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Default The Gunner Gender Guide Act 1.0

CTRL F to find what you're looking for. Each section will have a letter, followed by a number.

Table of Contents

[G0] General Differences
- [G1] Stats and Growths
- [G2] The Draw
[R0] The Ranger: Lethal Kicks and Deadly Shots
- [R1] Jack Spike vs Marilyn Rose
- [R2] Rising Shots
- [R3] Punisher vs Spriggan
- [R4] Windmill vs Topspin Kick
- [R5] Mach Kick vs Needle Sobat
- [R6] The Headshot
- [R7] Air Raid vs Sonic Spike
- [R8] Moving Shot
- [R9] Multi Headshot
- [R10] Wild Shot vs Gun Dance
[S0] The Spitfire: Magic Shots and Enchanted Grenades
- [S1] Grenade Tossing
- [S2] Silver Bullets
- [S3] G-18 Buster
- [S4] Freeze Bullets
- [S5] G-35L Flash Bang
- [S6] Blazing Bullet
- [S7] G-18C Freeze Grenade
- [S8] Napalm vs Photom Bomb
[M0] The Mechanic: Kamikaze Bots and Orbiting Lasers
- [M1] RX-78 Land Runner
- [M2] Ex-8 Time Bomb
- [M3] Secret Land Runner vs Backup Land Runner
- [M4] G-1 Corona
- [M5] Robot Detonation
- [M6] G-2 Rolling Thunder
- [M7] Air Combat Mech Tempester vs Air Bomb Mech Gale Force
- [M8] G-3 Raptor
[L0] The Launcher: the High Road or Low Road
- [L1] How to Hold a Big Gun
- [L2] M-137 Gatling Gun
- [L3] M-3 Flamethrower
- [L4] Steyr AMR
- [L5] Fire Pillar
- [L6] FM-92 Stinger vs FM-92 mk2 Lancer
[Q] FAQ

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Last edited by Shadow5YA; 06-27-2010 at 08:09 AM.
 
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06-24-2010   #2 (permalink)
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Default [G0] General Differences

[G0] General Differences
These are differences between all male and female Gunners, regardless of their subclass. Differences include HP, MP, Movement Speed, Hit Recovery, and just their normal attacks.


- [G1] Stats and Growths

Male: each class has slightly higher HP growths, approximately 2 to 3 more HP per level. Males have slightly higher Hit Recovery, but less Movement Speed.
Female: each class has slightly higher MP growths, approximately 2 to 3 more MP per level. Females have slightly less Hit Recovery, but slightly more Movement Speed (appromately 10% more of the Males')

- [G2] The Draw
Yes, this is an attack. You know how Gunners pull out his/her weapon for the first normal attack, then again for the finishing shot? Those count as attacks, and can be used to either knock down, or keep enemies afloat for air combos.

Male: Holds his weapons higher than Females. Finishing shot involves the male turning his side to use the gun in his other hand.
Female: Holds her weapons lower than Males. Finishing Shot involves the Female taking a step forward while pulling the second gun out from behind her overhead in an arc with both hands. The Female's Finishing Shot has a larger hitbox and when aimed down, is angled slightly lower than the Male's.

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06-25-2010   #3 (permalink)
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Default [R0] The Ranger: Lethal Kicks and Deadly Shots

[R0] The Ranger: Lethal Kicks and Deadly Shots

The Ranger is very versatile and mobile class. Rangers can either choose to focus on their powerful kicks with piercing fixed damage, or opt to stick to their Gunner range and focus on their shooting skills.

- [R1] Jack Spike vs Marilyn Rose-
Although a Ranger skill, this is any Gunner's Super Armored launching skill. The higher the level, the higher the attack speed and launching strength. The Super Armor and range of this skill pales in comparison to the Slayer's Upward Slash or the Priest's Giant Weapon Launcher, but it is a Super Armor launching skill nonetheless. 2.00 sec cooldown.

Male: Jack Spike involves the Males delivering a high knee kick. Jack Spike has further back range that can catch what Females may overshoot with Marilyn Rose.
Female: Marilyn Rose has more forward range. However, it has no backward range and has a possibility of missing an enemy that may be directly on the Female's position or slightly behind her.

Note: These differences apply to BBQ as well, which starts off with a Jack Spike/Marilyn Rose attack.

- [R2] Rising Shot
A Gunner's, especially a Ranger's, primary launching skill. Sends a finishing shot that launches the target for damage slightly higher than a regular finishing shot. Up to lv10, the launching strength is similar to every class's basic launching skill. However, unlike other classes, the Gunner's Rising Shot can be leveled up to 20 for extreme heights. Physical attack percent based damage.

Male: 4.00 sec cooldown, 0.40 secs longer than the Female's. Differences in animation are the same as the finishing shot.
Female: 3.60 sec cooldown, 0.40 secs short than the Male's. Differences in animation are the same as the finishing shot.

- [R3] Punisher vs Spriggan
The Gunner's only Super Armor bypassing grab skill. It has little range and does little damage. Both skills work on a standing enemy. After the grab decision, the Gunner is invincible for the duration of this skill.

Male: Punisher has a *very slight* air range, allowing for grabs on falling enemies. The grab decision and splash damage activate when the Male steps on the enemy. Lasts longer than the Females' Spriggan, which means more invincibilty time upon a successful Punisher. 5.00 sec cooldown, 1.60 secs shorter than Spriggan.
Female: Spriggan can hit enemies lying on the ground. The splash damage is dealt to all outside enemies who bump into the Female while she is jumping back to shoot the target. 6.60 sec cooldown, 1.60 secs longer than Punisher.

- [R4] Windmill vs Topspin Kick
The Ranger's deadly 360 spin kick. As the name implies, it hits in all directions. Partial percent damage, partial fixed damage. Hits twice. The higher the level, the higher the attack speed for this skill. This skill is also the starting skill for both of the Ranger's skill combinations, Triple Clutch and Air Raid/Sonic Spike.

Despite the rumors, this skill has the same damage for both males and females.

Male: A breakdance spin centered on the male's head. Has a 4.00 sec cooldown, 0.50 sec shorter than the Female's Topspin Kick. Slightly short range than Topspin.
Female: a 360 sweeping kick, with her arm acting as the center. Has a 4.50 sec cooldown, 0.50 sec longer than the Male's Windmill. Slightly longer range than Windmill.

- [R5] Mach Kick vs Needle Sobat
This skill is an entremely fast kick that pushes the enemy back, with a small chance (~12% to 25%, depending on level) of stunning the enemy (for about 2 secs) when kept up to level. Attack speed and stun rate increase as this skill is leveled. Can hit enemies lying on the ground. Damage is the same for both genders.

Male: a quick forward knee kick. 5.00 sec cooldown, 0.50 secs shorter than the Female's Needle Sobat. Slightly shorter range than Needle Sobat.
Female: as a name implies, a jabbing back kick. 5.50 sec cooldown, 0.50 secs longer than the Male's Mach Kick. Slightly longer range than Mach Kick.

- [R6] The Headshot
A single powerful shot to the head (even for enemies without a head... yes, Rangers have quite the aim). Damage is percent-based: at least 500% for PvE, 250% for Increased Physical Critical Hit Rate and Increased Piercing Rate. Both rates increase as you level the skill. Damage is the same for both classes. Animation is the same as the finishing shot for the Gunner's normal attack.

Male: 8.00 sec cooldown, 0.80 secs longer than the Female's Headshot. The only other difference is the animation, which is covered in The Draw.
Female: 7.20 sec cooldown, 0.80 secs shorter than the Male's Headshot. The only other difference is the animation, which is covered in The Draw.

- [R7] Air Raid vs Sonic Spike
The leaping kick skill that follows after the sping kick skill, Windmill/Topspin Kick. This skill also acts as a passive which gives Windmill/Topspin Kick movement ability. Though the moving Windmill/Topspin Kick is negligiable at lv1, Maxing this skill provides for signifcant enough movement to make Windmill/Topspin Kick not just a camping attack skill, but a valuable approach for Rangers as well. 12.0 sec cooldown, though hardly noticeable because you're more concerned about getting the Windmill/Topspin Kick in first. The Ranger's only purely fixed damage skill.

Male: Air Raid kicks and propels Ranger upward at a high angle along with the enemy, assuming the enemy isn't Super Armored. Hits twice for high damage. Follow up with a few aerial shots, then will easily link into BBQ.
Female: Sonic Spike propels the Ranger foward at a low angle, sending the enemy flying forward. Hits three times for average damage (at max, approximately 300 lower per hit). Possible to directly follow up with BBQ, though more difficult and situational depending on where the enemy is relative to your position, and if there's a wall. Easily interrupts any non-permanent Super Armor attack, such as Jack Spike/Marilyn Rose, Upward Slash, Giant Weapon Launcher, etc.

- [R8] Moving Shot
Allows the Ranger to fire a set number of bullets forward with increased attack speed while moving (at walking speed). Cooldown 30.0 sec. Duration of Moving Shot mode is 15.0 secs, though you should have used up all your bullets before your time runs out. Damage is about the same is regular weapon damage (100%) and increases by about 5 to 6% each level. Movement speed slightly increases with level. Each weapon gets an extra shot per level, except hand cannons which get an extra shot every two levels. Press the jump key (default C) or the Moving Shot skill to cancel the skill early. Moving to a different room in dungeons also ends the skill. This skill can be used to juggle enemies (provided they don't fastfall because of too much air damage, of course). You can press the skill key (default Z) to turn around in Moving Shot mode.

Male: Holds his guns slightly higher in the air, due to his height.
Female: Holds her guns very slightly lower due to the difference in height.

- [R9] Multi Headshot
My my, Rangers have all directions covered, don't they? This skill allows Rangers to shoot several times in any direction with increased damage and hit rate. Press the arrow keys repeatedly for each shot, the arrows indicating the direction you want to shoot, (e.g. Up for anything in the background and above, Down for anything down the y-axis and and closer to the screen, right for anything to your right, and left for anything to your left). Not only that, but you are Super Armored for the duration of the skill. Beward though, there are some blind spots, namely in the (far) diagonal corners of the Ranger. 20.0 sec cooldown for both, and costs 1 Clear Cube Fragment for both.

Male: 5 shots, 2 less than the Female's. Begins at 400% damage per shot for PvE (100% higher start than the Female's, 80% for PvP. 600px ranger, 60 less than the Female's.

Female: 7 shots, 2 more than the Male's. Begins at 300% damage per shot, 100% less damage per shot than that Male's at lv1. However, the percent damage increases at a higher rate per level, decreasing the gap between the Female's and the Male's to negligible levels, with the Female only 1% lower at lv51 with lv9 Multi Headshot at 568% physical damage. After level 9, the Female surpasses the Male in damage per shot as well.

- [R10] Wild Shot vs Gun Dance
The ultimate close combat shooting skill. The Ranger quickly and randomly fires in all directions. 12~20 shots. Press the normal attack key (default X) to continue the attack. 20.0 sec cooldown. Ranger is Super Armored for the duration of this skill. Peak damage is at the center, right at the position where the Ranger is standing. Press Jump button (default C) if you somehow feel the need to cancel this skill early.

Male: Starts at 100% damage per shot, with slight increases in damage at 5~7%. If enemy is at the center, shots will push the enemy back and forth and keep the enemy in the center. If on the outside, shots will push the enemy away.
Female: Starts at 50% physical damage per shot, increasing only 2~3% per level. Gun Dance has a slight vaccum effect that pulls enemies closer in. As Ranger moves her arms, it counts as an attack that has an approximately 20% chance of causing Bleeding, though the effect is negligible. Physical arm swinging attack at 85% to 112% depending, on level. Vacuum effect is great for a follow-up attack.


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Last edited by Shadow5YA; 07-04-2010 at 04:17 PM.
 
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Default [S0] The Spitfire: Magic Shots and Enchanted Grenades

[S0] The Spitfire: Magic Shots and Enchanted Grenades

The Spitfire is your hybrid offensive class, armed with bullet buffs and explosives with impressive AoEs. Though Spitfires don't have the mobility of a Ranger, the linear range of a Launcher, or the homing add-ons of a Mechanic, the power provided by their bullet buffs or the AoE of their grenades are enough to give this class formidable versatility.

As aforementioned, Spitfires can either specialize focus on magical bullets or grenades. With different cooldowns and ammunition number, each gender has a definitive area they are better off specializing in.

- [S1] Grenade Tossing
There is a significant difference between the way Males and Females toss their grenades. It it important to know these differences to learn what style is best suited for each gender. Grenades operate by first loading a set number of grenades on the first cast, then the following casts will make the Spitfire toss the grenade.

Males: can ground toss grenades one at a time with little delay. Hold up while tossing a grenade to throw it into the air, and hold down to lay the grenade down at your feet. Efficient tossing makes the G-14 Buster a viable skill for any Gunner class.
Females: ground tossing has significant beginning and end delay. However, Female Spitfires have the ability to air drop grenades during jumping and or backstepping. Can air drop two grenades during each jump in PvE, and only one at a time in PvP. A later patch increases the number of tosses per jump in each mode by one, making it three drops in PvE and two in PvP.

- [S2] Silver Bullets
The most basic of magical bullet buffs that Spitfires (or any Gunner) can get. Allows your normal attack to deal additional percentage-based Light damage with each bullet for a set number of bullets. Super effective (deals extra damage) against Demons and Spirits. Begins at 30% additional magic damage, increasing by 6~8% each lvl. Has the lowest cooldown and casting time of the Spitfire's three magical bullets, but does not have any special effects like the other two. Casting time is 0.300 sec.

Males: 10 Silver Bullets per buff, one less than the Female. Cooldown is 10.0 secs, 0.8 secs shorter than the Female's Silver Bullet.
Females: 11 Silver Bullets per buff, one more than the Male. Cooldown is 10.8 secs, 0.8 secs longer than the Male's Silver Bullet.

- [S3] G-14 Buster
The most basic grenade that any Gunner can get. Deals fixed magical damage. Has the highest launching strength of all three magic grenades. Directly and consistently links to BBQ. 0.500 sec casting/preparation time, 8.00 sec cooldown. Starts off with the smallest AoE of the three grenades at 200px, but ends up having the largest AoE when maxed.

Males: 5 grenade ammunition, 1 less than the Female. Damage per grenade starts at 516, about a hundred higher than the Female. When maxed, the damage difference increases up to about 400 damage per grenade. Can only ground toss one grenade at a time.
Females: 6 grenades, 1 more than the Male. Can air drop grenades with a 0.5 sec cooldown between each toss.

- [S4] Freeze Bullets
The second of the Spitfire's magic bullet buffs. Deals additional water/ice damage. Deals slightly extra damage on Humans and Beasts. Has a slight chance of freezing (single digit freeze rates) when kept up to level for about 1~2 secs, depending on how highly leveled this skill is. Additional magic damage is equivalent to Silver Bullet at low levels (excluding super effective damage) and only slightly lower than Silver Bullet damage at near max levels. 0.400 sec cooldown.

Male: 12.0 sec cooldown, 1.0 sec shorter than the Female's. 10 Bullets per buff, 1 bullet less than the Female.
Female: 13.0 sec cooldown, 1.0 sec longer than the Male's. 11 Bullets per buff, one more than the Male's.

- [S5] G-35L Flash Bang
The second of the Spitfire's magic grenades. Deals high percentage-based Light damage. Has a signifcant chance of electrocution for 5 secs when kept up to level. Launching strength is signifcantly lower than G-14 Buster's. 0.500 sec casting/preparation time, 10.0 sec cooldown. Ammunition is 1 grenade less than G-14 Buster. Starts out with a slightly larger AoE than G-14 Buster by 20px, then AoE ends up slightly smaller than G-18 Buster at near max levels.

Male: starts at about 500% magical attack, about 100% more damage than the Females. Damage difference increases to approximately 300% per grenade at max level. 4 Flash Bangs, 1 less grenade than the Female.
Female: less damage than the Male's. 5 Flash Bangs, 1 more than the Male. Can air drop grenades with a cooldown of 0.75 sec per drop.

- [S6] Blazing Bullet
The third and last of the magic bullet buffs. As the name implies, this buff gives your normal attacks additonal Fire damage. Longest cast time of all three magic bullets at 0.500 secs, and longest cooldown as well. Super effective against Plants, Buildings, Insects, and Armors. Bullets can explode twice, once from hitting the enemy, and a second time from hitting the ground, potentially allowing for three hits per shot. Weaker percent damage per shot than the other two bullets.

Males: 10 Blazing Bullets, one less than Females. 18.0 sec cooldown, 1.5 secs shorter than the Female's.
Females: 11 Blazing Bullets, 1 more than the Male's. 19.5 sec cooldown, 1.5 secs longer than the Male's.

- [S7] G-18C Freeze Grenade
The last of the three magic grenades. As the name implies, the grenade inflicts water/ice damage and has a signifcant chance of freezing for at least 3 secs when kept up to level. Deals fixed damage higher than G-14 Buster. Begins with the largest size AoE, but grows most slowly and ends up as the smallest AoE of the three grenades as they are leveled together.

Male: Loads 3 Freeze Grenades, 1 less than Females. Damage per grenade starts at about 300 higher for the male, then increases as the skill is leveled.
Female: Loads 4 Freeze Grenades, 1 more than Males. Can air drop the Freeze Grenade with a 1 sec cooldown between each toss.

- [S8] Napalm vs Photom Bomb
A 0.5 sec charged shot at the ground that causes a large explosion that affects a large circle of land (starting at 270px) even after the attack for 10 seconds. Enemies in the affected area will receive certain debuffs or status effects and gradual, continuous damage at 1 sec intervals. The affected area of land is slightly larger than the initial explosive shot. Initial shot does percent-based magic damage, starting at 720%.

Male: Napalm inflicts fire damage. The gradual damage in the affected area is percent-based. Enemies standing in the charred land will suffer sizable Movement Speed and Attack Speed reduction.
Female: Photon Bomb inflicts Light-Based damage. The affected area will be electrified, causing incremental fixed damage and has a chance of stunning for 1 sec, starting rate at 20%.


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Last edited by Shadow5YA; 06-26-2010 at 08:42 AM.
 
06-26-2010   #5 (permalink)
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Default [M0] The Mechanic: Kamikaze Bots and Orbiting Lasers

[M0] The Mechanic: Kamikaze Bots and Orbiting Lasers
The Mechanic is the master of magic add-ons who can summon a range of bots for a multitube of purposes, from the basic Land Runner for mindgames and zoning to the G-series sattelites for supplementary damage and closer combat.

- [M1] RX-78 Land Runner
The Land Runner is the most basic of Mechanic skills. Summons a small robot that moves along the floor for 7 seconds or until it reaches an enemy, then trips and explodes for percentage percent-based magic damage. Small AoE, but an AoE nonetheless. Casting time 0.300 sec, unless reduced by Casting Speed equips. Each Land Runner has its own level and HP according to the skill level. As this implies, levelling the skill will increase the Land Runner's power, HP, and level as well. Stats can be augmented with robotics.

Male: 2.50 sec cooldown, 0.3 secs shorter than the Female's.
Female: 2.80 sec cooldown, 0.3 secs longer than the Male's.

- [M2] Ez-8 Time Bomb
As the name implies, an (immobile) Time Bomb. 0.300 sec casting time. Explodes for high percent-based magic damage. Increasing the levels on this skill will increase the maximum time the bomb will stay out before it detonates on its own and the explosion size. Can be thrown into the enemy and detonated early with Robot Detonation. It also has its own HP (higher than the Land Runners') and lvl, but honestly you shouldn't even be near the thing because it'll take too long to destroy before the Mech blows it up early anyway.

Males: 6.50 sec cooldown, 1.00 sec shorter than the Female's.
Females: 7.50 sec cooldown, 1.00 sec longer than the Male's.

- [M3] Secret Land Runner vs Backup Land Runner
A passive skill that automatically summons a Land Runner for a set rate under certain conditions.

Males: summons a Land Runner when you are attacked for a very low rate and an extra Land Runner when you use the skill for a moderate rate. Maxes at lv10 for 10% chance when attacked, and 50% chance of an extra Land Runner when you use the Land Runner skill.
Females: Summons a Land Runner when you are attacked. Begins at lv1 with 10% and maxes at lv10 at a 100% chance of summoning a Land Runner when you are attacked.

- [M4] G-1 Corona
Summons a floating (untouchable) cannon behind the Mechanic that shoots a laser orb for low percent-based magic damage in a small arc at 1 sec intervals. The attack does not even flinch the enemy in PvP. Increasing the level increases the hitstun in PvE and the bonus attack power given to the other transformations in the G series. A required summon to use and switch G-2 Rolling Thunder and G-3 Raptor. The cannon stays for a long duration of time, but also has a long cooldown as a result. Casting time 0.500 secs. Transforming into this from the other G-series bots will give G-1 a few secs of extra duration time, but also gives a cooldown for switching back into the other G-series bots.

Males: Automatic firing at 0.6 secs, 0.4 secs shorter than the Females. Explosion size at 110%, 20% less than the Female's. Bonus duration from Transforming into G-1 is 2 secs, Transformation cooldown is 7 secs. Begins at a 50.0 sec cooldown and 30 sec duration. Increasing the levels increases the cooldown by 1~2 secs per level, but also increases the duration by 2~3 secs per level. Duration is longer than the Female's.
Females: Automatic firing at 1.0 secs, but can manually press the Corona skill key for a faster firing rate of 0.35 sec intervals. Fixed cooldown at 40.0 secs, fixed duration at 20.0 secs. Transformation bonus at 10 secs, Transformation cooldown at 5 secs. Explosion size of laser orb at 130%. Because the bonus duration is more than the transformation cooldown, Females can indefinitely rotate between the G-series.

- [M5] Robot Detonation
Detonates all of your Land Runners and your Time Bomb within a certain area. Land Runners will increase in speed then detonate after a bit, while the Time Bomb will leap into the enemy's spot designated when you let go of the skill key. Holding the skill key allows for more time to adjust to the enemy's position, in case the enemy is moving. Minimum casting time at 0.400 secs. Detonation area begins at 300px, increasing by 70px each level. Be careful not to make the area too big, as this skill can also detonate your combat mech or some Land Runners you may want to keep running.

Males: 5.00 sec cooldown, 0.50 secs shorter than the Female's.
Females: 5.50 sec cooldown, 0.50 secs longer than the Male's.

- [M6] G-2 Rolling Thunder
Transforms the G-1 Corona or the G-3 Raptor into 3 circling pods in front of the Mechanic. The G-2s automatically charge and light up as each becomes fully charged. Fully charged G-2s damage upon contact at 1 sec intervals for very low percent-based magic damage, but do not inflict any hitstun. Press the G-2 skill key again when all three are charged to release three short-ranged lightning beams forward for three moderate percent-based magic hits that do flinch the enemy. Duration and cooldown are the same as G-1 Corona. Leveling the skill slightly increases damage and the attack bonus for G-1 Corona and G-3 Raptor, though not as high as the attack bonus from G-1.

Males: 2 secs to fully charge. 0.5 secs longer than the Female's. 2 sec Transformation Bonus Duration, 8 secs less than the Female's.
Females: 1.5 secs to fully charge, 0.5 secs shorter than the Male's. 10 sec Transformation Bonus Duration, 8 secs more than the Male's.

- [M7] Air Combat Mech Tempester vs Air Bomb Mech Gale Force
As the names imply, the Mechanic's air combat bot. Shoots either bullets or homing missiles for AoE damage. Mech is summoned with a 0.600 cast speed for a 15.0 sec duration. Deals entirely fixed magic damage. At the end of the duration, the mech will sound an alarm and kamikaze crash into the enemy for high damage. Has the highest HP, higher than the Land Runners or Time Bomb.

Male: Tempester has lower gun power than Gale Force, but shoots more bullets. A total of 4 bullets per attack. Missiles have a higher attack power than Gale Force, but shoots only 2 at a time. Prefers to stick with its gun.
Female: Gale Force has a stronger gun, but only shoots 2 bullets at a time. Missiles are weaker than Tempester, but fires 4 homing missiles at a time. AI prefers to shoot missiles over its gun. Gale Force is slightly larger than Tempester, if you choose to attack it.

- [M8] G-3 Raptor
Transforms G-1 or G-2 into six laser pods that move to enemies and inflict, low percent-based continuous damage when within range. Duration and cooldown are the same as G-1 Corona. G-3s have a set HP and can be destroyed. Stops attacking for 4 secs when damaged. A max of 2 Raptors per enemy. Also gives an attack bonus to the other G-series bots, but the smallest bonus out of the three.

Males: 0.5 sec attack interval, 0.05 secs longer than the Female's. 2 sec bonus duration from Transformation. 800px recognition range for attack, 200px shorter than the Female's.
Females: 0.45 sec attack interval, 0.05 secs shorter than the Male's. 10 sec bonus duration from transformation. 1000px attack range. Attacks provide slight hitstun at 0.9secs.

Last edited by Shadow5YA; 06-27-2010 at 07:35 PM.
 
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Default [L0] The Launcher: the High Road or Low Road

[L0] The Launcher: the High Road or Low Road
The Launcher is a heavy hitter, being able to pull out rifles, cannons, flamethrowers, gatling guns out of nowhere. Although Launchers excel at linear ground combos, with some practice they can also pull off some flashy air combos or OTG combos as well. However, each gender is better at one than the other...

- [L1] How to Hold a Big Gun
You'd be surprised at how important some extra inches are to combat. Yes, Male Launchers hold their weapons slightly higher than Females, which makes certain skills have a different effective height range. Those skills will be discussed below.

- [L2] M-137 Gatling Gun
The fastest and most basic of the Launcher's sub-weapon skills. The Launcher pulls this gun out the fastest at a speed of 0.2 secs, making this easiest weapon to use in conjunction with the Sub-Weapon Crusher. A maximum of 14 bullets. When using this skill, tap the Gatling skill key or the normal attack (default Z) for the rest of the shots until you see the gun overheat. Hold up while using the skill to aim diagonally upward. Can shoot and juggle enemies in the air. Low partial percent-based and fixed physical damage. Press the jump key (default C) to cancel this skill early. 5.00 sec cooldown. Increasing the level will increase the damage. Potentially the highest total damage per second out of the Launcher's skills when maxed, but damage growth is very gradual and spread out over 20 lvls.

Male: Max firing duration is 2 secs, 0.6 secs longer than the Female's. Each bullet comes out one at a time.
Female: Max firing duration is 1.4 secs, 0.6 secs shorter than the Male's. As a result, a few of the bullets travel in pairs in order to get all 14 bullets out in a shorter amount of time. Can hit enemies lying on the ground.

- [L3] M-3 Flamethrower
As the name implies, a flamethrower. Flame is spread out in a cone shape, which some slight y-axis range at the end. Low partial percent-based, and partial fixed physical Fire damage. Damage growth is similar to Gatling, though slightly lower when maxed. Immobility/hitstun begins at 30%. Increasing levels will increase the damage and the hitstun on every hit. Only pressing the skill key will pull out the flamethrower, then cancels it automatically for only three hits. Hold the Flamethrower skill key to extend the duration, though there will be some end delay then.

Males: Max firing duration at 3 secs with hits at 0.3 sec intervals. Has a higher effective height range than the Female's.
Females: Max firing duration 2.5 secs with hits at 0.25 sec intervals. Can hit enemies lying on the ground.

- [L4] Steyr AMR
Shoots a blue spinning bullet that explodes. Probably the one skill with the biggest difference between genders. Draw time starts off slower at 0.35 secs, but catches up to and eventually surpasses Gatling Gun's draw speed at max levels (when the lvl cap is increased to 60, anyway). Partial percentage, partial fixed physical damage.

Male: Bullet pushes back enemy with moderate damage, with a delayed large explosion for very high Fire damage.
Female: Bullet explodes on contact. Total of three smaller successive explosions for slightly high Fire damage.


- [L5] Fire Pillar
A mobile and longer version of Flamethrower. Hold the skill key for maximum duration. You can move while using the skill, albeit very slowly. Hit intervals are faster than Flamethrower's but provide less hitstun. Starts off more damage than Flamethrower, but ends up with slightly less damage at max levels. Movement speed increases with each level. 12.0 sec cooldown.

Males: 0.25 sec hit intervals, 0.05 secs longer than the Female's. Has a higher height range than the Female's.
Females:0.20 sec hit intervals, 0.05 secs faster than the Male's. Can hit enemies lying on the ground at the end of the flame.

- [L6] FM-92 Stinger vs FM-92 mk2 Lancer
The Launcher's first On The Ground AoE. Shoots a missile into the air, which separates into fragments as it drops that explode as they hit the ground for high partial percent, partial fixed Fire physical damage. Hold the FM-92 skill button to send the missile farther before it drops. 20.0 sec downtime.

Males: Missile separates into 4 bombs, each dealing high damage. Damage per bomb starts at ~300 higher than the Female's Lancer, then increases to over 700 damage per bomb at higher levels. Bombs leave a high fire pillar explosion. Explosions also have considerable launching strength.
Females: Missile separates into 8 bombs, each dealing moderately high damage. Explodes along the ground and has little launching strength.


DO NOT POST YET

Last edited by Shadow5YA; 07-04-2010 at 04:18 PM.
 
06-27-2010   #7 (permalink)
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Why does this matter to me if I only choose my own gender?
It doesn't. This guide is for those who choose the between the genders as if they were choosing between two entirely different classes. They're not entirely wrong -- there are enough skill differences that can warrant different skill builds.

For example, a Female Ranger wouldn't max Gun Dance, because of its terrible damage, while a Male Ranger maxing Wild Shot is viable for PvE because of its high damage per shot. Or, a Female Mechanic could max one of the G series bots because of their ability to keep them summoned indefinitely by transforming back and forth.

Why are some skills missing?
This guide covers the differences between Male and Female Gunners. If the skill is exactly same between the two, I will not mention it. This guide is not meant to replace a Skill Calculator/Planner, but supplement it.

Why didn't you compare the Awakenings? Those are important in helping me decide which gender to choose!

Because Females do not have their Awakenings yet, and because I personally don't believe that it should be the main deciding factor in which gender you choose. You won't get your Awakenings until you complete the lv48 quest anyway, and when you do, the skill will have an extremely high cooldown, making it only a one or two time use. What if you hate your gender's playstyle, but love the Awakening? You will have to bear with a character that you won't even like that much for the majority of the game, all just to get one skill. Focus on your primary skills first. The Awakenings should be nothing more than a perk or an afterthought.

So I see a list of differences. How do I know which version is the better skill?

Rule of thumb: whichever skill you can use more often. That implies lower cooldowns or more uses per skill cast. More uses = more damage. Some skills may have a few hundred damage gap, but that damage gap can be easily reversed if you can get more hits or uses in.


So which gender is better for each class?
There is no better gender for each class, only possibly better for a certain style.
For example, the Male Mechanic's bots have a lower cooldown, making them better at Land Runner and Time Bomb detonation, while the Female is better at using the G-series because the higher transformation bonus allows her to keep them out indefinitely.

However, this does not mean that the other gender is useless if they have the inferior version of a skill. Any Ranger can get Windmill/Topspin, Headshot, MultiHeadshot, and Wild Shot/Gun Dance, and any Spitfire can get all three grenades. This guide will just help you pick a gender if there's a certain set of skills that you would absolutely love to have and specialize in.


Then where can I plan my skill build?
AradSociety - Skill Planner

This is is the easiest one to use, and it generally updates along with DFO.







Lastly, if you have any other questions, free free to ask here or message me, and if you find something that I didn't catch, feel free to point that out now. This guide will be updated as I see fit.

You may now post.
 
06-27-2010   #8 (permalink)
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Ok nice comparison so did try all gunner sub class? Gender doesn't matter.
 
06-27-2010   #9 (permalink)
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Neople isn't stupid enough to make one of the genders superior in every way. However, that doesn't mean that both genders can play exactly the same way.

Are you telling me you would play a Male Spitfire the same way as you would a Female Spitfire? Or that you can combo into and after the Male's MultiHeadshot like you can the Female's? Or that you can OTG combo with the Male Launcher like you can with the Female Launcher?
 
06-27-2010   #10 (permalink)
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BTW, difference between Male and Female G3 is that male damages and female get hitstun.
 
06-27-2010   #11 (permalink)
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In Gatling Gun, you accidentally put Flamethrower instead of Gatling.
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07-04-2010   #12 (permalink)
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Quote:
Originally Posted by Nihil679
In Gatling Gun, you accidentally put Flamethrower instead of Gatling.
Nah, that was just me putting Flamethower's description twice.

Anyway, added the differences in cooldown for Punisher vs Spriggan and the differences in launching strength betwen Stinger and Lancer.
 

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