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Regarding critical damage with the revamp - Printable Version +- Southperry.net (https://www.southperry.net) +-- Forum: Maplestory (https://www.southperry.net/forumdisplay.php?fid=15) +--- Forum: Game Mechanics (https://www.southperry.net/forumdisplay.php?fid=33) +--- Thread: Regarding critical damage with the revamp (/showthread.php?tid=26779) |
Regarding critical damage with the revamp - MetaSeraphim - 2010-06-20 Russt Wrote:I'm curious as to what the 110% and 107% in your stat window are. Uhh. . . speed and jump? Regarding critical damage with the revamp - Russt - 2010-06-20 Oh. Right. Regarding critical damage with the revamp - Cyanne - 2010-06-20 iAmFear Wrote:Yeah, 370~569 is with max Mastery. Is it possible that different classes get a different base mastery? That would explain why that fighter in the other screenshot had 70% mastery. Thanks for the info. Regarding critical damage with the revamp - Grey - 2010-06-20 JoeTang Wrote:Mind adding the stats of your weapon, and other sources of weapon attack? 939 with the old damage formula seems to say you have 117 weapon attack at level 46.56 attack total 42 from my gun (40atk clean and 2atk from Potential Stats) 10 from pet equips 4 from blessing Cyanne Wrote:That would explain why that fighter in the other screenshot had 70% mastery. Thanks for the info. Added pictures to the post. Edit: Actually, I think base mastery is tied to the weapon itself, I guess that makes more sense. Min damage is 20% of the max damage with 1H swords, axes, and maces, and knuckles and daggers on my slinger. Regarding critical damage with the revamp - Alloy - 2010-06-20 Russt Wrote:By the old damage formula, you're not going to get your exact mastery value from min/max if your secondary stat has anything to say about it. Speed and jump, lol. EDIT: WAT. A NEW PAGE? NONSENSE. Regarding critical damage with the revamp - JoeTang - 2010-06-20 iAmFear Wrote:56 attack total You forgot your bullets, but that still doesn't account for most of that damage difference. Can we get some varying screen shots with you wearing different guns and the total weapon attack? I'm not getting a linear result with weapon attack anymore. Regarding critical damage with the revamp - Russt - 2010-06-20 We should just have a thread devoted to new damage range shots. Or this can be that thread. Regarding critical damage with the revamp - IllegallySane - 2010-06-20 Russt Wrote:We should just have a thread devoted to new damage range shots. Just change the title of the thread and we're all set. Regarding critical damage with the revamp - Grey - 2010-06-20 JoeTang Wrote:You forgot your bullets, but that still doesn't account for most of that damage difference. Did guns from level 10 to level 30, each with 10 and 12atk bullets, no other equips, the only sources of attack are the gun, bullets, and blessing.
242~373|Total Attack: 13atk+10atk+4atk (27)
260~400|Total Attack: 13atk+12atk+4atk (29)
287~442|Total Attack: 18atk+10atk+4atk (32)
305~469|Total Attack: 18atk+12atk+4atk (34)
323~497|Total Attack: 22atk+10atk+4atk (36)
341~525|Total Attack: 22atk+12atk+4atk (38)
368~566|Total Attack: 27atk+10atk+4atk (41)
386~594|Total Attack: 27atk+12atk+4atk (43)
404~621|Total Attack: 31atk+10atk+4atk (45)
422~649|Total Attack: 31atk+12atk+4atk (47)
Regarding critical damage with the revamp - JoeTang - 2010-06-20 iAmFear Wrote:Did guns from level 10 to level 30, each with 10 and 12atk bullets, no other equips, the only sources of attack are the gun, bullets, and blessing. Wow thanks. Didn't need that many results for just testing weapon attack linearity, but it verifies it. ~13.8 modifier with 207d/35s. Under the current GMS formula, you'd only have 7.8, so damage ranges are approximately 1.75x higher in this scenario. Would need to test varying amounts of DEX and STR to verify what exactly it is, and there would need to be a larger sample with a larger difference in mainstat and secondarystat, something much more difficult to achieve than just putting on a different weapon to get a different weapon attack. Regarding critical damage with the revamp - Dusk - 2010-06-20 I'd like to know what the new magic damage formula is. Could someone with a KMST account make a table (or take a bunch of screenshots) of damage ranges with varying levels of INT, Magic Attack, and LUK? Regarding critical damage with the revamp - Cactuar - 2010-06-20 JoeTang Wrote:Wow thanks. Didn't need that many results for just testing weapon attack linearity, but it verifies it. ~13.8 modifier with 207d/35s. Under the current GMS formula, you'd only have 7.8, so damage ranges are approximately 1.75x higher in this scenario. Would need to test varying amounts of DEX and STR to verify what exactly it is, and there would need to be a larger sample with a larger difference in mainstat and secondarystat, something much more difficult to achieve than just putting on a different weapon to get a different weapon attack. Right now, using the standard formula ([(DEX * 3.6 + STR) / 100] * WATT) for Gunslingers I've found that replacing 3.6 with 6.5 gives similar results to what's indicated in the screen shots. Rounding, of course. Regarding critical damage with the revamp - JoeTang - 2010-06-20 Cactuar Wrote:Right now, using the standard formula ([(DEX * 3.6 + STR) / 100] * WATT) for Gunslingers I've found that replacing 3.6 with 6.5 gives similar results to what's indicated in the screen shots. Rounding, of course. Similar, but we want to be precise with everything. As for Criticals, we'd need to know how defense factors into how much damage is reduced, which is another variable we can't exactly compensate for easily anymore. Hopefully, there are still 0wdef mobs around, like Green Snails perhaps, that would give really solid results. Regarding critical damage with the revamp - Cactuar - 2010-06-20 JoeTang Wrote:Similar, but we want to be precise with everything. It's only off if you truncate the decimal. Rounding makes the values dead on. Regarding critical damage with the revamp - Cyanne - 2010-06-20 Cactuar Wrote:It's only off if you truncate the decimal. Rounding makes the values dead on. Rounding in damage ranges has always been truncation, but maybe that was changed too. Regarding critical damage with the revamp - JoeTang - 2010-06-20 iAmFear Wrote: Cactuar Wrote:It's only off if you truncate the decimal. Rounding makes the values dead on. (6.5*211+45)/100*68=963 Regarding critical damage with the revamp - Fiel - 2010-06-20 JoeTang Wrote:Hopefully, there are still 0wdef mobs around, like Green Snails perhaps, that would give really solid results. Sort of can do cap'n. Green snails do have 0 WDEF (actually unlisted PDDamage), but there's another variable thrown in the mix - MDRate and PDRate. These variables are set to 10 for green snails. So keep this in mind if there's any strangeness in calculations. All mobs have PDRate and MDRate so there's no escaping it. However, not all mobs have PDDamage and MDDamage. EDIT: Both Green and Blue Snails have perfectly similar values for PDDamage, PDRate, MDDamage, and MDRate. Red Snails are not suitable for damage testing because PDDamage and MDDamage are set. All white beginner cygnus mobs are also suitable for damage testing. Regarding critical damage with the revamp - Cactuar - 2010-06-20 JoeTang Wrote:(6.5*211+45)/100*68=963 I don't quite understand where you got 68 from. Anyway, it's off so never mind. We'd need to do testing with different stats like joe said. Regarding critical damage with the revamp - Dusk - 2010-06-20 Cactuar Wrote:I don't quite understand where you got 68 from. That's how much attack he stated he had. Regarding critical damage with the revamp - Cyanne - 2010-06-20 Was the magic stat removed? Someone who can read Korean tell me whether or not this is accurate for translation of the right half of the stat window: Damage range Critical rate Weapon defense Magic defense Weapon accuracy Magic accuracy Weapon avoid Magic avoid Hands Speed Jump |