of damage very easily. If you focus on defense and spend more time pumping AC you can easily one shot things 20+ levels higher then you, if not one shot you can two shot. This is only once you reach Gun Booster. Upon job change you get your DPS skill + AoE skills which will make grinding super easy. Lions are also great at bossing besides just leveling, a class I highly recommend for people who can learn the gun mechanics. Remember you can't reload while being hit until you learn Invincible Reload and you can't learn to reload while moving until TM level 40. So until then it can be a bit rough leveling a lion.

Skills: Gun Carrier, Gun Booster, Power Shot, Shooting Spree, Double Shot [Stone Strike (Lvl 10), Armor Destructor (Lvl 1), Lucky Seven, Keen Sense], Berserk

Note: Those in [ ] are optional buffs if you want them.

 

Every class besides these can level pretty fast, however, these are by far the fastest class. AoE Cat/Raccoon with DP/HP can level fast, Bunnies that can spam quickly with Dash can level fast, Dragons that can chain their spells can level fast, well you guys get the idea. But generally these are the classes that can level faster then others.

 

 

[PC4] PvE Bossing Class

 

Every class has the potential to do well in bossing. However, certain classes tends to do better then others due to their abilities. Here I will provide a general idea of what classes are much better at bossing versus other classes.

 

Bunny - 4114 or 4123 Pure AP or Hybrid WT

Bunnies are amazing at bossing. They sport high DPS comboing skills that hit multiple time for beautiful ratio and they can easy tank bosses with their skill guard which blocks melee/gun attack. Bunnies do struggle against magic bosses but with enough pots and HP they can easily survive through. Grab Tetra Punch or Uppercut  (based on what build you want) for your DPS, combo in Quad Punch/Burning Rave for additional damage during cooldowns and any boss will fall prey to you. Because of Bunny high ratio already they can invest some points into WT for extra pots. You can go hybrid at third job to level faster, or focus on third job for extreme boss hunting!

Skills: Burning Rave, Pumping Heart, Bulls Eye, Dash, Guard [Quad Punch, Tetra Punch], [Uppersmash, Counter Punch, Flash Cut, Mega Flash Cut]

Note: Those in [ ] are optional, you can go with one or the other or both.

 

Dragon - 1441 or 1423 or 1432 Pure MA 

Dragons are great at bossing, don't let people tell you otherwise. With Mist of Mana, Dark Lance and Arrow Rush a dragon can tear through any bosses HP easily. Of course some bosses are more resilient but with emphasis and balance between your HP and WT for pots you can easily boss anything. You shouldn't have any trouble bossing if you are dark dragon. Just keep your distance and properly use your abilities to take out the boss, high DPS comes with easier bossing. Gravity Crush can clear unwanted enemies and Rust can make sure the boss hardly damages you.

Skills: Mist of Mana, Mana Arrow, Arrow Rush, Cure, Bottle of Mana (Lvl 1), Dark Lance, Hellfire, Wicked Flame, Gravity Crush, Rust

 

Cat or Raccoon - Any build

Cat and Raccoon, although not the fastest can boss really easily. They have the defensive ability and enough damage from their skills to easily handle bosses. With Metamorphosis/Evolution or just in general using their other abilities/skunk pouch/multitude of buffs any charm class can boss easily. They may not be the fastest but they're still very good at bossing. Good example of this are Chaos Tower bosses whom Cats/Raccoons will tear apart with little to no efforts due to their impeccable defenses.

Skills: Your preference based on builds

 

Lions or Fox - General builds for them

Lions can use the same build they use for leveling and still continue to rampage through bosses. Lions are very strong against bosses with their ability to kite, and because Power and Double shot are not shared cooldown they can easily deal damage quickly back to back. Foxes have great ability to kit and damage alot with a combination of shuriken and landmines. Foxes may not be the fastest but they definitely can destroy bosses with ease.

Skills: Your preference based on builds

 

Any class can really boss well, but I generally feel Bunnies and Dark Dragons and Lions can DPS and boss very easily. Every other class can too, but generally an AoE class doesn't boss as fast as single target DPS, and generally Bunnies and Dragons are at the top of the DPS chain for bossing.


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Kotone - Duelist 217/261 * Shiori - Primadonna 136/132

Richard - Scientist 217/261 * Ritchyrd - Gambler 136/132

PoiPoi - Fire/Earth/Dark Witch 217/261* Vanilmirth - Priest 136/132


Kotone is my main, PoiPoi is my sister and Richard is my brother.

We party on EQ share always. We do everything together.


#2
Teddydeer

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I think you should fix this before something really bad happens. 

Dragon - 1423 or 1432 Pure AP

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Paige

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*Pinned, good job! :)


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#4
MyDecember

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I think you should fix this before something really bad happens. 

 

Nice catch, I rather not see Dark Dragons smacking everything LOL


Kotone - Duelist 217/261 * Shiori - Primadonna 136/132

Richard - Scientist 217/261 * Ritchyrd - Gambler 136/132

PoiPoi - Fire/Earth/Dark Witch 217/261* Vanilmirth - Priest 136/132


Kotone is my main, PoiPoi is my sister and Richard is my brother.

We party on EQ share always. We do everything together.


#5
Kiyondo

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Just gonna point out 1414 is extremely unfavorable for new magic-types because they won't have the LK to hit ANYTHING without spending MS/Galders on LK gear.

1423 should be the most into charm a magic-type should go if they don't have funding from somewhere else.


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#6
MyDecember

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Just gonna point out 1414 is extremely unfavorable for new magic-types because they won't have the LK to hit ANYTHING without spending MS/Galders on LK gear.

1423 should be the most into charm a magic-type should go if they don't have funding from somewhere else.

 

I agree, will make the edit. I personally run 1414 and compound LK into my weapon. I run a Earth/Wind Sheep and have no problem hitting but I forgot that most new players probably don't want extreme builds. Will edit to fix up the guide for more preferable builds, thank you.


Kotone - Duelist 217/261 * Shiori - Primadonna 136/132

Richard - Scientist 217/261 * Ritchyrd - Gambler 136/132

PoiPoi - Fire/Earth/Dark Witch 217/261* Vanilmirth - Priest 136/132


Kotone is my main, PoiPoi is my sister and Richard is my brother.

We party on EQ share always. We do everything together.


#7
Kiyondo

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No prob. And 1414 really only works for an LK-compounding Wind/Earth pure.

A Dark Witch or Dark Lord will NEVER hit as 1414 without spending a LOAD of money into LK gear.


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MyDecember

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[PC5] Third Job Options

 

When considering what kind of class you want to take you must also consider the option of the pure versus hybrid third jobs. It may seem common sense to decide on what you want, however, it can be difficult for certain classes and play style. Here I will do my best to list the pros and cons of pure vs hybrid for certain classes and how you should pick your third job based off your play style and preference and how certain combination of skills + stats can work well.

 

Keep in mind my ratings are only opinions, it doesn't mean anything in the end.

 

My opinion is there for a way for new players to judge how someone feels about these classes, just keep in mind that any class can do well and that any combination can be really strong.

 

It's the player that makes the character strong.

 

 

Bunny

Pure Bunnies (Champion):

Champions benefit greatly from a huge enhance in their single target DPS. They gain an ability Adrenaline which helps to boost their AP further, as well as a Upper Cut + Dash combo in one skill and a fire attribute DPS skill. Champions also learn a single AoE skill that damages enemies around you, however the range is incredibly small making it less then ideal for AoE grinding. They rely on one shotting things fast in order to level up fast. Guard is a great skill as it allows you to sit through multiple attacks and completely negate the damage taken.

Bossing: 5/5

Leveling: 3/5

 

Hybrid Bunnies (Duelist):

Duelist, although they lose out on some of the crazy high DPS skills that only Champions can benefit from doesn't make them any weaker. They gain a stun ability on their shockwave and a multitude of AoE skills that helps to improve their way of leveling. Their DPS can be made up in multiple attribute compared to just fire, making it easier to gear your Duelist in a style that you want. Duelist can still boss extremely well, and they level much faster with the help of their new AoE. Plus guard is amazing.

Bossing: 4/5

Leveling: 4/5

 

Buffalo

Pure Buffalo (Gladiator):

Gladiators are actually much stronger once they advance. They gain a huge arsenal of AoE skills and the ability to increase the range on their attack + healing back their health. This makes Buffalos much tankier as they can regenerate a total of 12k HP over 30 seconds. This is 800 HP every 2 seconds. With a cooldown of only 10 seconds you can use this as much as you need whenever the skill is back up, however you can't move or use skill during this period. Other then that their new arsenal of skills brings them alot more DPS and AoE potential.

Bossing: 3/5

Leveling: 5/5

 

Hybrid Buffalo (Mercenary):

Mercenary loses out on their health regen skill and more AoE skills that they would gain as a Gladiator (plus longer attack range), however they benefit greatly in the bossing department from gaining the boxer's single target DPS skill. They also greatly benefit from Guard which negates all damage from a certain number of hits completely. Hybrid buffalo are those who wants to switch up their AoE and gain some single target DPS.

Bossing: 4/5

Leveling: 4/5

 

Sheep

Pure Fire/Lightning Sheep (Soul Master):

These soul master are probably the highest DPS combination that an elemental sheep can obtain. Lightning provides a stunning ability and chain AoE + a large AoE that deals really good damage. The lightning AoE is based off of both MA and MP making high MP pool beneficial to the overall DPS. Fire provides a DoT fire skill (both single and AoE) and a decent burst skill to provide more damage output. There is one downside to this, you require both mana ring and mana arrow making you waste skill points on both skills. However, as a soul master you gain an ability with lightning to strike even more enemies and lower their fire resistance making a stronger synergy between the two while soul master fire only provides another single target DPS.

Bossing: 3/5

Leveling: 4/5

 

Hybrid Fire/Lightning/Dark Sheep (Witch):

These sheeps ditch the small AoE and DPS potential they gain as a soul master to reap the benefits of the huge DPS dark attribute provides. These sheeps are much stronger at bossing and they can level really fast, however they suffer from poor defenses and less synergy between their fire and lightning counterpart. You can find yourself spamming more dark spells then utilizing the synchronized abilities that fire and lightning can provide. 

Bossing: 4/5

Leveling: 3/5

 

Hybrid Fire/Lightning/Light Sheep (Witch):

These witches loses the DPS potential they can gain, however, they gain immense defense synergy. Light provides healing abilities to protect yourself and a shield that scales with your MA. This shield is also re-usable every 10 seconds making it easy to absorb alot of damage without the fear of dying. Light sheep also benefits greatly between the synergy of their AoE, allowing them to kill multiple enemies without the fear of dying.

Bossing: 3/5

Leveling: 4/5

 

Pure Fire/Earth Sheep (Soul Master):

This combination is usually considered the weakest of the combination because earth AoE DPS is the lowest and fire does much better single target DPS rather then AoE. However, Fire/Earth has its merits. First, you only need mana ring instead of mana arrow, this allows you to save up your skill points. Second, Fire/Earth is more of a utility build where you benefit from having DPS, AoE and the synergy between the two skills once you become a soul master. Fire provides more DPS and the ability to lower earth resistance of enemies allowing your earth skills to hit more. Since you gain another earth AoE this can greatly benefit you and your AoE craving as well as your single target DPS. I'd say a very balance choice.

Bossing: 3/5

Leveling: 3/5

 

Hybrid Fire/Earth/Dark Sheep (Witch):

Fire/Earth witch greatly benefit from having a hybrid in dark. This provides this much needed DPS They could be lacking from their previous build while still retaining a strong AoE balance of Gravity Crush and Cleaving Terra. Fire is still great from its DoT which can be stacked with Dark DoT making it easier to cripple enemies. Only downside is you'll need to learn Mana Arrow to benefit from dark making you waste skill points into Mana Arrow, however Arrow Rush is a great skill and could help you if you use it.

Bossing: 4/5

Leveling: 3/5

 

Hybrid Fire/Earth/Light Sheep (Witch):
This synergy is actually quite strong albeit lacking a power single target DPS. This build allows you to abuse light's spammable abilities and AoE plus its shield to soak up damage while unleashing tons of AoE. You can abuse earth's AoE, AoE slow and fire's DoT AoE while you have your shield up which allows you to tear through enemies with little to no fear. 

Bossing: 3/5

Leveling: 4/5

 

Pure Earth/Wind Sheep (Soul Master):

Earth/Wind sheeps benefit greatly from their AoE combination. Since wind is a stronger AoE then earth (although smaller) and Earth provides wind resistance reduction for enemies this helps to synergize stronger AoE between the two. Wind AoE are fast to use and cool downs are low allowing you to combo Wind AoE with Earth much easier to put out a higher DPS. 

Bossing: 2/5

Leveling: 5/5

 

Hybrid Earth/Wind/Dark Sheep (Witch):

By going hybrid with earth/wind you gain yourself the lost single target DPS from Dark that you may have wanted earlier. However, mana ring is needed for earth/wind while mana arrow is needed for dark, meaning once again you need to spend extra points to reap the benefits of dark. However dark really provides the DPS for single target that earth/wind lacks, and you can't forget about dark's powerful AoE that can be used to combo in as well.

Bossing: 3/5

Leveling: 5/5

 

Hybrid Earth/Wind/Light Sheep (Witch):

Light is a great combo to go with earth and wind. Slap on yourself that beautiful shield, spam those AoE and laugh while everything dies to you. This is probably one of the best combo there is for AoE because you lack defense as a sheep (especially if you are 1441), the shield from light + its multitude of defensive abilities can greatly help you lay down your AoE safely and without harm.

Bossing: 2/5

Leveling: 5/5

 

Pure Wind/Water Sheep (Soul Master):
Wind/Water sheeps are kind of strange. Why? Well, mana ring is needed for wind so you gain your AoE spammable skills, but mana arrow is needed for water. Water isn't really a high DPS element, but it does really good DPS regardless. They're more for weakening enemies as water's DX debuff works well with Rust (reduces enemy AP). There is great potential between the two as you have AoE from Wind and Single target DPS from water. Water also provides alot of movement slow and snare allowing you to control what you fight. Wind provides reduction to water resistance against enemies allowing your water moves to hit hard. Surprisingly water is pretty good for bossing.

Bossing: 4/5

Leveling: 3/5

 

Hybrid Wind/Water/Dark Sheep (Witch):

These sheeps benefit greatly from dark's huge DPS. They can synergize water's control with dark's DPS to burn through the toughest enemies while staying alive. Wind can be used to synergize with protecting the sheep while clearing out multiple enemies at a time. 

Bossing: 5/5

Leveling: 3/5

 

Hybrid Wind/Water/Light Sheep (Witch):

I feel this combo benefits the least from light only because water is already a much defensive style of element that going with light only brings more defense. If you like to be a walking wall that slows, snares and protects yourself with a shield while slamming wind's AoE and burst from water then this would be for you.

Bossing: 4/5

Leveling: 3/5

 

Pure Lightning/Water Sheep (Soul Master):

Take lightning's stun, lightning's AoE and slap on water's snare and slow plus the fact that water lowers lightning resistance and you get yourself lightning/water. Because both skill requires only mana arrow this is a common path for alot of sheeps as they synergize well and you benefit from arrow rush rather then mana ring. There's not much to say here, its just a solid combination

Bossing: 4/5

Leveling: 3/5

 

Hybrid Lightning/Water/Dark Sheep (Witch):

Lightning/Water really benefits from the huge burst that dark brings. The large DPS from dark plus the AoE bonuses can really help to let lightning water sheep take down tough enemies. These sheeps benefit from faster bossing and since dark also needs mana arrow you can easily invest skill points without waste.

Bossing: 5/5

Leveling: 3/5

 

Hybrid Lightning/Water/Light Sheep (Witch):

Lightning/Water can greatly benefit from Light's huge shield buff and defensive abilities, however, having to learn mana ring can cause trouble in the TM department. If you prefer to be a tankier sheep with more defensive abilities to combo your lightning AoE and water snares then this may be the combo you want.

Bossing: 4/5

Leveing: 3/5

 

Dragon

Pure Dark Dragon (Dark Lord):

Dark lords benefit from tremendous single target DPS making them incredibly potent at tearing down bosses. They lack a spammable AoE having to rely on Gravity Crush in order to clear out rooms of enemies. Dark Lord benefits greatly from fear which prevents the enemy from performing any physical action. They can also attribute more DPS on top of their skills, but they need dark attribute to make most of their 3rd job skill out DPS their 2nd job skill. Dark Lord by far take the crown for magical DPS.

Bossing: 5/5

Leveling: 3/5

 

Pure Light Dragon (Priest):

Priest are one of the tankiest class even if you build squishy (even or more tanky then charm). Priest multitude of light magic, defensive spells and their crown shield makes them survive any attack and take on any number of damage with only a 10 second cooldown on that shield. Even better Light dragons gain a large arsenal of AoE spells upon advancement allowing them to put their shield to the best of use. They can tank through multiple enemies while slamming down their light AoE to clear out lots of enemies.

Bossing: 3/5

Leveling: 5/5

 

Hybrid Dark/Fire/Lightning Dragon (Wizard):

Dark/Fight/Lightning dragon throws away some of the bonus DPS they get to gain the lightning's stun and AoE as well as fire's DoT. This helps Dark dragons with controlling enemies and clearing lots of enemies, and the stun to the dragon is invaluable. Only downside is you need to pick up mana ring to learn the stronger fire skills.

Bossing: 5/5

Leveling: 4/5

 

Hybrid Light/Fire/Lightning Dragon (Wizard):

Light dragons who pick up Fire and Lightning benefits from the fire's DPS and DoT while gaining Lightning's AoE. With the shield from light you have high survivability and with lightning's stun plus fire's DoT you can cripple enemies very easily while surviving fine. The only downside is you need to learn mana arrow to learn lightning skills.

Bossing: 3/5

Leveling: 4/5

 

Hybrid Dark/Fire/Earth Dragon (Wizard):

Dark dragons who pick up Fire and Earth benefits from a more balanced setup. Albeit the setup is very similar to Fire/Lightning, you lose out of the stun to gain a massive AoE and AoE slow from earth. This will help benefit dark dragons with comboing their DoT and using earth's AoE to clear out enemies.

Bossing: 4/5

Leveling: 4/5

 

Hybrid Light/Fire/Earth Dragon (Wizard):

Light dragons will be thankful for earth's AoE slow and massive AoE. With earth's AoE and fire's DoT AoE a light dragon can sit in a crowd of enemies with their shield and watch things slowly die to them. However you'll need to pick up mana ring in order to learn most of fire and earth skills.

Bossing: 3/5

Leveling: 5/5

 

Hybrid Dark/Earth/Wind Dragon (Wizard):

Earth and Wind will provide a massive arsenal of AoE as well as a spammable AoE from wind that will greatly benefit dragons. Dark dragons ability to boss incredibly well plus the AoE arsenal will tremendously boost their leveling speed, however, mana ring is needed in order to learn both earth and wind and that can be wasted points.

Bossing: 4/5

Leveling: 5/5

 

Hybrid Light/Earth/Wind Dragon (Wizard):

If you ever want to level really fast without a care in the world and not worry about dying then this is for you. Light's shield combination with earth and wind AoE will make you incredibly tanky with the ability to tear through multiple enemies easily. This is probably the safest build to maximize your AoE.

Bossing: 3/5

Leveling: 5/5

 

Hybrid Dark/Wind/Water Dragon (Wizard):

Take dark's high dps, take wind's fast AoE and now take water's ability to slow and snare the enemy. You now have a dragon that is focused more on utility and control. Bring in water to allow stronger control over your enemy, bring in wind to clear our mobs of enemies and bring in your dark spells to burst down enemies in a short amount of time. Sadly you need to take up mana arrow to learn water abilities.

Bossing: 5/5

Leveling: 3/5

 

Hybrid Light/Wind/Water Dragon (Wizard):

Light combination with wind is great as you have a large shield to buff yourself and soak up damage while you spam wind's AoE. Add water on top for slow and snare and you have a very defensive style of dragon. Light/wind/water benefits from being able to control the movements of their enemy while taking them down making it harder for the opposition to tear down your shield. Keep in mind you need to learn mana arrow to take up water skills.

Bossing: 3/5

Leveling: 4/5

 

Hybrid Dark/Water/Lightning Dragon (Wizard):

Water light and lightning both use mana arrow as a pre-requisite, with dark being the same provides a great synergy between the three skills. Dark's high DPS coupled with water's control and lightning's AoE and stun makes this one of the best combination for dragon. It provides more utility and coverage that a dark dragon misses out.

Bossing: 5/5

Leveling: 4/5

 

Hybrid Light/Water/Lightning Dragon (Wizard):

Light needs mana storm and mana ring for most of their skill, having to pick up mana arrow for water and lightning is difficult but water/lightning synergizes great with light. With lightning's AoE and stun coupled with water's control a light dragon will be able to survive through any situation and be able to bring down whatever they feel they need to kill.

Bossing: 3/5

Leveling: 4/5

 

Lion

Pure Lion (Scientist):

Scientist has great damage all around, both single and AoE. They have large crit and a large arsenal of buffs that'll tremendously boost the damage of their guns. With two AoE attacks and power single target DPS skills scientist are no joke, they tear down bosses easily and can tear down crowds of enemy with little to no effort (thats if they run more charm then power). 

Bossing: 5/5

Leveling: 5/5

 

Hybrid Lion with Gun (Cyber Hunter):

A cyber hunter ditches the bonus skills they get with a gun in their third job. They lose out on two buffs that raises crit damage and gun damage as well as an AoE, but they gain some other utility that they can't get if they don't hybridize. First off they can learn landmine which deals damage off of LK, which every lion should have some. They gain a luck buff as well as the ability to lower the defensive stats of your enemy, they also can benefit from the AoE based on their WT and if wanted they can invest into throwing as well in order to deal extra damage if needed.

Bossing: 4/5

Leveling: 5/5

 

Hybrid Lion without Gun (Cyber Hunter):

A cyber hunter that doesn't want to use a gun will have similar strength to a pure fox, but they lose out on the bonus throwing skills that pure foxes has. Instead they will focus on utilizing the buffs they have and throwing skills + AoE throwing skills to deal damage. You don't need a gun to be a cyber hunter but the option is always there. The 2nd job skills and debuffs are also important for cyber hunter providing more ways to deal damage and break through the enemys defense. These type of lions also tends to abuse landmines to deal DPS as well.

Bossing: 3/5

Leveling: 4/5

 

Fox

Pure Fox (Thief Master):

A thief master focuses entirely on throwing. They deal massive single target DPS and they can learn AoE skills that helps them clear out enemies, however these throwing items can be expensive. By going pure you gain the benefits of being able to plant more landmines then normal as well as the ability to hide patiently and strike their enemies with poison. They can also strike past shields and other forms of defensive skills that prevents damage.

Bossing: 4/5

Leveling: 4/5

 

Hybrid Fox with Gun (Hunter Lord):

A hybrid fox with a gun is similar to a hybrid lion where they benefit from the buffs that lions has. Lions has the ability to break down the enemy shields and they will be using the large arsenal of gun skills that lion has to deal damage. 

Bossing: 4/5

Leveling: 4/5

 

Hybrid Fox without Gun (Hunter Lord):

A hunter lord without a gun will want to gain benefits from the skills where you can break through the enemy shield. Alot of hunter lords will have alot of LK which they can gain a bonus skill that uses LK for DPS. They lose out on the hide ability but lowering the enemy evasion and ignoring their shield can be very beneficial.

Bossing: 4/5

Leveling: 4/5

 

Cat

Pure Cat (Primadonna):

Primadonnas are pretty interesting. They can stun, prevent enemies from using magic spell and they sacrifice their defenses in order to maximize their offence when they use evolution. Even with this defense reduction they are still very tanky and can deal alot of damage. They have a good mix of AoE in both their evolution form and without. Even if they aren't evolve they can utilize 2-hit combo and volley kick to dish out good damage. Overall cats are great, they have a large arsenal of buffs to protect them and their pure will help enhance their transformation. Take in cat's ability to break enemy buff and improve their own defensive stats to make up for evolution reduction, they are a threat.

Bossing: 4/5

Leveling: 3/5

 

Hybrid Cat (Diva):

Divas lose out on their bonus stats for their evolution as the evolution bonus is only for pure, however that does not make diva's weak at all. Diva will be happy to gain alot of the raccoon's buffs as well as their large arsenal of targeted AoE and an AoE that is base off HP. Diva greatly benefit from a larger arsenal of both close and long range attack, AoE based DPS and more abilities that helps them outside of their transformation. Diva are much better as a more defensive choice instead of going pure. Don't forget about them being able to remove buffs and the combination of all defensive buff that cat and raccoon can now get.

Bossing: 4/5

Leveling: 4/5

 

Raccoon

Pure Raccoon (Gambler):

Gamblers benefits from having a larger skill pool of AoE skills when they go pure. With their already strong defensive style these Gamblers will sacrifice their offense in order to boast their defensive stats in their metamorphosis. Don't get this wrong, their metamorphosis deals damage based off their defensive stats rather then the card throws which is more of an offensive reliant skill. They have alot of AoE and really good damage that makes Gamblers a great tanky class that can dish out damage through their hard-steel will.

Bossing: 4/5

Leveling: 4/5

 

Hybrid Raccoon (Duke):

Dukes will miss out on having more card throwing skills as well as more AoE abilities, however it provides them stronger single target damage that cats gain. Volley kick provides a stronger single target DPS as well as opening Duke's access to a stronger skunk pouch and the ability to remove debuffs from the enemy. Not only that but they gain access to the cats buff allowing them a whole scale of buffs that hybrid cats benefit from as well. 

Bossing: 4/5

Leveling: 4/5

 

 


  • Metalúrgico Funerario likes this

Kotone - Duelist 217/261 * Shiori - Primadonna 136/132

Richard - Scientist 217/261 * Ritchyrd - Gambler 136/132

PoiPoi - Fire/Earth/Dark Witch 217/261* Vanilmirth - Priest 136/132


Kotone is my main, PoiPoi is my sister and Richard is my brother.

We party on EQ share always. We do everything together.


#9
MyDecember

MyDecember

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[PC6] Power Skill Comparison

 

If you are still struggling to decide what kind of class you would like I've decided to compile a huge list of skills and their damage output for each class. This will allow you to see numbers instead of just textual opinions. Here are the base premise that I used for all the calculations:

 

1) Each calculation is done with the user wearing no gear and assuming all skills are mastered.

2) Each calculated assuming the user is level 97. This means every stat will be left with 0 points and all 384 bonus points will be added to the specific said stats.

3) I believe this is to help provide a raw basis for calculation, I will be posting more specific facts regarding how certain skill scales when they are provided more stats via gear and level (ex. Cleaving Terra > Wind Blade at low level, but Wind Blade > Cleaving Terra at higher level)

4) Ignore the fact that you can't reach third job at 97, however, we'll pretend that you can use third job skills at 97 for stronger comparison of DPS.

 

 

Level 97 Bunny or Buffalo 4114 Pure AP

DPS Stats:

AP w/o buff: 786

AP w/ buff: 912

 

Buffs: 

Pumping Heart - 116% more AP

 

Shockwave (Total DPS: 684):

DMG: AP * Ratio

Max Ratio = 300%, Cool Down = 4 seconds

DMG w/o buff: 786 * 3.00 = 2358 

DMG w/ buff: 912 * 3.00 = 2736

Shockwave can stun enemies with Feint, a Buffalo's 2nd job skill. Boxer 2nd job skill can cause it to apply a debuff where they can't avoid your physical attacks.

 

Burning Rave (Total DPS: 1915):
DMG: AP * Ratio

Max Ratio = 210%, Cool Down = 1 second

DMG w/o buff: 786 * 2.10 = 1650

DMG w/ buff: 912 * 2.10 = 1915

This skill is very spammable but there is a delay when using this skill which lowers the DPS technically.

 

Upper Smash (Total DPS: 730): 

DMG: AP * Ratio

Max Ratio: 320%, Cool Down = 4 seconds

DMG w/o buff: 786 * 3.2= 2515

DMG w/ buff: 912 * 3.2 = 2918

There is a delay in the animation for this skill, this is the strongest attack a power can learn and it can stun.

 

Tornado Bomb (Total DPS: 744): 

DMG: AP + Bonus Damage

Max Bonus Damage: 1320, Cool Down = 3 seconds

DMG w/o buff: 786 + 1320 = 2106

DMG w/ buff: 912 + 1320 = 2232

Does not scale at all into high levels, not recommended

 

Level 97 Boxer & Champion 4114 Pure AP

(Note: Text in purple are referring to only Champions. Mercenary and Duelist can use any of the non-purple skills.)

DPS:

AP w/o buff: 786

AP w/ Pumping Heart: 912

AP w/ Pumping Heart & Adrenaline: 1149

AC w/o buff: 74

AC w/ buff: 107

 

Buffs:

Bull's Eye - 145% AC

Pumping Heart - 116% AP

Adrenaline - 126% AP

 

Other Buffs:

Desperate Rally: Raises AP by 138% when your HP is less then 20%. (Calculation does not include this, but you can abuse this with guard.)

 

Uppercut (Total DPS: 627):

DMG: AP * Ratio

Max Ratio: 600%, Cool Down = 11 seconds

DMG w/o buff: 786 * 6.0 = 4716

DMG w/ PH: 912 * 6.0 = 5472

DMG w/ PH & A: 1149 * 6.0 = 6894

Damage can be increased further through counter punch.

 

Uppercut w/ Counterpunch (Total DPS: 1003):

DMG: AP * (Ratio + Bonus Ratio from Counterpunch)
Max Ratio: 600%, Max Bonus Ratio: 360%, Cool Down: 11 seconds

DMG w/o buff: 786 : 9.6 = 7574

DMG w/ PH: 912 * 9.6 = 8755

DMG w/ PH & A: 1149 * 9.6 = 11,030

Counterpunch is a passive that directly upgrades uppercut

 

Quad Punch (Total DPS: 2114):

DMG: AP * Ratio

Max Ratio: 920%, Cool Down = 5 seconds

DMG w/o buff: 786 * 9.2 = 7231

DMG w/ PH: 912 * 9.2 = 8390

DMG w/ PH & A: 1149 * 9.2 = 10,571

Hits four times, damage shown is final damage

 

Tetra Punch (Total DPS: 3349):

DMG: AP * Ratio

Max Ratio: 2040%, Cool Down = 7 seconds

DMG w/o buff: 786 * 20.4 = 16,034

DMG w/ PH: 912 * 20.4 = 18,605

DMG w/ PH & A: 1149 * 20.4 = 23,440

This hits four time, where the first hit is the base damage, second hit is doubled the dmg of first, third is double dmg of second, and fourth is double dmg of third. The damage shown is the total damage from the damage.

 

Flash Cut (Total DPS: 1203):

DMG: [AP + (AC * 8)] * Ratio

Max Ratio: 480%, Cool Down = 8 seconds

DMG w/o buff: [786 * (74 * 8)] * 4.8 = 6614

DMG w/ only BE: [786 * (107* 8)] * 4.8 = 7882

DMG w/ only PH: [912 * (74 * 8)] * 4.8 = 7219

DMG w/ only BE & PH: [912 * (107 * 8)] * 4.8 = 8486

DMG w/ only PH * A: [1149 * (74 * 8)] * 4.8 = 8357

DMG w/ PH, A & BE: [1149 * (107 * 8)] * 4.8 = 9624

This skill combines dash with uppercut. AC increases this damage quite a bit.

 

Flaming Fist (Total DPS: 1448):

DMG: AP * (Ratio + Fire Attr %) 

Max Ratio: 530%, Cool Down = 5 seconds

DMG w/o buff & no attr: 786 * 5.3 = 4166

DMG w/ PH & no attr: 912 * 5.3 = 4833

DMG w/ PH & A & no attr: 1149 * 5.3 = 6090

DMG w/o buff & 100% attr: 786 * (5.3 + 1.0) = 4952

DMG w/ PH & 100% attr: 912 * (5.3 + 1.0) = 5746

DMG w/ PH & A & 100% attr: 1149 * (5.3 + 1.0) =  7239

Higher fire attribute raises this damage more. Cooldown is faster then flash cut.

 

Mega Flash Cut (Total DPS: 6861):

DMG: [AP + (AC * 16)] * Ratio

Max Ratio: 246%, Cool Down = 2 seconds

DMG w/o buff: [786 * (74 * 16)] * 4.8 = 9456

DMG w/ only BE: [786 * (107* 16)] * 4.8 = 11,990

DMG w/ only PH: [912 * (74 * 16)] * 4.8 = 10,061

DMG w/ only BE & PH: [912 * (107 * 16)] * 4.8 = 12,595

DMG w/ only PH & A: [1149 * (74 * 16)] * 4.8 = 11,198

DMG w/ PH, A & BE: [1149 * (107 * 16)] * 4.8 = 13,733

Similar to flash cut but knocks enemy up in the air. This damage does more with AC. Very short cooldown and good damage.

 

Chi Release (Total DPS: 1103):

DMG: AP * Ratio

Max Ratio: 480%, Cool Down = 5 seconds

DMG w/o buff: 786 * 4.8 = 3773

DMG w/ PH: 912 * 4.8 = 4378

DMG w/ PH & A: 1149 * 4.8 = 5515

This is an AoE skill but the range is very tiny.

 

Level 97 Warrior & Gladiator 4114 Pure AP

(Note: Text in purple are referring to only gladiator. Mercenary and Duelist can use any of the non-purple skills.)

DPS Stats:

AP w/o buff: 786

AP w/ buff: 912

DX w/o buff: 2

DX w/ HB or AuH: -1

DX w/ both HB & AuH: -4

 

Buffs: 

Pumping Heart - 116% more AP

Hyperbeat - DX -3

Aura of Haste - DX -3

 

Lacerator (Total DPS: 875):

DMG: AP * Ratio

Max Ratio: 355%, Cool Down = 3.7 seconds

DMG w/o buff: 786 * 3.55 = 2790

DMG w/ buff: 912 * 3.55 = 3238

Has a small chance of hitting multiple enemies

 

Piercing Wave (Total DPS: 1140):

DMG: AP * Ratio

Max Ratio: 500%, Cool Down = 4 seconds

DMG w/o buff: 786 * 5.0 = 3930

DMG w/ buff: 912 * 5.0 = 4560

A ranged attack that's only single target. Charge time is a bit long.

 

Tidal Slash (Total DPS: 1596):

DMG: AP * (Ratio + [Water Attr * 2.5])

Max Ratio: 450%, Cool Down: 4 seconds

DMG w/o buff & attr: 786 * 4.5 = 3537

DMG w/ only buff: 912 * 4.5 = 4104

DMG w/ only 100% attr: 786 * (4.5 + [1.00 * 2.5]) = 5502

DMG w/ both buff and 100% attr: 912 * (4.5 + [1.00 * 2.5]) = 6384

Water attribute boost this damage alot. Targeted AoE skill in a cone shape, about 45-50 degrees range.

 

Earthquake Blade (Total DPS: 1323) :

DMG: AP * (Ratio + [Soil Attr * 2.0])

Max Ratio: 380%, Cool Down: 4 seconds

DMG w/o buff & attr: 786 * 3.8 = 2987

DMG w/ only buff: 912 * 3.8 = 3466

DMG w/ only 100% attr: 786 * (3.8 + [1.00 * 2]) = 4559

DMG w/ both buff and 100% attr: 912 * (3.8 + [1.00 * 2]) = 5290

Soil attribute boost this damage. Has a very large AoE. Range increases as it ranks up. Can hit up to 5 targets,

 

Blazing Strike (Total  Average DPS: 1266) :

DMG: AP * Ratio * # of enemies hit

Max Ratio: 324%, Max Enemies Hit: 5, Cool Down: 7 seconds

DMG w/o buff for 1 hit: 786 * 3.24 = 2547

DMG w/ buff for 1 hit: 912 * 3.24 = 2955

DMG w/o buff for 5 hits: 786 * 3.24 * 5 = 12,733

DMG w/ buff for 5 hits: 912 * 3.24 * 5 = 14,774
Damage shown is either 1 hit or 5 hit. Damage varies based off how many hit and your DX. Neutral AoE skill.

 

Inferno Blade (Total DPS: 1003):

DMG: AP * (Ratio + Fire Attr)

Max Ratio: 450%, Cool Down: 5 seconds

DMG w/o buff & attr: 786 * 4.5 = 3537

DMG w/ only buff: 912 * 4.5 = 4104

DMG w/ only 100% attr: 786 * (4.5 + 1.0) = 4323

DMG w/ both buff and 100% attr: 912 * (4.5 + 1.0) = 5016

AoE occurs around you. Fire attribute raises this damage.

 

Tempest Strike (Total Average DPS: 1459):

DMG: AP * (Ratio + {Wind Attri * [Random Number between 0~5]})

Max Ratio: 240%, Cool Down: 3 seconds

DMG w/o buff & attr: 786 * (2.4 + 0~5) = 1886 ~ 5816

DMG w/ only buff: 912 * (2.4 + 0~5) = 2189 ~ 6566

DMG w/ only 100% attr: 786 * (2.4 + {1.50 * 0~5}) = 1886 ~ 7781

DMG w/ both buff and 100% attr:  912 * (2.4 + {1.50 * 0~5}) = 2189 ~ 9028

Can hit up to 5 targets. Wind attribute raises this damage, this ability is really fast. Occurs around you. The damage is random. Damage shown is a range of what it can hit. Using 150% instead of 100% due to 100% bringing no damage boost.

 

Lightning Strike (Total DPS: 1094):

DMG: AP * (Ratio + [Elect Attr * 2])

Max Ratio: 400%, Cool Down: 5 seconds

DMG w/o buff & attr: 786 * 4.0 = 3144

DMG w/ only buff: 912 * 4.0 = 3648

DMG w/ only 100% attr: 786 * (4.0 + [1.00 * 2]) = 4716

DMG w/ both buff and 100% attr: 912 * (4.0 + [1.00 * 2]) = 5472

Can hit up to 6 targets and can stun. Electric attribute raises this damage. 

 

Shadow (Total DPS: 1872):

DMG: [AP - ({DX - 10} * 24)] * Ratio
Max Ratio: 900%, Cool Down: 6 seconds
DMG w/o buff: (786 - {[1 - 10] * 24}) * 9.00 = 9018
DMG w/ only PH: (912- {[1 - 10] * 24}) * 9.00 = 10152
DMG w/ only PH & HB or AuH: (912 - {[-1 - 10] * 24}) * 9.00 = 10,584
DMG w/ only HB or AuH: (786  - {[-1 - 10] * 24}) * 9.00 = 9450
DMG w/ only HB & AuH: (786  - {[-4 - 10] * 24}) * 9.00 = 10,098
DMG w/ all buff:  (912  - {[-4 - 10] * 24}) * 9.00 = 11,232

Can create up to 5 shadows at maxed. Damage increases based off DX.

 

Sonic Slash (Total DPS: 1550):

DMG: AP * (Ratio + [Water attr * 3.5])
Max Ratio: 500%, Cool Down: 5 seconds
DMG w/o buff & attr: 786 * 5.0 = 3930
DMG w/ only buff: 912 * 5.0 = 4560
DMG w/ only 100% attr: 786 * (5.0 + [1.00 * 3.5]) = 6681
DMG w/ both buff and 100% attr: 912 * (5.0 + [1.00 * 3.5]) = 7752

Water based AoE skill. Similar to Tidal Slash. Water attribute ramps up this skill damage alot.

 

Gale Strike (Total Average DPS: 1391):
DMG: AP * (Ratio + [Wind Attri * Random Number between 0~7])
Max Ratio: 260%, Cool Down: 4 seconds
DMG w/o buff & attr: 786 * (2.6 + 0~7) = 2044 ~ 7546
DMG w/ only buff: 912 * (2.6 + 0~7) = 2371 ~ 8755
DMG w/ only 150% attr: 786 * (2.6 + [1.5 * 0~7]) = 2044 ~ 8253
DMG w/ both buff and 150% attr: 912 * (2.6 + [1.5 * 0~7]) = 2371 ~ 9576

Wind based AoE skill. Damage is random. Similar to Tempest Strike. At 100% attribute the damage doesn't change, thus 150% was used 

 

Highest Damaging Ability:

Tetra Punch with 23,440 over 7 second cooldown.

DPS: 3349 damage per second

 

Highest DPS Ability:

Mega Flash Cut with 13,733 over 2 second cooldown.

DPS: 6867 damage per second

 

Highest AoE DPS & Damaging Ability With No Attribute:

Shadow with 11,232 over 6 second cooldown.

DPS: 1872 damage per second

 

Keep in mind any elemental AoE Skill damage can be tremendously boosted with attribute. I used 100% attribute for all element except wind (150%), this is a low-ball number that's easy to reach for most new players. Of course the higher the attribute the damage can potentially pass Shadow.

 

Generally Bunny > Buffalo for single target DPS, however, Buffalo > Bunny for AoE DPS.


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Kotone is my main, PoiPoi is my sister and Richard is my brother.

We party on EQ share always. We do everything together.


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MyDecember

MyDecember

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[PC7] Magic Skill Comparison

 

If you are still struggling to decide what kind of class you would like I've decided to compile a huge list of skills and their damage output for each class. This will allow you to see numbers instead of just textual opinions. Here are the base premise that I used for all the calculations:

 

1) Each calculation is done with the user wearing no gear and assuming all skills are mastered.

2) Each calculated assuming the user is level 97. This means every stat will be left with 0 points and all 384 bonus points will be added to the specific said stats.

3) I believe this is to help provide a raw basis for calculation, I will be posting more specific facts regarding how certain skill scales when they are provided more stats via gear and level (ex. Cleaving Terra > Wind Blade at low level, but Wind Blade > Cleaving Terra at higher level)

4) Ignore the fact that you can't reach third job at 97, however, we'll pretend that you can use third job skills at 97 for stronger comparison of DPS.

 

 

Level 97 Sheep or Dragon 1441 Pure MA

DPS Stats:

MA w/o buff: 74

MA w/ buff: 107

 

Heal Stats:

Max Health: 840

 

Buffs: 

Mist of Mana - 145% more MA

 

Cure (Total HPS: 252):

Heal: Max HP * Heal Ratio

Heal Ratio: 30%

Heal Amount: 840 * 0.3 = 252

Cure is immediately cast with no cooldown. HPS is heal per second. Can be upgraded by Priest skill Med. Cure which allows Cure to heal multiple people at once.

 

Mana Arrow (Total DPS: 870):

DMG: (MA - 49) * Ratio

Max Ratio: 30, Cool Down: 2 seconds, Cast Time: 1.5 seconds

DMG w/o buff: (74 - 49) * 30 = 750

DMG w/ buff: (107 - 49) * 30 = 1740

Mana Arrow early damage is poor due to the MA reduction, however it will deal more damage the higher your MA is.

 

Arrow Rush (Total DPS: 2739):

DMG: (MA - 49) * Ratio * # of arrows

Max Ratio: 13.49, Number of Arrows: 7, Cool Down: 2 seconds, Cast Time: 1.5 seconds

DMG w/o buff: (74 - 49) * 13.49 * 7 = 2361

DMG w/ buff: (107 - 49) * 13.49 * 7 = 5477

Damage shown is total damage. Arrow rush is a direct upgrade to Mana Arrow. Mana arrow will become Arrow Rush when you learn Arrow Rush. One of the highest DPS skill but highly reliant on LK to hit. Arrows start at 2 arrows and increase up to 7 arrows. Damage calculated is assuming max mana arrow and max mana rush.

 

Mana Ring (Total DPS: 1070):

DMG: MA * Ratio

Max Ratio: 15, Cool Down: 1.5 seconds, Cast Time: 0.3 seconds

DMG w/o buff: 74 * 15 = 1110

DMG w/ buff: 107 * 15 = 1605

Very fast cast, animation takes awhile to hit. Can cause small AoE damage at the site of impact. Has great early game damage due to no MA reduction, however, low ratio makes the damage poor in the long run.

 

Mana Ring w/ Mana Ring Booster (Total DPS: 1534):

DMG: MA * (Ratio + Boost Ratio)

Max Ratio: 15, Boost Ratio: 6.5, Cool Down: 1.5 seconds, Cast Time: 0.3 seconds

DMG w/o buff: 74 * (15 + 6.5) = 1591

DMG w/ buff: 107 * (15 + 6.5) = 2301

Mana Ring Booster is a direct upgrade to Mana Ring. When using Mana Ring the booster skill will boost Mana Ring's damage. 

 

Mana Storm (Total DPS: 407):

DMG: MA * Ratio

Max Ratio: 19, Cool Down: 5 seconds, Cast Time: 1 seconds

DMG w/o buff: 74 * 19 = 1406

DMG w/ buff: 107 * 19 = 2033

Mana Storm does AoE damage around you. Does great early game damage, but in the long run does less due to low ratio.

 

Level 97 Bard & Soul Master 1441 Pure MA

(Note: Text in purple refers only to Soul Master. Witch and Wizards can use any of the non-purple skills.)

DPS Stats:

MA w/o buff: 74

MA w/ buff: 107

LK: 24

Max MP: 2960

AC: 56

 

Buffs:

Mist of Mana - 145% more MA

Elemental Boost - 115% more elemental attribute

 

Drip Bomb (Total DPS: 789):

DMG: (MA - 49) * Ratio

Max Ratio: 34, Cool Down: 2.5 seconds, Cast Time: 1.0 second

DMG w/o buff: (74 - 49) * 34 = 850

DMG w/ buff: (107 - 49) * 34 = 1972

Elemetal Boost buff Damage: 2268

Drip bomb can lower the target DX if combo'd with Mana Web and Water Web. Great in combination with rust to break down physical attackers.

 

Shard of the Glacier (Total DPS: 984):

DMG: (MA + LK - 49) * Ratio
Max Ratio: 24, Cast Time: 1.0 second

DMG w/o buff: (74 + 24 - 49) * 24 = 1176

DMG w/ buff: (107 + 24 - 49) * 24 = 1968

Elemetal Boost buff Damage: 2244

Will always have a 10% chance to miss. Duration of Shard goes up to 3 seconds depending on resistance of the enemy. Scales very well with both MA and LK added making it hit harder if you have both high MA and LK.

 

Electro Attack (Total DPS: 822):

DMG: (MA - 25) * Ratio

Max Ratio: 25.067, Number of Jumps: 5, Cool Down: 2.5 seconds, Cast Time: 1 seconds

DMG w/o buff: (74 - 25) * 25.067 = 1228

DMG w/ buff: (107 - 25) * 25.067 = 2055

Elemetal Boost buff Damage: 2363

Starts at 2 jumps and increases the jump to 5x when mastered. Can stun when given Electroshock skill. Low MA reduction in formula plus medium ratio makes this an all around strong skill for both early and late geared characters.

 

Tesla Field (Total DPS: 576):

DMG: (MA + [Max MP / 120]) * Ratio
Max Ratio: 17.2, Cool Down: 4 seconds, Cast Time: 1 seconds

DMG w/o buff: (74 + [2960/120]) * 17.2 = 1697

DMG w/ buff: (107 + [2960/120]) * 17.2 = 2305

Elemetal Boost buff Damage: 2651

Total Damage Dealt over Duration: 18,440

Targets an area and damages there every 2 seconds for up to a total duration of 16 seconds. This skill does alot more damage the more mana you have as well as your MA, this can easily do high damage if you are geared well. Highly recommended.

 

Whirlwind Blaze (Total DPS: 905):

DMG: (MA - 49) * Ratio

Max Ratio: 39, Cool Down: 2.5 seconds, Cast Time: 1.0 seconds

DMG w/o buff: (74 - 49) * 39 = 975

DMG w/ buff: (107 - 49) * 39 = 2262

Elemetal Boost buff Damage: 2601

A great skill to use for those who went with mana ring and doesn't have arrow rush. This skill can be used in place of arrow rush for burst on single target DPS. If you have arrow rush you may want to look over this skill unless you have high attribute fire weapon.

 

Scorching Earth (Total DPS: 589):

DMG: (MA - 49) * Ratio

Max Ratio: 29, Cool Down: 20 seconds, Cast Time: 1.8 seconds

DMG w/o buff: (74 - 49) * 29 = 725

DMG w/ buff: (107 - 49) * 29 = 1682

Elemetal Boost buff Damage: 1934

Total Damage Dealt over Duration: 11,774

Targets an area and damages there every 2 seconds for up to a total duration of 14. This is a great DPS skill to use to clear out mobs of enemies over time and can be used to protect yourself, highly recommended for anyone.

 

Incinerate (Total DPS: 783):

DMG: (MA - 49) * Ratio

Max Ratio: 54, Cool Down: 4 seconds, Cast Time: 1.8 seconds

DMG w/o buff: (74 - 49) * 54 = 1350

DMG w/ buff: (107 - 49) * 54 = 3132

Elemetal Boost buff Damage: 3602

Can bounce up to 2 additional target near the site of impact. High ratio makes this skill hit very hard.

 

Phoenix Rising (Total DPS: 1073):

DMG: (MA - 49) * Ratio

Max Ratio: 37, Cool Down: 10 seconds, Cast Time: 1.8 seconds

DMG w/o buff: (74 - 49) * 37 = 925

DMG w/ buff: (107 - 49) * 37 = 2146

Elemetal Boost buff Damage: 2468

Total Damage Dealt over Duration: 15,022

At the sight of impact can hit other targets. The target you selected will be burned over time every 2 seconds for up to 15 seconds. Stacking this on the same target will only reset the previous timer of the DoT, not apply a second stack.

 

Cleaving Terra (Total DPS: 615):

DMG: (MA - 25) * Ratio

Max Ratio: 22.5, Cool Down: 3 seconds, Cast Time: 1.5 seconds

DMG w/o buff: (74 - 25) * 22.5 = 1102

DMG w/ buff: (107 - 25) * 22.5 = 1845

Elemetal Boost buff Damage: 2122

Cast time decreases when ranked and range increases when ranked. The AoE is humongous.

 

Deadly Fen (Total DPS: 325):

DMG: (MA + LK - 25) * Ratio

Max Ratio: 18.4, Cool Down: 6 seconds, Cast Time: 1.5 seconds

DMG w/o buff: (74 + 24 - 25) * 18.4 = 1343

DMG w/ buff: (107 + 24 - 25) * 18.4 = 1950

Elemetal Boost buff Damage: 2243

Deals damage upon initial use, stays for awhile to slow down all targets inside for up to 34% movement speed slow. Long cooldown makes you use this wisely as it can be a lifesaver to slow groups of enemies towards you.

 

Summon Boulder (Total DPS: 583):

DMG: (MA - 25) * Ratio

Max Ratio: 32, Cool Down: 4.5 seconds, Cast Time: 2 seconds

DMG w/o buff:: (74 - 25) * 32 = 1568

DMG w/ buff: (107 - 25) * 32 = 2624

Elemetal Boost buff Damage: 3018

Can damage nearby enemies at impact site.

 

Wind Blade (Total DPS: 1554):

DMG: (MA - 49) * Ratio
Max Ratio: 26.8, Cool Down: 1 second, Cast Time: 0.5 seconds

DMG w/o buff: (74 - 49) * 26.8 = 670

DMG w/ buff: (107 - 49) * 26.8 = 1554

Elemetal Boost buff Damage: 1787

Very fast and hits enemies around you. When mastered the skills will always succeed in casting.

 

Tornado Blast (Total DPS: 160):

DMG: (MA - 49) * Ratio

Max Ratio: 33, Cool Down: 12 seconds, Cast Time: 0.5 seconds, Activation Time: 1 second

DMG w/o buff: (74 - 49) * 33 = 825

DMG w/ buff: (107 - 49) * 33 = 1914

Elemetal Boost buff Damage: 2201

Activation time for the skill to activate after cast starts at 7 seconds and decreases to 1 second at maxed rank. Can hit up to 7 targets.

 

Whirlwind (Total DPS: 1098):

DMG: (MA - 49) * Ratio
Max Ratio: 40, Cool Down: 19 seconds, Cast Time: 2.5 seconds

DMG w/o buff: (74 - 49) * 40 = 1000

DMG w/ buff: (107 - 49) * 40 = 2320

Elemetal Boost buff Damage: 2668

Total Damage Dealt over Duration: 20,880

Last for 18 seconds. The cooldown increases as you rank it, but the duration increases as well as targets hit. Immobile during use, moving will cancel the skill. It's an AoE attack around you and you can use other skills/potions while the spell is going, you just cannot move. 

 

Razor Gale (Total DPS: 927):

DMG: (MA + AC - 49) * Ratio

Max Ratio: 24.4, Cool Down: 3 seconds, Cast Time: 0.5 seconds

DMG w/o buff: (74 + 56 - 49)  * 24.4 = 1976
DMG w/ buff: (107 + 56 - 49) * 24.4 = 2782
Elemetal Boost buff Damage: 3199
Surprisingly the combination from AC and MA raises this damage up quite a bit. Overall a great skill to use if you have AC or want to run some kind of melee wind sheep.

 

Dimensional Rift (Total DPS: 410):

DMG: (MA - 25) * Ratio
Max Ratio: 35, Cast Time: 1 second
DMG w/o buff: (74 - 25) * 35 = 1715
DMG w/ buff: (107 - 25) * 35 = 2870
Traps the target for up to 6.8 seconds, however if they have range they can still hit you. Can trap up to 7 targets.

 

Aqua Bomb (Total DPS: 889):
DMG: (MA - 49) * Ratio
Max Ratio: 46, Cool Down: 3 seconds, Cast Time: 1.2 seconds
DMG w/o buff: (74 - 49) * 46 = 1150
DMG w/ buff: (107 - 49) * 46 = 2668
Elemetal Boost buff Damage: 3068
High damaging skill for water users to use. Recommended if you need more single target burst.

 

Thunder (Total DPS: 796):
DMG: (MA - 25) * Ratio
Max Ratio: 34, Cool Down: 3.5 seconds, Cast Time: 1.2 seconds
DMG w/o buff: (74 - 25) * 34 = 1666
DMG w/ buff: (107 - 25) * 34 = 2788
Elemetal Boost buff Damage: 3206
Pretty big AoE Skill and it does really good damage due to low MA penalty + high ratio. Highly recommended for anyone to grab this.

 

Dragon Storm (Total DPS: 696):
DMG: (MA - 49) * Ratio
Max Ratio: 60, Cool Down: 5 seconds, Cast Time: 1.2 seconds
DMG w/o buff: (74 - 49) * 60 = 1500
DMG w/ buff: (107 - 49) * 60 = 3480
Elemetal Boost buff Damage: 4002
Large burst skill for fire users, great benefit to use if you have fire attribute as well.

 

Earthquake (Total DPS: 677):
DMG: (MA - 25) * Ratio
Max Ratio: 33, Cool Down: 4 seconds, Cast Time: 1.5 seconds
DMG w/o buff: (74 - 25) * 33 = 1617
DMG w/ buff: (107 - 25) * 33 = 2706
Elemetal Boost buff Damage: 3112
The range on earthquake is smaller then Cleaving Terra but hits harder.

 

Raging Storm (Total DPS: 1368):
DMG: (MA + AC - 49) * Ratio
Max Ratio: 24, Cool Down: 2 seconds, Cast Time: 0.5 seconds
AoE range is smaller then wind blade and hits less targets.
DMG w/o buff: (74 + 56 - 49) * 24 = 1944
DMG w/ buff: (107 + 56 - 49) * 24 = 2736
Elemetal Boost buff Damage: 3146
This works really well in conjunction with wind blade or to clear out less enemies.

 

Level 97 Magician, Dark Lord & Priest 1441 Pure MA

(Note: Text in purple refers only to Dark Lord or Priest respectively. Witch and Wizards can use any of the non-purple skills.)

DPS Stats:

MA w/o buff: 74

MA w/ buff: 107

LK: 24

 

Heal Stats:

Max Health: 840

 

Buffs:

Mist of Mana - 145% more MA

Blood Testament - 115% more Dark Attribute

Dark Assimilation - 120% more Dark Attribute

 

Active Skills:

Refreshing Dew - Reduces cooldown by 50% for Light Dragons only

 

Arrow of Light (Total DPS: 766):

DMG: (MA - 49) * Ratio

Max Ratio: 33, Cool Down: 2.5 seconds, Cast Time: 1.2 seconds

DMG w/o buff: (74 - 49) * 33 = 825

DMG w/ buff: (107 - 49) * 33 = 1914

Good DPS skill for light users if they don't pick up arrow rush. Will be more reliable then mana ring.

 

Catastrophe Heal (Total HPS: 699):

Heal: (MA + LK) * Ratio

Max Ratio: 8, Cool Down: 1.5 seconds, Cast Time: 0.5 seconds

Heal w/o buff: (74 + 24) * 8 = 784

Heal w/ buff: (107 + 24) * 8 = 1048

A stronger cure that will heal you quickly. Unlike Cure that is % heal, this heals you based off your MA and LK making it more reliable.

 

Oath of Light (Total HPS: 59):

Heal: Max Health * Heal Ratio

Max Heal Ratio: 14%, Cool Down: 10 seconds, Cast Time: 2 seconds

Heal Amount: 840 * 0.14 = 118

Will heal you every 2 seconds for 14% or more of your health. The HPS may be low but that's with 840 health with no HP gear.

 

Light Wave (Total DPS: 1218):

DMG: (MA - 49) * Ratio

Max Ratio: 42, Cool Down: 2 seconds, Cast Time: 2 seconds

DMG w/o buff: (74 - 49) * 42 = 1050

DMG w/ buff: (107 - 49) * 42 = 2436

The AoE from this can hit multiple targets up to 8 but the range is inconsistent.

 

Radiant Strike (Total DPS: 667):

DMG: (MA - 49)* Ratio
Max Ratio: 46, Cool Down: 4 seconds, Cast Time: 1.5 seconds

DMG w/o buff: (74 - 49) * 46 = 1150

DMG w/ buff: (107 - 49) * 46 = 2668

This AoE skill hits less targets up to only 3, but it cast around you and will strike enemies around you.

 

Heart's Grace (Total HPS: 359):

Heal: [(Max Health / 200) + (MA * 0.2)] * Ratio

Max Ratio: 28, Cool Down: 3 seconds, Cast Time: 0.3 seconds

Heal w/o buff: [(840/200) + (74*0.2)] * 28 = 532

Heal w/ buff: [(840/200) + (107*0.2)] * 28 = 717

Increases your health regeneration, can heal alot when you have high health and magic. Note that this is based off the target's max health but I'm calculating with only your health.

 

Shield of Heaven (Total Shield: 4815):

Shield: MA * Ratio

Max Ratio: 45, Cool Down: 10 seconds

Shield w/o buff: 74  * 45 = 3330 

Shield w/ buff: 107 * 45 =  4815

This shield is amazing, absolutely huge shield pool with no penalty to MA. Last for 66 seconds and with only 10 seconds it can be re

casted to keep you alive easily.

 

Hellfire (Total DPS: 1010):

DMG: (MA - 49) * Ratio
Max Ratio: 47, Cool Down: 2.7 seconds, Cast Time: 1.5 seconds

DMG w/o buff: (74 - 49) * 47 = 1175

DMG w/ buff: (107 - 49) * 47 = 2726

DMG w/ Blood Testament: 3135

DMG w/ BT & Dark Assimilation: 3762

Solid skill for dark users, slap on wicked flame for additional burning damage.

 

Hellfire With Wicked Flame (Total DPS: 627):

DMG: Hellfire Damage * Ratio

Max Ratio: 46%

DMG w/o buff: 1175 * 0.46 = 541

DMG w/ buff: 2726 * 0.46 = 1254

DMG w/ Blood Testament: 1442

DMG w/ BT & Dark Assimilation: 1730

Total Damage Dealt over Duration: 16,302

This is a passive that directly upgrades hellfire. It'll last for 27 seconds burning every 2 seconds.

 

Dark Lance (Total DPS: 590):

DMG: (MA - 49) * Ratio

Max Ratio: 61, Cool Down: 6 seconds, Cast Time: 1 seconds

DMG w/o buff: (74 - 49) * 61 = 1525

DMG w/ buff: (107 - 49) * 61 =  3538

DMG w/ Blood Testament: 4069

DMG w/ BT & Blood Testament: 4883

Long cool down but fast cast time, huge burst allowing it to quickly kill off targets fast.

 

Gravity Crush (Total DPS: 348):

DMG: (MA - 49) * Ratio
Max Ratio: 90, Cool Down: 15 seconds, Cast Time: 3 seconds

DMG w/o buff: (74 - 49) * 90 = 2250

DMG w/ buff: (107 - 49) * 90 = 5220

DMG w/ Blood Testament: 6003

DMG w/ BT & Blood Testament: 7204

The only dark AoE if you don't advance to Dark Lord. Huge Ratio and damage but high cast time, cool down and mana cost.

 

Searing Light (Total DPS: 1558):

DMG: (MA - 25) * Ratio

Max Ratio: 38

DMG w/o buff: (74 - 25) * 38 = 1900

DMG w/ buff: (107 - 25) * 38 =  3116

Large AoE around you, hits really hard and you're invincible during casting when you're floating.

 

Sacred Oath (Total HPS: 126):

Heal: Max Health * Ratio

Max Ratio: 15%, Cool Down: 10 seconds

Heal Amount: 840 * 0.15 = 126

Party based heal over time.

 

Celestial Strike (Total DPS: 717):

DMG: [(MA - 25) * (35 + Number of offensive light skills) / 20 ] * Ratio

Max Ratio: 30.6, Cool Down: 7 seconds

DMG w/o buff & 1 light skill: [(74 - 25) * (35 + 1) / 20] * 30.6 = 2699

DMG w/ buff & 5 light skill: [(107 - 25) * (35 + 5)/20] * 30.6 = 5018

Ground targeted AoE that hits alot, the more offensive light spells you have the more damage. There are 5 light skills that you can learn that are offensive.

 

Staff of Agony (Total DPS: 510:

DMG: (MA - 49) * [Ratio + (15 * Dark Attribute)]

Max Ratio: 44, Cool Down: 5 seconds, Cast Time: 0.8 seconds

DMG w/o buff: (74 - 49) * 44 = 1100

DMG w/ buff: (107 - 49) * 44 = 2552

DMG w/ Blood Testament: 2935

DMG w/ BT & Dark Assimilation: 3522

DMG w/ buff & 200% dark attribute: (107 - 49) * [44 + (15 * 2.00)] = 4292 (5923 with BT and AS)

You need 114% dark attribute to out damage Dark Lance. It's a bit faster in terms of cast time and cool down in comparison to Dark Lance. 

 

Scythe (Total DPS: 139):

DMG: (MA - 49) * [Ratio + (30 * Dark Attribute)]

Max Ratio: 24, Cool Down: 10 seconds, Cast Time: 1.5 seconds

DMG w/o buff: (74 - 49) * 24 = 600

DMG w/ buff: (107 - 49) * 24 = 1392

DMG w/ Blood Testament: 1601

DMG w/ BT & Dark Assimilation: 1921

DMG w/ buff & 200% dark attribute: (107 - 49) * [(30 * 2.00)] = 3480 (4802 with BT and AS)

Can be upgraded to have fear affliction for up to 16 seconds. You need 134% dark attribute to out damage Dark Lance. Cool down and cast time is longer then Dark Lance. 

 

Dark Commando (Total DPS: 1067):

DMG: (MA - 49) * Ratio
Max Ratio: 18.4, Cool Down: 10 seconds

DMG w/o buff: (74 - 49) * 18.4 = 460

DMG w/ buff: (107 - 49) * 18.4 = 1067

DMG w/ Blood Testament: 1227

This is a buff that adds additional damage to all your dark-based attacks that last for 44 seconds. This damage cannot be increased by dark attribute.

 

Ghostly Whisper (Total DPS: 173):

DMG: (MA - 49) * Ratio
Max Ratio: 21.6, Cool Down: 10 seconds

DMG w/o buff: (74 - 49) * 21.6 = 540

DMG w/ buff: (107 - 49) * 21.6 = 1253

DMG w/ Blood Testament:  1441

DMG w/ BT & Dark Assimilation: 1729

Total Damage Dealt over Duration: 11,277

Last for 18 seconds that deals damage every 2 seconds. If you move the skill will cancel, however you can use healing abilities and offensive abilities during this period, but no pots.

 

Highest Damage Abilities:
Arrow Rush with 5,477 damage over 2 second cooldown.

Celestrial Strike with 5,018 damage over 7 second cooldown.

Gravity Crush with 5,220 damage over 15 second cooldown.

Each skill hits easily 5k+ burst with ungeared MA. Their DPS varies as their cool downs changes their DPS.

 

Highest DPS Abilities:

Raging Storm with a total DPS Of 1368 with a 2 second cool down.

Wind Blade with a total DPS of 1554 with a 2 second cool down.

Arrow Rush with a total DPS of 2739 with a 2 second cool down.

Each of these skills DPS are very high with a great combination of both low cool down and cast time. They can easily be rotated for fast DPS.

 

Generally because there are so many magic skills you should look at the burst damage rather then just DPS since you will be using more then just 1 spell. Learn to rotate spells, for ex: Arrow Rush -> Dark Lance -> Arrow Rush -> Hell Fire -> Arrow Rush -> Dark Lance. This will help you fill in the cool down so you don't lose DPS. Wind spells and some other spells with low cooldown and fast cast time  has high DPS because they can be spammed and used by themselves without rotation. Most spells has high damage with long cooldown and must be used in rotation.

 

More information regarding elemental attribute, MA scaling and rotation can be found here. Highly recommended that you read this in order to learn how to play your class more effectively if you are magic.


  • IMOGEN and Metalúrgico Funerario like this

Kotone - Duelist 217/261 * Shiori - Primadonna 136/132

Richard - Scientist 217/261 * Ritchyrd - Gambler 136/132

PoiPoi - Fire/Earth/Dark Witch 217/261* Vanilmirth - Priest 136/132


Kotone is my main, PoiPoi is my sister and Richard is my brother.

We party on EQ share always. We do everything together.


#11
Cristhho

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Awesome Guide :D



#12
MyDecember

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[PC8] Sense Skill Comparison

 

If you are still struggling to decide what kind of class you would like I've decided to compile a huge list of skills and their damage output for each class. This will allow you to see numbers instead of just textual opinions. Here are the base premise that I used for all the calculations:

 

1) Each calculation is done with the user wearing no gear and assuming all skills are mastered.

2) Each calculated assuming the user is level 97. This means every stat will be left with 0 points and all 384 bonus points will be added to the specific said stats.

3) I believe this is to help provide a raw basis for calculation, I will be posting more specific facts regarding how certain skill scales when they are provided more stats via gear and level (ex. Cleaving Terra > Wind Blade at low level, but Wind Blade > Cleaving Terra at higher level)

4) Ignore the fact that you can't reach third job at 97, however, we'll pretend that you can use third job skills at 97 for stronger comparison of DPS.

Note: To compare Lion and Fox DPS effectively we'll be using a gun with 300 AP for calculations. For throwing we'll be using 180 throwing AP for calculations.

 

Level 97 Fox and Lion 1144 Pure DA (Throwing) or Pure AC (Gun)

DPS Stats:

DA w/o buff: 48

DA w/ buff: 67

 

Buffs:

Sixth Sense: 145% more DA

 

Stone Strike (Total DPS: 1564):

DMG: (DA + 1) * Ratio

Max Ratio: 46, Cool Down: 2 seconds

DMG w/o buff: (48 + 1) * 46 = 2254

DMG w/ buff: (67 + 1) * 46 = 3128

It's a close range attack skill that's based off DA. Highly recommended as it doesn't use throwing items and it can be used to combo with your other skills. This skill has bad accuracy.

 

Shuriken Master (Total DPS: 1403):

DMG: [(DA + Throw AP / 10) * Ratio] - 1

Max Ratio: 33, Cool Down: 2 seconds

DMG w/o buff: [(48 + 180/10) * 33] - 1 = 2178

DMG w/ buff: [(67 + 180/10) * 33] - 1 = 2805

Throwing AP vary based off item. We're using standard lvl 90 throwing which is 180 AP. Can become very expensive to use.

 

Note: There are no gun active skills, only passive and buffs. Gun users will have to rely completely on auto attacks.

 

Level 97 Explorer and Thief Master 1144 Pure DA

(Note: Text in purple refers only to Thief Master. Hunter Lord and Cyber Hunter can use any of the non-purple skills.)

DPS Stats:

DA w/o buff: 48

DA w/ buff: 67

LK w/o buff: 48

LK w/ Lucky Seven only: 67

LK w/ both buffs: 79

WT w/o passive: 8380

WT w/ passive: 11,740

AP: 114

 

Buffs:

Sixth Sense: 145% more DA

Lucky Seven: 145% more LK

Aura of Luck: 118% more LK

 

Passive:

Heavy Carrier: 3360 more WT

 

Shuriken Master w/ Precise Pitch (Total DPS:--):

DMG: (DA * Ratio) + (Throw AP/10 * Ratio * Bonus)

Max Ratio: 33, Bonus: 2.4, Cool Down: 2 seconds

Throwing AP vary based off item. We're using standard lvl 90 throwing which is 180 AP. Can become very expensive to use. Precise Pitch boost the damage of throwing AP to raise shuriken master damage.

 

Chain of Knives (Total DPS: --):

DMG: [(DA * 16) + (Throw AP * PP) ] * Ratio 

PP: 2.4, Max Rati: 4.2, Cool Down: 3 seconds

Can hit the target 4x at maxed level. PP is precise pitch which raises throwing AP. Calculation is done with max PP.

 

Landmine (Total DPS: --):

DMG: (DA + LK) * Ratio

Max Ratio: 48.8, Cool Down: 10 seconds

Sets a trap down with a duration of 10 seconds. Blow ups when enemies steps near or onto the vicinity of the trap.

 

Pouch of Pain (Total DPS: --):

DMG: (Max WT - Current WT) * Ratio

Max Ratio: 6.6

This move has an AoE Effect.

 

Fan of Knives (Total DPS: --):

DMG: (DA + [Throw AP/10 * PP) * Ratio

PP: 2.4, Max Ratio: 40, Cool Down: 2 seconds

AoE move that can hit up to 7 targets. PP is precise pitch which raises throwing AP. Calculation is done with max PP.

 

Rain of Knives (Total DPS: --):

DMG: (Throw AP + DA) * Ratio

Max Ratio: 17, Cool Down: 3 seconds

At maxed rank consumes 15 throwing items to strike up to 6 targets which hits 4x each.

 

Explosive Expert (Total DPS: --):

DMG: (DA * 2 + LK) * Ratio
Max Ratio: 32, Cool Down: 1.5 seconds

More you rank this skill the more landmines you can place due to faster cooldown.

 

Poison Pouch (Total DPS: --):

DMG: ](Max WT - Current WT) * Ratio 1] + [(Max WT - Current WT) * Ratio 1 * Ratio 2]

Max Ratio 1: 6.6, Max Ratio 2: 0.20, Cool Down: 5 seconds

Adds poison to pouch of pain. Single target instead of AoE.

 

Poison Assault (Total DPS: --):
DMG: [(DA * Ratio 1) + Throw AP ] + [{(DA * 16) + Throw AP} * Ratio 2]

Max Ratio 1: 62.4, Max Ratio 2: 0.312

Poison last about 17 seconds at maxed rank. Can only be used when hidden. Will cancel hide once you use this.

 

Sudden Attack (Total DPS: --):

DMG: (DA * 16 + AP) * Ratio

Max Ratio: 2.80, Cool Down: 4 seconds

Can only be used when hidden. Will cancel hide once you use this.

 

Exploit Weakness (Total DPS: --):

DMG: (DA * 16 + AP) * Ratio

Max Ratio: 3.5, Cool Down: 5 seconds

Can ignore defensive skills like shield of haven, bunker, dark barrier, etc. You take 50% of damage dealt when hitting through dark barrier.

 

 

Level 97 Inventor and Scientist 1144 Pure AC

(Note: Text in purple refers only to Scientist. Hunter Lord and Cyber Hunter can use any of the non-purple skills.)

DPS Stats:

Note: Both 1144 (the base numbers used) plus additional 4141 Lion stats will be used for comparison

AC w/o buff: 56 (80 if you are a 4141 Lion)

AC w/ buff: 91 (115 if you are 4141 Lion)

Gun AP w/o buff: 300

Gun AP w/ buff: 1092

DA: 24

LK: 24

 

Shield Stats:

Health: 3000 (840 if you are a 4141 Lion)

 

Buffs:

Note: All gun AP boost damage is being assumed that the gun has 300 gun AP.

Gun Booster: Adds 35 bonus AC (Formula for bonus is [Gun AP + 400] / 20 )

Gun Overdrive: 364% bonus to Gun AP (Only for Scientist)

 

Butt Plate (Total DPS: --):

DMG: (DA + AC - 49) * Ratio - 1

Max Ratio: 3.55, Cool Down: 3 seconds

Close quarter attack, doesn't do great damage unless you run hybrid lion.

 

Power Shot (Total DPS: --):

DMG: [(Gun AP - 11) + 20(AC - 48)] * Ratio

Max Ratio: 2.70, Cool Down: 1.5 seconds

Great damaging skill with low cool down

 

Shooting Spree (Total DPS: --):

DMG: [(Gun AP - 11) + 20(AC - 48)] * Ratio

Max Ratio: 2.45, Cool Down: 5 seconds

An AoE move that can hit up to 5 random targets.

 

Lucky Fist (Total DPS: --):

DMG: (Enemy's Max HP/10) + (LK * 8) * Ratio

Max Ratio: 4.4, Cool Down: 6 seconds

Calculation is done assuming mob has 10k health, which is normal for mobs around 150+. Great skill for hybrid or LK based lion who wants to do damage based on enemy's health. 

 

Keen Sense (Total Crit DMG Bonus: --):

Crit DMG Bonus: (AC * 20) * Ratio

Max Ratio: 2.55, Cool Down: 10 seconds

A buff that raises gun critical damage. Last 140 seconds.

 

Double Shot (Total DPS: --):

DMG: [(Gun AP - 11) + 20(AC - 48)] * Ratio

Max Ratio Per Shot: 2.4, Cool Down: 3 seconds

Hits 2x, calculated damage is shown in one and two shots. Long cooldown but great to combo with power shot.

 

Berserk (Total DPS: --):

DMG: [(Gun AP - 11) + 20(AC - 48)] * Ratio

Max Ratio: 3.5, Cool Down: 9 seconds

Hits up to 5 targets, can fail and miss targets. Also an AoE move that's randomizes its target.

 

Sharp Sense (Total Crit DMG Bonus: --):

Crit DMG Bonus: 1.20 * Ratio

Max Ratio: 1.26, Cool Down: 10 seconds

Last for 120 seconds, a buff that raises and adds on additional crit damage. 

 

Bunker (Total Shield: --):

Shield: HP * Ratio

Max Ratio: 3, Cool Down: 10 seconds

Creates a bunker that limits your offensive pool but protects you. You can exit with bunker release.

 

Highest Damaging Ability:

 

Highest DPS Ability:


  • Metalúrgico Funerario likes this

Kotone - Duelist 217/261 * Shiori - Primadonna 136/132

Richard - Scientist 217/261 * Ritchyrd - Gambler 136/132

PoiPoi - Fire/Earth/Dark Witch 217/261* Vanilmirth - Priest 136/132


Kotone is my main, PoiPoi is my sister and Richard is my brother.

We party on EQ share always. We do everything together.


#13
MyDecember

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[PC9] Charm Skill Comparison

 

If you are still struggling to decide what kind of class you would like I've decided to compile a huge list of skills and their damage output for each class. This will allow you to see numbers instead of just textual opinions. Here are the base premise that I used for all the calculations:

 

1) Each calculation is done with the user wearing no gear and assuming all skills are mastered.

2) Each calculated assuming the user is level 97. This means every stat will be left with 0 points and all 384 bonus points will be added to the specific said stats.

3) I believe this is to help provide a raw basis for calculation, I will be posting more specific facts regarding how certain skill scales when they are provided more stats via gear and level (ex. Cleaving Terra > Wind Blade at low level, but Wind Blade > Cleaving Terra at higher level)

4) Ignore the fact that you can't reach third job at 97, however, we'll pretend that you can use third job skills at 97 for stronger comparison of DPS.


Kotone - Duelist 217/261 * Shiori - Primadonna 136/132

Richard - Scientist 217/261 * Ritchyrd - Gambler 136/132

PoiPoi - Fire/Earth/Dark Witch 217/261* Vanilmirth - Priest 136/132


Kotone is my main, PoiPoi is my sister and Richard is my brother.

We party on EQ share always. We do everything together.


#14
MyDecember

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[PC10] MA Scaling, Element Attribute & Skill  Rotation

 

MA Penalty (aka MA Scaling):

For all magic skills there are two sets of magic attack penalty, they're denoted as the following in magic skills formula:

MA - 25 or MA - 49. Why do these exist and what makes them so different?

 

MA - 25 will have lower penalty if you have small MA. You start with 50 MA at level 1, therefore you get at least 25 MA to go into your skill formula. Usually MA - 25 penalties are followed by low ratio (less then usually 20-25) so that the more MA you gain in the long run it doesn't do as much damage as most other skill.

 

MA - 49 will have a large penalty if you have small MA. You start with 50 MA at level 1, therefore you only get 1 MA going into your skill formula which tremendously reduces your damage. However MA -49 are backed by usually large ratios (25+) which  makes them much stronger in the long run when you have higher gear. 

 

Example, lets compare the most common skill used, Wind Blade VS Cleaving Terra. These two skills are good example of this concept.

Wind Blade Formula is (MA - 49) * 26.8 Ratio while Cleaving Terra Formula is (MA - 25) * 22.5

 

If you assume you have 100 MA you'll have Wind Blade hitting for 1367 damage while Cleaving Terra will hit for 1688. 

Let's progress further, let's say you now have 150 MA you'll have Wind Blade hitting for 2707 while Cleaving Terra will hit 2813. You'll notice that gap is slowly closing and this is because the ratio on Wind Blade is higher making it stronger in the latter run.

Flash forward to 200 MA, your Wind Blade will now hit 4047 while Cleaving Terra will hit 3938. Now Wind Blade hits harder then Cleaving Terra because of this.

 

When considering what elements you want keep in mind the MA penalty, the ratio and their cool down/cast time to see what fits your style the most.

 

Elemental Attribute for Magic:

Any attribute for elements that are compounded on your weapon can affect your spell damage. All spells that sheep has will have their damage increased in respect to the element that is on your weapon. Therefore using fire attribute will raise all your fire-based skill, and this affects all sheep skills.

 

Dragon skills are different. Only certain dark skills for dragons are affected by dark attribute (Staff of Agony and Scythe) while no light skills can be increased by attribute. Therefore investing into light attribute is pointless. Dark attribute only benefits two skills.

 

Elemental attribute will directly enhance the damage done by your spells. For example, if you have your Cleaving Terra hitting for 1,000 damage and you have an soil elemental attribute of 175% on your weapon you'll be hitting in respect to that, which should be 1,750. Keep in mind that all damage calculation varies based off the MD of your opponent and their resistance, however if we assume that the enemy has 0 MD and resistance then you'd gain the full benefit of the elemental attribute of your weapon.

 

Elemental Attribute for Melee:

Any attribute for elements that are compounded on your weapon will affect your melee auto attack damage only, or warrior/gladiator specific elemental damage abilities.

 

The attribute bonus on your weapon is a direct bonus added to your auto attack. For example if your auto attack hits 1,000 damage and you have a weapon of 175% fire attribute, your damage will be 1,000 damage + 750 fire attribute damage for a total of 1,750. Keep in mind that similar to magic your damage calculation varies based off the enemy's DP and resistance. If we assume they have 0 DP and resistance then you will be hitting the full benefits of your weapon.

 

Elemental attributes are great ways to bolster your melee damage and allow you to deal extra damage needed to one shot kill things early with just smacking them. Generally if you can achieve 100%-120% attribute for weapons below 90 that's really good. For weapons higher then 90 it'd be wise to try to get as close to 180% as possible. Of course weapons with over 200% and 300% are much rarer, more expensive and more common amongst the higher level weapon. Golden Lion Shield is also a shield that can directly increase your elemental attribute for your damage without it being on a weapon. 

 

Skill Rotation:

Almost every skill that hits really high with high damage output has long cool downs which significantly lowers their DPS. In order to help deal with the lack of DPS but high potential burst it's important to focus on a skill rotation which will allow you to promptly combo in and deal the most effective damage possible.

 

A simple example of this would be stone strike and shuriken master. Stone strike and shuriken master both have a cooldown of 2 seconds. 2 seconds is long enough for you to cast another skill, but too long for you to just sit around and do nothing.

 

Stone Strike hits 3128 for a level 97 pure DA fox, while Shuriken Master hits 2805. Therefore because they have 2 seconds cooldown you can only use them every 2 seconds, lowing their DPS from 3128 -> 1564 and 2805 -> 1403. This means that your DPS drops by 50% because you need to wait a full 2 seconds. You can work around this by doing a skill rotation, an example is this:


Stone Strike -> Shuriken Master -> Stone Strike. This will hit for a combined total of 9061 over 3 seconds. Because stone strike is used first it goes on cooldown for up to 2 seconds. During this period you use shuriken master to cover the damage missing during the cooldown. Once shuriken master is on cooldown your stone strike will be back up allowing you a third hit within a 3 second time frame. This brings your DPS of 1564 or 1403 (based on the skills) up to an average of 3020 DPS. By rotating your skills and keeping their cool downs in mind you can combine their burst potential and work around their cooldown to bring out the highest DPS through rotation. 

 

A more advance combo of rotation will be displayed here. Keep in mind we're using a level 97 dark dragon with pure MA for this next example.

 

We'll be using this rotation of Dark Lance -> Arrow Rush -> Hellfire -> Arrow Rush -> Dark Lance. Keep in mind that Dark Lance has a 6 second cooldown, Arrow rush has 2 second and Hellfire has 2.7 seconds. By using Arrow rush 2x (total of 4 second cooldown) and Hellfire's 2.7 second you'll be able to fill the gap of the missing DPS from Dark Lance's 6 seconds cooldown with this. With the rotation of Arrow Rush and Hellfire you cover a total 6.7 second gap. Now let's add up the damage.

 

Dark Lance DPS is 590. Hellfire DPS is 1637 w/ Hellfire burning ticking adding an extra 627 every 2 seconds. Arrow Rush has a DPS of 2739.

 

If we consider the damage per second sequence, you get the following: 1st Second has 3538 damage from Dark Lance. 2nd Second has 5477 damage from Arrow Rush. 3rd Second has 2726 + 1254 burn every 2 seconds from Hellfire + Wicked Flame. 4th Second has 5477 damage from Arrow Rush. 5th second has Hellfire Wicked Fire tick for another 1254 burn. 6th Second you have 3538 damage from Dark Lance.

 

Note: I did not include casting time, but generally casting time will only slightly lower the DPS outcome. Regardless there is a full second here where no skill is casted, this is usually not the case as Arrow Rush takes 1.5 seconds to cast, not 1 second, meaning that two Arrow Rush should fill up that gap. Hellfire also has a slightly longer casting time, therefore after using your second arrow rush your dark lance may already be off its cooldown.

 

A total of 23,264 damage was dealt over a 6 second period. This brings the DPS up to 3877 which is higher then Arrow Rush's DPS alone of 2739, higher then Dark Lance's DPS of 590 and higher then Hellfire's DPS of 1637 with it's hellfire. 

 

Hopefully you guys will figure out your own skill rotation that you like and make the most out of your long cooldown spells to combo with high DPS.


  • Metalúrgico Funerario likes this

Kotone - Duelist 217/261 * Shiori - Primadonna 136/132

Richard - Scientist 217/261 * Ritchyrd - Gambler 136/132

PoiPoi - Fire/Earth/Dark Witch 217/261* Vanilmirth - Priest 136/132


Kotone is my main, PoiPoi is my sister and Richard is my brother.

We party on EQ share always. We do everything together.


#15
MyDecember

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[PC11] Drilling/Compounding Class

 

Drilling Tips:

A big component of trickster is the ability to drill items as well as compound stats onto your gear. Sense class tends to be the best at these as they benefit greatly from the stats that helps with drilling.

 

DA - This affects your detection for drilling, the higher your DA the better chance and more often you'll drill up items. The items you get, however, is random. You could have tons of DA and drill up alot of items but never drill up a rare item (for ex. Bloody rune of harvest) while another class with poor DA could get lucky and grab a bloody run. It's all random but having more DA helps will drilling.

 

Throwing foxes are expensive to fund but easy to make up for with drilling. Taking the time to drill with DA foxes (and sometimes DA lions) to get items and gear can help fund for you and provide easy exp as well as cash if you sell the items.

 

When drilling its highly recommended to drilling near the corner and edge of the map. It's not really confirmed but usually those areas tend to be the place to drill.

 

If you plan to drill alot and want a dedicated drilling class it's recommended you do the following:

A] Rank up DA to the sufficient amount needed for the map you plan to drill in, do this ONLY IF you cannot make up the DA with gear. Else if you can you should rank up WT.

B] Rank up WT in order to hold and carry more items only after you have enough DA for the map you plan to drill in.

C] Run a 1144 build in order to stay alive easier when moving around maps.

D] Grab invincible drilling and heavy carrier so you can drill and hold more stuff.

 

Compounding Tips:

Compounding is where you compound items into your gear for bonus stats. For ex. Tortoise Shell is commonly used to compound HP into Golden Mole Vest. Sense classes has an ability called compound mastery which is said to increase compound accuracy. Here's where debates come in. 

1) No one knows for sure if the compound mastery really works, the compound is so random that at times you can get worse stats, so alot of people skip compound mastery. It's recommended to avoid compound mastery overall.

2) There its been said that LK increases compound success but there is no proof or confirmation that LK really does help with compounding. However because some people believe LK does help with compounding its best to tell LK fox/lions that they may or may not have better chance of compounding stats. It's better not to rely on LK for compounding.

 

As for Member++ on the website you can use website compounding which allows you to compound online as long as the materials are in your inventory. Website compounding have higher rates then the compounding ingame, however it doesn't utilize your compound master skill or LK stats. I recommend web compounding as I've hit max multiple times without trying.


Kotone - Duelist 217/261 * Shiori - Primadonna 136/132

Richard - Scientist 217/261 * Ritchyrd - Gambler 136/132

PoiPoi - Fire/Earth/Dark Witch 217/261* Vanilmirth - Priest 136/132


Kotone is my main, PoiPoi is my sister and Richard is my brother.

We party on EQ share always. We do everything together.


#16
Lilith

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You are amazing. o_o



#17
Michael

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Is Celestial Strike for the priest class a light attribute based skill? From ggftw: Light Atrribute magic skill. It creates a circular area and raises a light column in the middle to strike the surrounding monsters. The more mass the light has, the more damage it deals. The mass of the light is based on the Light Attribute of the caster.