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InfinityArts

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InArts

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4 comments

  1. banzaiiiiiii
    banzaiiiiiii
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    mod still 'works' after behemoth patch but the numbers are completely out of whack. the pets are doing like 100 - 250k autos and strafe does like 10m total. i got a 100m 1min dummy parse while messing around
  2. manamateus
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    I believe this sort of change is what's needed to pull Ferry out of her weird single move playstyle she got stuck in.

    My question here is, after you've made these changes, what do you recommend as the most ideal way to play? Here are a few finer points I'd like to know:

    Is her hold X to summon a pet ever worth using?
    Onslaught is worth using whenever you can resummon pets immediately, or should be what we're aiming for whenever we have 4 pets up?
    Is the air combo a filler move now, for when no pets are available?
    Also, what kind of sigils are recommended then, charge attack related ones, or are those still no good?
    1. InArts
      InArts
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      I didn't want to dictate an optimal way to play with this mod.  I definitely did not want to just replace jump slam spam with onslaught spam.  Each of Ferry's moveset are now situationally powerful and you should be using all her tools to optimize your output.

      Hold X to summon is worth using when you're buffed or your sigils are strong enough to hit the 49k cap consistently.  It's the fastest way to get to the new high cap moves.  The first, second, and third attack release animations have 2, 3, and 4 hits, respectively, that uses the 49k damage cap (compared to ONLY the last hit of onslaught getting the 49k, for example), but because the base damage multipliers on everything except the very last hit of the animation is so low, you need a lot of ATK/DMG buffs or otherwise debuffs on the enemy to have the hits before the last one hit that cap.  Hold to release is also relatively pet-independent, so you don't really gain or lose too much using them with and without the pets out.  If you abandon all survivability and play like a god, looping the third hold release attack is probably the highest DPS (you'll out-damage Siegfrieds at least, lul).

      If you have all pets, AND you have a decent damage window, AND the boss is relatively immobile, Onslaught will be the best DPS.  But if you can't immediately resummon and have to run around with pets for 20 seconds until your next skill is up or until you can use the hold attack multiple times, then obviously your DPS will suffer.

      Jump slam is still just as viable as before.  Relatively low commitment and still decent damage.

      The air combo change I made on a whim.  I haven't tested it extensively and it's probably still less damage than jump slam, but it's a step towards making that part of her moveset more usable.

      I would not recommend charge attack sigils, as they only apply to the continuous hold attacks, which are relatively low cap still.
  3. basement270241
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    which line did you edit in the action and the parameter file?