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回報翻譯問題
Riiiiiiiiight.
Anywho, thrust -> charged shot deals about 120 damage in 2 seconds.
Rising -> overhead -> 4-shot burst -> wyvernstake does like 500 damage in 5 seconds.
If you have the opening (again, Earplugs), it's definitely worth going for the saucy combo.
Because if there is, I want one :o
I dont think its better though, considering the recovery time & needing to hard reload after a full burst+wyvernstake combo
You could probably do like 5 charged shots in that time and the opportunity to continue chaining charged shots,
where as you kinda need to back off after a wyvernstake
That's what I like about Long shells - you can alternate between Charge spamming and big stake combos as needed, and get big returns on both.
Artillery
Capacity Boost and
Focus
after that its comfort skills like health boost and such
I recommend getting 2 points in evade extender (the distance one) for mobility so you don't even need to use the shield and can be as aggressive or as defensive as you want to be.
Something i find myself doing alot is running a support build on Long GL since you don't have anything better to put skill points into and you can actually manage pretty well (SnS is still king at support)
Take yourself to the Honey Hunter website and get building sets on their see what works for what decorations you have since you might not have 3 artillery deco's for example
Hope this helped
The overhead-full burst-wyvernspike combo + hard reload takes 9 seconds :P
I was pretty surprised at this myself, but the full combo actually gives you better DPS even if you factor in the recoil and the reload time.
(which is terrible, because now I'm gonna want to go for it even when I don't have a clear opening lol)
https://steamcommunity.com/sharedfiles/filedetails/?id=1749553655
https://steamcommunity.com/sharedfiles/filedetails/?id=1749553985
Figured I'd wade in and test this as I'm a Long GL Main and mostly have just been spamming charge shots.
Each test used a 10 second window to measure DPS and Total Damage. Was done against the training dummy with Art 3, Capacity Boost, Focus 3, KT7 Long Gunlance. Anywhere I've written (...) means repeat until Ammo is empty. and all combos were repeated and stopped as soon as the timer hit 10. I used the DPS mod "HelloWorld.exe" with the Training Dummy UI and Timer.
KT R7 Gunlance
Thrust > Charge Shells (...) > Reload = 594 Total Damage, 58.64 DPS
Rising > Overhead > Full Burst > Wyvern = 802 Total Damage, 109.06 DPS
Rising Slash > Overhead > Full Burst > Sweep > Reload > Overhead > Full Burst = 751 Total Damage, 76.33 DPS.
Shell > Poke (...) > Reload = 786 Total Damage. 77.10 DPS.
KT R6 Gunlance
Thrust > Charge Shells (...) > Reload = 569 Total Damage, 59.92 DPS
Rising > Overhead > Full Burst > Wyvern = 695 Total Damage, 68.48 DPS
Rising Slash > Overhead > Full Burst > Sweep > Reload > Overhead > Full Burst = 597 Total Damage, 61.05 DPS
Shell > Poke (...) > Reload = 647 Total Damage, 64.93 DPS
So TL:DR For w/e reason Charge Shelling on the Training Dummy is consistently the least DPS.
There are three caveats to this however. The first is that Charge Shelling gets it's damage out consistently and quickly where-as the full burst > wyvern combo's don't, but Shell > Poke is similarly as quick and safe to do while doing more damage so...
The second is that Buffs + Food Buffs could come into play, I tested all of this unbuffed in the training ground, but it's already known that the Felyne Bombardier food buff increases your Shelling damage, but once again I don't see how this wouldn't just make Shell > Poke better.
The third is that it could be down to the Training Dummy and real monsters may take damage differently from all three sources, making Long GL's Charge Shelling more consistent, but I haven't tested this to try.
EDIT: Melusca below pointed out that Shelling does 20% less against LR monsters and the Training Dummy is classed as a LR Monster, I'll do some tests on an actual monster tonight, but a 20% increase overall would most likely make Charged shelling on-par if not above.