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The Ultimate 4th Job DPM Thread - Printable Version

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The Ultimate 4th Job DPM Thread - Russt - 2008-09-13

Devil Wrote:Brandish 1H -or- 2H = same (LONG) range.

Blast 1H = 1H Range
Blast 2H = 2H Range

Don't ask me why, it's just Nexon... Smile

That's why most Paladins go with the Ribgol 2H Fast Sword...

P.S. I'll add more data another time... had to get to 5000HP on my Blood Shadower first today! Tongue
Screw range, it's all about the DPS...
...ehh...
...not like I've played a warrior past level 35.


The Ultimate 4th Job DPM Thread - D-F1am3 - 2008-09-13

i dont really care about range, i like DPS and range isnt as useful since im not even going bosses to fight, and it'll raise my speed at skele, so lunchbox + paladin = win =]


The Ultimate 4th Job DPM Thread - Devil - 2008-09-14

D-F1am3 Wrote:i dont really care about range, i like DPS and range isnt as useful since im not even going bosses to fight, and it'll raise my speed at skele, so lunchbox + paladin = win =]
Ok added Paladin with lunchbox & corrected Dark Knight Crusher speeds.


The Ultimate 4th Job DPM Thread - anonnywho - 2008-09-14

I'm making a DPS calculator and simulator.
the first version : http://www.zshare.net/flash/1878635694175248/

It's not without bugs. There is also a lot of features I want to add. My goal is to make something more dynamic and deep than hidden street's calcs, using this data, and usable by every class. This version only has Archer data, as it's the easiest and can hammer out sim bugs easily. I'll defiantly need help will the sin simulations.

A party creation feature will also be added once all the classes simulators are finished.
Other things such as buildable skill books (not maxed) will also be added.

-Is there any "cast" time data? Meaning, in a 10 min window, how much time will be taken up casting SE, and other buffs.
-How does MS role to integers? Is it just nearest integer, highest, or lowest?
-The Maple Warrior buff is buggy. If you are going to add base or equipment stat point, make sure the buff is turned off.


The Ultimate 4th Job DPM Thread - Stereo - 2008-09-14

MS rounds against the player in all cases, meaning decrease player damage, increase monster damage. However, damage is capped to the [1,99999] range which means any damage below 1 is normally rounded to 1.

I believe it's been shown that it rounds skill damage after the skill multipliers are added to the base, but before "special skill" effects that vary by monster (Slashblast FA, Iron Arrow, Pierce). In this case, if it is rounded to 1 before these multipliers are applied, and then drops below 1, it will miss.



The Ultimate 4th Job DPM Thread - Technolink - 2008-09-14

Stereo Wrote:MS rounds against the player in all cases, meaning decrease player damage, increase monster damage. However, damage is capped to the [1,99999] range which means any damage below 1 is normally rounded to 1.

I believe it's been shown that it rounds skill damage after the skill multipliers are added to the base, but before "special skill" effects that vary by monster (Slashblast FA, Iron Arrow, Pierce). In this case, if it is rounded to 1 before these multipliers are applied, and then drops below 1, it will miss.

And continuing that logic, if something like Pierce caps at 99,999, then it means the 6th monster cap would be 248829 with a 1.2 multiplier, meaning our 250k cap is fine now.


The Ultimate 4th Job DPM Thread - anonnywho - 2008-09-14

Thats another question about Pierce, how does the initial hits compute compaired to the max?


The Ultimate 4th Job DPM Thread - Russt - 2008-09-14

Technolink Wrote:And continuing that logic, if something like Pierce caps at 99,999, then it means the 6th monster cap would be 248829 with a 1.2 multiplier, meaning our 250k cap is fine now.
I thought we had a 200k cap.


The Ultimate 4th Job DPM Thread - RFSurg - 2008-09-15

The Brandish + SE section is wrong; Max Brandish + Max SE is :

(Base Damage + Crit Addition)Combo Multiplier x Hits

(2.6 + 1.4)1.9 x 2

Crit is only +2.4 for classes with +1 base crit


The Ultimate 4th Job DPM Thread - Devil - 2008-09-15

RFSurg Wrote:The Brandish + SE section is wrong; Max Brandish + Max SE is :

(Base Damage + Crit Addition)Combo Multiplier x Hits

(2.6 + 1.4)1.9 x 2

Crit is only +2.4 for classes with +1 base crit
Fixed! Smile

Working on implementing Magic Max DPM atm.... Can't tell when that will be finished... Tongue


The Ultimate 4th Job DPM Thread - Devil - 2008-09-29

Ok I just added my first attempt of Magic DPM comparision VS other classes in 4th job... it's still very experimental, so don't take it too serious. (also take in mind that AoE's dmg is on 1 monster, so multiply by 15 for max result (lol way too overpowered, but ok...)

The problem is that Magician's "Weapon Attack" is fixed forever and imbedded with the Skills (base attack). The only thing that magicians upgrade is their AP's which are not included directly in the calculations...

Most likely the max damage / minute will be a bit higher (+10%), but I don't know how to add it to the calculations, but when I find it out, I'll add it!

Also the magic formula I used, is the "old" one, since that one was the most easy to convert to a "weapon attack" formula...

Just see it as a very global comparision, it's better then nothing... Wink


The Ultimate 4th Job DPM Thread - Stereo - 2008-10-02

Right now your Mage comparison is squaring the elemental bonus >_>

First you produce 192/288% dpa (percent per attack), then you multiply to get 16000/24000%/min, then you balance off the class formulas (14207%/21311%), then you compare the spell attack again (15587%/35072%), which implies that elemental damage is 2.3 times as strong as neutral damage.

I would make the percentage per attacks as follows:
100% neutral Bishop
135% neutral Arch Mage
148.5% neutral Arch Mage + elemental weapon
150% elemental Bishop
202.5% elemental Arch Mage
222.75% elemental Arch Mage + elemental weapon
Then you don't put neutral & elemental on the same line & confuse things.


There's also the fact that their primary stat is (int+m.atk), not just (int), so you might toss in a 1.15 to 1.2x multiplier to adjust for that (900 int & 180 m.atk =>1080 magic).


An estimate for the mage formula (4.4*magic) is also way off.

At 700 magic (beginning 4th job, maybe 10x-11x for well equipped), it's ~6.1, at 1200 magic (150-170) it's ~7.7 , at 1500 magic (near 200 this is barely possible) it is ~8.8.



I implemented the basic magic damage formula here if you need to play around with numbers or something. I think it's accurate on 0def, not sure about implementation of defense formula (mages are all jerks who won't lift a finger to find out how much damage they actually do Tongue)



The Ultimate 4th Job DPM Thread - Russt - 2008-10-02

What formula do you use? Is it universally accurate and clean? I'm a stickler for clean formulas, since they're much more likely to be the ones Nexon use (and therefore universally accurate).


The Ultimate 4th Job DPM Thread - Stereo - 2008-10-03

It is universally accurate but I can't say if it's written in the form Nexon uses, it's quadratic and there are lots of factoring options there.


The Ultimate 4th Job DPM Thread - Russt - 2008-10-03

May I see it?


The Ultimate 4th Job DPM Thread - Devil - 2008-10-07

Updated Marksmen DPM, with the recent 200k damage cap for Snipe, for when that is coming to gMS... Tongue

They seem REALLY close to Bowmasters on damage now, only with near lvl200 damage ranges (max 5000), their Snipe cap becomes their downside (since it's still fixed at 200k then). When Nexon pushes the damage cap even more (300k and beyond?), they will become VERY, VERY powerfull! Smile


The Ultimate 4th Job DPM Thread - Allen - 2008-10-13

I'd like to see this analysis done with more fluctuating weapon attacks. This can easily be done by plotting all the damage formulas on to a graph (W.ATK vs DPS). I can start working on this and I'll put up what I can produce.


The Ultimate 4th Job DPM Thread - Nikkey - 2008-10-13

anonnywho Wrote:Thats another question about Pierce, how does the initial hits compute compaired to the max?

huh? All attacks after the first hit is just multiplied by 1.2 from the attack in front.


The Ultimate 4th Job DPM Thread - Obike - 2008-10-14

Your list is missing Axes, BW, and PA's! That's like half the potential warriors! Though... we all know that we probably only make up around 2% of the warrior population ._.;

Also, I thought Combo was 1.95 or 2.0... I'll have to test that someday, kinda annoying to do with an axe hero though, since I'd have to differentiate between the hits. . .

If you plan on adding Axe/BW/PA just keep in mind... Brandish is always 1 stab 1 swing and blast is left to chance, supposedly 60% chance of slashing and 40% chance of stabbing, even though it's visually idenical no matter what form of attack it is mechanically. 2h Axes and BW have a 4.8 multiplier with swing, 3.4 with stab. 1h Axes and BW have a 4.4 multiplier with swing, 3.2 with stab. PA have 5.0 swing, 3.0 stab, but if you're going to use PA Crusher (EWWWWWWW.) 3.0 x 3 hits. </3

I'll have to verify Combo's multiplier and how SE effects it. I've heard it as (Base*Skill + SE)*Combo and as Base*Skill*Combo + SE...


The Ultimate 4th Job DPM Thread - Dusk - 2008-10-26

Obike Wrote:Your list is missing Axes, BW, and PA's! That's like half the potential warriors! Though... we all know that we probably only make up around 2% of the warrior population ._.;

Also, I thought Combo was 1.95 or 2.0... I'll have to test that someday, kinda annoying to do with an axe hero though, since I'd have to differentiate between the hits. . .

If you plan on adding Axe/BW/PA just keep in mind... Brandish is always 1 stab 1 swing and blast is left to chance, supposedly 60% chance of slashing and 40% chance of stabbing, even though it's visually idenical no matter what form of attack it is mechanically. 2h Axes and BW have a 4.8 multiplier with swing, 3.4 with stab. 1h Axes and BW have a 4.4 multiplier with swing, 3.2 with stab. PA have 5.0 swing, 3.0 stab, but if you're going to use PA Crusher (EWWWWWWW.) 3.0 x 3 hits. </3

I'll have to verify Combo's multiplier and how SE effects it. I've heard it as (Base*Skill + SE)*Combo and as Base*Skill*Combo + SE...

It doesn't matter, as his numbers are all based on maximum possible damage and average skill damage. He'd have to use 4.8 for axes and BWs instead of a medium number.