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New topic 4th job Warrior Comparison
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ok I finished the 4th job add on...... sry it took so long I've been busy with tests and lvling up and stuff. And I know it's crappy which is why I'm sending it to you for revision. See if anyone else wants to weigh in on it. I guarantee I haven't touched everything. Also the organization is gonna be all weird cause I did this in Word.



4th JOB WARRIOR WIKI ADD-ON

Warriors in 4th job become incredible soloing powerhouses. Whether it be a Drk's berserk, a Hero's brandish and advanced combo, or a Pally's blast and ACB combo attack, Warriors become become even more efficient killers. Here's a quick run-through of each classes strengths/weaknesses and their different moves.
They each have special individual qualities which separates them even more, but there still are some common moves such as Rush, Monster Magnet, Stance, and Achilles.

Dark Knights:

Berserk. This pretty much sums up the Dark Knight. Drks, when maxed, get a whopping 200% attack boost from this skill, which is the single most power-boosting skill in the game. There is a catch, however. Especially at lower lvls, it can be very hard to keep your hp at the required percentage to activate berserk. At lvl 120, a drk will have roughly 7.5k hp. With hb that becomes 12,000 hp. At lvl 10, your hp needs to be at 20% or less for berserk to activate, meaning you need to be able to consistently keep your hp at 2,400 or less. Needless to say this can be challenging when training on high lvld monsters. By lvl 130 with lvl 20 berserk, a drk would have around 8.1k base hp which becomes about 13,000 hp with hb. At lvl 20, berserk requires your hp to be at 30% or lower so your hp would need to be at 4.3k or lower, which is considerably easier to manage. As you lvl up, it will only get easier to train with berserk activated.
Another signature move of Dark Knights is their summon, Beholder. This little baby is the only summon of all the Warrior Classes and do simply amazing things for the DrK when maxed.

Some of it include:
• +20% Mastery
• Constant Healing ( 4 seconds interval, 500 HP recovery )
• Casts a Buff every 10 seconds; lasts for 99 seconds (Options: WDEF+100, MDEF+100, ACC+25, Avoid+50, Weapon Attack+15)

Since it would usually be suicide to try and boss with berserk activated (Unless you're HP washed) Drks deal the least amount of damage to bosses of the 3 warriors.

Paladins:

Blast and ACB finally replace powerstrike and slashblast for new paladins. Blast's 550% damage and ACB's unlimited stunning abilities make Pallies a force to be reckoned with; especially considering holy charge's 140% base damage multiplier. At max, Heaven's hammer is the best mobbing tool in the game, immediately reducing any large mob's hp to 1. This allows pallys to kill a mob of 15 himes, in about 5 seconds with heaven's hammer + 3 rushes. Not to mention, blast also has a very slight speed boost over brandish, though 1-handed users still benefit more from Brandish. Because of ACB's 100% stun rate (When maxed) and uninterruptable qualities, (not to mention Rush's ability to dodge magic attacks) a Pally has the potential to use VERY little pots while training.
Pallys are a little more helpful at bosses in 4th job simply because they're doing a lot more damage, but unless the boss has an elemental weakness (pianus, crow, etc.) a Hero will generally do more damage.

Heroes:

As with paladins, heroes finally are able to ditch powerstrike and slashblast with a new move. Brandish is a fast and powerful attack that makes heroes great solo-ers and bossers. With its fixed range and fast attack, 1 handed users with attack shields gain a huge advantage with brandish. Brandish's long range and quick strikes allows a hero to move quickly and effectively from monster to monster. Not only mentioning its quick attack, Brandish also hits 3 Monsters 2x when maxed. Brandish has a higher vertical reach when compared to Crusher and they are about even horizontally. Both Brandish and Crusher have larger ranges than acb + blast. Advanced Combo lets heroes charge up orbs much quicker as well as providing a significant damage boost. Enrage, when maxed, gives a whopping 26 attack boost for 4 minutes which makes Heroes especially powerful from 150 and on.

General Summaries:

Damage on bosses: Heroes > Paladins > Dark Knights
Popularity in boss runs: Dark Knights > Heroes > Paladins
Training Efficiency from 120-130: Heroes > Paladins > Dark Knights
After that it pretty much evens out. At about lvl 150+ all three classes should be 2-hitting Skelegons so it boils down to character control and maneuverability.

Damage Calculations by Senyain:


• Level 160
• 40 base dex (70 for Ribgol users)
• 14 attack from glove
• 3 attack, 10 STR from cape (10 DEX for Ribgol users)
• 15 STR, 4 DEX top
• 4 STR, 12 DEX bottom
• 4 STR, 2 DEX acc-scrolled shoes
• 6 DEX earrings
• Earned ZHelm with 16 on each stat

Weapon options for Hero/Paladin included 120/9 Ribgol or 118/9 Sparta plus 16/8 Maple Shield. Options for Dark Knight included 120/9 Spear, 122/10 Polearm, 110/8 Sky Ski and 100/7 Super Snowboard (are those out yet btw?)

I won't post the full calculations here, but with max Enrage (does this have a non-negligible cooldown time? If so I made an error that will need fixing and redoing), max Beholder's Buff or a Warrior Elixir (depending on class) the estimated DPS figures I got were as follows:

Single targets:

Hero - 70,217 for 1h; 70,914 for Ribgol
Paladin - For 1h, 51,489 vs. neutral, 57,925 vs. ice, 66,200 vs. fire, 68,959 vs. lightning, 77,234 vs. holy; for Ribgol, 51,631 vs. neutral, 58,085 vs. ice, 66,382 vs. fire, 69,148 vs. lightning, 77,446 vs. holy
Dark Knight - 54,917 for spear; 54,480 for ski

Three targets:

Hero - 210,651 for 1h; 212,742 for Ribgol
Paladin - For 1h, 98,298 vs. neutral, 110,585 vs. ice, 126,384 vs. fire, 131,650 vs. lightning, 147,477 vs. holy; for Ribgol, 98,569 vs. neutral, 110,890 vs. ice, 126,731 vs. fire, 132,011 vs. lightning, 147,853 vs. holy
Dark Knight - 164,751 for spear; 163,440 for ski

Six targets:

Hero - Couldn't find a good analysis method; 3-target Brandish figures may suffice
Paladin - Paladin - For 1h, 196,596 vs. neutral, 221,170 vs. ice, 252,768 vs. fire, 263,300 vs. lightning, 294,894 vs. holy; for Ribgol, 197,138 vs. neutral, 221,780 vs. ice, 253,462 vs. fire, 264,022 vs. lightning, 295,706 vs. holy
Dark Knight - 212,979 for PA; 219,115 for board

Credits
All the warrior forum regulars; you know who you are.
Anyone that posts helpful and somewhat academic thread responses
Xel for being so helpful
Senyain for the damage calculations
Anyone else who edits this

Xelstyle: We should probably leave the credit's part until we're finished editing.

As a last note none of this matters if one character has better equips/funding than another person's character. Funding and equips and acc and base dex and so many other things go into a character's trainability and damage potential that there can never be "better" classes. Just remember that whenever you see any generalizations like some of the ones mentioned here.
Bands: Linkin Park. ^.^

Replies
Hi,

I thought I should just mention that the Hero's DPS figures assumed Enrage could be used constantly. We're going to have to rework those.

Paladins>All

ACB has 350% damage when maxed, and a 90% stun rate.

What happens to Holy Hammer when used on bosses?
Blogs: I R BACK >:[
Bands: I\'m listening to deafening silence.

PenutBrain said: "Paladins>All

ACB has 350% damage when maxed, and a 90% stun rate.

What happens to Holy Hammer when used on bosses?"


Holy hammer / sanctuary DOES NOT work on bosses. Imagine how unfair that would be 2hkoing zakum and horntail and whatnot?
Bands: Coheed and Cambria + Weezer

It works on bosses. I myself have screenshots of it working on zakum, papulatus, all forms of balrog, the mushmom group, manon and griffey.

You know how the skill description says it does a set % of damage? That's what it does to ANY monster with over 100k hp.

For example, taking my range (and rounding it down/up) of 2200 - 4000, Using level one Heaven's Hammer (420%) would give me a range, per hit on say.... the arms of zakum, of 9240 - 16800. The same applies to the bodies, and all other bosses with over 100k HP.
Bands: lostprophets, Hikaru utada, puffy Amiyumi, Shiro Sagisu

Oh that's right *facepalm* I'm an idiot I forgot it was percentage based. But it still doesn't work the same way most ppl think it does. I've met some ppl who assumed that it automatically took a monster's hp down to 1 which isn't true. So while you can do a decent amount of damage on bosses (every 11.3 minutes anyways at lvl 1) you can't unfairly defeat the big bosses in extremely short periods of time
Bands: Coheed and Cambria + Weezer

I thought this was a private forum ._.

ACB has a 90% STUN RATE NOT 100%!!!!
Blogs: I R BACK >:[
Bands: I\'m listening to deafening silence.

This may help..? link
That's unedited, a raw version of a guide I wrote way back when I first became a hero.

And I'm fairly certain paladins are much better at training than heroes from 120-140, to say the least. Then the two are about even, if not in the hero's favor from 140 and up.

I have to say though, from 150 and up, DPS only applies to bossing, as nearly all monsters are killed within 2 hits anyway. After 150, basically only practicality and logistics are used in comparing heroes, paladins, and maybe dark knights.
Bands: Death Cab for Cutie, Jimmy Eat World



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