Kamis, 08 Agustus 2013

Dragon Nest Acrobat – Useful Tips/Afterwords

7.    Some Useful Tips
7.1.  Double Somersault Kick – Wall Bouncing
We know that there are two ways to perform Somersault Kick + Double Somersault Kick :
  • Perform it on a stunned enemy.
  • Perform it after Binding Shot.
Now, there is actually a third way to do so. That is, by making use of wall bouncing on an enemy after Low Spin Kick and High Spin Kick.
See below :

7.2.  Spirit Boost
Ever wondered how long the range of Spirit Boost is?
See below :

In the picture, Lawyered received my Spirit Boost buff in that range. More than that, and he will miss the buff. How long is the maximum range of Spirit Boost then? The answer is around 9-10 meters.
7.3.  Multiple Hit Circle Shot
Circle Shot is a one hit skill? Guess again :

I have also done a five hits Circle Shot before. Thus, it may be possible to score even more hits than that with Circle Shot. Apparently, this can only be done on a very large enemy. You need to perform a Circle Shot right at the center part of your enemy’s body (Although I’m not really sure the exact spot to do this). Take note that one of the hit will deal the same damage as your usual Circle Shot (In this case 14345), while the other hits will deal around half of your usual damage. If done correctly, this skill can be really deadly against very large opponent like this one.
8.    Afterwords
The writer acknowledges that this guide is far from perfect, and the contents of this guide may even contain some mistakes. Therefore, he will gladly accept any kind of questions and feedbacks regarding this guide. Please do not hesitate to PM or use in-game mail function to contact Arcanima in-game.
Thank you for reading, and the writer hopes that this guide will be useful in bringing players to a better understanding of Acrobat.
9.    Appendix
Formula of K
Remember the formula that I derived myself for damage indicator K (Section 3.1.) :
K = [DMG(CT-ET)]/[(CT*CT)]
DMG : Skill damage output (We will calculate this by using the formula provided in the next section)
CT : Cooldown time
ET : Execution time
Where does this formula come from?
In order to measure damage capabilities, we need to take a look at some important variables related to it.
  • Actual rate of damage output
The actual rate of damage output is just total skill damage divided by cooldown time. Remember that total skill damage divided by execution time is not the actual rate of damage output, but rather an indicator of damage burst. From here, we have one variable [DMG/CT].
  • Time gap to chain other skills
Time gap means the time provided to you to execute other damaging skills. In this case, time gap is just cooldown time minus execution time. Why is time gap important? The idea is that the more time gap you have, the more other damaging skills you can use in between the time gap. This explains why a skill with faster execution time will be better than another similar skill with longer execution time, even though their cooldown time may be the same. Thus, we have another variable [CT-ET].
  • Number of skills performed in a certain time period
This is somehow related to time gap concept. Imagine two skills, A and B, where :
  • Skill A : 1000 DMG / 1 Second ET / 10 Seconds CT
  • Skill B : 2000 DMG / 2 Seconds ET / 20 Seconds CT
It is obvious that both of them are the same in terms of damaging capabilities (B is just A performed twice). Both of them have the same damage per cooldown time, but B has twice the time gap compared to A. However, if we only consider the previous two variables, we will get B as twice as good as A in terms of damage capabilities. Thus, there is a need for a third variable.
Although B has twice the time gap compared to A, by the time we execute B, A will have been executed twice, which means that A has been through its time gap period twice. This is the reason why the number of skills performed in a certain time period is an important consideration.
Hence, we finally have our last variable [Time Period/CT]. However, as [Time Period] is a constant, we can just ignore it and take [1/CT] as the variable.
Combining all these variables, we will get the previous formula to calculate damage indicator K.
Skill Coefficient Table
I will abbreviate damage description/board damage as D. Under skill details, you will be able to know where do I get all these Skill Coefficient.
For example, Willow Kick with 6*(1/8)D + 1*(1/4)D means that the first 6 hits will deal 1/8 damage from damage description/board damage and the last hit will deal ¼ damage from damage description/board damage. Total damage would be 1D, in other words, Skill Coefficient of Willow Kick is 1.
Name of Skill
Skill Coefficient (Reliable/Non-Reliable)
Skill Details
Twin Shot
2.00/-
2*D = 2D (Max hit = 2)Skill Coefficient = 2.00
Piercing Shot
1.00/-
1*D = 1D (Max hit = 1)Skill Coefficient = 1.00
Multishot
7.70/-
7*1.1D = 7.7D (Max hit = 7)Skill Coefficient = 7.70
Magic Arrow
1.00/-
1*D = 1D (Max hit = 1)Skill Coefficient = 1.00
Willow Kick
1.00/-
6*(1/8)D + 1*(1/4)D = 1D (Max hit = 7)Skill Coefficient = 1.00
Moon Kick
1.00/-
1*D = 1D (Max hit = 1)Skill Coefficient = 1.00
Somersault Kick (Normal)
1.00/-
1*D = 1D (Max hit = 1)Skill Coefficient = 1.00
Somersault Kick (Binding Shot)
1.25/2.50
1*1.25D = 1.25D (Max hit = 1)Skill Coefficient = 1.25 (Reliable) 2*1.25D = 2.5D (Max hit = 2)
Skill Coefficient = 2.50 (Non-Reliable)
Low Spin Kick
1.05/-
1*1.05D = 1.05D (Max hit = 1)Skill Coefficient = 1.05
High Spin Kick
1.05/-
1*1.05D = 1.05D (Max hit = 1)Skill Coefficient = 1.05
Pin Wheel
1.00/-
1*(17/70)D + 1*(1/7)D + 1*(13/70)D + 1*(1/7)D + 1*(2/7)D = 1D(Max hit = 5) Skill Coefficient = 1.00
Kick & Shot
1.00/1.30
1*(1/10)D + 1*(3/10)D + 3*(1/5)D = 1D(Max hit = 5) Skill Coefficient = 1.00 (Reliable)
1*(1/10)D + 2*(3/10)D + 3*(1/5)D = 1.3D
(Max hit = 6)
Skill Coefficient = 1.30 (Non-Reliable)
Binding Shot
1.00/1.50
2*(1/2)D = 1D (Max hit = 2)Skill Coefficient = 1.00 (Reliable) 3*(1/2)D = 1.5D (Max hit = 3)
Skill Coefficient = 1.50 (Non-Reliable)
Double Somersault Kick
1.00/-
10*(1/10)D = 1D (Max hit = 10)Skill Coefficient = 1.00
Spiral Vortex
1.00/-
7*(2/17)D + 1*(3/17)D = 1D (Max hit = 8)Skill Coefficient = 1.00
Air Pounce(Level 6+)
2.50/-
5*(1/2)D = 2.5D (Max hit = 5)Skill Coefficient = 2.50
Spiral Kick
1.00/-
4*(1/5)D + 2*(1/10)D (Max hit = 6)Skill Coefficient = 1.00
Eagle Dive
1.00/-
1*D = 1D (Max hit = 1)Skill Coefficient = 1.00
Blooming Kick
1.00/-
1*D = 1D (Max hit = 1)Skill Coefficient = 1.00
Cyclone Kick
1.00/-
5*(2/25)D + 6*(1/10)D = 1D (Max hit = 11)Skill Coefficient = 1.00
Circle Shot*
1.025-3.025
1*1.025D = 1.025D (Max hit = 1)Skill Coefficient = 1.025 (Reliable) 1*1.025D + 4*(1/2)D = 3.025D (Max hit = 5)
Skill Coefficient = 3.025 (Non-Reliable)
Counter Ring Shot
1.025/-
1*1.025D = 1.025D (Max hit = 1)Skill Coefficient = 1.025
Divine Rage
1.00/-
1*D = 1D (Max hit = 1)Skill Coefficient = 1.00
Spiral Edge
1.00/-
7*(5/100)D + 7*(2/100)D + 1*(4/100)D + 2*(8/100)D + 1*(9/100)D + 1*(7/100)D + 3*(1/100)D + 4* (3/100)D = 1D(Max hit = 26) Skill Coefficient = 1.00
(*) – Look at Section 7.3. for more details.
-End of Guide-

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