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Seriously, I've never truly understood how they work. Bowmen's crit is pretty self-explanatory, but do crits for thieves add on 100% of a L7/TT hit, or 100% of a regular hit? And then SE seems like a multiplier, but somehow adds on more with passive crit, and Buccaneers get a few extra percents thrown in there just for the luls. So how do all these criticals work, or more specifically, how does critical work with L7, SE work with passive crits, and buccaneers get free damage from SE?
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its all additive. bowmen's and sin's base crit = +100%. SE is an additional 140% on top of that, so when you crit with SE its +240%.
since strafe/hurricane is 100% base then normal crits are 200%, SE'd crits are 340%.
I think buccaneers is +60% normal and SE has an extra 100% thrown in there from nowhere, so with SE its +300%
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Critical always adds base damage.
If it says 200% crit, just read that as +100, because that is how it is going to be calculated. A 30% hit will become 130%. A 700% hit will become 800%.
SE is +240%.
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2009-08-14, 11:50 PM
(This post was last modified: 2009-08-14, 11:55 PM by EmuAlert.)
Alright, but does the chance of it activating stack or something? Otherwise, it would help Night Lords and bowmen the same amount as it does all other classes, but it sounds like it helps more. Also, wouldn't that make SE useless on a mage?
Oh, and are criticals based on L7 damage or regular damage? Base 100 L7 =/= 1 regular attack.
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EmuAlert Wrote:Alright, but does the chance of it activating stack or something? Otherwise, it would help Night Lords and bowmen the same amount as it does all other classes, but it sounds like it helps more. Also, wouldn't that make SE useless on a mage?
Oh, and are criticals based on L7 damage or regular damage? Base 100 L7 =/= 1 regular attack.
Yeah, that's the one exception. For magic it's multiplicative =/ A crit with max SE is 1.4 times as strong as normal hit.
It's based on L7 damage when you use L7, and regular damage when you use other skills. When you use L7 it acts as if your base damage is the L7 base damage instead of what the stat screen tells you.
Chance of crit stacks additively. A 40% chance of crit becomes 55.
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2009-08-15, 12:55 AM
(This post was last modified: 2009-08-15, 12:58 AM by EmuAlert.)
Dusk Wrote:Yeah, that's the one exception. For magic it's multiplicative =/ A crit with max SE is 1.4 times as strong as normal hit.
It's based on L7 damage when you use L7, and regular damage when you use other skills. When you use L7 it acts as if your base damage is the L7 base damage instead of what the stat screen tells you.
Chance of crit stacks additively. A 40% chance of crit becomes 55.
Alright, thanks a bunch. So level 1 SE would more than double your crit damage, raising it from +100% to +(100%+111%), right? I must admit though, they screwed stuff up when they were making SE. It barely helps most classes but doubles the damage of NLs and bowmen.
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Which is why it is SO DAMN AWESEOM
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EmuAlert Wrote:Alright, thanks a bunch. So level 1 SE would more than double your crit damage, raising it from +100% to +(100%+111%), right? I must admit though, they screwed stuff up when they were making SE. It barely helps most classes but doubles the damage of NLs and bowmen. Yes.
Archer/NL Crit
No SE: +100%
Lvl 1 SE: +211%
...
Max SE: +240%
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EmuAlert Wrote:Alright, thanks a bunch. So level 1 SE would more than double your crit damage, raising it from +100% to +(100%+111%), right? I must admit though, they screwed stuff up when they were making SE. It barely helps most classes but doubles the damage of NLs and bowmen.
singularity Wrote:Yes.
Archer/NL Crit
No SE: +100%
Lvl 1 SE: +211%
...
Max SE: +240%
And then there's buc's
-On stunned monsters-
No SE : +60%
Lvl 30 SE: +60%+100%+140%
Extra 100% tossed in there.
My theory on this is because buc's have no "base crit". The extra stun damage is just treated as extra damage. And when SE kicks in it says "oh hey max SE is in effect so we'll set the crit damage boost to 240%". So yeah +300% damage for bucs
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EmuAlert Wrote:Alright, thanks a bunch. So level 1 SE would more than double your crit damage, raising it from +100% to +(100%+111%), right? I must admit though, they screwed stuff up when they were making SE. It barely helps most classes but doubles the damage of NLs and bowmen.
I think that's fair. NLs have crappy damage at bosses without SE, so they need the boost. When they're training they make up for some of that damage with Venom and high mobility.
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I used to hit 90k+ with Crits from SE on my Dark Knight...doesn't seem so bad for other classes to me.
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Blaine Wrote:I used to hit 90k+ with Crits from SE on my Dark Knight...doesn't seem so bad for other classes to me. 
It adds 21% per hit for most classes, while it adds 106% per hit for sins and 92% for bowmen. Also, they have more hits per second than most other classes.
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The only skill that multiplies damage with crits is Arrow Blow, which does 200% damage on a crit.
It doesn't suprise me magic attack crits are multiplicative. Everything else they have is too.
On a critical for an AM: 140% amp *125% staff*140% critical = 245% damage.
Even further, 150% damage on element weak mobs= 367% damage. Bring an I/L when you go to fight Tengu, kiddies.
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EmuAlert Wrote:It adds 21% per hit for most classes, while it adds 106% per hit for sins and 92% for bowmen. Also, they have more hits per second than most other classes.
I know, I understand. :x Don't get me wrong, but I'm saying it isn't THAT bad for the rest of us.
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Kabanaw Wrote:The only skill that multiplies damage with crits is Arrow Blow, which does 200% damage on a crit. What?
Arrow Blow is 260%. It criticals for 360%.
Arrow Bomb is multiplicative, but that's only because of how they actually implemented the damage percentage. They code it so that it deals 100%, but then it's multiplied by 1.3 afterward. Unless that got changed with the skill patch awhile ago, which removed the reason for that setup in the first place.
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