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Help with a Strange Max Min Crit Calculation. - 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: Help with a Strange Max Min Crit Calculation. (/showthread.php?tid=59849) |
Help with a Strange Max Min Crit Calculation. - FallenMemory - 2012-12-20 This calculation started with me wondering if I should recube my Decent SE gloves with the +10% Critical Hyper Skill comes out, and how losing the +15% Max Crit would affect my range. With the SE or +10% Crit Hyper Skill I have 100% Crit. My final conclusion comes to the 15% max crit damage being equivilant to 29% Int which seems absurdly high to me. Am I messing something up? My Buffed Range is 82,432 ~ 86,638 Min Crit Range: 120% Base + 25% From Arcane Overdrive = 145% Max Crit Range without SE: 150% Base Max Crit Range with SE: 150% Base + 15% SE = 165% Using Angel Rays 375% for the calculation because it's my main attacking skill: Without SE: Min= (1.45*82,432*3.75) = 448,224 Max= (1.50*86,638*3.75)=487,339 With SE: Min= (1.45*82,432*3.75) = 448,224 Max= (1.65*86,638*3.75)=536,073 That's a difference of 48,734 to my max AR damage. To achieve 536,073 with 150% Max Crit I need a max range of 95,302 (1.50*95,302*3.75)=536,073 To Test How much 1% Int affect my range I unequipped a 16%int belt. My max range went from 86,638 to 81797. That's a difference of 4841, meaning I get 302.56 max range per 1% int. Dividing 8664 from the damage range difference by 302.56 I get 28.635, Meaning 15% Max Crit is equivilant to 29% Int. Can this possibly be right? It seems like an awful lot, but I can't see where I would've made an error in calculations. Help with a Strange Max Min Crit Calculation. - JoeTang - 2012-12-20 z = ((4x(1+y)+s)(1+0.55r)/(1+0.475r) - s)/4x - 1 - y Where x = main stat, y = current main stat potential, s = secondary state, r = critical hit rate, z = how much more potential you need to match the critical increase. In your case, 0.55 is the average crit damage with DSE, 0.475 is without it, and r = 1. Help with a Strange Max Min Crit Calculation. - FallenMemory - 2012-12-20 JoeTang Wrote:z = ((4x(1+y)+s)(1+0.55r)/(1+0.475r) - s)/4x - 1 - y ooo Thanks for the formula. Just to be sure x=main stat means the main stat before any potential is applied right, and likewise for secondary stat? I don't see why it wouldn't, but I want to be sure before I calculate. Help with a Strange Max Min Crit Calculation. - JoeTang - 2012-12-20 FallenMemory Wrote:ooo Thanks for the formula. Just to be sure x=main stat means the main stat before any potential is applied right, and likewise for secondary stat? I don't see why it wouldn't, but I want to be sure before I calculate. Yes, it's mainstat before potential. Help with a Strange Max Min Crit Calculation. - FallenMemory - 2012-12-20 JoeTang Wrote:z = ((4x(1+y)+s)(1+0.55r)/(1+0.475r) - s)/4x - 1 - y 1396 Int before Potential 172% Int 272 Luk before Potential and r=1 so I just deleted it from the equation. ((5584(1+172)+272)(1+0.55)/(1+0.475) - 272)/5584 - 1 - 172 = 8.799 Assuming I plugged the numbers right, this number seems a lot more reasonable. Though I still never expected it to be this high. +Max Crit Rate sure is a lot better than I gave it credit for. Thanks again for the equation. =] Help with a Strange Max Min Crit Calculation. - JoeTang - 2012-12-21 FallenMemory Wrote:1396 Int before Potential Potential should be a fraction since it's a percentage. ((5584(1+1.72)+272)(1+0.55)/(1+0.475) - 272)/5584 - 1 - 1.72 = 0.14 Help with a Strange Max Min Crit Calculation. - FallenMemory - 2012-12-21 JoeTang Wrote:Potential should be a fraction since it's a percentage. ooo So 14% Int? Strangely high. Thanks. |