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Zero Damage Formula plus Actual Testing Results - 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: Zero Damage Formula plus Actual Testing Results (/showthread.php?tid=70000) |
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Zero Damage Formula plus Actual Testing Results - draglung - 2014-02-23 Hi all, I've frequently visited Southperry for damage formula questions and I have learnt quite a lot (i.e % boss stacks with % dmg). Now its time for me to give back to the community through my own testing of the formulas (some of which is already known and can be found by searching this forum). However, I thought it'll be good to consolidate it here for people building their own damage formulas. Damage Range The results are as follows:
Actual Damage Tested on snails with normal attack. 103 crits and 32 non-crits. Parameters:
Actual Boss Damage Tested on Lady Boss with normal attack. 59 crits and 38 non crits. Parameters:
Re-tested on Bodyguard A with normal attack due to out-of-range observation. Decent Sharp Eye (-15% max crit) and MW off this time. 55 crits and 46 non crits. Parameters:
Actual Damage Formula The results are as follows:
*note: I found that there is 3% def ignored unaccounted for by skills, cards and equipment. Anyone know if Zero has a base def ignore of 3%? Solved. Its profession bonus. Zero Damage Formula plus Actual Testing Results - Kayo - 2014-03-05 This is really good, and all your calculated numbers are very close to the observed numbers. I've been thinking about doing something similar for Kanna, which I hope to use to see the marginal gain from things like %m.att, %dmg, etc. as well as estimate performance on different bosses. Zero Damage Formula plus Actual Testing Results - ShinkuDragon - 2014-03-05 Quote:Base Range formula is (Str x 4 + Dex) x (WA x (1 + %Dmg)) * Weapon Multiplier don't you mean %attk in the (1+%dmg) part? or something else, because you're multiplying the %damage again in your next sentence Quote:Displayed Range is Base Range x (1+ % Dmg) [tested only for skill/link skill % dmg as I don't have % dmg on potential] Zero Damage Formula plus Actual Testing Results - draglung - 2014-03-08 ShinkuDragon Wrote:don't you mean %attk in the (1+%dmg) part? or something else, because you're multiplying the %damage again in your next sentence Hi. You're exactly right. Its a typo error. Should be % atk. Will change that Zero Damage Formula plus Actual Testing Results - draglung - 2014-03-08 Kayo Wrote:This is really good, and all your calculated numbers are very close to the observed numbers. I've been thinking about doing something similar for Kanna, which I hope to use to see the marginal gain from things like %m.att, %dmg, etc. as well as estimate performance on different bosses. Hi, that'll be great, we can see if your min non-crit dmg for Kanna will stay in range or not. I'm currently using the damage formula to decide which gear to upgrade to, as % dmg is quite deceptive due to its effect on range (but stacks additively with %boss) Zero Damage Formula plus Actual Testing Results - Kayo - 2014-03-09 draglung Wrote:Hi, that'll be great, we can see if your min non-crit dmg for Kanna will stay in range or not. I'm currently using the damage formula to decide which gear to upgrade to, as % dmg is quite deceptive due to its effect on range (but stacks additively with %boss) The funny thing about kannas is that they have extremely high %m.att bonuses compared to other jobs. On my kanna I get 168%m.att from hakus fan, which puts a twist on the att%>dmg% idea a lot of people throw around on other forums. One problem I've run into is finding the weapon multiplier for fans. Where did you find the multiplier for zero's weapons? Zero Damage Formula plus Actual Testing Results - SaptaZapta - 2014-03-09 Kayo Wrote:One problem I've run into is finding the weapon multiplier for fans. Where did you find the multiplier for zero's weapons? I suggest you make a new Kanna on a new account (so no character cards, link skills, monster farm, or any other account-wide effects to confuse things), and calculate it. Plug your m.att, int, luk, and (top) damage into the damage formula, and solve for the multiplier. Zero Damage Formula plus Actual Testing Results - lulzace - 2014-03-30 Kayo Wrote:The funny thing about kannas is that they have extremely high %m.att bonuses compared to other jobs. On my kanna I get 168%m.att from hakus fan, which puts a twist on the att%>dmg% idea a lot of people throw around on other forums. Joetang did that for me a while ago, don't remember which thread. 1.32 and 1.45 for Al and Be respectively. Some other said that its 1.34 and 1.49. Doing the same calcs on a secondary zero w/o a set of anysort and clean weps it falls in the 1.3-1.35 range for Al and 1.45-1.5 for Be. I should check it again since I do still have a few clean lv 100 Zero's but the game is being meh b/c of the update so it'll have to wait a few days. Zero Damage Formula plus Actual Testing Results - draglung - 2014-03-31 lulzace Wrote:Joetang did that for me a while ago, don't remember which thread. 1.32 and 1.45 for Al and Be respectively. Some other said that its 1.34 and 1.49. Its confirmed to be 1.34 and 1.49. My damage calculator is able to replicate the character stats window range so I know its correct. kayo Wrote:The funny thing about kannas is that they have extremely high %m.att bonuses compared to other jobs. On my kanna I get 168%m.att from hakus fan, which puts a twist on the att%>dmg% idea a lot of people throw around on other forums. Well, im assuming the 168% you are referring to is the weapon multiplier of fans at 1.68x. But nevertheless, regardless of the multiplier, the m.att% vs dmg% comparison remains the same, since m.att% is multiplicative with the weapon multiplier. Zero Damage Formula plus Actual Testing Results - Kayo - 2014-04-10 draglung Wrote:Well, im assuming the 168% you are referring to is the weapon multiplier of fans at 1.68x. But nevertheless, regardless of the multiplier, the m.att% vs dmg% comparison remains the same, since m.att% is multiplicative with the weapon multiplier. 168% is referring to having +168% m.att bonus, where +200%m.att is basically tripling your base m.att. |