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Comments 22 The Perfect Corsair vs The Bounty Hunter, JettLikes MapleStory Forums : Pirate : Pirate questions and answers Replies
If I remember correctly, the bullet attack doesn't stack with hollow bullet point since hollow bullet makes it's own set of imaginary bullets.
As for damage wise, people should just refer to this; http://www.southperry.net/showthread.php?t=50830&page=10 for Jett and page 1= the adventurer pirates. Edit; oh, and for the corsair section why mention full metal jacket when Jett has that skill as well?
Ily. And sleepyheadXIII: yeah, I'm pretty sure the tables say that you get 700 30 Att Bullets, instead of it being an actual buff. Might just be lost in translation, though.
sleepyheadXIII: If I remember correctly, the bullet attack doesn't stack with hollow bullet point since hollow bullet makes it's own set of imaginary bullets.
As for damage wise, people should just refer to this; http://www.southperry.net/showthread.php?t=50830&page=10 for Jett and page 1= the adventurer pirates. Edit; oh, and for the corsair section why mention full metal jacket when Jett has that skill as well? I started to get lazy and didn't want to edit it out. Thanks everyone for your opinions, and support xD Slypheran: Just so you know, pirates are getting a secondary weapon in KMS too.
Really? What are the names of the weapons SriLankanKen: Really? What are the names of the weapons
Magnums or something for Mechs http://orangemushroom.wordpress.com/2012/06/20/kms-ver-1-2-163-resistance-reorganization-cherry-blossom-castle-chaos-pink-bean/#more-3124 Unless the Nova Pirate's secondary is equippable by all pirates. Btw, hi Ken
Pheonixsblaze: Magnum is for mech only and the Nova pirate's name is angelic buster >
And hello ~_~
http://www.southperry.net/showthread.php?t=58213
Character > Weapon > Equippable projectile Also mentioned here: http://orangemushroom.wordpress.com/2012/07/20/kmst-ver-1-2-440-two-inkwells-secret-diary-entries-new-job/ In the paragraph right under the image of the Nova pirate's weapon. Well, now that I think about it, it may just be for Nova. lol
It's a nice general comparison, but there is many things I disagree with it. Not to be biased, but it's corsairs > Jett 4th job in all situations bossing / no bossing. In Job's 1-3 it's no contest that Jett is better but lets look more at 4th job.
Skills they share in common are nothing to bother with so the real differences exist in their dignity vs collateral damage, that survivability, and crit vs raw damage. I don't find perseverance worth mentioning because even though it increases survivability, it's no where a significant increase. Most sairs and jetts realistically don't have much hp, me myself having only around 14k at my level. So that 5% for me would only be 700 hp every 8 seconds which is only important to me if I'm going against a boss with pot cool down or sed. Here it can be useful to help me tank one more hit if I got 1/1ed or something but isn't enough to declare one class better than the other. With people having less hp it becomes even more useless a factor. Jett's have more crit rate, but crit rate isn't much of a problem to boost these days. While they have more crit, they're missing out heavily on damage since they lack crew ship commander and dignity. Their Easton is the same, but we have AFA. The core is superior to bullets but will cost NX. Jetts will be able to hit max on their RF a bit faster due to the boss damage and such, but they will always fall out to our AFA. Especially in a situation of perfect sair and perfect jett. If we're both perfectly funded crit rate isn't an issue since they're hitting cap in each hit. The issue then becomes who hits faster, which will always be sair in mobbing and 1v1. Register / login
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But if you don't want to read the whole thing just know this then.
Funded: Corsair>Jett in general including bossing.
Unfunded/Normal Funded (Not Bossing): Corsair>Jett
Unfunded/Normal Funded (Bossing): Jett>Corsair
Crew Ship Commander
Assemble Crew Damage: +10%, All Crew - Weapon ATT: +30, Muirhat - Critical Damage: +10%, Valerie - Critical Hit Rate: +10%, Jack - HP and MP: +20%, Speed: +20%
Hollow Point Bullets
MP Cost: 35, Weapon ATT: +30, 700 Hollow Point Bullets
Also they will have more % Gun Mastery AND a better version of revamped rapid fire due to Captain's Dignity.
Captain's Dignity.
Gun Mastery: +70%, Explosive Damage: 70%
Dark Clarity
MP Cost: 24, Weapon ATT: +30, Accuracy: +160
Perseverance
Recover 5% HP and MP every 8 seconds.
Collateral Damage
Critical Rate: +15%, Critical Damage: +10%, Additional Critical Rate on Bosses: 20%, Damage on Bosses: +20%
1st Job Attacking
Tornado Uppercut>Somersault Kick
2nd Job Attacking
Static Thumper>Invisible Shot (Not even maxed, most Jetts only keep Static Thumper at 16).
3rd Job Attacking
Solar Array>Double Barrel Shot
Why? Simple. Solar Array is level 30, while Double Barrel Shot is only level 20.
Gamma Missile>Bullet Smash
Why? Because Gamma Missile will be maxed, and has expolision damage, unlike Bullet Smash.
*Jett's also have a 1v1 move they will use in LHC when attacking one monster which is Drone Blast, while Outlaws do not. However Jetts are not going to max this skill, Rapid Fire will replace it at 4th job.
Double Shot=Double Shot
MP Cost: 7, Damage: 165%, Number of Hits: 2, Range: 380
Triple Shot=Triple Shot
MP Cost: 16, Damage: 181%, Number of Hits: 3
Gun Mastery=Gun Mastery
Gun Mastery: +50%, Accuracy: +120, Bullet Capacity: +200
Gun Booster=Gun Booster
MP Cost: 11, Duration: 200 sec
Pirate Training=Physical Training
Strength: +30, Dexterity: +30
Half Life=Valkyrie's Patience.
Physical Defense: +30%, Magical Defense: +30%, Max HP and MP: +600
Octopus Quarterdeck=Turrent Deployment
MP Cost: 18, Duration: 30 sec, Damage: 140%, Cooldown Time: 10 sec
Full Metal Jacket=Cutting Edge
Critical Hit Rate: +30%, Defense Ignored: 20%
Rapid Fire=Rapid Fire
MP Cost: 9, Damage: 330%
Suborbital Bombardier=Fallisade (or 8 Leg Easton)
MP Cost: 55, Bullets Consumed: 4, Damage: 590%, Number of Hits: 4, Max Enemies Hit: 6
Pirate's Revenge=Counterattack
Activation Rate: 40%, Duration: 45 sec, Damage: +15%
Continual Aiming=Mighty Meteor
MPCost: 37, Damage: 610%, Bonus Damage: +20%
Headshot=Brain Scrambler
MP Cost: 30, Instant Death, vs Bosses: Damage: 800%, Number of Hits: 4, Defense Ignored: 40%, Critical Hit Rate: 100%, Range: 600, Cooldown Time: 5 sec
Nautilus Strike=Starfall
MP Cost: 350, Damage: 520%, Number of Hits: 3, Max Enemies Hit: 15, Cooldown Time: 30 sec
Pirate Style
Damage: +10%, Elemental and Status Effect Resistance: +30%, Knock-back Resistance: +60%, Avoidability: -300
Relentless
Attack: +10%, Abnormal Status/Elemental Resistance: +40%, Stance Chance: 40%, Avoid 300
The core, ideally 21% dex (see below)
70% crit rate
90% crit rate on bosses
20% min Crit dmg
10% max crit dmg
SAIR:
70% extra damage on all attacks
55% crit rate
10% min crit dmg
the jetts core is a solid number added
i've found that 15% is about 4k range
so....
that is 5600 range increase, the reason i pick % dex over any other is that through my own research i found a greater increase in range from a % main stat rather than a % atk of twice the value
NORMAL MOBS:
using one massive fomula to find out when the turn over point is will be most effective without guessing and checking constantly
the formula includes the added core damage the 2 crit damage formulas, an x to represent the base unedited dmg (your damage range) and a .7 to represent the sairs FA:
(x(((.55(.3+.5)/2)+1)) + (.7x(((.55(.3+.5)/2)+1)) - (x+5600(((.7(.4+.6)/2)+1)) = 0
(X(1.22)) + (.7x(1.22)) - (x+5600(1.35) = 0
1.22x + .854x -1.35x - 7560 = 0
.724x = 7560
X = 10441.98
so the very mediocre range of 10442 is the minimum amount needed for a sair to pass a jett in damage
that means a sair with a top range of 10442 will always beat a jett with a top range of 16042 (with a core of 21% dex, assuming that they are wearing the same items), mainly because of the FA
anything higher and a sair further trumps the jett, in the above example
BOSSING:
using the same formula and editing some values we can find the number for bossing
the formula changes to:
(x(((.55(.3+.5)/2)+1)) + (.7x(((.55(.3+.5)/2)+1)) - (1.2(x+5600)(((.9(.4+.6)/2)+1)) = 0
1.22x + .854x - (1.2(x+5600)(1.45)) = 0
1.22x + .854x - (1.74(x+5600)) = 0
1.22x + .854x - (1.74x+9744) = 0
1.22x + .854x - 1.74x - 9744 = 0
1.22x + .854x - 1.74x = 9744
.334x = 9744
X = 29173.65
Definitely more reasonable here
this means a sair with a range of 29174 will always beat a jett with a range of 34774
as there range linearly increases the sair increases at a faster rate
given all this 30k isnt impossible, and no where near hard enough to achieve to consider jett even plausible as a reputable fighter versus sairs
CONCLUSION:
so this all boils down to "when jetts are better than sairs"
this is only implying that all equips your sair/jett are wearing can transfer to the other
LV 120+ and a range of 29174 or more on sair = Sair better in bossing and normal mobbing
LV 120+ and a range of 10442 or more on sair = Sair better in normal mobbing
LV 120+ and a range of 29174 or less on sair = jett is better in bossing (if it has a perfect core, with 21% dex)
LV 120+ and a range of 10442 or less on sair = jett is better in bossing and normal mobbing (if it has a perfect core, with 21% dex)
Lv 0 - 119 = jett better due to superior skills
so if you never plan on getting higher than 11k range, make a jett, but that normally comes naturally
the only sketchy area is when your sair has between 10442 range and 29174 range, it depends on what you wanna do, the jett will be better at bossing but the sair dominates mobbing
IMPORTANT EDIT. THE EQUATION WAS A TAD OFF IN CORSAIR'S FAVOR. READ HERE TO SEE THE CORRECTIONS DONE BY Beesafree. The mobbing formula has been changed. The addition of cross cut blast wasn't put in to the equation. I'm sorry if this ticks anyone off![/
(x(((.55(.3+.5)/2)+1)) + .25(.7x(((.55(.3+.5)/2)+1)) - (x+2266.66(((.7(.4+.6)/2)+1)) = 0
(X(1.22)) + .25(.7x(1.22)) - (x+2266.66(1.35) = 0
1.22x + .2135x -1.35x - 3060 = 0
.0835x = 3060
X = 36646.70
FA only attacking at a quarter of the time changes it vastly
still fairly low though
bossing changes too, in sairs favor
(x(((.55(.3+.5)/2)+1)) + (.7x(((.55(.3+.5)/2)+1)) - (1.2(x+2266.66)(((.9(.4+.6)/2)+1)) = 0
1.22x + .854x - (1.2(x+2266.66)(1.45)) = 0
1.22x + .854x - (1.74(x+2266.66)) = 0
1.22x + .854x - 1.74x - 3943.98 = 0
.334x = 3943.98
X = 11808.34
Credits to:
Beesafree and SleepyheadXIII
The Core>Bullets.