Thank you! So I just use whatever strength various gear like rings and pendants give me then put ap the rest of the way for my 115 str.
Hi Nany, just wonder you have any HP washing guide recommended for Bowmaster? Is Bowmaster worth doing HP washing by reducing MP? I am new to MapleRoyals, just want to play Bowmaster after I done creating my eqs. P/S: Sorry for my bad English...
Ok, time to give the Damage per Minute (DPM) of each Bowmaster's offensive skills (summon not included) an update. I'm using the stats from Nessi (the current highest recorded damage range) as a reference for DPM calculations. Other factors used in the calculation including weapon speed based on normal speed bow with Bow Booster and Sharp Eyes buffs. Target's WDef will not be considered in the calculation and assuming the target is a stationary dummy. The results are as follows: Spoiler In single target category, Hurricane remains the undisputed champion among the Bowmaster's arsenal. As for the AoE category this gets interesting. Immediate damage wise: Arrow Bomb > Arrow Rain > Inferno However, when burning DoT is included into the calculation: Inferno >> Arrow Bomb > Arrow Rain To get the most out of this, it is actually better to lit the bunched up targets with Inferno, then proceed with Arrow Bomb. However, do take note the practical application range of Arrow Bomb and Inferno is almost half that of Arrow Rain. If the targets are more spread out, Arrow Rain will be the better choice until they are herd together. When there are 3 or lesser target, use Hurricane. When bunched up target reached 4 and above (DoT can be applied), use Inferno+Arrow Bomb.
A player in-game has requested for additional simulation where a Bowmaster is being imbued with Speed Infusion (SI) buff, and to demonstrate the comparison between Hurricane and Arrow Bomb under different speed condition, also to help relate his/her experience with the following statement. So, using identical stat parameters in the previous post, the hit/minute parameter is changed according to this speed table: Spoiler Dragon Shiner Bow is categorized as type 6, Bow Booster advance the speed to type 4, further stacking with Speed Infusion upgrades it to type 2. Thus netting a 100 hits / minute for a double buffed Bowmaster. Input this parameter and we have the following detailed breakdown: Spoiler Now let's extract the DPM values for Arrow Bomb and Hurricane, then compare them together: Spoiler As we can see here, in ideal theoretical situation: With SI, arrow bomb out DPM Hurricane with 4 or more targets. Without SI, arrow bomb out DPM Hurricane with 5 or more targets. So, regarding his/her statement of HT run being faster while using Arrow Bomb, it's pretty much agreeable if the player character's position allows Arrow Bomb to at least contact the hand, wings, leg and head. (I have not personally make any run on HT before, so any input from players that regularly spank HT can clarify on this detail.)
Soul Arrow and Arrow's Weapon Attack Bonus This particular post will serve as an archive for damage test regarding Soul Arrow (as of MapleRoyals patch v72.1). Hopefully any veterans archers that need to explain the Soul Arrow mechanics to new players have this reference to assist them. Soul Arrow, does it cancel arrow WAtk bonus? It is known that even with these arrows ( ) equipped, once the archer activates Soul Arrow (hereby named as SA) the WAtk bonus from the arrows will be not be applied, as if using the stat-less normal arrow . The confusion mainly stems from the Character Stats window still display the buffed damage range even after SA skill is activated, as demonstrated in the images below. without SA Spoiler without SA Spoiler with SA Spoiler How to proof the mechanics of Soul Arrow? Since each individual damage output is randomized, it is not easy to clearly see the difference between "Red Arrow without SA (Scenario 1)" and "Red Arrow with SA (Scenario 2)". One way to show this in numbers would be to record 100-500 individual arrow damage, average them, and compare the averages between 2 scenarios. However, some players might still be skeptical that the numbers displayed on your screen is mistaken and the server side still register the buffed damage with SA, concluding that averaging the numbers from client side would not be a reliable data source. So, to provide a much more convincing test scenario, the following test has been performed. Here, I utilize the monster's MaxHP as the test reference. In this case, I'm using Royal Cactus as the punching bag (sorry for doing that to you little cutie ). HP: 750 W.Def.: 40 The following is my character stats used for the test: After factoring in the monster W.Def., the maximum theoretical non-critical damage on Royal Cactus would be: Scenario 1: 834 Scenario 2: 739 So, this leads us to: Scenario 1: Non-critical damage has 43% chance of 1-shot-kill Scenario 2: Non-critical damage never ever 1-shot-kill Video of the test run: Spoiler Observed non-critical damage 1-shot-kill Scenario 1: 7x Yes : 11x No (39% : 61%) Scenario 2: 0x Yes : 12x No (0% : 100%) Conclusions So, there you have it. Soul Arrow does indeed cancels the attack bonus from Diamond Arrow/Red Arrow (any bow arrow/xbow bolt that has attack bonus). Hopefully this test condition provides a very clear picture as to how the Soul Arrow affects Attack bonus from arrows
If you intend to enjoy the bonus damage from higher quality arrows/bolts, yep, don’t activate the Soul Arrow.
@FeiLongHuang How do you get that multiplier for arrow bomb crits? I did some testing and didn't find it crits for more damage than inferno.
Critical multiplier for Arrow Bomb has different formulation compared to other archer skills. In brief, Other skills: Base.Skill% + Critical.Damage% Arrow Bomb: Base.Skill% x Critical.Damage% This results in Arrow Bomb has lower non-critical damage but higher critical damage, when compared to Inferno (both skills at max level). [* Just let me know if you wish to know much more details on this formulation] When comparing the damage between Arrow Bomb and Inferno, make sure to test it on fire neutral mobs. Fire-weak mobs suffers more damage which allows Inferno outperforms Arrow Bomb. If still in doubt, write in detail (full character parameters, skill level, monster type, etc...) how you did your damage number test and how you come to your current conclusion from your analysis. So that we can troubleshoot this together.
With Patch 73.3, Soul Arrow (SA) skill mechanics has been changed to adopt the skill mechanics of Shadow Stars from Night Lord class. Details about Soul Arrow (Patch 73.3) At max level 20, SA consumes 200 arrows for the duration of 200 seconds (3 mins 20 secs), no additional arrows will be consumed while the SA buff is active. 200 arrows is the bare minimum amount required to activate the skill. If there is only 199 arrows available, SA will refuse to activate. From the perspective of arrows usage, 60 mins of active SA consumes 3600 arrows. Which means 2 slots of inventory = 66 mins uptime. The arrows will be consumed starting from top left within your USE inventory. Upon consumption, that particular type of arrow will be snapshot to your buff until the next activation. For example, slot 1 is Diamond Arrow (+10 WA), slot 2 is Normal Arrow (+1 WA). Activate SA, 200 Diamond Arrows consumed. Diamond and Normal Arrow swap slots, with Normal Arrow now in slot 1. Damage will still enjoy +10 WA. If SA is reapplied at this moment, Normal Arrow in slot 1 will be snapshot to SA buff. Character stats window will still show the damage based on top left most arrow type. Referring to the scenario above after SA buff snapshot to Diamond Arrow, character stats window shows +10 WA damage range. Arrow swapping is performed, having Normal Arrow in slot 1. Character stats window now shows +1 WA damage range. However, SA buff still snapshot to diamond arrow. True applied damage to monster still retain the +10 WA buff. Different scenarios of arrows less than 200 per slot [1] Arrow A in slot 1 less than 200, but Arrow A still has the requisite amount in other slots Before SA After SA, only the same type of arrow is consumed as long the available total arrow is 200 or more. [2] Arrows A in slot 1 less than 200, no more additional Arrow A in other slots Before SA After SA, diamond arrow is consumed instead as the next arrow type with 200 or more arrows available Comparing DPM when using Hurricane skill before and after SA skill update DPM analysis based on Nessi stats. The theoretical Hurricane output equivalent to: No bonus arrow WA = 11,228,492 DPM With +10 arrow WA = 11,708,343 DPM Assumption applied: Soul arrow buff takes up 2 seconds of animation lock (should be shorter, but using worst case scenario here) Before Patch Soul arrow has 600 secs duration using base damage. So, 598 seconds Hurricane uptime (2 secs animation lock) = 11,191,063 DPM After patch Soul arrow has 200 secs duration with +10 WA (Diamond/Red Arrow). So, 594 seconds Hurricane uptime (2 secs * 3 animation lock) = 11,591,259 DPM Conclusion based on the above theoretical simulation This patch provides an overall buff to Hurricane DPM with the caveat of inventory management with arrows for those players who's been using SA only. For those who always physically use arrows without SA, it's a huge QoL improvement in terms of inventory management, with a very slight potential damage loss when activating SA buff. However, it's still an overall boost with arrow WA bonus increased from +4 to +10.
Ahh, patch note is referring to Shadow Stars duration. The post indeed mentioned about Soul Arrow duration is longer xD
Okay, how can a BM solo pianus? We need 10k dmg 1 hit for his bomb, and like 5.5k+ hp unwashed, what move can do 10k dmg 1 hit consistently? Any idea?